// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/LinearDiskCache.h" #include "VideoBackends/Vulkan/Constants.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/ShaderCompiler.h" #include "VideoCommon/AsyncShaderCompiler.h" #include "VideoCommon/GeometryShaderGen.h" #include "VideoCommon/PixelShaderGen.h" #include "VideoCommon/RenderState.h" #include "VideoCommon/UberShaderPixel.h" #include "VideoCommon/UberShaderVertex.h" #include "VideoCommon/VertexShaderGen.h" namespace Vulkan { class CommandBufferManager; class VertexFormat; class StreamBuffer; class CommandBufferManager; class VertexFormat; class StreamBuffer; struct PipelineInfo { // These are packed in descending order of size, to avoid any padding so that the structure // can be copied/compared as a single block of memory. 64-bit pointer size is assumed. const VertexFormat* vertex_format; VkPipelineLayout pipeline_layout; VkShaderModule vs; VkShaderModule gs; VkShaderModule ps; VkRenderPass render_pass; BlendingState blend_state; RasterizationState rasterization_state; DepthState depth_state; MultisamplingState multisampling_state; }; struct PipelineInfoHash { std::size_t operator()(const PipelineInfo& key) const; }; bool operator==(const PipelineInfo& lhs, const PipelineInfo& rhs); bool operator!=(const PipelineInfo& lhs, const PipelineInfo& rhs); bool operator<(const PipelineInfo& lhs, const PipelineInfo& rhs); bool operator>(const PipelineInfo& lhs, const PipelineInfo& rhs); struct ComputePipelineInfo { VkPipelineLayout pipeline_layout; VkShaderModule cs; }; struct ComputePipelineInfoHash { std::size_t operator()(const ComputePipelineInfo& key) const; }; bool operator==(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs); bool operator!=(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs); bool operator<(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs); bool operator>(const ComputePipelineInfo& lhs, const ComputePipelineInfo& rhs); class ShaderCache { public: ShaderCache(); ~ShaderCache(); // Get utility shader header based on current config. std::string GetUtilityShaderHeader() const; // Accesses ShaderGen shader caches VkShaderModule GetVertexShaderForUid(const VertexShaderUid& uid); VkShaderModule GetGeometryShaderForUid(const GeometryShaderUid& uid); VkShaderModule GetPixelShaderForUid(const PixelShaderUid& uid); // Ubershader caches VkShaderModule GetVertexUberShaderForUid(const UberShader::VertexShaderUid& uid); VkShaderModule GetPixelUberShaderForUid(const UberShader::PixelShaderUid& uid); // Accesses ShaderGen shader caches asynchronously std::pair GetVertexShaderForUidAsync(const VertexShaderUid& uid); std::pair GetPixelShaderForUidAsync(const PixelShaderUid& uid); // Perform at startup, create descriptor layouts, compiles all static shaders. bool Initialize(); void Shutdown(); // Creates a pipeline for the specified description. The resulting pipeline, if successful // is not stored anywhere, this is left up to the caller. VkPipeline CreatePipeline(const PipelineInfo& info); // Find a pipeline by the specified description, if not found, attempts to create it. VkPipeline GetPipeline(const PipelineInfo& info); // Find a pipeline by the specified description, if not found, attempts to create it. If this // resulted in a pipeline being created, the second field of the return value will be false, // otherwise for a cache hit it will be true. std::pair GetPipelineWithCacheResult(const PipelineInfo& info); std::pair, bool> GetPipelineWithCacheResultAsync(const PipelineInfo& info); // Creates a compute pipeline, and does not track the handle. VkPipeline CreateComputePipeline(const ComputePipelineInfo& info); // Find a pipeline by the specified description, if not found, attempts to create it VkPipeline GetComputePipeline(const ComputePipelineInfo& info); // Clears our pipeline cache of all objects. This is necessary when recompiling shaders, // as drivers are free to return the same pointer again, which means that we may end up using // and old pipeline object if they are not cleared first. Some stutter may be experienced // while our cache is rebuilt on use, but the pipeline cache object should mitigate this. // NOTE: Ensure that none of these objects are in use before calling. void ClearPipelineCache(); // Saves the pipeline cache to disk. Call when shutting down. void SavePipelineCache(); // Recompile shared shaders, call when stereo mode changes. void RecompileSharedShaders(); // Reload pipeline cache. This will destroy all pipelines. void ReloadShaderAndPipelineCaches(); // Shared shader accessors VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; } VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; } VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; } VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; } void PrecompileUberShaders(); void WaitForBackgroundCompilesToComplete(); void RetrieveAsyncShaders(); private: bool CreatePipelineCache(); bool LoadPipelineCache(); bool ValidatePipelineCache(const u8* data, size_t data_length); void DestroyPipelineCache(); void LoadShaderCaches(); void DestroyShaderCaches(); bool CompileSharedShaders(); void DestroySharedShaders(); // We generate a dummy pipeline with some defaults in the blend/depth states, // that way the driver is forced to compile something (looking at you, NVIDIA). // It can then hopefully re-use part of this pipeline for others in the future. void CreateDummyPipeline(const UberShader::VertexShaderUid& vuid, const GeometryShaderUid& guid, const UberShader::PixelShaderUid& puid); template struct ShaderModuleCache { std::map> shader_map; LinearDiskCache disk_cache; }; ShaderModuleCache m_vs_cache; ShaderModuleCache m_gs_cache; ShaderModuleCache m_ps_cache; ShaderModuleCache m_uber_vs_cache; ShaderModuleCache m_uber_ps_cache; std::unordered_map, PipelineInfoHash> m_pipeline_objects; std::unordered_map m_compute_pipeline_objects; VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE; std::string m_pipeline_cache_filename; // Utility/shared shaders VkShaderModule m_screen_quad_vertex_shader = VK_NULL_HANDLE; VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE; VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE; VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE; std::unique_ptr m_async_shader_compiler; // TODO: Use templates to reduce the number of these classes. class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem { public: explicit VertexShaderCompilerWorkItem(const VertexShaderUid& uid) : m_uid(uid) {} bool Compile() override; void Retrieve() override; private: VertexShaderUid m_uid; ShaderCompiler::SPIRVCodeVector m_spirv; VkShaderModule m_module = VK_NULL_HANDLE; }; class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem { public: explicit PixelShaderCompilerWorkItem(const PixelShaderUid& uid) : m_uid(uid) {} bool Compile() override; void Retrieve() override; private: PixelShaderUid m_uid; ShaderCompiler::SPIRVCodeVector m_spirv; VkShaderModule m_module = VK_NULL_HANDLE; }; class PipelineCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem { public: explicit PipelineCompilerWorkItem(const PipelineInfo& info) : m_info(info) {} bool Compile() override; void Retrieve() override; private: PipelineInfo m_info; VkPipeline m_pipeline; }; }; extern std::unique_ptr g_shader_cache; } // namespace Vulkan