/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2022 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #pragma once #include "common/Pcsx2Defs.h" #include "common/HashCombine.h" #include "common/RedtapeWindows.h" #include #include #include #include #include #include namespace D3D12 { class ShaderCache { public: template using ComPtr = wil::com_ptr_nothrow; enum class EntryType { VertexShader, GeometryShader, PixelShader, ComputeShader, GraphicsPipeline, }; ShaderCache(); ~ShaderCache(); __fi D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; } __fi u32 GetDataVersion() const { return m_data_version; } __fi bool UsingPipelineCache() const { return m_use_pipeline_cache; } __fi bool UsingDebugShaders() const { return m_debug; } bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug); __fi ComPtr GetVertexShader(std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main") { return GetShaderBlob(EntryType::VertexShader, shader_code, macros, entry_point); } __fi ComPtr GetGeometryShader(std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main") { return GetShaderBlob(EntryType::GeometryShader, shader_code, macros, entry_point); } __fi ComPtr GetPixelShader(std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main") { return GetShaderBlob(EntryType::PixelShader, shader_code, macros, entry_point); } __fi ComPtr GetComputeShader(std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main") { return GetShaderBlob(EntryType::ComputeShader, shader_code, macros, entry_point); } ComPtr GetShaderBlob(EntryType type, std::string_view shader_code, const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main"); ComPtr GetPipelineState(ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc); private: static constexpr u32 FILE_VERSION = 1; struct CacheIndexKey { u64 source_hash_low; u64 source_hash_high; u64 macro_hash_low; u64 macro_hash_high; u64 entry_point_low; u64 entry_point_high; u32 source_length; EntryType type; bool operator==(const CacheIndexKey& key) const; bool operator!=(const CacheIndexKey& key) const; }; struct CacheIndexEntryHasher { std::size_t operator()(const CacheIndexKey& e) const noexcept { std::size_t h = 0; HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high, e.source_hash_low, e.source_hash_high, e.source_length, e.type); return h; } }; struct CacheIndexData { u32 file_offset; u32 blob_size; }; using CacheIndex = std::unordered_map; static std::string GetCacheBaseFileName(const std::string_view& base_path, const std::string_view& type, D3D_FEATURE_LEVEL feature_level, bool debug); static CacheIndexKey GetShaderCacheKey(EntryType type, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point); static CacheIndexKey GetPipelineCacheKey(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc); bool CreateNew(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file, std::FILE*& blob_file); bool ReadExisting(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file, std::FILE*& blob_file, CacheIndex& index); void InvalidatePipelineCache(); void Close(); ComPtr CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point); ComPtr CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& key, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc); std::string m_base_path; std::FILE* m_shader_index_file = nullptr; std::FILE* m_shader_blob_file = nullptr; CacheIndex m_shader_index; std::FILE* m_pipeline_index_file = nullptr; std::FILE* m_pipeline_blob_file = nullptr; CacheIndex m_pipeline_index; D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0; u32 m_data_version = 0; bool m_use_pipeline_cache = false; bool m_debug = false; }; } // namespace D3D12