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Xenia-Canary/src/xenia/gpu/vulkan/vulkan_pipeline_cache.h
Herman S. 64e51c544e [GPU] Add vulkan shader disk storage / startup loading
Big refactor of the shader storage to allow both backends to share code
2026-03-10 00:49:56 +09:00

515 lines
20 KiB
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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_VULKAN_VULKAN_PIPELINE_STATE_CACHE_H_
#define XENIA_GPU_VULKAN_VULKAN_PIPELINE_STATE_CACHE_H_
#include <atomic>
#include <condition_variable>
#include <cstddef>
#include <cstdio>
#include <cstring>
#include <deque>
#include <filesystem>
#include <functional>
#include <memory>
#include <mutex>
#include <queue>
#include <set>
#include <unordered_map>
#include <utility>
#include <vector>
#include "xenia/base/hash.h"
#include "xenia/base/platform.h"
#include "xenia/base/threading.h"
#include "xenia/base/xxhash.h"
#include "xenia/gpu/primitive_processor.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/registers.h"
#include "xenia/gpu/shader_storage.h"
#include "xenia/gpu/spirv_shader_translator.h"
#include "xenia/gpu/vulkan/vulkan_render_target_cache.h"
#include "xenia/gpu/vulkan/vulkan_shader.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/vulkan/vulkan_api.h"
namespace xe {
namespace gpu {
namespace vulkan {
class VulkanCommandProcessor;
// TODO(Triang3l): Create a common base for both the Vulkan and the Direct3D
// implementations.
class VulkanPipelineCache {
public:
class PipelineLayoutProvider {
public:
virtual ~PipelineLayoutProvider() {}
virtual VkPipelineLayout GetPipelineLayout() const = 0;
protected:
PipelineLayoutProvider() = default;
};
struct Pipeline {
std::atomic<VkPipeline> pipeline{VK_NULL_HANDLE};
// The layouts are owned by the VulkanCommandProcessor, and must not be
// destroyed by it while the pipeline cache is active.
const PipelineLayoutProvider* pipeline_layout;
// Placeholder pipeline support for reduced stutter.
// When true, the current pipeline uses a placeholder pixel shader and
// the real pipeline is being compiled in the background.
std::atomic<bool> is_placeholder{false};
Pipeline(const PipelineLayoutProvider* pipeline_layout_provider)
: pipeline_layout(pipeline_layout_provider) {}
// Copy constructor needed for unordered_map
Pipeline(const Pipeline& other)
: pipeline(other.pipeline.load(std::memory_order_acquire)),
pipeline_layout(other.pipeline_layout),
is_placeholder(other.is_placeholder.load(std::memory_order_acquire)) {
}
// Move constructor
Pipeline(Pipeline&& other) noexcept
: pipeline(other.pipeline.load(std::memory_order_acquire)),
pipeline_layout(other.pipeline_layout),
is_placeholder(other.is_placeholder.load(std::memory_order_acquire)) {
}
// Deleted copy assignment to prevent accidental copying
Pipeline& operator=(const Pipeline&) = delete;
// Deleted move assignment
Pipeline& operator=(Pipeline&&) = delete;
};
static constexpr size_t kLayoutUIDEmpty = 0;
VulkanPipelineCache(VulkanCommandProcessor& command_processor,
const RegisterFile& register_file,
VulkanRenderTargetCache& render_target_cache,
VkShaderStageFlags guest_shader_vertex_stages);
~VulkanPipelineCache();
bool Initialize();
void Shutdown();
// Shader and pipeline storage.
void InitializeShaderStorage(
const std::filesystem::path& cache_root, uint32_t title_id, bool blocking,
std::function<void()> completion_callback = nullptr);
void ShutdownShaderStorage();
void EndSubmission();
bool IsCreatingPipelines();
VulkanShader* LoadShader(xenos::ShaderType shader_type,
const uint32_t* host_address, uint32_t dword_count);
// Analyze shader microcode on the translator thread.
void AnalyzeShaderUcode(Shader& shader) {
shader.AnalyzeUcode(ucode_disasm_buffer_);
}
// Retrieves the shader modification for the current state. The shader must
// have microcode analyzed.
SpirvShaderTranslator::Modification GetCurrentVertexShaderModification(
const Shader& shader,
Shader::HostVertexShaderType host_vertex_shader_type,
uint32_t interpolator_mask, bool ps_param_gen_used) const;
SpirvShaderTranslator::Modification GetCurrentPixelShaderModification(
const Shader& shader, uint32_t interpolator_mask,
uint32_t param_gen_pos) const;
bool EnsureShadersTranslated(VulkanShader::VulkanTranslation* vertex_shader,
VulkanShader::VulkanTranslation* pixel_shader);
bool ConfigurePipeline(
VulkanShader::VulkanTranslation* vertex_shader,
VulkanShader::VulkanTranslation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask,
VulkanRenderTargetCache::RenderPassKey render_pass_key,
Pipeline** pipeline_out);
private:
enum class PipelineGeometryShader : uint32_t {
kNone,
kPointList,
kRectangleList,
kQuadList,
};
enum class PipelinePrimitiveTopology : uint32_t {
kPointList,
kLineList,
kLineStrip,
kTriangleList,
kTriangleStrip,
kTriangleFan,
kLineListWithAdjacency,
kPatchList,
};
enum class PipelinePolygonMode : uint32_t {
kFill,
kLine,
kPoint,
};
// Tessellation mode for pipeline creation.
// Must match the TCS (hull shader) selection logic.
enum class PipelineTessellationMode : uint32_t {
kNone,
kDiscrete, // Integer tessellation factors.
kContinuous, // Fractional (fractional_even) tessellation factors.
kAdaptive, // Per-edge factors from index buffer.
};
// Tessellation primitive type.
enum class PipelineTessellationPatchType : uint32_t {
kNone,
kTriangle,
kQuad,
};
enum class PipelineBlendFactor : uint32_t {
kZero,
kOne,
kSrcColor,
kOneMinusSrcColor,
kDstColor,
kOneMinusDstColor,
kSrcAlpha,
kOneMinusSrcAlpha,
kDstAlpha,
kOneMinusDstAlpha,
kConstantColor,
kOneMinusConstantColor,
kConstantAlpha,
kOneMinusConstantAlpha,
kSrcAlphaSaturate,
};
// Update PipelineDescription::kVersion if anything is changed!
XEPACKEDSTRUCT(PipelineRenderTarget, {
PipelineBlendFactor src_color_blend_factor : 4; // 4
PipelineBlendFactor dst_color_blend_factor : 4; // 8
xenos::BlendOp color_blend_op : 3; // 11
PipelineBlendFactor src_alpha_blend_factor : 4; // 15
PipelineBlendFactor dst_alpha_blend_factor : 4; // 19
xenos::BlendOp alpha_blend_op : 3; // 22
uint32_t color_write_mask : 4; // 26
});
XEPACKEDSTRUCT(PipelineDescription, {
uint64_t vertex_shader_hash;
uint64_t vertex_shader_modification;
// 0 if no pixel shader.
uint64_t pixel_shader_hash;
uint64_t pixel_shader_modification;
VulkanRenderTargetCache::RenderPassKey render_pass_key;
// Shader stages.
PipelineGeometryShader geometry_shader : 2; // 2
PipelineTessellationMode tessellation_mode : 2; // 4
PipelineTessellationPatchType tessellation_patch : 2; // 6
// Input assembly.
PipelinePrimitiveTopology primitive_topology : 3; // 9
uint32_t primitive_restart : 1; // 10
// Rasterization.
uint32_t depth_clamp_enable : 1; // 7
PipelinePolygonMode polygon_mode : 2; // 9
uint32_t cull_front : 1; // 10
uint32_t cull_back : 1; // 11
uint32_t front_face_clockwise : 1; // 12
// Depth / stencil.
uint32_t depth_write_enable : 1; // 13
xenos::CompareFunction depth_compare_op : 3; // 15
uint32_t stencil_test_enable : 1; // 17
xenos::StencilOp stencil_front_fail_op : 3; // 20
xenos::StencilOp stencil_front_pass_op : 3; // 23
xenos::StencilOp stencil_front_depth_fail_op : 3; // 26
xenos::CompareFunction stencil_front_compare_op : 3; // 29
xenos::StencilOp stencil_back_fail_op : 3; // 32
xenos::StencilOp stencil_back_pass_op : 3; // 3
xenos::StencilOp stencil_back_depth_fail_op : 3; // 6
xenos::CompareFunction stencil_back_compare_op : 3; // 9
// Filled only for the attachments present in the render pass object.
PipelineRenderTarget render_targets[xenos::kMaxColorRenderTargets];
// Including all the padding, for a stable hash.
PipelineDescription() { Reset(); }
PipelineDescription(const PipelineDescription& description) {
std::memcpy(this, &description, sizeof(*this));
}
PipelineDescription& operator=(const PipelineDescription& description) {
std::memcpy(this, &description, sizeof(*this));
return *this;
}
bool operator==(const PipelineDescription& description) const {
return std::memcmp(this, &description, sizeof(*this)) == 0;
}
void Reset() { std::memset(this, 0, sizeof(*this)); }
uint64_t GetHash() const { return XXH3_64bits(this, sizeof(*this)); }
struct Hasher {
size_t operator()(const PipelineDescription& description) const {
return size_t(description.GetHash());
}
};
static constexpr uint32_t kVersion = 0x20250118;
});
// Pipeline storage constants.
static constexpr uint32_t kPipelineStorageVersionWithoutAPI = 0x20201219;
static constexpr uint32_t kPipelineStorageAPIMagicVulkan = 'VLKN';
// Pipeline storage description.
XEPACKEDSTRUCT(PipelineStoredDescription, {
uint64_t description_hash;
PipelineDescription description;
});
// creation threads, with everything needed from caches pre-looked-up.
struct PipelineCreationArguments {
std::pair<const PipelineDescription, Pipeline>* pipeline;
VulkanShader::VulkanTranslation* vertex_shader;
VulkanShader::VulkanTranslation* pixel_shader;
VkShaderModule geometry_shader;
// Tessellation shaders (only used when tessellation is active).
VkShaderModule tessellation_vertex_shader; // VS for passing data to TCS.
VkShaderModule tessellation_control_shader; // TCS (hull shader).
VkRenderPass render_pass;
// Priority for async compilation (higher = compiled sooner).
// Pipelines that write to visible render targets get higher priority.
uint8_t priority = 0;
};
// Comparator for priority queue - higher priority first.
struct PipelineCreationPriorityCompare {
bool operator()(const PipelineCreationArguments& a,
const PipelineCreationArguments& b) const {
return a.priority < b.priority; // max-heap: lower priority at bottom
}
};
union GeometryShaderKey {
uint32_t key;
struct {
PipelineGeometryShader type : 2;
uint32_t interpolator_count : 5;
uint32_t has_user_clip_planes : 1;
uint32_t has_vertex_kill_and : 1;
uint32_t has_point_size : 1;
uint32_t has_point_coordinates : 1;
};
GeometryShaderKey() : key(0) { static_assert_size(*this, sizeof(key)); }
struct Hasher {
size_t operator()(const GeometryShaderKey& key) const {
return std::hash<uint32_t>{}(key.key);
}
};
bool operator==(const GeometryShaderKey& other_key) const {
return key == other_key.key;
}
bool operator!=(const GeometryShaderKey& other_key) const {
return !(*this == other_key);
}
};
// Can be called from multiple threads.
bool TranslateAnalyzedShader(SpirvShaderTranslator& translator,
VulkanShader::VulkanTranslation& translation);
// Translates shaders in parallel for storage loading.
void TranslateShadersForStorage(
const std::set<std::pair<uint64_t, uint64_t>>& translations_needed,
bool edram_fsi_used);
void WritePipelineRenderTargetDescription(
reg::RB_BLENDCONTROL blend_control, uint32_t write_mask,
PipelineRenderTarget& render_target_out) const;
bool GetCurrentStateDescription(
const VulkanShader::VulkanTranslation* vertex_shader,
const VulkanShader::VulkanTranslation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask,
VulkanRenderTargetCache::RenderPassKey render_pass_key,
PipelineDescription& description_out) const;
// Whether the pipeline for the given description is supported by the device.
bool ArePipelineRequirementsMet(const PipelineDescription& description) const;
static bool GetGeometryShaderKey(
PipelineGeometryShader geometry_shader_type,
SpirvShaderTranslator::Modification vertex_shader_modification,
SpirvShaderTranslator::Modification pixel_shader_modification,
GeometryShaderKey& key_out);
VkShaderModule GetGeometryShader(GeometryShaderKey key);
// Get the appropriate tessellation control shader (hull shader) module.
VkShaderModule GetTessellationControlShader(
PipelineTessellationMode mode, PipelineTessellationPatchType patch_type,
bool use_control_point_count) const;
// Get the appropriate tessellation vertex shader module.
VkShaderModule GetTessellationVertexShader(
PipelineTessellationMode mode) const;
// Can be called from creation threads - all needed data must be fully set up
// at the point of the call: shaders must be translated, pipeline layout and
// render pass objects must be available.
// If fragment_shader_override is not VK_NULL_HANDLE, it is used instead of
// the pixel shader from creation_arguments (for placeholder pipelines).
bool EnsurePipelineCreated(
const PipelineCreationArguments& creation_arguments,
VkShaderModule fragment_shader_override = VK_NULL_HANDLE);
// Creates a placeholder pipeline using the placeholder pixel shader.
// Used for pipeline hot-swap to reduce stutter.
bool EnsurePipelineCreatedWithPlaceholder(
const PipelineCreationArguments& creation_arguments) {
return EnsurePipelineCreated(creation_arguments, placeholder_pixel_shader_);
}
VulkanCommandProcessor& command_processor_;
const RegisterFile& register_file_;
VulkanRenderTargetCache& render_target_cache_;
VkShaderStageFlags guest_shader_vertex_stages_;
// Temporary storage for AnalyzeUcode calls on the processor thread.
StringBuffer ucode_disasm_buffer_;
// Reusable shader translator on the command processor thread.
std::unique_ptr<SpirvShaderTranslator> shader_translator_;
struct LayoutUID {
size_t uid;
size_t vector_span_offset;
size_t vector_span_length;
};
std::mutex layouts_mutex_;
// Texture binding layouts of different shaders, for obtaining layout UIDs.
std::vector<VulkanShader::TextureBinding> texture_binding_layouts_;
// Map of texture binding layouts used by shaders, for obtaining UIDs. Keys
// are XXH3 hashes of layouts, values need manual collision resolution using
// layout_vector_offset:layout_length of texture_binding_layouts_.
std::unordered_multimap<uint64_t, LayoutUID,
xe::hash::IdentityHasher<uint64_t>>
texture_binding_layout_map_;
// Ucode hash -> shader.
std::unordered_map<uint64_t, VulkanShader*,
xe::hash::IdentityHasher<uint64_t>>
shaders_;
// Geometry shaders for Xenos primitive types not supported by Vulkan.
// Stores VK_NULL_HANDLE if failed to create.
std::unordered_map<GeometryShaderKey, VkShaderModule,
GeometryShaderKey::Hasher>
geometry_shaders_;
// Empty depth-only pixel shader for writing to depth buffer using fragment
// shader interlock when no Xenos pixel shader provided.
VkShaderModule depth_only_fragment_shader_ = VK_NULL_HANDLE;
// Placeholder pixel shader for pipeline hot-swap to reduce stutter.
// Outputs transparent black while the real shader compiles in background.
VkShaderModule placeholder_pixel_shader_ = VK_NULL_HANDLE;
// Tessellation shaders.
// Vertex shaders for tessellation - pass indices/factors to TCS.
VkShaderModule tessellation_indexed_vs_ = VK_NULL_HANDLE;
VkShaderModule tessellation_adaptive_vs_ = VK_NULL_HANDLE;
// Tessellation control shaders (hull shaders) for different modes and
// primitive types.
// Discrete mode (integer tessellation factors).
VkShaderModule discrete_triangle_1cp_hs_ = VK_NULL_HANDLE;
VkShaderModule discrete_triangle_3cp_hs_ = VK_NULL_HANDLE;
VkShaderModule discrete_quad_1cp_hs_ = VK_NULL_HANDLE;
VkShaderModule discrete_quad_4cp_hs_ = VK_NULL_HANDLE;
// Continuous mode (fractional_even tessellation factors).
VkShaderModule continuous_triangle_1cp_hs_ = VK_NULL_HANDLE;
VkShaderModule continuous_triangle_3cp_hs_ = VK_NULL_HANDLE;
VkShaderModule continuous_quad_1cp_hs_ = VK_NULL_HANDLE;
VkShaderModule continuous_quad_4cp_hs_ = VK_NULL_HANDLE;
// Adaptive mode (per-edge factors from index buffer).
VkShaderModule adaptive_triangle_hs_ = VK_NULL_HANDLE;
VkShaderModule adaptive_quad_hs_ = VK_NULL_HANDLE;
// Vulkan pipeline cache for faster pipeline creation.
VkPipelineCache vk_pipeline_cache_ = VK_NULL_HANDLE;
std::unordered_map<PipelineDescription, Pipeline, PipelineDescription::Hasher>
pipelines_;
// Previously used pipeline, to avoid lookups if the state wasn't changed.
std::pair<const PipelineDescription, Pipeline>* last_pipeline_ = nullptr;
void CreationThread();
// For asynchronous creation.
std::vector<std::unique_ptr<xe::threading::Thread>> creation_threads_;
std::atomic<bool> creation_threads_shutdown_{false};
std::atomic<size_t> creation_threads_busy_{0};
// Priority queue contains pointers to map entries. Pipelines are never
// evicted as games have a finite set that should all remain cached for
// performance. Higher priority pipelines (those writing to visible RTs)
// are compiled first.
std::priority_queue<PipelineCreationArguments,
std::vector<PipelineCreationArguments>,
PipelineCreationPriorityCompare>
creation_queue_;
std::mutex creation_request_lock_;
std::condition_variable creation_request_cond_;
std::unique_ptr<xe::threading::Event> creation_completion_event_ = nullptr;
std::atomic<bool> creation_completion_set_event_{false};
std::function<void()> creation_completion_callback_;
// During startup loading, don't block on pipeline creation to allow game
// boot.
bool startup_loading_ = false;
// Deferred destruction of replaced shader modules and pipelines.
// Pipelines are only destroyed after the GPU submission that might reference
// them has completed (tracked via submission numbers from command processor).
void ProcessDeferredDestructions();
std::vector<VkShaderModule> deferred_destroy_shader_modules_;
// Pipelines pending destruction, paired with the submission number they were
// last potentially used in. Only destroyed when that submission completes.
std::vector<std::pair<VkPipeline, uint64_t>> deferred_destroy_pipelines_;
std::mutex deferred_destroy_mutex_;
// Shader and pipeline storage.
uint32_t shader_storage_title_id_ = 0;
std::atomic<bool> shader_storage_file_flush_needed_{false};
std::atomic<bool> pipeline_storage_file_flush_needed_{false};
// Storage writer for shaders and pipelines (owns file handles and storage
// index).
ShaderStorageWriter<PipelineStoredDescription> storage_writer_;
// VkPipelineCache persistence path.
std::filesystem::path vk_pipeline_cache_path_;
};
} // namespace vulkan
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VULKAN_VULKAN_PIPELINE_STATE_CACHE_H_