suyu/src/video_core/renderer_opengl/gl_shader_disk_cache.h

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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <set>
#include <string>
#include <tuple>
#include <vector>
#include <glad/glad.h>
#include "common/assert.h"
#include "common/common_types.h"
#include "common/file_util.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
namespace OpenGL {
using ProgramCode = std::vector<u64>;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
struct BaseBindings {
private:
auto Tie() const {
return std::tie(cbuf, gmem, sampler);
}
public:
u32 cbuf{};
u32 gmem{};
u32 sampler{};
bool operator<(const BaseBindings& rhs) const {
return Tie() < rhs.Tie();
}
bool operator==(const BaseBindings& rhs) const {
return Tie() == rhs.Tie();
}
bool operator!=(const BaseBindings& rhs) const {
return !this->operator==(rhs);
}
};
class ShaderDiskCacheRaw {
public:
explicit ShaderDiskCacheRaw(FileUtil::IOFile& file);
explicit ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type,
u32 program_code_size, u32 program_code_size_b,
ProgramCode program_code, ProgramCode program_code_b)
: unique_identifier{unique_identifier}, program_type{program_type},
program_code_size{program_code_size}, program_code_size_b{program_code_size_b},
program_code{std::move(program_code)}, program_code_b{std::move(program_code_b)} {}
void Save(FileUtil::IOFile& file) const;
u64 GetUniqueIdentifier() const {
return unique_identifier;
}
bool HasProgramA() const {
return program_type == Maxwell::ShaderProgram::VertexA;
}
Maxwell::ShaderProgram GetProgramType() const {
return program_type;
}
Maxwell::ShaderStage GetProgramStage() const {
switch (program_type) {
case Maxwell::ShaderProgram::VertexA:
case Maxwell::ShaderProgram::VertexB:
return Maxwell::ShaderStage::Vertex;
case Maxwell::ShaderProgram::TesselationControl:
return Maxwell::ShaderStage::TesselationControl;
case Maxwell::ShaderProgram::TesselationEval:
return Maxwell::ShaderStage::TesselationEval;
case Maxwell::ShaderProgram::Geometry:
return Maxwell::ShaderStage::Geometry;
case Maxwell::ShaderProgram::Fragment:
return Maxwell::ShaderStage::Fragment;
}
UNREACHABLE();
}
const ProgramCode& GetProgramCode() const {
return program_code;
}
const ProgramCode& GetProgramCodeB() const {
return program_code_b;
}
private:
u64 unique_identifier{};
Maxwell::ShaderProgram program_type{};
u32 program_code_size{};
u32 program_code_size_b{};
ProgramCode program_code;
ProgramCode program_code_b;
};
struct ShaderDiskCacheUsage {
private:
auto Tie() const {
return std::tie(unique_identifier, bindings, primitive);
}
public:
u64 unique_identifier{};
BaseBindings bindings;
GLenum primitive{};
bool operator<(const ShaderDiskCacheUsage& rhs) const {
return Tie() < rhs.Tie();
}
bool operator==(const ShaderDiskCacheUsage& rhs) const {
return Tie() == rhs.Tie();
}
bool operator!=(const ShaderDiskCacheUsage& rhs) const {
return !this->operator==(rhs);
}
};
struct ShaderDiskCachePrecompiledEntry {
ShaderDiskCacheUsage usage;
GLenum binary_format;
std::vector<u8> binary;
std::string code;
GLShader::ShaderEntries entries;
};
class ShaderDiskCacheOpenGL {
public:
/// Loads transferable cache. If file has a old version, it deletes it. Returns true on success.
bool LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
std::vector<ShaderDiskCacheUsage>& usages);
/// Loads current game's precompiled cache. Invalidates if emulator's version has changed.
std::vector<ShaderDiskCachePrecompiledEntry> LoadPrecompiled();
/// Removes the precompiled cache file.
void InvalidatePrecompiled() const;
/// Saves a raw dump to the transferable file. Checks for collisions.
void SaveRaw(const ShaderDiskCacheRaw& entry);
/// Saves shader usage to the transferable file. Does not check for collisions.
void SaveUsage(const ShaderDiskCacheUsage& usage);
/// Saves a precompiled shader entry. Does not check for collisions.
void SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program);
private:
/// Opens current game's transferable file and write it's header if it doesn't exist
FileUtil::IOFile AppendTransferableFile() const;
/// Opens current game's precompiled file and write it's header if it doesn't exist
FileUtil::IOFile AppendPrecompiledFile() const;
/// Create shader disk cache directories. Returns true on success.
bool EnsureDirectories() const;
/// Gets current game's transferable file path
std::string GetTransferablePath() const;
/// Gets current game's precompiled file path
std::string GetPrecompiledPath() const;
/// Get user's transferable directory path
std::string GetTransferableDir() const;
/// Get user's precompiled directory path
std::string GetPrecompiledDir() const;
/// Get user's shader directory path
std::string GetBaseDir() const;
// Stored transferable shaders
std::map<u64, std::set<ShaderDiskCacheUsage>> transferable;
};
} // namespace OpenGL