VideoCommon: add custom shader cache

This commit is contained in:
iwubcode 2022-08-17 01:26:06 -05:00
parent dbaf24ef09
commit bedbf2b8c6
4 changed files with 524 additions and 0 deletions

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@ -672,6 +672,7 @@
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionData.h" />
@ -1284,6 +1285,7 @@
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionFactory.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModManager.cpp" />

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@ -81,6 +81,8 @@ add_library(videocommon
GraphicsModSystem/Runtime/Actions/ScaleAction.h
GraphicsModSystem/Runtime/Actions/SkipAction.cpp
GraphicsModSystem/Runtime/Actions/SkipAction.h
GraphicsModSystem/Runtime/CustomShaderCache.cpp
GraphicsModSystem/Runtime/CustomShaderCache.h
GraphicsModSystem/Runtime/FBInfo.cpp
GraphicsModSystem/Runtime/FBInfo.h
GraphicsModSystem/Runtime/GraphicsModAction.h

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@ -0,0 +1,376 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/VideoConfig.h"
CustomShaderCache::CustomShaderCache()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_shader_compiler->StartWorkerThreads(1); // TODO
m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
m_frame_end_handler =
AfterFrameEvent::Register([this] { RetrieveAsyncShaders(); }, "RetreiveAsyncShaders");
}
CustomShaderCache::~CustomShaderCache()
{
if (m_async_shader_compiler)
m_async_shader_compiler->StopWorkerThreads();
if (m_async_uber_shader_compiler)
m_async_uber_shader_compiler->StopWorkerThreads();
}
void CustomShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
m_async_uber_shader_compiler->RetrieveWorkItems();
}
void CustomShaderCache::Reload()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{
m_async_shader_compiler->RetrieveWorkItems();
}
while (m_async_uber_shader_compiler->HasPendingWork() ||
m_async_uber_shader_compiler->HasCompletedWork())
{
m_async_uber_shader_compiler->RetrieveWorkItems();
}
m_ps_cache = {};
m_uber_ps_cache = {};
m_pipeline_cache = {};
m_uber_pipeline_cache = {};
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
m_custom_shaders(custom_shaders), m_config(pipeline_config)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
// If the pixel shader is no longer pending compilation
// and the shader compilation succeeded, set
// the pipeline to use the new pixel shader.
// Otherwise, use the existing shader.
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXPipelineUid m_uid;
PipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
m_custom_shaders(custom_shaders), m_config(pipeline_config)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
return false;
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXUberPipelineUid m_uid;
UberPipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
PixelShaderIterator m_iter;
};
auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
UberShader::PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
UberPixelShaderIterator m_iter;
};
auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code = GeneratePixelShaderCode(
m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code =
GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Uber Pixel Shader");
}
void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}
void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}

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// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <list>
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/VideoEvents.h"
struct CustomShaderInstance
{
CustomPixelShaderContents pixel_contents;
bool operator==(const CustomShaderInstance& other) const = default;
};
class CustomShaderCache
{
public:
CustomShaderCache();
~CustomShaderCache();
CustomShaderCache(const CustomShaderCache&) = delete;
CustomShaderCache(CustomShaderCache&&) = delete;
CustomShaderCache& operator=(const CustomShaderCache&) = delete;
CustomShaderCache& operator=(CustomShaderCache&&) = delete;
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
// Retrieves all pending shaders/pipelines from the async compiler.
void RetrieveAsyncShaders();
// Reloads/recreates all shaders and pipelines.
void Reload();
// The optional will be empty if this pipeline is now background compiling.
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
private:
// Configuration bits.
APIType m_api_type = APIType::Nothing;
ShaderHostConfig m_host_config = {};
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_uber_shader_compiler;
void AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
void AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
// Shader/Pipeline cache helper
template <typename Uid, typename ValueType>
struct Cache
{
struct CacheHolder
{
std::unique_ptr<ValueType> value = nullptr;
bool pending = true;
};
using CacheElement = std::pair<CustomShaderInstance, CacheHolder>;
using CacheList = std::list<CacheElement>;
std::map<Uid, CacheList> uid_to_cachelist;
const CacheHolder* GetHolder(const Uid& uid, const CustomShaderInstance& custom_shaders) const
{
if (auto uuid_it = uid_to_cachelist.find(uid); uuid_it != uid_to_cachelist.end())
{
for (const auto& [custom_shader_val, holder] : uuid_it->second)
{
if (custom_shaders == custom_shader_val)
{
return &holder;
}
}
}
return nullptr;
}
typename CacheList::iterator InsertElement(const Uid& uid,
const CustomShaderInstance& custom_shaders)
{
CacheList& cachelist = uid_to_cachelist[uid];
CacheElement e{custom_shaders, CacheHolder{}};
return cachelist.emplace(cachelist.begin(), std::move(e));
}
};
Cache<PixelShaderUid, AbstractShader> m_ps_cache;
Cache<UberShader::PixelShaderUid, AbstractShader> m_uber_ps_cache;
Cache<VideoCommon::GXPipelineUid, AbstractPipeline> m_pipeline_cache;
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline> m_uber_pipeline_cache;
using PipelineIterator = Cache<VideoCommon::GXPipelineUid, AbstractPipeline>::CacheList::iterator;
using UberPipelineIterator =
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline>::CacheList::iterator;
using PixelShaderIterator = Cache<PixelShaderUid, AbstractShader>::CacheList::iterator;
using UberPixelShaderIterator =
Cache<UberShader::PixelShaderUid, AbstractShader>::CacheList::iterator;
void NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
void NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
std::unique_ptr<AbstractShader>
CompilePixelShader(const PixelShaderUid& uid, const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
std::unique_ptr<AbstractShader>
CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
void QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
void QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
Common::EventHook m_frame_end_handler;
};