primehack/Source/Core/VideoCommon/ShaderCache.cpp

1546 lines
56 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/ShaderCache.h"
#include <fmt/format.h>
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include <imgui.h>
std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
namespace VideoCommon
{
ShaderCache::ShaderCache() : m_api_type{APIType::Nothing}
{
}
ShaderCache::~ShaderCache()
{
ClearCaches();
}
bool ShaderCache::Initialize()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
if (!CompileSharedPipelines())
return false;
m_async_shader_compiler = g_renderer->CreateAsyncShaderCompiler();
return true;
}
void ShaderCache::InitializeShaderCache()
{
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// Load shader and UID caches.
if (g_ActiveConfig.bShaderCache && m_api_type != APIType::Nothing)
{
LoadCaches();
LoadPipelineUIDCache();
}
// Queue ubershader precompiling if required.
if (g_ActiveConfig.UsingUberShaders())
QueueUberShaderPipelines();
// Compile all known UIDs.
CompileMissingPipelines();
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
WaitForAsyncCompiler();
// Switch to the runtime shader compiler thread configuration.
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
void ShaderCache::Reload()
{
WaitForAsyncCompiler();
ClosePipelineUIDCache();
ClearCaches();
if (!CompileSharedPipelines())
PanicAlertFmt("Failed to compile shared pipelines after reload.");
if (g_ActiveConfig.bShaderCache)
LoadCaches();
// Switch to the precompiling shader configuration while we rebuild.
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// We don't need to explicitly recompile the individual ubershaders here, as the pipelines
// UIDs are still be in the map. Therefore, when these are rebuilt, the shaders will also
// be recompiled.
CompileMissingPipelines();
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
WaitForAsyncCompiler();
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
void ShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
}
void ShaderCache::Shutdown()
{
// This may leave shaders uncommitted to the cache, but it's better than blocking shutdown
// until everything has finished compiling.
if (m_async_shader_compiler)
m_async_shader_compiler->StopWorkerThreads();
ClosePipelineUIDCache();
}
const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineUid& uid)
{
auto it = m_gx_pipeline_cache.find(uid);
if (it != m_gx_pipeline_cache.end() && !it->second.second)
return it->second.first.get();
const bool exists_in_cache = it != m_gx_pipeline_cache.end();
std::unique_ptr<AbstractPipeline> pipeline;
std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
if (pipeline_config)
pipeline = g_renderer->CreatePipeline(*pipeline_config);
if (g_ActiveConfig.bShaderCache && !exists_in_cache)
AppendGXPipelineUID(uid);
return InsertGXPipeline(uid, std::move(pipeline));
}
std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const GXPipelineUid& uid)
{
auto it = m_gx_pipeline_cache.find(uid);
if (it != m_gx_pipeline_cache.end())
{
// .second is the pending flag, i.e. compiling in the background.
if (!it->second.second)
return it->second.first.get();
else
return {};
}
AppendGXPipelineUID(uid);
QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
return {};
}
const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineUid& uid)
{
auto it = m_gx_uber_pipeline_cache.find(uid);
if (it != m_gx_uber_pipeline_cache.end() && !it->second.second)
return it->second.first.get();
std::unique_ptr<AbstractPipeline> pipeline;
std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
if (pipeline_config)
pipeline = g_renderer->CreatePipeline(*pipeline_config);
return InsertGXUberPipeline(uid, std::move(pipeline));
}
void ShaderCache::WaitForAsyncCompiler()
{
bool running = true;
constexpr auto update_ui_progress = [](size_t completed, size_t total) {
g_renderer->BeginUIFrame();
const float center_x = ImGui::GetIO().DisplaySize.x * 0.5f;
const float center_y = ImGui::GetIO().DisplaySize.y * 0.5f;
const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
ImGui::SetNextWindowPos(ImVec2(center_x, center_y), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
ImGui::ProgressBar(static_cast<float>(completed) /
static_cast<float>(std::max(total, static_cast<size_t>(1))),
ImVec2(-1.0f, 0.0f), "");
}
ImGui::End();
g_renderer->EndUIFrame();
};
while (running &&
(m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork()))
{
running = m_async_shader_compiler->WaitUntilCompletion(update_ui_progress);
m_async_shader_compiler->RetrieveWorkItems();
}
// Just render nothing to clear the screen
g_renderer->BeginUIFrame();
g_renderer->EndUIFrame();
}
template <typename SerializedUidType, typename UidType>
static void SerializePipelineUid(const UidType& uid, SerializedUidType& serialized_uid)
{
// Convert to disk format. Ensure all padding bytes are zero.
std::memset(reinterpret_cast<u8*>(&serialized_uid), 0, sizeof(serialized_uid));
serialized_uid.vertex_decl = uid.vertex_format->GetVertexDeclaration();
serialized_uid.vs_uid = uid.vs_uid;
serialized_uid.gs_uid = uid.gs_uid;
serialized_uid.ps_uid = uid.ps_uid;
serialized_uid.rasterization_state_bits = uid.rasterization_state.hex;
serialized_uid.depth_state_bits = uid.depth_state.hex;
serialized_uid.blending_state_bits = uid.blending_state.hex;
}
template <typename UidType, typename SerializedUidType>
static void UnserializePipelineUid(const SerializedUidType& uid, UidType& real_uid)
{
real_uid.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl);
real_uid.vs_uid = uid.vs_uid;
real_uid.gs_uid = uid.gs_uid;
real_uid.ps_uid = uid.ps_uid;
real_uid.rasterization_state.hex = uid.rasterization_state_bits;
real_uid.depth_state.hex = uid.depth_state_bits;
real_uid.blending_state.hex = uid.blending_state_bits;
}
template <ShaderStage stage, typename K, typename T>
void ShaderCache::LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
{
class CacheReader : public LinearDiskCacheReader<K, u8>
{
public:
CacheReader(T& cache_) : cache(cache_) {}
void Read(const K& key, const u8* value, u32 value_size)
{
auto shader = g_renderer->CreateShaderFromBinary(stage, value, value_size);
if (shader)
{
auto& entry = cache.shader_map[key];
entry.shader = std::move(shader);
entry.pending = false;
switch (stage)
{
case ShaderStage::Vertex:
INCSTAT(g_stats.num_vertex_shaders_created);
INCSTAT(g_stats.num_vertex_shaders_alive);
break;
case ShaderStage::Pixel:
INCSTAT(g_stats.num_pixel_shaders_created);
INCSTAT(g_stats.num_pixel_shaders_alive);
break;
default:
break;
}
}
}
private:
T& cache;
};
std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
CacheReader reader(cache);
u32 count = cache.disk_cache.OpenAndRead(filename, reader);
INFO_LOG_FMT(VIDEO, "Loaded {} cached shaders from {}", count, filename);
}
template <typename T>
void ShaderCache::ClearShaderCache(T& cache)
{
cache.disk_cache.Sync();
cache.disk_cache.Close();
cache.shader_map.clear();
}
template <typename KeyType, typename DiskKeyType, typename T>
void ShaderCache::LoadPipelineCache(T& cache, LinearDiskCache<DiskKeyType, u8>& disk_cache,
APIType api_type, const char* type, bool include_gameid)
{
class CacheReader : public LinearDiskCacheReader<DiskKeyType, u8>
{
public:
CacheReader(ShaderCache* this_ptr_, T& cache_) : this_ptr(this_ptr_), cache(cache_) {}
bool AnyFailed() const { return failed; }
void Read(const DiskKeyType& key, const u8* value, u32 value_size)
{
KeyType real_uid;
UnserializePipelineUid(key, real_uid);
// Skip those which are already compiled.
if (failed || cache.find(real_uid) != cache.end())
return;
auto config = this_ptr->GetGXPipelineConfig(real_uid);
if (!config)
return;
auto pipeline = g_renderer->CreatePipeline(*config, value, value_size);
if (!pipeline)
{
// If any of the pipelines fail to create, consider the cache stale.
failed = true;
return;
}
auto& entry = cache[real_uid];
entry.first = std::move(pipeline);
entry.second = false;
}
private:
ShaderCache* this_ptr;
T& cache;
bool failed = false;
};
std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
CacheReader reader(this, cache);
const u32 count = disk_cache.OpenAndRead(filename, reader);
INFO_LOG_FMT(VIDEO, "Loaded {} cached pipelines from {}", count, filename);
// If any of the pipelines in the cache failed to create, it's likely because of a change of
// driver version, or system configuration. In this case, when the UID cache picks up the pipeline
// later on, we'll write a duplicate entry to the pipeline cache. There's also no point in keeping
// the old cache data around, so discard and recreate the disk cache.
if (reader.AnyFailed())
{
WARN_LOG_FMT(VIDEO, "Failed to load one or more pipelines from cache '{}'. Discarding.",
filename);
disk_cache.Close();
File::Delete(filename);
disk_cache.OpenAndRead(filename, reader);
}
}
template <typename T, typename Y>
void ShaderCache::ClearPipelineCache(T& cache, Y& disk_cache)
{
disk_cache.Sync();
disk_cache.Close();
// Set the pending flag to false, and destroy the pipeline.
for (auto& it : cache)
{
it.second.first.reset();
it.second.second = false;
}
}
void ShaderCache::LoadCaches()
{
// Ubershader caches, if present.
if (g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
"uber-vs", false);
LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
"uber-ps", false);
// We also share geometry shaders, as there aren't many variants.
if (m_host_config.backend_geometry_shaders)
LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs",
false);
// Specialized shaders, gameid-specific.
LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
true);
LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
true);
}
if (g_ActiveConfig.backend_info.bSupportsPipelineCacheData)
{
LoadPipelineCache<GXPipelineUid, SerializedGXPipelineUid>(
m_gx_pipeline_cache, m_gx_pipeline_disk_cache, m_api_type, "specialized-pipeline", true);
LoadPipelineCache<GXUberPipelineUid, SerializedGXUberPipelineUid>(
m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache, m_api_type, "uber-pipeline",
false);
}
}
void ShaderCache::ClearCaches()
{
ClearPipelineCache(m_gx_pipeline_cache, m_gx_pipeline_disk_cache);
ClearShaderCache(m_vs_cache);
ClearShaderCache(m_gs_cache);
ClearShaderCache(m_ps_cache);
ClearPipelineCache(m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache);
ClearShaderCache(m_uber_vs_cache);
ClearShaderCache(m_uber_ps_cache);
m_screen_quad_vertex_shader.reset();
m_texture_copy_vertex_shader.reset();
m_efb_copy_vertex_shader.reset();
m_texcoord_geometry_shader.reset();
m_color_geometry_shader.reset();
m_texture_copy_pixel_shader.reset();
m_color_pixel_shader.reset();
m_efb_copy_to_vram_pipelines.clear();
m_efb_copy_to_ram_pipelines.clear();
m_copy_rgba8_pipeline.reset();
m_rgba8_stereo_copy_pipeline.reset();
for (auto& pipeline : m_palette_conversion_pipelines)
pipeline.reset();
m_texture_reinterpret_pipelines.clear();
m_texture_decoding_shaders.clear();
SETSTAT(g_stats.num_pixel_shaders_created, 0);
SETSTAT(g_stats.num_pixel_shaders_alive, 0);
SETSTAT(g_stats.num_vertex_shaders_created, 0);
SETSTAT(g_stats.num_vertex_shaders_alive, 0);
}
void ShaderCache::CompileMissingPipelines()
{
// Queue all uids with a null pipeline for compilation.
for (auto& it : m_gx_pipeline_cache)
{
if (!it.second.first)
QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
}
for (auto& it : m_gx_uber_pipeline_cache)
{
if (!it.second.first)
QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
}
}
std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
{
const ShaderCode source_code =
GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
}
std::unique_ptr<AbstractShader>
ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
{
const ShaderCode source_code =
UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(),
fmt::to_string(*uid.GetUidData()));
}
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
{
const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
}
std::unique_ptr<AbstractShader>
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
{
const ShaderCode source_code =
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
fmt::to_string(*uid.GetUidData()));
}
const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_vs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_vertex_shaders_created);
INCSTAT(g_stats.num_vertex_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_uber_vs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_uber_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_vertex_shaders_created);
INCSTAT(g_stats.num_vertex_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertPixelShader(const PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_ps_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_pixel_shaders_created);
INCSTAT(g_stats.num_pixel_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_uber_ps_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_uber_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_pixel_shaders_created);
INCSTAT(g_stats.num_pixel_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
{
const ShaderCode source_code =
GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(),
fmt::format("Geometry shader: {}", *uid.GetUidData()));
auto& entry = m_gs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_gs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
entry.shader = std::move(shader);
}
return entry.shader.get();
}
bool ShaderCache::NeedsGeometryShader(const GeometryShaderUid& uid) const
{
return m_host_config.backend_geometry_shaders && !uid.GetUidData()->IsPassthrough();
}
bool ShaderCache::UseGeometryShaderForEFBCopies() const
{
return m_host_config.backend_geometry_shaders && m_host_config.stereo;
}
AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
const RasterizationState& rasterization_state, const DepthState& depth_state,
const BlendingState& blending_state, AbstractPipelineUsage usage)
{
AbstractPipelineConfig config = {};
config.usage = usage;
config.vertex_format = vertex_format;
config.vertex_shader = vertex_shader;
config.geometry_shader = geometry_shader;
config.pixel_shader = pixel_shader;
config.rasterization_state = rasterization_state;
config.depth_state = depth_state;
config.blending_state = blending_state;
config.framebuffer_state = g_framebuffer_manager->GetEFBFramebufferState();
// We can use framebuffer fetch to emulate logic ops in the fragment shader.
if (config.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
{
WARN_LOG_FMT(VIDEO,
"Approximating logic op with blending, this will produce incorrect rendering.");
config.blending_state.ApproximateLogicOpWithBlending();
}
return config;
}
/// Edits the UID based on driver bugs and other special configurations
static GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
{
GXPipelineUid out;
memcpy(&out, &in, sizeof(out)); // copy padding
pixel_shader_uid_data* ps = out.ps_uid.GetUidData();
BlendingState& blend = out.blending_state;
if (ps->ztest == EmulatedZ::ForcedEarly && !out.depth_state.updateenable)
{
// No need to force early depth test if you're not writing z
ps->ztest = EmulatedZ::Early;
}
const bool benefits_from_ps_dual_source_off =
(!g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
g_ActiveConfig.backend_info.bSupportsFramebufferFetch) ||
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING);
if (benefits_from_ps_dual_source_off && !blend.RequiresDualSrc())
{
// Only use dual-source blending when required on drivers that don't support it very well.
ps->no_dual_src = true;
blend.usedualsrc = false;
}
if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
{
bool fbfetch_blend = false;
if ((DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z) ||
!g_ActiveConfig.backend_info.bSupportsEarlyZ) &&
ps->ztest == EmulatedZ::ForcedEarly)
{
ps->ztest = EmulatedZ::EarlyWithFBFetch;
fbfetch_blend |= static_cast<bool>(out.blending_state.blendenable);
ps->no_dual_src = true;
}
fbfetch_blend |= blend.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp;
fbfetch_blend |= blend.usedualsrc && !g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
if (fbfetch_blend)
{
ps->no_dual_src = true;
if (blend.logicopenable)
{
ps->logic_op_enable = true;
ps->logic_op_mode = static_cast<u32>(blend.logicmode.Value());
blend.logicopenable = false;
}
if (blend.blendenable)
{
ps->blend_enable = true;
ps->blend_src_factor = blend.srcfactor;
ps->blend_src_factor_alpha = blend.srcfactoralpha;
ps->blend_dst_factor = blend.dstfactor;
ps->blend_dst_factor_alpha = blend.dstfactoralpha;
ps->blend_subtract = blend.subtract;
ps->blend_subtract_alpha = blend.subtractAlpha;
blend.blendenable = false;
}
}
}
// force dual src off if we can't support it
if (!g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
ps->no_dual_src = true;
blend.usedualsrc = false;
}
if (ps->ztest == EmulatedZ::ForcedEarly && !g_ActiveConfig.backend_info.bSupportsEarlyZ)
{
// These things should be false
ASSERT(!ps->zfreeze);
// ZCOMPLOC HACK:
// The only way to emulate alpha test + early-z is to force early-z in the shader.
// As this isn't available on all drivers and as we can't emulate this feature otherwise,
// we are only able to choose which one we want to respect more.
// Tests seem to have proven that writing depth even when the alpha test fails is more
// important that a reliable alpha test, so we just force the alpha test to always succeed.
// At least this seems to be less buggy.
ps->ztest = EmulatedZ::EarlyWithZComplocHack;
}
return out;
}
std::optional<AbstractPipelineConfig>
ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config_in)
{
GXPipelineUid config = ApplyDriverBugs(config_in);
const AbstractShader* vs;
auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid);
if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending)
vs = vs_iter->second.shader.get();
else
vs = InsertVertexShader(config.vs_uid, CompileVertexShader(config.vs_uid));
PixelShaderUid ps_uid = config.ps_uid;
ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
const AbstractShader* ps;
auto ps_iter = m_ps_cache.shader_map.find(ps_uid);
if (ps_iter != m_ps_cache.shader_map.end() && !ps_iter->second.pending)
ps = ps_iter->second.shader.get();
else
ps = InsertPixelShader(ps_uid, CompilePixelShader(ps_uid));
if (!vs || !ps)
return {};
const AbstractShader* gs = nullptr;
if (NeedsGeometryShader(config.gs_uid))
{
auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
gs = gs_iter->second.shader.get();
else
gs = CreateGeometryShader(config.gs_uid);
if (!gs)
return {};
}
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
config.depth_state, config.blending_state, AbstractPipelineUsage::GX);
}
/// Edits the UID based on driver bugs and other special configurations
static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
{
GXUberPipelineUid out;
memcpy(&out, &in, sizeof(out)); // Copy padding
if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
out.vertex_format = nullptr;
if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
{
// Always blend in shader
out.blending_state.hex = 0;
out.blending_state.colorupdate = in.blending_state.colorupdate.Value();
out.blending_state.alphaupdate = in.blending_state.alphaupdate.Value();
out.ps_uid.GetUidData()->no_dual_src = true;
}
else if (!g_ActiveConfig.backend_info.bSupportsDualSourceBlend ||
(DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) &&
!out.blending_state.RequiresDualSrc()))
{
out.blending_state.usedualsrc = false;
out.ps_uid.GetUidData()->no_dual_src = true;
}
return out;
}
std::optional<AbstractPipelineConfig>
ShaderCache::GetGXPipelineConfig(const GXUberPipelineUid& config_in)
{
GXUberPipelineUid config = ApplyDriverBugs(config_in);
const AbstractShader* vs;
auto vs_iter = m_uber_vs_cache.shader_map.find(config.vs_uid);
if (vs_iter != m_uber_vs_cache.shader_map.end() && !vs_iter->second.pending)
vs = vs_iter->second.shader.get();
else
vs = InsertVertexUberShader(config.vs_uid, CompileVertexUberShader(config.vs_uid));
UberShader::PixelShaderUid ps_uid = config.ps_uid;
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
const AbstractShader* ps;
auto ps_iter = m_uber_ps_cache.shader_map.find(ps_uid);
if (ps_iter != m_uber_ps_cache.shader_map.end() && !ps_iter->second.pending)
ps = ps_iter->second.shader.get();
else
ps = InsertPixelUberShader(ps_uid, CompilePixelUberShader(ps_uid));
if (!vs || !ps)
return {};
const AbstractShader* gs = nullptr;
if (NeedsGeometryShader(config.gs_uid))
{
auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
gs = gs_iter->second.shader.get();
else
gs = CreateGeometryShader(config.gs_uid);
if (!gs)
return {};
}
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
config.depth_state, config.blending_state,
AbstractPipelineUsage::GXUber);
}
const AbstractPipeline* ShaderCache::InsertGXPipeline(const GXPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline)
{
auto& entry = m_gx_pipeline_cache[config];
entry.second = false;
if (!entry.first && pipeline)
{
entry.first = std::move(pipeline);
if (g_ActiveConfig.bShaderCache)
{
auto cache_data = entry.first->GetCacheData();
if (!cache_data.empty())
{
SerializedGXPipelineUid disk_uid;
SerializePipelineUid(config, disk_uid);
m_gx_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
static_cast<u32>(cache_data.size()));
}
}
}
return entry.first.get();
}
const AbstractPipeline*
ShaderCache::InsertGXUberPipeline(const GXUberPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline)
{
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
if (!entry.first && pipeline)
{
entry.first = std::move(pipeline);
if (g_ActiveConfig.bShaderCache)
{
auto cache_data = entry.first->GetCacheData();
if (!cache_data.empty())
{
SerializedGXUberPipelineUid disk_uid;
SerializePipelineUid(config, disk_uid);
m_gx_uber_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
static_cast<u32>(cache_data.size()));
}
}
}
return entry.first.get();
}
void ShaderCache::LoadPipelineUIDCache()
{
constexpr u32 CACHE_FILE_MAGIC = 0x44495550; // PUID
constexpr size_t CACHE_HEADER_SIZE = sizeof(u32) + sizeof(u32);
std::string filename =
File::GetUserPath(D_CACHE_IDX) + SConfig::GetInstance().GetGameID() + ".uidcache";
if (m_gx_pipeline_uid_cache_file.Open(filename, "rb+"))
{
// If an existing case exists, validate the version before reading entries.
u32 existing_magic;
u32 existing_version;
bool uid_file_valid = false;
if (m_gx_pipeline_uid_cache_file.ReadBytes(&existing_magic, sizeof(existing_magic)) &&
m_gx_pipeline_uid_cache_file.ReadBytes(&existing_version, sizeof(existing_version)) &&
existing_magic == CACHE_FILE_MAGIC && existing_version == GX_PIPELINE_UID_VERSION)
{
// Ensure the expected size matches the actual size of the file. If it doesn't, it means
// the cache file may be corrupted, and we should not proceed with loading potentially
// garbage or invalid UIDs.
const u64 file_size = m_gx_pipeline_uid_cache_file.GetSize();
const size_t uid_count =
static_cast<size_t>(file_size - CACHE_HEADER_SIZE) / sizeof(SerializedGXPipelineUid);
const size_t expected_size = uid_count * sizeof(SerializedGXPipelineUid) + CACHE_HEADER_SIZE;
uid_file_valid = file_size == expected_size;
if (uid_file_valid)
{
for (size_t i = 0; i < uid_count; i++)
{
SerializedGXPipelineUid serialized_uid;
if (m_gx_pipeline_uid_cache_file.ReadBytes(&serialized_uid, sizeof(serialized_uid)))
{
// This just adds the pipeline to the map, it is compiled later.
AddSerializedGXPipelineUID(serialized_uid);
}
else
{
uid_file_valid = false;
break;
}
}
}
// We open the file for reading and writing, so we must seek to the end before writing.
if (uid_file_valid)
uid_file_valid = m_gx_pipeline_uid_cache_file.Seek(expected_size, File::SeekOrigin::Begin);
}
// If the file is invalid, close it. We re-open and truncate it below.
if (!uid_file_valid)
m_gx_pipeline_uid_cache_file.Close();
}
// If the file is not open, it means it was either corrupted or didn't exist.
if (!m_gx_pipeline_uid_cache_file.IsOpen())
{
if (m_gx_pipeline_uid_cache_file.Open(filename, "wb"))
{
// Write the version identifier.
m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
sizeof(GX_PIPELINE_UID_VERSION));
// Write any current UIDs out to the file.
// This way, if we load a UID cache where the data was incomplete (e.g. Dolphin crashed),
// we don't lose the existing UIDs which were previously at the beginning.
for (const auto& it : m_gx_pipeline_cache)
AppendGXPipelineUID(it.first);
}
}
INFO_LOG_FMT(VIDEO, "Read {} pipeline UIDs from {}", m_gx_pipeline_cache.size(), filename);
}
void ShaderCache::ClosePipelineUIDCache()
{
// This is left as a method in case we need to append extra data to the file in the future.
m_gx_pipeline_uid_cache_file.Close();
}
void ShaderCache::AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid)
{
GXPipelineUid real_uid;
UnserializePipelineUid(uid, real_uid);
auto iter = m_gx_pipeline_cache.find(real_uid);
if (iter != m_gx_pipeline_cache.end())
return;
// Flag it as empty with a null pipeline object, for later compilation.
auto& entry = m_gx_pipeline_cache[real_uid];
entry.second = false;
}
void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config)
{
if (!m_gx_pipeline_uid_cache_file.IsOpen())
return;
SerializedGXPipelineUid disk_uid;
SerializePipelineUid(config, disk_uid);
if (!m_gx_pipeline_uid_cache_file.WriteBytes(&disk_uid, sizeof(disk_uid)))
{
WARN_LOG_FMT(VIDEO, "Writing pipeline UID to cache failed, closing file.");
m_gx_pipeline_uid_cache_file.Close();
}
}
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority)
{
class VertexShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
VertexShaderWorkItem(ShaderCache* shader_cache_, const VertexShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompileVertexShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertVertexShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
VertexShaderUid uid;
};
m_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority)
{
class VertexUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
VertexUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::VertexShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompileVertexUberShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertVertexUberShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
UberShader::VertexShaderUid uid;
};
m_uber_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority)
{
class PixelShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(ShaderCache* shader_cache_, const PixelShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompilePixelShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertPixelShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
PixelShaderUid uid;
};
m_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority)
{
class PixelUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PixelUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::PixelShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompilePixelUberShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertPixelUberShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
UberShader::PixelShaderUid uid;
};
m_uber_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid, u32 priority)
{
class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this pipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the pipeline for the next frame.
if (SetStagesReady())
config = shader_cache->GetGXPipelineConfig(uid);
}
bool SetStagesReady()
{
stages_ready = true;
GXPipelineUid actual_uid = ApplyDriverBugs(uid);
auto vs_it = shader_cache->m_vs_cache.shader_map.find(actual_uid.vs_uid);
stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_vs_cache.shader_map.end())
shader_cache->QueueVertexShaderCompile(actual_uid.vs_uid, priority);
PixelShaderUid ps_uid = actual_uid.ps_uid;
ClearUnusedPixelShaderUidBits(shader_cache->m_api_type, shader_cache->m_host_config, &ps_uid);
auto ps_it = shader_cache->m_ps_cache.shader_map.find(ps_uid);
stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_ps_cache.shader_map.end())
shader_cache->QueuePixelShaderCompile(ps_uid, priority);
return stages_ready;
}
bool Compile() override
{
if (config)
pipeline = g_renderer->CreatePipeline(*config);
return true;
}
void Retrieve() override
{
if (stages_ready)
{
shader_cache->InsertGXPipeline(uid, std::move(pipeline));
}
else
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> pipeline;
GXPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority)
{
class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this UberPipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
if (SetStagesReady())
config = shader_cache->GetGXPipelineConfig(uid);
}
bool SetStagesReady()
{
stages_ready = true;
GXUberPipelineUid actual_uid = ApplyDriverBugs(uid);
auto vs_it = shader_cache->m_uber_vs_cache.shader_map.find(actual_uid.vs_uid);
stages_ready &=
vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end())
shader_cache->QueueVertexUberShaderCompile(actual_uid.vs_uid, priority);
UberShader::PixelShaderUid ps_uid = actual_uid.ps_uid;
UberShader::ClearUnusedPixelShaderUidBits(shader_cache->m_api_type,
shader_cache->m_host_config, &ps_uid);
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(ps_uid);
stages_ready &=
ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end())
shader_cache->QueuePixelUberShaderCompile(ps_uid, priority);
return stages_ready;
}
bool Compile() override
{
if (config)
UberPipeline = g_renderer->CreatePipeline(*config);
return true;
}
void Retrieve() override
{
if (stages_ready)
{
shader_cache->InsertGXUberPipeline(uid, std::move(UberPipeline));
}
else
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> UberPipeline;
GXUberPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_uber_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberShaderPipelines()
{
// Create a dummy vertex format with no attributes.
// All attributes will be enabled in GetUberVertexFormat.
PortableVertexDeclaration dummy_vertex_decl = {};
dummy_vertex_decl.position.components = 4;
dummy_vertex_decl.position.type = ComponentFormat::Float;
dummy_vertex_decl.position.enable = true;
dummy_vertex_decl.stride = sizeof(float) * 4;
NativeVertexFormat* dummy_vertex_format =
VertexLoaderManager::GetUberVertexFormat(dummy_vertex_decl);
auto QueueDummyPipeline =
[&](const UberShader::VertexShaderUid& vs_uid, const GeometryShaderUid& gs_uid,
const UberShader::PixelShaderUid& ps_uid, const BlendingState& blend) {
GXUberPipelineUid config;
config.vertex_format = dummy_vertex_format;
config.vs_uid = vs_uid;
config.gs_uid = gs_uid;
config.ps_uid = ps_uid;
config.rasterization_state = RenderState::GetCullBackFaceRasterizationState(
static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = blend;
if (ps_uid.GetUidData()->uint_output)
{
// uint_output is only ever enabled when logic ops are enabled.
config.blending_state.logicopenable = true;
config.blending_state.logicmode = LogicOp::And;
}
auto iter = m_gx_uber_pipeline_cache.find(config);
if (iter != m_gx_uber_pipeline_cache.end())
return;
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
};
// Populate the pipeline configs with empty entries, these will be compiled afterwards.
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
// UIDs must have compatible texgens, a mismatching combination will never be queried.
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
return;
UberShader::PixelShaderUid cleared_puid = puid;
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &cleared_puid);
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
{
return;
}
BlendingState blend = RenderState::GetNoBlendingBlendState();
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
{
// Not all GPUs need all the pipeline state compiled into shaders, so they tend to key
// compiled shaders based on some subset of the pipeline state.
// Some test results:
// (GPUs tested: AMD Radeon Pro 5600M, Nvidia GT 750M, Intel UHD 630,
// Intel Iris Pro 5200, Apple M1)
// MacOS Metal:
// - AMD, Nvidia, Intel GPUs: Shaders are keyed on vertex layout and whether or not
// dual source blend is enabled. That's it.
// - Apple GPUs: Shaders are keyed on vertex layout and all blending settings. We use
// framebuffer fetch here, so the only blending settings used by ubershaders are the
// alphaupdate and colorupdate ones. Also keyed on primitive type, but Metal supports
// setting it to "unknown" and we do for ubershaders (but MoltenVK won't).
// Windows Vulkan:
// - AMD, Nvidia: Definitely keyed on dual source blend, but the others seem more random
// Changing a setting on one shader will require a recompile, but changing the same
// setting on another won't. Compiling a copy with alphaupdate off, colorupdate off,
// and one with DSB on seems to get pretty good coverage though.
// Windows D3D12:
// - AMD: Keyed on dual source blend and vertex layout
// - Nvidia Kepler: No recompiles for changes to vertex layout or blend
blend.alphaupdate = false;
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
blend.alphaupdate = true;
blend.colorupdate = false;
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
blend.colorupdate = true;
if (!cleared_puid.GetUidData()->no_dual_src && !cleared_puid.GetUidData()->uint_output)
{
blend.blendenable = true;
blend.usedualsrc = true;
blend.srcfactor = SrcBlendFactor::SrcAlpha;
blend.dstfactor = DstBlendFactor::InvSrcAlpha;
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
}
}
});
});
});
}
const AbstractPipeline*
ShaderCache::GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid)
{
auto iter = m_efb_copy_to_vram_pipelines.find(uid);
if (iter != m_efb_copy_to_vram_pipelines.end())
return iter->second.get();
auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData());
auto shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, shader_code.GetBuffer(),
fmt::format("EFB copy to VRAM pixel shader: {}", *uid.GetUidData()));
if (!shader)
{
m_efb_copy_to_vram_pipelines.emplace(uid, nullptr);
return nullptr;
}
AbstractPipelineConfig config = {};
config.vertex_format = nullptr;
config.vertex_shader = m_efb_copy_vertex_shader.get();
config.geometry_shader =
UseGeometryShaderForEFBCopies() ? m_texcoord_geometry_shader.get() : nullptr;
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
config.usage = AbstractPipelineUsage::Utility;
auto iiter = m_efb_copy_to_vram_pipelines.emplace(uid, g_renderer->CreatePipeline(config));
return iiter.first->second.get();
}
const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams& uid)
{
auto iter = m_efb_copy_to_ram_pipelines.find(uid);
if (iter != m_efb_copy_to_ram_pipelines.end())
return iter->second.get();
const std::string shader_code =
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
const auto shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, shader_code, fmt::format("EFB copy to RAM pixel shader: {}", uid));
if (!shader)
{
m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
return nullptr;
}
AbstractPipelineConfig config = {};
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetColorFramebufferState(AbstractTextureFormat::BGRA8);
config.usage = AbstractPipelineUsage::Utility;
auto iiter = m_efb_copy_to_ram_pipelines.emplace(uid, g_renderer->CreatePipeline(config));
return iiter.first->second.get();
}
bool ShaderCache::CompileSharedPipelines()
{
m_screen_quad_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader(),
"Screen quad vertex shader");
m_texture_copy_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader(),
"Texture copy vertex shader");
m_efb_copy_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer(),
"EFB copy vertex shader");
if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader)
return false;
if (UseGeometryShaderForEFBCopies())
{
m_texcoord_geometry_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0),
"Texcoord passthrough geometry shader");
m_color_geometry_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1),
"Color passthrough geometry shader");
if (!m_texcoord_geometry_shader || !m_color_geometry_shader)
return false;
}
m_texture_copy_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader(),
"Texture copy pixel shader");
m_color_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader(), "Color pixel shader");
if (!m_texture_copy_pixel_shader || !m_color_pixel_shader)
return false;
AbstractPipelineConfig config;
config.vertex_format = nullptr;
config.vertex_shader = m_texture_copy_vertex_shader.get();
config.geometry_shader = nullptr;
config.pixel_shader = m_texture_copy_pixel_shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
config.usage = AbstractPipelineUsage::Utility;
m_copy_rgba8_pipeline = g_renderer->CreatePipeline(config);
if (!m_copy_rgba8_pipeline)
return false;
if (UseGeometryShaderForEFBCopies())
{
config.geometry_shader = m_texcoord_geometry_shader.get();
m_rgba8_stereo_copy_pipeline = g_renderer->CreatePipeline(config);
if (!m_rgba8_stereo_copy_pipeline)
return false;
}
if (m_host_config.backend_palette_conversion)
{
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.geometry_shader = nullptr;
for (size_t i = 0; i < NUM_PALETTE_CONVERSION_SHADERS; i++)
{
TLUTFormat format = static_cast<TLUTFormat>(i);
auto shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel,
TextureConversionShaderTiled::GeneratePaletteConversionShader(format, m_api_type),
fmt::format("Palette conversion pixel shader: {}", format));
if (!shader)
return false;
config.pixel_shader = shader.get();
m_palette_conversion_pipelines[i] = g_renderer->CreatePipeline(config);
if (!m_palette_conversion_pipelines[i])
return false;
}
}
return true;
}
const AbstractPipeline* ShaderCache::GetPaletteConversionPipeline(TLUTFormat format)
{
ASSERT(static_cast<size_t>(format) < NUM_PALETTE_CONVERSION_SHADERS);
return m_palette_conversion_pipelines[static_cast<size_t>(format)].get();
}
const AbstractPipeline* ShaderCache::GetTextureReinterpretPipeline(TextureFormat from_format,
TextureFormat to_format)
{
const auto key = std::make_pair(from_format, to_format);
auto iter = m_texture_reinterpret_pipelines.find(key);
if (iter != m_texture_reinterpret_pipelines.end())
return iter->second.get();
std::string shader_source =
FramebufferShaderGen::GenerateTextureReinterpretShader(from_format, to_format);
if (shader_source.empty())
{
m_texture_reinterpret_pipelines.emplace(key, nullptr);
return nullptr;
}
std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, shader_source,
fmt::format("Texture reinterpret pixel shader: {} to {}", from_format, to_format));
if (!shader)
{
m_texture_reinterpret_pipelines.emplace(key, nullptr);
return nullptr;
}
AbstractPipelineConfig config;
config.vertex_format = nullptr;
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.geometry_shader = nullptr;
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
config.usage = AbstractPipelineUsage::Utility;
auto iiter = m_texture_reinterpret_pipelines.emplace(key, g_renderer->CreatePipeline(config));
return iiter.first->second.get();
}
const AbstractShader*
ShaderCache::GetTextureDecodingShader(TextureFormat format,
std::optional<TLUTFormat> palette_format)
{
const auto key = std::make_pair(static_cast<u32>(format),
static_cast<u32>(palette_format.value_or(TLUTFormat::IA8)));
const auto iter = m_texture_decoding_shaders.find(key);
if (iter != m_texture_decoding_shaders.end())
return iter->second.get();
const std::string shader_source =
TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::OpenGL);
if (shader_source.empty())
{
m_texture_decoding_shaders.emplace(key, nullptr);
return nullptr;
}
const std::string name =
palette_format.has_value() ?
fmt::format("Texture decoding compute shader: {}, {}", format, *palette_format) :
fmt::format("Texture decoding compute shader: {}", format);
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Compute, shader_source, name);
if (!shader)
{
m_texture_decoding_shaders.emplace(key, nullptr);
return nullptr;
}
const auto iiter = m_texture_decoding_shaders.emplace(key, std::move(shader));
return iiter.first->second.get();
}
} // namespace VideoCommon