Vulkan: Reload pipeline cache when relevant host config changes
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a8343cc19a
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@ -446,10 +446,14 @@ void ObjectCache::ClearPipelineCache()
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m_compute_pipeline_objects.clear();
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}
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std::string ObjectCache::GetDiskCacheFileName(const char* type)
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std::string ObjectCache::GetDiskCacheFileName(const char* type, bool include_gameid,
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bool include_host_config)
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{
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return StringFromFormat("%svulkan-%s-%s.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().GetGameID().c_str(), type);
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return StringFromFormat(
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"%svulkan-%s%s%s%s%s.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), type,
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include_gameid ? "-" : "", include_gameid ? SConfig::GetInstance().GetGameID().c_str() : "",
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include_host_config ? "-" : "",
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include_host_config ? g_ActiveConfig.GetHostConfigFilename().c_str() : "");
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}
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class PipelineCacheReadCallback : public LinearDiskCacheReader<u32, u8>
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@ -475,7 +479,10 @@ public:
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bool ObjectCache::CreatePipelineCache()
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{
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m_pipeline_cache_filename = GetDiskCacheFileName("pipeline");
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// Vulkan pipeline caches can be shared between games for shader compile time reduction.
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// This assumes that drivers don't create all pipelines in the cache on load time, only
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// when a lookup occurs that matches a pipeline (or pipeline data) in the cache.
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m_pipeline_cache_filename = GetDiskCacheFileName("pipeline", false, true);
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VkPipelineCacheCreateInfo info = {
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VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO, // VkStructureType sType
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@ -498,7 +505,7 @@ bool ObjectCache::LoadPipelineCache()
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{
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// We have to keep the pipeline cache file name around since when we save it
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// we delete the old one, by which time the game's unique ID is already cleared.
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m_pipeline_cache_filename = GetDiskCacheFileName("pipeline");
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m_pipeline_cache_filename = GetDiskCacheFileName("pipeline", false, true);
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std::vector<u8> disk_data;
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LinearDiskCache<u32, u8> disk_cache;
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@ -664,15 +671,15 @@ struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
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void ObjectCache::LoadShaderCaches()
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{
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ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
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m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs"), vs_reader);
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m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs", true, true), vs_reader);
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ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
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m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps"), ps_reader);
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m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps", true, true), ps_reader);
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if (g_vulkan_context->SupportsGeometryShaders())
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{
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ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
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m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs"), gs_reader);
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m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs", true, true), gs_reader);
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}
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SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
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@ -684,6 +691,7 @@ void ObjectCache::LoadShaderCaches()
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template <typename T>
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static void DestroyShaderCache(T& cache)
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{
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cache.disk_cache.Sync();
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cache.disk_cache.Close();
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for (const auto& it : cache.shader_map)
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{
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@ -825,6 +833,23 @@ void ObjectCache::RecompileSharedShaders()
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PanicAlert("Failed to recompile shared shaders.");
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}
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void ObjectCache::ReloadShaderAndPipelineCaches()
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{
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SavePipelineCache();
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DestroyShaderCaches();
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DestroyPipelineCache();
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if (g_ActiveConfig.bShaderCache)
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{
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LoadShaderCaches();
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LoadPipelineCache();
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}
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else
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{
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CreatePipelineCache();
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}
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}
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bool ObjectCache::CreateDescriptorSetLayouts()
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{
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static const VkDescriptorSetLayoutBinding ubo_set_bindings[] = {
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@ -154,13 +154,16 @@ public:
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// Recompile shared shaders, call when stereo mode changes.
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void RecompileSharedShaders();
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// Reload pipeline cache. This will destroy all pipelines.
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void ReloadShaderAndPipelineCaches();
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// Shared shader accessors
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VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; }
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VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
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VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
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VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
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// Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
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std::string GetDiskCacheFileName(const char* type);
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std::string GetDiskCacheFileName(const char* type, bool include_gameid, bool include_host_config);
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private:
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bool CreatePipelineCache();
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@ -114,7 +114,7 @@ bool Renderer::Initialize()
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}
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// Ensure all pipelines previously used by the game have been created.
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StateTracker::GetInstance()->LoadPipelineUIDCache();
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StateTracker::GetInstance()->ReloadPipelineUIDCache();
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// Initialize post processing.
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m_post_processor = std::make_unique<VulkanPostProcessing>();
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@ -1126,13 +1126,11 @@ void Renderer::CheckForSurfaceChange()
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void Renderer::CheckForConfigChanges()
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{
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// Save the video config so we can compare against to determine which settings have changed.
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u32 old_multisamples = g_ActiveConfig.iMultisamples;
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u32 old_host_bits = g_ActiveConfig.GetHostConfigBits();
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int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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int old_stereo_mode = g_ActiveConfig.iStereoMode;
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int old_aspect_ratio = g_ActiveConfig.iAspectRatio;
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int old_efb_scale = g_ActiveConfig.iEFBScale;
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bool old_force_filtering = g_ActiveConfig.bForceFiltering;
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bool old_ssaa = g_ActiveConfig.bSSAA;
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bool old_use_xfb = g_ActiveConfig.bUseXFB;
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bool old_use_realxfb = g_ActiveConfig.bUseRealXFB;
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@ -1142,11 +1140,9 @@ void Renderer::CheckForConfigChanges()
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UpdateActiveConfig();
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// Determine which (if any) settings have changed.
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bool msaa_changed = old_multisamples != g_ActiveConfig.iMultisamples;
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bool ssaa_changed = old_ssaa != g_ActiveConfig.bSSAA;
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bool host_bits_changed = old_host_bits != g_ActiveConfig.GetHostConfigBits();
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bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
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bool force_texture_filtering_changed = old_force_filtering != g_ActiveConfig.bForceFiltering;
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bool stereo_changed = old_stereo_mode != g_ActiveConfig.iStereoMode;
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bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
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bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
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bool use_xfb_changed = old_use_xfb != g_ActiveConfig.bUseXFB;
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@ -1164,23 +1160,21 @@ void Renderer::CheckForConfigChanges()
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// MSAA samples changed, we need to recreate the EFB render pass.
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// If the stereoscopy mode changed, we need to recreate the buffers as well.
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if (msaa_changed || stereo_changed)
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// SSAA changed on/off, we have to recompile shaders.
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// Changing stereoscopy from off<->on also requires shaders to be recompiled.
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if (host_bits_changed)
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{
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OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
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g_command_buffer_mgr->WaitForGPUIdle();
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FramebufferManager::GetInstance()->RecreateRenderPass();
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FramebufferManager::GetInstance()->ResizeEFBTextures();
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BindEFBToStateTracker();
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}
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// SSAA changed on/off, we can leave the buffers/render pass, but have to recompile shaders.
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// Changing stereoscopy from off<->on also requires shaders to be recompiled.
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if (msaa_changed || ssaa_changed || stereo_changed)
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{
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g_command_buffer_mgr->WaitForGPUIdle();
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RecompileShaders();
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FramebufferManager::GetInstance()->RecompileShaders();
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g_object_cache->ReloadShaderAndPipelineCaches();
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g_object_cache->RecompileSharedShaders();
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StateTracker::GetInstance()->LoadPipelineUIDCache();
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StateTracker::GetInstance()->InvalidateShaderPointers();
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StateTracker::GetInstance()->ReloadPipelineUIDCache();
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}
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// For vsync, we need to change the present mode, which means recreating the swap chain.
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@ -115,7 +115,20 @@ bool StateTracker::Initialize()
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return true;
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}
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void StateTracker::LoadPipelineUIDCache()
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void StateTracker::InvalidateShaderPointers()
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{
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// Clear UIDs, forcing a false match next time.
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m_vs_uid = {};
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m_gs_uid = {};
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m_ps_uid = {};
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// Invalidate shader pointers.
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m_pipeline_state.vs = VK_NULL_HANDLE;
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m_pipeline_state.gs = VK_NULL_HANDLE;
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m_pipeline_state.ps = VK_NULL_HANDLE;
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}
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void StateTracker::ReloadPipelineUIDCache()
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{
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class PipelineInserter final : public LinearDiskCacheReader<SerializedPipelineUID, u32>
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{
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@ -130,7 +143,8 @@ void StateTracker::LoadPipelineUIDCache()
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StateTracker* this_ptr;
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};
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std::string filename = g_object_cache->GetDiskCacheFileName("pipeline-uid");
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// UID caches don't contain any host state, so use a single uid cache per gameid.
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std::string filename = g_object_cache->GetDiskCacheFileName("pipeline-uid", true, false);
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PipelineInserter inserter(this);
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// OpenAndRead calls Close() first, which will flush all data to disk when reloading.
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@ -117,7 +117,10 @@ public:
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bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
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// Reloads the UID cache, ensuring all pipelines used by the game so far have been created.
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void LoadPipelineUIDCache();
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void ReloadPipelineUIDCache();
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// Clears shader pointers, ensuring that now-deleted modules are not used.
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void InvalidateShaderPointers();
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private:
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// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.
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