mirror of https://github.com/PCSX2/pcsx2.git
GL/ShaderCache: Time various shader compilation tasks
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99b7333991
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@ -18,6 +18,7 @@
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#include "common/Console.h"
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#include "common/MD5Digest.h"
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#include "common/StringUtil.h"
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#include "common/Timer.h"
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namespace GL
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{
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@ -291,7 +292,18 @@ namespace GL
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const std::string_view fragment_shader, const PreLinkCallback& callback)
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{
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if (!m_program_binary_supported || !m_blob_file)
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return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
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{
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#ifdef PCSX2_DEVBUILD
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Common::Timer timer;
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#endif
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std::optional<Program> res = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
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#ifdef PCSX2_DEVBUILD
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Console.WriteLn("Time to compile shader without caching: %.2fms", timer.GetTimeMilliseconds());
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#endif
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return res;
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}
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const auto key = GetCacheKey(vertex_shader, geometry_shader, fragment_shader);
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auto iter = m_index.find(key);
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@ -306,9 +318,19 @@ namespace GL
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return {};
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}
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#ifdef PCSX2_DEVBUILD
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Common::Timer timer;
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#endif
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Program prog;
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if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format))
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{
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#ifdef PCSX2_DEVBUILD
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Console.WriteLn("Time to create program from binary: %.2fms", timer.GetTimeMilliseconds());
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#endif
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return std::optional<Program>(std::move(prog));
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}
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Console.Warning(
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"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
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@ -357,15 +379,29 @@ namespace GL
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const std::string_view& fragment_shader,
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const PreLinkCallback& callback)
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{
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#ifdef PCSX2_DEVBUILD
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Common::Timer timer;
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#endif
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std::optional<Program> prog = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, true);
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if (!prog)
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return std::nullopt;
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#ifdef PCSX2_DEVBUILD
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const float compile_time = timer.GetTimeMilliseconds();
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timer.Reset();
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#endif
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std::vector<u8> prog_data;
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u32 prog_format = 0;
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if (!prog->GetBinary(&prog_data, &prog_format))
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return std::nullopt;
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#ifdef PCSX2_DEVBUILD
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const float binary_time = timer.GetTimeMilliseconds();
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timer.Reset();
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#endif
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if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
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return prog;
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@ -396,6 +432,11 @@ namespace GL
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return prog;
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}
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#ifdef PCSX2_DEVBUILD
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const float write_time = timer.GetTimeMilliseconds();
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Console.WriteLn("Compiled and cached shader: Compile: %.2fms, Binary: %.2fms, Write: %.2fms", compile_time, binary_time, write_time);
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#endif
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m_index.emplace(key, data);
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return prog;
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}
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