187 lines
6.1 KiB
C++
187 lines
6.1 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/gl4/gl4_shader_cache.h"
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#include <cinttypes>
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#include "xenia/base/filesystem.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/mapped_memory.h"
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#include "xenia/gpu/gl4/gl4_gpu_flags.h"
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#include "xenia/gpu/gl4/gl4_shader.h"
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#include "xenia/gpu/glsl_shader_translator.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "third_party/xxhash/xxhash.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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GL4ShaderCache::GL4ShaderCache(GlslShaderTranslator* shader_translator)
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: shader_translator_(shader_translator) {}
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GL4ShaderCache::~GL4ShaderCache() {}
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void GL4ShaderCache::Reset() {
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shader_map_.clear();
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all_shaders_.clear();
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}
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GL4Shader* GL4ShaderCache::LookupOrInsertShader(ShaderType shader_type,
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const uint32_t* dwords,
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uint32_t dword_count) {
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// Hash the input memory and lookup the shader.
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GL4Shader* shader_ptr = nullptr;
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uint64_t hash = XXH64(dwords, dword_count * sizeof(uint32_t), 0);
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auto it = shader_map_.find(hash);
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if (it != shader_map_.end()) {
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// Shader has been previously loaded.
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// TODO(benvanik): compare bytes? Likelihood of collision is low.
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shader_ptr = it->second;
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} else {
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// Check filesystem cache.
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shader_ptr = FindCachedShader(shader_type, hash, dwords, dword_count);
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if (shader_ptr) {
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// Found!
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XELOGGPU("Loaded %s shader from cache (hash: %.16" PRIX64 ")",
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shader_type == ShaderType::kVertex ? "vertex" : "pixel", hash);
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return shader_ptr;
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}
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// Not found in cache - load from scratch.
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auto shader =
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std::make_unique<GL4Shader>(shader_type, hash, dwords, dword_count);
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shader_ptr = shader.get();
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shader_map_.insert({hash, shader_ptr});
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all_shaders_.emplace_back(std::move(shader));
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// Perform translation.
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// If this fails the shader will be marked as invalid and ignored later.
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if (shader_translator_->Translate(shader_ptr)) {
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shader_ptr->Prepare();
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if (shader_ptr->is_valid()) {
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CacheShader(shader_ptr);
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XELOGGPU("Generated %s shader at 0x%.16" PRIX64 " (%db):\n%s",
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shader_type == ShaderType::kVertex ? "vertex" : "pixel",
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dwords, dword_count * 4,
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shader_ptr->ucode_disassembly().c_str());
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}
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// Dump shader files if desired.
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if (!FLAGS_dump_shaders.empty()) {
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shader_ptr->Dump(FLAGS_dump_shaders, "gl4");
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}
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} else {
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XELOGE("Shader failed translation");
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}
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}
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return shader_ptr;
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}
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void GL4ShaderCache::CacheShader(GL4Shader* shader) {
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if (FLAGS_shader_cache_dir.empty()) {
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// Cache disabled.
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return;
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}
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GLenum binary_format = 0;
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auto binary = shader->GetBinary(&binary_format);
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if (binary.size() == 0) {
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// No binary returned.
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return;
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}
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auto cache_dir = xe::to_absolute_path(xe::to_wstring(FLAGS_shader_cache_dir));
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xe::filesystem::CreateFolder(cache_dir);
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auto filename =
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cache_dir + xe::format_string(
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L"%.16" PRIX64 ".%s", shader->ucode_data_hash(),
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shader->type() == ShaderType::kPixel ? L"frag" : L"vert");
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auto file = xe::filesystem::OpenFile(filename, "wb");
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if (!file) {
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// Not fatal, but not too good.
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return;
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}
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std::vector<uint8_t> cached_shader_mem;
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// Resize this vector to the final filesize (- 1 to account for dummy array
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// in CachedShader)
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cached_shader_mem.resize(sizeof(CachedShader) + binary.size() - 1);
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auto cached_shader =
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reinterpret_cast<CachedShader*>(cached_shader_mem.data());
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cached_shader->magic = xe::byte_swap('XSHD');
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cached_shader->version = 0; // TODO
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cached_shader->shader_type = uint8_t(shader->type());
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cached_shader->binary_len = uint32_t(binary.size());
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cached_shader->binary_format = binary_format;
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std::memcpy(cached_shader->binary, binary.data(), binary.size());
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fwrite(cached_shader_mem.data(), cached_shader_mem.size(), 1, file);
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fclose(file);
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}
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GL4Shader* GL4ShaderCache::FindCachedShader(ShaderType shader_type,
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uint64_t hash,
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const uint32_t* dwords,
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uint32_t dword_count) {
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if (FLAGS_shader_cache_dir.empty()) {
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// Cache disabled.
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return nullptr;
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}
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auto cache_dir = xe::to_absolute_path(xe::to_wstring(FLAGS_shader_cache_dir));
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auto filename =
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cache_dir +
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xe::format_string(L"%.16" PRIX64 ".%s", hash,
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shader_type == ShaderType::kPixel ? L"frag" : L"vert");
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if (!xe::filesystem::PathExists(filename)) {
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return nullptr;
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}
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// Shader is cached. Open it up.
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auto map = xe::MappedMemory::Open(filename, MappedMemory::Mode::kRead);
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if (!map) {
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// Should not fail
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assert_always();
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return nullptr;
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}
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auto cached_shader = reinterpret_cast<CachedShader*>(map->data());
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// TODO: Compare versions
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if (cached_shader->magic != xe::byte_swap('XSHD')) {
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return nullptr;
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}
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auto shader =
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std::make_unique<GL4Shader>(shader_type, hash, dwords, dword_count);
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// Gather the binding points.
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// TODO: Make Shader do this on construction.
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// TODO: Regenerate microcode disasm/etc on load.
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shader_translator_->GatherAllBindingInformation(shader.get());
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if (!shader->LoadFromBinary(cached_shader->binary,
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cached_shader->binary_format,
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cached_shader->binary_len)) {
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// Failed to load from binary.
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return nullptr;
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}
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auto shader_ptr = shader.get();
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shader_map_.insert({hash, shader_ptr});
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all_shaders_.emplace_back(std::move(shader));
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return shader_ptr;
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}
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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