mirror of https://github.com/PCSX2/pcsx2.git
157 lines
5.4 KiB
C++
157 lines
5.4 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/HashCombine.h"
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#include "common/RedtapeWindows.h"
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#include <cstdio>
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#include <d3d12.h>
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#include <string_view>
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#include <unordered_map>
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#include <vector>
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#include <wil/com.h>
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namespace D3D12
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{
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class ShaderCache
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{
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public:
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template <typename T>
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using ComPtr = wil::com_ptr_nothrow<T>;
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enum class EntryType
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{
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VertexShader,
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GeometryShader,
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PixelShader,
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ComputeShader,
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GraphicsPipeline,
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ComputePipeline,
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};
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ShaderCache();
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~ShaderCache();
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__fi D3D_FEATURE_LEVEL GetFeatureLevel() const { return m_feature_level; }
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__fi u32 GetDataVersion() const { return m_data_version; }
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__fi bool UsingDebugShaders() const { return m_debug; }
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bool Open(std::string_view base_path, D3D_FEATURE_LEVEL feature_level, u32 version, bool debug);
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__fi ComPtr<ID3DBlob> GetVertexShader(std::string_view shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
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{
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return GetShaderBlob(EntryType::VertexShader, shader_code, macros, entry_point);
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}
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__fi ComPtr<ID3DBlob> GetGeometryShader(std::string_view shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
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{
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return GetShaderBlob(EntryType::GeometryShader, shader_code, macros, entry_point);
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}
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__fi ComPtr<ID3DBlob> GetPixelShader(std::string_view shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
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{
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return GetShaderBlob(EntryType::PixelShader, shader_code, macros, entry_point);
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}
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__fi ComPtr<ID3DBlob> GetComputeShader(std::string_view shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main")
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{
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return GetShaderBlob(EntryType::ComputeShader, shader_code, macros, entry_point);
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}
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ComPtr<ID3DBlob> GetShaderBlob(EntryType type, std::string_view shader_code,
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const D3D_SHADER_MACRO* macros = nullptr, const char* entry_point = "main");
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ComPtr<ID3D12PipelineState> GetPipelineState(ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc);
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ComPtr<ID3D12PipelineState> GetPipelineState(ID3D12Device* device, const D3D12_COMPUTE_PIPELINE_STATE_DESC& desc);
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private:
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static constexpr u32 FILE_VERSION = 1;
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struct CacheIndexKey
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{
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u64 source_hash_low;
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u64 source_hash_high;
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u64 macro_hash_low;
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u64 macro_hash_high;
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u64 entry_point_low;
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u64 entry_point_high;
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u32 source_length;
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EntryType type;
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bool operator==(const CacheIndexKey& key) const;
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bool operator!=(const CacheIndexKey& key) const;
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};
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struct CacheIndexEntryHasher
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{
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std::size_t operator()(const CacheIndexKey& e) const noexcept
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{
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std::size_t h = 0;
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HashCombine(h, e.entry_point_low, e.entry_point_high, e.macro_hash_low, e.macro_hash_high,
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e.source_hash_low, e.source_hash_high, e.source_length, e.type);
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return h;
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}
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};
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struct CacheIndexData
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{
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u32 file_offset;
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u32 blob_size;
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};
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using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
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static std::string GetCacheBaseFileName(const std::string_view& base_path, const std::string_view& type,
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D3D_FEATURE_LEVEL feature_level, bool debug);
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static CacheIndexKey GetShaderCacheKey(EntryType type, const std::string_view& shader_code,
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const D3D_SHADER_MACRO* macros, const char* entry_point);
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static CacheIndexKey GetPipelineCacheKey(const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc);
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static CacheIndexKey GetPipelineCacheKey(const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc);
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bool CreateNew(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
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std::FILE*& blob_file);
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bool ReadExisting(const std::string& index_filename, const std::string& blob_filename, std::FILE*& index_file,
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std::FILE*& blob_file, CacheIndex& index);
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void InvalidatePipelineCache();
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void Close();
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ComPtr<ID3DBlob> CompileAndAddShaderBlob(const CacheIndexKey& key, std::string_view shader_code,
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const D3D_SHADER_MACRO* macros, const char* entry_point);
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ComPtr<ID3D12PipelineState> CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& key,
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const D3D12_GRAPHICS_PIPELINE_STATE_DESC& gpdesc);
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ComPtr<ID3D12PipelineState> CompileAndAddPipeline(ID3D12Device* device, const CacheIndexKey& key,
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const D3D12_COMPUTE_PIPELINE_STATE_DESC& gpdesc);
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bool AddPipelineToBlob(const CacheIndexKey& key, ID3D12PipelineState* pso);
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std::string m_base_path;
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std::FILE* m_shader_index_file = nullptr;
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std::FILE* m_shader_blob_file = nullptr;
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CacheIndex m_shader_index;
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std::FILE* m_pipeline_index_file = nullptr;
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std::FILE* m_pipeline_blob_file = nullptr;
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CacheIndex m_pipeline_index;
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D3D_FEATURE_LEVEL m_feature_level = D3D_FEATURE_LEVEL_11_0;
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u32 m_data_version = 0;
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bool m_debug = false;
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};
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} // namespace D3D12
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