/* 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 . */ #include "common/PrecompiledHeader.h" #include "common/D3D11/ShaderCache.h" #include "common/D3D11/ShaderCompiler.h" #include "common/FileSystem.h" #include "common/Console.h" #include "common/MD5Digest.h" #include #pragma pack(push, 1) struct CacheIndexEntry { 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; u32 shader_type; u32 file_offset; u32 blob_size; }; #pragma pack(pop) D3D11::ShaderCache::ShaderCache() = default; D3D11::ShaderCache::~ShaderCache() { if (m_index_file) std::fclose(m_index_file); if (m_blob_file) std::fclose(m_blob_file); } bool D3D11::ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const { return (source_hash_low == key.source_hash_low && source_hash_high == key.source_hash_high && macro_hash_low == key.macro_hash_low && macro_hash_high == key.macro_hash_high && entry_point_low == key.entry_point_low && entry_point_high == key.entry_point_high && shader_type == key.shader_type && source_length == key.source_length); } bool D3D11::ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const { return (source_hash_low != key.source_hash_low || source_hash_high != key.source_hash_high || macro_hash_low != key.macro_hash_low || macro_hash_high != key.macro_hash_high || entry_point_low != key.entry_point_low || entry_point_high != key.entry_point_high || shader_type != key.shader_type || source_length != key.source_length); } bool D3D11::ShaderCache::Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug) { m_feature_level = feature_level; m_version = version; m_debug = debug; if (!base_path.empty()) { const std::string base_filename = GetCacheBaseFileName(base_path, feature_level, debug); const std::string index_filename = base_filename + ".idx"; const std::string blob_filename = base_filename + ".bin"; if (!ReadExisting(index_filename, blob_filename)) return CreateNew(index_filename, blob_filename); } return true; } bool D3D11::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 D3D11::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.source_hash_low, entry.source_hash_high, entry.macro_hash_low, entry.macro_hash_high, entry.entry_point_low, entry.entry_point_high, entry.source_length, static_cast(entry.shader_type)}; const CacheIndexData data{entry.file_offset, entry.blob_size}; m_index.emplace(key, data); } // ensure we don't write before seeking std::fseek(m_index_file, 0, SEEK_END); DevCon.WriteLn("Read %zu entries from '%s'", m_index.size(), index_filename.c_str()); return true; } std::string D3D11::ShaderCache::GetCacheBaseFileName(const std::string_view& base_path, D3D_FEATURE_LEVEL feature_level, bool debug) { std::string base_filename(base_path); base_filename += FS_OSPATH_SEPARATOR_STR "d3d_shaders_"; switch (feature_level) { case D3D_FEATURE_LEVEL_10_0: base_filename += "sm40"; break; case D3D_FEATURE_LEVEL_10_1: base_filename += "sm41"; break; case D3D_FEATURE_LEVEL_11_0: base_filename += "sm50"; break; default: base_filename += "unk"; break; } if (debug) base_filename += "_debug"; return base_filename; } D3D11::ShaderCache::CacheIndexKey D3D11::ShaderCache::GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point) { union { struct { u64 hash_low; u64 hash_high; }; u8 hash[16]; }; CacheIndexKey key = {}; key.shader_type = type; MD5Digest digest; digest.Update(shader_code.data(), static_cast(shader_code.length())); digest.Final(hash); key.source_hash_low = hash_low; key.source_hash_high = hash_high; key.source_length = static_cast(shader_code.length()); if (macros) { digest.Reset(); for (const D3D_SHADER_MACRO* macro = macros; macro->Name != nullptr; macro++) { digest.Update(macro->Name, std::strlen(macro->Name)); digest.Update(macro->Definition, std::strlen(macro->Definition)); } digest.Final(hash); key.macro_hash_low = hash_low; key.macro_hash_high = hash_high; } digest.Reset(); digest.Update(entry_point, static_cast(std::strlen(entry_point))); digest.Final(hash); key.entry_point_low = hash_low; key.entry_point_high = hash_high; return key; } wil::com_ptr_nothrow D3D11::ShaderCache::GetShaderBlob(ShaderCompiler::Type type, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */) { const auto key = GetCacheKey(type, shader_code, macros, entry_point); auto iter = m_index.find(key); if (iter == m_index.end()) return CompileAndAddShaderBlob(key, shader_code, macros, entry_point); wil::com_ptr_nothrow blob; HRESULT hr = D3DCreateBlob(iter->second.blob_size, blob.put()); if (FAILED(hr) || std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 || std::fread(blob->GetBufferPointer(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size) { Console.Error("(D3D11::ShaderCache::GetShaderBlob): Read blob from file failed"); return {}; } return blob; } wil::com_ptr_nothrow D3D11::ShaderCache::GetVertexShader(ID3D11Device* device, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */) { wil::com_ptr_nothrow blob = GetShaderBlob(ShaderCompiler::Type::Vertex, shader_code, macros, entry_point); if (!blob) return {}; return D3D11::ShaderCompiler::CreateVertexShader(device, blob.get()); } bool D3D11::ShaderCache::GetVertexShaderAndInputLayout(ID3D11Device* device, ID3D11VertexShader** vs, ID3D11InputLayout** il, const D3D11_INPUT_ELEMENT_DESC* layout, size_t layout_size, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */) { wil::com_ptr_nothrow blob = GetShaderBlob(ShaderCompiler::Type::Vertex, shader_code, macros, entry_point); if (!blob) return false; wil::com_ptr_nothrow actual_vs = D3D11::ShaderCompiler::CreateVertexShader(device, blob.get()); if (!actual_vs) return false; HRESULT hr = device->CreateInputLayout(layout, layout_size, blob->GetBufferPointer(), blob->GetBufferSize(), il); if (FAILED(hr)) { Console.Error("(GetVertexShaderAndInputLayout) Failed to create input layout: %08X", hr); return false; } *vs = actual_vs.detach(); return true; } wil::com_ptr_nothrow D3D11::ShaderCache::GetGeometryShader(ID3D11Device* device, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */) { wil::com_ptr_nothrow blob = GetShaderBlob(ShaderCompiler::Type::Geometry, shader_code, macros, entry_point); if (!blob) return {}; return D3D11::ShaderCompiler::CreateGeometryShader(device, blob.get()); } wil::com_ptr_nothrow D3D11::ShaderCache::GetPixelShader(ID3D11Device* device, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */) { wil::com_ptr_nothrow blob = GetShaderBlob(ShaderCompiler::Type::Pixel, shader_code, macros, entry_point); if (!blob) return {}; return D3D11::ShaderCompiler::CreatePixelShader(device, blob.get()); } wil::com_ptr_nothrow D3D11::ShaderCache::GetComputeShader(ID3D11Device* device, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros /* = nullptr */, const char* entry_point /* = "main" */) { wil::com_ptr_nothrow blob = GetShaderBlob(ShaderCompiler::Type::Compute, shader_code, macros, entry_point); if (!blob) return {}; return D3D11::ShaderCompiler::CreateComputeShader(device, blob.get()); } wil::com_ptr_nothrow D3D11::ShaderCache::CompileAndAddShaderBlob(const CacheIndexKey& key, const std::string_view& shader_code, const D3D_SHADER_MACRO* macros, const char* entry_point) { wil::com_ptr_nothrow blob = ShaderCompiler::CompileShader(key.shader_type, m_feature_level, m_debug, shader_code, macros, entry_point); if (!blob) return {}; if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0) return blob; CacheIndexData data; data.file_offset = static_cast(std::ftell(m_blob_file)); data.blob_size = static_cast(blob->GetBufferSize()); CacheIndexEntry entry = {}; entry.source_hash_low = key.source_hash_low; entry.source_hash_high = key.source_hash_high; entry.macro_hash_low = key.macro_hash_low; entry.macro_hash_high = key.macro_hash_high; entry.entry_point_low = key.entry_point_low; entry.entry_point_high = key.entry_point_high; entry.source_length = key.source_length; entry.shader_type = static_cast(key.shader_type); entry.blob_size = data.blob_size; entry.file_offset = data.file_offset; if (std::fwrite(blob->GetBufferPointer(), 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("(D3D11::ShaderCache::CompileAndAddShaderBlob) Failed to write shader blob to file"); return blob; } m_index.emplace(key, data); return blob; }