dolphin/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp

377 lines
13 KiB
C++

// 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_config(pipeline_config),
m_custom_shaders(custom_shaders)
{
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_config(pipeline_config),
m_custom_shaders(custom_shaders)
{
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);
}