/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2021 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 . */ #include "common/GL/ShaderCache.h" #include "common/FileSystem.h" #include "common/Console.h" #include "common/MD5Digest.h" #include "common/StringUtil.h" #include "common/Timer.h" namespace GL { #pragma pack(push, 1) struct CacheIndexEntry { u64 vertex_source_hash_low; u64 vertex_source_hash_high; u32 vertex_source_length; u64 geometry_source_hash_low; u64 geometry_source_hash_high; u32 geometry_source_length; u64 fragment_source_hash_low; u64 fragment_source_hash_high; u32 fragment_source_length; u32 file_offset; u32 blob_size; u32 blob_format; }; #pragma pack(pop) ShaderCache::ShaderCache() = default; ShaderCache::~ShaderCache() { Close(); } bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const { return ( vertex_source_hash_low == key.vertex_source_hash_low && vertex_source_hash_high == key.vertex_source_hash_high && vertex_source_length == key.vertex_source_length && geometry_source_hash_low == key.geometry_source_hash_low && geometry_source_hash_high == key.geometry_source_hash_high && geometry_source_length == key.geometry_source_length && fragment_source_hash_low == key.fragment_source_hash_low && fragment_source_hash_high == key.fragment_source_hash_high && fragment_source_length == key.fragment_source_length); } bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const { return ( vertex_source_hash_low != key.vertex_source_hash_low || vertex_source_hash_high != key.vertex_source_hash_high || vertex_source_length != key.vertex_source_length || geometry_source_hash_low != key.geometry_source_hash_low || geometry_source_hash_high != key.geometry_source_hash_high || geometry_source_length != key.geometry_source_length || fragment_source_hash_low != key.fragment_source_hash_low || fragment_source_hash_high != key.fragment_source_hash_high || fragment_source_length != key.fragment_source_length); } bool ShaderCache::Open(bool is_gles, std::string_view base_path, u32 version) { m_base_path = base_path; m_version = version; m_program_binary_supported = is_gles || GLAD_GL_ARB_get_program_binary; if (m_program_binary_supported) { // check that there's at least one format and the extension isn't being "faked" GLint num_formats = 0; glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats); Console.WriteLn("%u program binary formats supported by driver", num_formats); m_program_binary_supported = (num_formats > 0); } if (!m_program_binary_supported) { Console.Warning("Your GL driver does not support program binaries. Hopefully it has a built-in cache."); return true; } if (!base_path.empty()) { const std::string index_filename = GetIndexFileName(); const std::string blob_filename = GetBlobFileName(); if (ReadExisting(index_filename, blob_filename)) return true; return CreateNew(index_filename, blob_filename); } return true; } bool ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename) { if (FileSystem::FileExists(index_filename.c_str())) { Console.Warning("Removing existing index file '%s'", index_filename.c_str()); FileSystem::DeleteFilePath(index_filename.c_str()); } if (FileSystem::FileExists(blob_filename.c_str())) { Console.Warning("Removing existing blob file '%s'", blob_filename.c_str()); FileSystem::DeleteFilePath(blob_filename.c_str()); } m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "wb"); if (!m_index_file) { Console.Error("Failed to open index file '%s' for writing", index_filename.c_str()); return false; } const u32 index_version = FILE_VERSION; if (std::fwrite(&index_version, sizeof(index_version), 1, m_index_file) != 1 || std::fwrite(&m_version, sizeof(m_version), 1, m_index_file) != 1) { Console.Error("Failed to write version to index file '%s'", index_filename.c_str()); std::fclose(m_index_file); m_index_file = nullptr; FileSystem::DeleteFilePath(index_filename.c_str()); return false; } m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "w+b"); if (!m_blob_file) { Console.Error("Failed to open blob file '%s' for writing", blob_filename.c_str()); std::fclose(m_index_file); m_index_file = nullptr; FileSystem::DeleteFilePath(index_filename.c_str()); return false; } return true; } bool ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename) { m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b"); if (!m_index_file) { // special case here: when there's a sharing violation (i.e. two instances running), // we don't want to blow away the cache. so just continue without a cache. if (errno == EACCES) { Console.WriteLn("Failed to open shader cache index with EACCES, are you running two instances?"); return true; } return false; } u32 file_version = 0; u32 data_version = 0; if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != FILE_VERSION || std::fread(&data_version, sizeof(data_version), 1, m_index_file) != 1 || data_version != m_version) { Console.Error("Bad file/data version in '%s'", index_filename.c_str()); std::fclose(m_index_file); m_index_file = nullptr; return false; } m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "a+b"); if (!m_blob_file) { Console.Error("Blob file '%s' is missing", blob_filename.c_str()); std::fclose(m_index_file); m_index_file = nullptr; return false; } std::fseek(m_blob_file, 0, SEEK_END); const u32 blob_file_size = static_cast(std::ftell(m_blob_file)); for (;;) { CacheIndexEntry entry; if (std::fread(&entry, sizeof(entry), 1, m_index_file) != 1 || (entry.file_offset + entry.blob_size) > blob_file_size) { if (std::feof(m_index_file)) break; Console.Error("Failed to read entry from '%s', corrupt file?", index_filename.c_str()); m_index.clear(); std::fclose(m_blob_file); m_blob_file = nullptr; std::fclose(m_index_file); m_index_file = nullptr; return false; } const CacheIndexKey key{ entry.vertex_source_hash_low, entry.vertex_source_hash_high, entry.vertex_source_length, entry.geometry_source_hash_low, entry.geometry_source_hash_high, entry.geometry_source_length, entry.fragment_source_hash_low, entry.fragment_source_hash_high, entry.fragment_source_length}; const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format}; m_index.emplace(key, data); } Console.WriteLn("Read %zu entries from '%s'", m_index.size(), index_filename.c_str()); return true; } void ShaderCache::Close() { m_index.clear(); if (m_index_file) std::fclose(m_index_file); if (m_blob_file) std::fclose(m_blob_file); } bool ShaderCache::Recreate() { Close(); const std::string index_filename = GetIndexFileName(); const std::string blob_filename = GetBlobFileName(); return CreateNew(index_filename, blob_filename); } ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader, const std::string_view& geometry_shader, const std::string_view& fragment_shader) { union ShaderHash { struct { u64 low; u64 high; }; u8 bytes[16]; }; ShaderHash vertex_hash = {}; ShaderHash geometry_hash = {}; ShaderHash fragment_hash = {}; MD5Digest digest; if (!vertex_shader.empty()) { digest.Update(vertex_shader.data(), static_cast(vertex_shader.length())); digest.Final(vertex_hash.bytes); } if (!geometry_shader.empty()) { digest.Reset(); digest.Update(geometry_shader.data(), static_cast(geometry_shader.length())); digest.Final(geometry_hash.bytes); } if (!fragment_shader.empty()) { digest.Reset(); digest.Update(fragment_shader.data(), static_cast(fragment_shader.length())); digest.Final(fragment_hash.bytes); } return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast(vertex_shader.length()), geometry_hash.low, geometry_hash.high, static_cast(geometry_shader.length()), fragment_hash.low, fragment_hash.high, static_cast(fragment_shader.length())}; } std::string ShaderCache::GetIndexFileName() const { return StringUtil::StdStringFromFormat("%s/gl_programs.idx", m_base_path.c_str()); } std::string ShaderCache::GetBlobFileName() const { return StringUtil::StdStringFromFormat("%s/gl_programs.bin", m_base_path.c_str()); } std::optional ShaderCache::GetProgram(const std::string_view vertex_shader, const std::string_view geometry_shader, const std::string_view fragment_shader, const PreLinkCallback& callback) { if (!m_program_binary_supported || !m_blob_file) { #ifdef PCSX2_DEVBUILD Common::Timer timer; #endif std::optional res = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false); #ifdef PCSX2_DEVBUILD Console.WriteLn("Time to compile shader without caching: %.2fms", timer.GetTimeMilliseconds()); #endif return res; } const auto key = GetCacheKey(vertex_shader, geometry_shader, fragment_shader); auto iter = m_index.find(key); if (iter == m_index.end()) return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback); std::vector data(iter->second.blob_size); if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 || std::fread(data.data(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size) { Console.Error("Read blob from file failed"); return {}; } #ifdef PCSX2_DEVBUILD Common::Timer timer; #endif Program prog; if (prog.CreateFromBinary(data.data(), static_cast(data.size()), iter->second.blob_format)) { #ifdef PCSX2_DEVBUILD Console.WriteLn("Time to create program from binary: %.2fms", timer.GetTimeMilliseconds()); #endif return std::optional(std::move(prog)); } Console.Warning( "Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache."); if (!Recreate()) return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false); else return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback); } bool ShaderCache::GetProgram(Program* out_program, const std::string_view vertex_shader, const std::string_view geometry_shader, const std::string_view fragment_shader, const PreLinkCallback& callback /* = */) { auto prog = GetProgram(vertex_shader, geometry_shader, fragment_shader, callback); if (!prog) return false; *out_program = std::move(*prog); return true; } std::optional ShaderCache::CompileProgram(const std::string_view& vertex_shader, const std::string_view& geometry_shader, const std::string_view& fragment_shader, const PreLinkCallback& callback, bool set_retrievable) { Program prog; if (!prog.Compile(vertex_shader, geometry_shader, fragment_shader)) return std::nullopt; if (callback) callback(prog); if (set_retrievable) prog.SetBinaryRetrievableHint(); if (!prog.Link()) return std::nullopt; return std::optional(std::move(prog)); } std::optional ShaderCache::CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader, const std::string_view& geometry_shader, const std::string_view& fragment_shader, const PreLinkCallback& callback) { #ifdef PCSX2_DEVBUILD Common::Timer timer; #endif std::optional prog = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, true); if (!prog) return std::nullopt; #ifdef PCSX2_DEVBUILD const float compile_time = timer.GetTimeMilliseconds(); timer.Reset(); #endif std::vector prog_data; u32 prog_format = 0; if (!prog->GetBinary(&prog_data, &prog_format)) return std::nullopt; #ifdef PCSX2_DEVBUILD const float binary_time = timer.GetTimeMilliseconds(); timer.Reset(); #endif if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0) return prog; CacheIndexData data; data.file_offset = static_cast(std::ftell(m_blob_file)); data.blob_size = static_cast(prog_data.size()); data.blob_format = prog_format; CacheIndexEntry entry = {}; entry.vertex_source_hash_low = key.vertex_source_hash_low; entry.vertex_source_hash_high = key.vertex_source_hash_high; entry.vertex_source_length = key.vertex_source_length; entry.geometry_source_hash_low = key.geometry_source_hash_low; entry.geometry_source_hash_high = key.geometry_source_hash_high; entry.geometry_source_length = key.geometry_source_length; entry.fragment_source_hash_low = key.fragment_source_hash_low; entry.fragment_source_hash_high = key.fragment_source_hash_high; entry.fragment_source_length = key.fragment_source_length; entry.file_offset = data.file_offset; entry.blob_size = data.blob_size; entry.blob_format = data.blob_format; if (std::fwrite(prog_data.data(), 1, entry.blob_size, m_blob_file) != entry.blob_size || std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 || std::fflush(m_index_file) != 0) { Console.Error("Failed to write shader blob to file"); return prog; } #ifdef PCSX2_DEVBUILD const float write_time = timer.GetTimeMilliseconds(); Console.WriteLn("Compiled and cached shader: Compile: %.2fms, Binary: %.2fms, Write: %.2fms", compile_time, binary_time, write_time); #endif m_index.emplace(key, data); return prog; } } // namespace GL