pcsx2/common/Vulkan/ShaderCache.h

119 lines
3.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Vulkan/ShaderCompiler.h"
#include "common/Pcsx2Defs.h"
#include "common/HashCombine.h"
#include "common/Vulkan/Loader.h"
#include <cstdio>
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include <unordered_map>
#include <vector>
namespace Vulkan
{
class ShaderCache
{
public:
~ShaderCache();
static void Create(std::string_view directory, u32 version, bool debug);
static void Destroy();
/// Returns a handle to the pipeline cache. Set set_dirty to true if you are planning on writing to it externally.
VkPipelineCache GetPipelineCache(bool set_dirty = true);
/// Writes pipeline cache to file, saving all newly compiled pipelines.
bool FlushPipelineCache();
std::optional<ShaderCompiler::SPIRVCodeVector> GetShaderSPV(
ShaderCompiler::Type type, std::string_view shader_code);
VkShaderModule GetShaderModule(ShaderCompiler::Type type, std::string_view shader_code);
VkShaderModule GetVertexShader(std::string_view shader_code);
VkShaderModule GetGeometryShader(std::string_view shader_code);
VkShaderModule GetFragmentShader(std::string_view shader_code);
VkShaderModule GetComputeShader(std::string_view shader_code);
private:
static constexpr u32 FILE_VERSION = 2;
struct CacheIndexKey
{
u64 source_hash_low;
u64 source_hash_high;
u32 source_length;
ShaderCompiler::Type shader_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.source_hash_low, e.source_hash_high, e.source_length, e.shader_type);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
};
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
ShaderCache();
static std::string GetShaderCacheBaseFileName(const std::string_view& base_path, bool debug);
static std::string GetPipelineCacheBaseFileName(const std::string_view& base_path, bool debug);
static CacheIndexKey GetCacheKey(ShaderCompiler::Type type, const std::string_view& shader_code);
void Open(std::string_view base_path, u32 version, bool debug);
bool CreateNewShaderCache(const std::string& index_filename, const std::string& blob_filename);
bool ReadExistingShaderCache(const std::string& index_filename, const std::string& blob_filename);
void CloseShaderCache();
bool CreateNewPipelineCache();
bool ReadExistingPipelineCache();
void ClosePipelineCache();
std::optional<ShaderCompiler::SPIRVCodeVector> CompileAndAddShaderSPV(
const CacheIndexKey& key, std::string_view shader_code);
std::FILE* m_index_file = nullptr;
std::FILE* m_blob_file = nullptr;
std::string m_pipeline_cache_filename;
CacheIndex m_index;
VkPipelineCache m_pipeline_cache = VK_NULL_HANDLE;
u32 m_version = 0;
bool m_debug = false;
bool m_pipeline_cache_dirty = false;
};
} // namespace Vulkan
extern std::unique_ptr<Vulkan::ShaderCache> g_vulkan_shader_cache;