suyu/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp

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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 <cstring>
#include <fmt/format.h>
#include <lz4.h>
#include "common/assert.h"
#include "common/common_paths.h"
#include "common/common_types.h"
#include "common/file_util.h"
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/core.h"
#include "core/hle/kernel/process.h"
#include "core/settings.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
namespace OpenGL {
enum class TransferableEntryKind : u32 {
Raw,
Usage,
};
enum class PrecompiledEntryKind : u32 {
Decompiled,
Dump,
};
constexpr u32 NativeVersion = 1;
constexpr u32 ShaderHashSize = 64;
// Making sure sizes doesn't change by accident
static_assert(sizeof(BaseBindings) == 12);
static_assert(sizeof(ShaderDiskCacheUsage) == 24);
namespace {
std::string GetTitleID() {
return fmt::format("{:016X}", Core::CurrentProcess()->GetTitleID());
}
std::string GetShaderHash() {
std::array<char, ShaderHashSize> hash{};
std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize);
return std::string(hash.data());
}
template <typename T>
std::vector<u8> CompressData(const T* source, std::size_t source_size) {
const auto source_size_int = static_cast<int>(source_size);
const int max_compressed_size = LZ4_compressBound(source_size_int);
std::vector<u8> compressed(max_compressed_size);
const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
reinterpret_cast<char*>(compressed.data()),
source_size_int, max_compressed_size);
if (compressed_size < 0) {
// Compression failed
return {};
}
compressed.resize(compressed_size);
return compressed;
}
std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
std::vector<u8> uncompressed(uncompressed_size);
const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
reinterpret_cast<char*>(uncompressed.data()),
static_cast<int>(compressed.size()),
static_cast<int>(uncompressed.size()));
if (static_cast<int>(uncompressed_size) != size_check) {
// Decompression failed
return {};
}
return uncompressed;
}
} // namespace
ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) {
file.ReadBytes(&unique_identifier, sizeof(u64));
file.ReadBytes(&program_type, sizeof(u32));
u32 program_code_size{}, program_code_size_b{};
file.ReadBytes(&program_code_size, sizeof(u32));
file.ReadBytes(&program_code_size_b, sizeof(u32));
program_code.resize(program_code_size);
program_code_b.resize(program_code_size_b);
file.ReadArray(program_code.data(), program_code_size);
if (HasProgramA()) {
file.ReadArray(program_code_b.data(), program_code_size_b);
}
}
void ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
file.WriteObject(unique_identifier);
file.WriteObject(static_cast<u32>(program_type));
file.WriteObject(program_code_size);
file.WriteObject(program_code_size_b);
file.WriteArray(program_code.data(), program_code_size);
if (HasProgramA()) {
file.WriteArray(program_code_b.data(), program_code_size_b);
}
}
bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
std::vector<ShaderDiskCacheUsage>& usages) {
if (!Settings::values.use_disk_shader_cache) {
return false;
}
FileUtil::IOFile file(GetTransferablePath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
GetTitleID());
return false;
}
const u64 file_size = file.GetSize();
u32 version{};
file.ReadBytes(&version, sizeof(version));
if (version < NativeVersion) {
LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing");
file.Close();
FileUtil::Delete(GetTransferablePath());
return false;
}
if (version > NativeVersion) {
LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version "
"of the emulator - skipping");
return false;
}
// Version is valid, load the shaders
while (file.Tell() < file_size) {
TransferableEntryKind kind{};
file.ReadBytes(&kind, sizeof(u32));
switch (kind) {
case TransferableEntryKind::Raw: {
ShaderDiskCacheRaw entry{file};
transferable.insert({entry.GetUniqueIdentifier(), {}});
raws.push_back(std::move(entry));
break;
}
case TransferableEntryKind::Usage: {
ShaderDiskCacheUsage usage{};
file.ReadBytes(&usage, sizeof(usage));
usages.push_back(std::move(usage));
break;
}
default:
LOG_ERROR(Render_OpenGL, "Unknown transferable shader cache entry kind={} - aborting",
static_cast<u32>(kind));
return false;
}
}
return true;
}
bool ShaderDiskCacheOpenGL::LoadPrecompiled(
std::map<u64, ShaderDiskCacheDecompiled>& decompiled,
std::map<ShaderDiskCacheUsage, ShaderDiskCacheDump>& dumps) {
if (!Settings::values.use_disk_shader_cache) {
return false;
}
FileUtil::IOFile file(GetPrecompiledPath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}",
GetTitleID());
return false;
}
const u64 file_size = file.GetSize();
char precompiled_hash[ShaderHashSize];
file.ReadBytes(&precompiled_hash, ShaderHashSize);
if (std::string(precompiled_hash) != GetShaderHash()) {
LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of yuzu - removing");
file.Close();
InvalidatePrecompiled();
return false;
}
while (file.Tell() < file_size) {
PrecompiledEntryKind kind{};
file.ReadBytes(&kind, sizeof(u32));
switch (kind) {
case PrecompiledEntryKind::Decompiled: {
ShaderDiskCacheDecompiled entry;
u64 unique_identifier{};
file.ReadBytes(&unique_identifier, sizeof(u64));
u32 code_size{};
u32 compressed_code_size{};
file.ReadBytes(&code_size, sizeof(u32));
file.ReadBytes(&compressed_code_size, sizeof(u32));
std::vector<u8> compressed_code(compressed_code_size);
file.ReadArray(compressed_code.data(), compressed_code.size());
const std::vector<u8> code = DecompressData(compressed_code, code_size);
if (code.empty()) {
LOG_ERROR(Render_OpenGL,
"Failed to decompress GLSL code in precompiled shader={:016x} - removing",
unique_identifier);
InvalidatePrecompiled();
dumps.clear();
decompiled.clear();
return false;
}
entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
u32 const_buffers_count{};
file.ReadBytes(&const_buffers_count, sizeof(u32));
for (u32 i = 0; i < const_buffers_count; ++i) {
u32 max_offset{}, index{};
u8 is_indirect{};
file.ReadBytes(&max_offset, sizeof(u32));
file.ReadBytes(&index, sizeof(u32));
file.ReadBytes(&is_indirect, sizeof(u8));
entry.entries.const_buffers.emplace_back(max_offset, is_indirect != 0, index);
}
u32 samplers_count{};
file.ReadBytes(&samplers_count, sizeof(u32));
for (u32 i = 0; i < samplers_count; ++i) {
u64 offset{}, index{};
u32 type{};
u8 is_array{}, is_shadow{};
file.ReadBytes(&offset, sizeof(u64));
file.ReadBytes(&index, sizeof(u64));
file.ReadBytes(&type, sizeof(u32));
file.ReadBytes(&is_array, sizeof(u8));
file.ReadBytes(&is_shadow, sizeof(u8));
entry.entries.samplers.emplace_back(
static_cast<std::size_t>(offset), static_cast<std::size_t>(index),
static_cast<Tegra::Shader::TextureType>(type), is_array != 0, is_shadow != 0);
}
u32 global_memory_count{};
file.ReadBytes(&global_memory_count, sizeof(u32));
for (u32 i = 0; i < global_memory_count; ++i) {
u32 cbuf_index{}, cbuf_offset{};
file.ReadBytes(&cbuf_index, sizeof(u32));
file.ReadBytes(&cbuf_offset, sizeof(u32));
entry.entries.global_memory_entries.emplace_back(cbuf_index, cbuf_offset);
}
for (auto& clip_distance : entry.entries.clip_distances) {
u8 clip_distance_raw{};
file.ReadBytes(&clip_distance_raw, sizeof(u8));
clip_distance = clip_distance_raw != 0;
}
u64 shader_length{};
file.ReadBytes(&shader_length, sizeof(u64));
entry.entries.shader_length = static_cast<std::size_t>(shader_length);
decompiled.insert({unique_identifier, std::move(entry)});
break;
}
case PrecompiledEntryKind::Dump: {
ShaderDiskCacheUsage usage;
file.ReadBytes(&usage, sizeof(usage));
ShaderDiskCacheDump dump;
file.ReadBytes(&dump.binary_format, sizeof(u32));
u32 binary_length{};
u32 compressed_size{};
file.ReadBytes(&binary_length, sizeof(u32));
file.ReadBytes(&compressed_size, sizeof(u32));
std::vector<u8> compressed_binary(compressed_size);
file.ReadArray(compressed_binary.data(), compressed_binary.size());
dump.binary = DecompressData(compressed_binary, binary_length);
if (dump.binary.empty()) {
LOG_ERROR(Render_OpenGL,
"Failed to decompress precompiled binary program - removing");
InvalidatePrecompiled();
dumps.clear();
decompiled.clear();
return false;
}
dumps.insert({usage, dump});
break;
}
default:
LOG_ERROR(Render_OpenGL, "Unknown precompiled shader cache entry kind={} - removing",
static_cast<u32>(kind));
InvalidatePrecompiled();
dumps.clear();
decompiled.clear();
return false;
}
}
return true;
}
void ShaderDiskCacheOpenGL::InvalidateTransferable() const {
FileUtil::Delete(GetTransferablePath());
InvalidatePrecompiled();
}
void ShaderDiskCacheOpenGL::InvalidatePrecompiled() const {
FileUtil::Delete(GetPrecompiledPath());
}
void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
const u64 id = entry.GetUniqueIdentifier();
if (transferable.find(id) != transferable.end()) {
// The shader already exists
return;
}
FileUtil::IOFile file = AppendTransferableFile();
if (!file.IsOpen()) {
return;
}
file.WriteObject(TransferableEntryKind::Raw);
entry.Save(file);
transferable.insert({id, {}});
}
void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
const auto it = transferable.find(usage.unique_identifier);
if (it == transferable.end()) {
LOG_CRITICAL(Render_OpenGL, "Saving shader usage without storing raw previously");
UNREACHABLE();
}
auto& usages{it->second};
ASSERT(usages.find(usage) == usages.end());
usages.insert(usage);
FileUtil::IOFile file = AppendTransferableFile();
if (!file.IsOpen()) {
return;
}
file.WriteObject(TransferableEntryKind::Usage);
file.WriteObject(usage);
}
void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::string& code,
const GLShader::ShaderEntries& entries) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
FileUtil::IOFile file = AppendPrecompiledFile();
if (!file.IsOpen()) {
return;
}
const std::vector<u8> compressed_code{CompressData(code.data(), code.size())};
if (compressed_code.empty()) {
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
unique_identifier);
return;
}
file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled));
file.WriteObject(unique_identifier);
file.WriteObject(static_cast<u32>(code.size()));
file.WriteObject(static_cast<u32>(compressed_code.size()));
file.WriteArray(compressed_code.data(), compressed_code.size());
file.WriteObject(static_cast<u32>(entries.const_buffers.size()));
for (const auto& cbuf : entries.const_buffers) {
file.WriteObject(static_cast<u32>(cbuf.GetMaxOffset()));
file.WriteObject(static_cast<u32>(cbuf.GetIndex()));
file.WriteObject(static_cast<u8>(cbuf.IsIndirect() ? 1 : 0));
}
file.WriteObject(static_cast<u32>(entries.samplers.size()));
for (const auto& sampler : entries.samplers) {
file.WriteObject(static_cast<u64>(sampler.GetOffset()));
file.WriteObject(static_cast<u64>(sampler.GetIndex()));
file.WriteObject(static_cast<u32>(sampler.GetType()));
file.WriteObject(static_cast<u8>(sampler.IsArray() ? 1 : 0));
file.WriteObject(static_cast<u8>(sampler.IsShadow() ? 1 : 0));
}
file.WriteObject(static_cast<u32>(entries.global_memory_entries.size()));
for (const auto& gmem : entries.global_memory_entries) {
file.WriteObject(static_cast<u32>(gmem.GetCbufIndex()));
file.WriteObject(static_cast<u32>(gmem.GetCbufOffset()));
}
for (const bool clip_distance : entries.clip_distances) {
file.WriteObject(static_cast<u8>(clip_distance ? 1 : 0));
}
file.WriteObject(static_cast<u64>(entries.shader_length));
}
void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint program) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
FileUtil::IOFile file = AppendPrecompiledFile();
if (!file.IsOpen()) {
return;
}
GLint binary_length{};
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
GLenum binary_format{};
std::vector<u8> binary(binary_length);
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
const std::vector<u8> compressed_binary = CompressData(binary.data(), binary.size());
if (compressed_binary.empty()) {
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
usage.unique_identifier);
return;
}
file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump));
file.WriteObject(usage);
file.WriteObject(static_cast<u32>(binary_format));
file.WriteObject(static_cast<u32>(binary_length));
file.WriteObject(static_cast<u32>(compressed_binary.size()));
file.WriteArray(compressed_binary.data(), compressed_binary.size());
}
FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
if (!EnsureDirectories()) {
return {};
}
const auto transferable_path{GetTransferablePath()};
const bool existed = FileUtil::Exists(transferable_path);
FileUtil::IOFile file(transferable_path, "ab");
if (!file.IsOpen()) {
LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}", transferable_path);
return {};
}
if (!existed || file.GetSize() == 0) {
// If the file didn't exist, write its version
file.WriteObject(NativeVersion);
}
return file;
}
FileUtil::IOFile ShaderDiskCacheOpenGL::AppendPrecompiledFile() const {
if (!EnsureDirectories()) {
return {};
}
const auto precompiled_path{GetPrecompiledPath()};
const bool existed = FileUtil::Exists(precompiled_path);
FileUtil::IOFile file(precompiled_path, "ab");
if (!file.IsOpen()) {
LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
return {};
}
if (!existed || file.GetSize() == 0) {
std::array<char, ShaderHashSize> hash{};
std::strcpy(hash.data(), GetShaderHash().c_str());
file.WriteArray(hash.data(), hash.size());
}
return file;
}
bool ShaderDiskCacheOpenGL::EnsureDirectories() const {
const auto CreateDir = [](const std::string& dir) {
if (!FileUtil::CreateDir(dir)) {
LOG_ERROR(Render_OpenGL, "Failed to create directory={}", dir);
return false;
}
return true;
};
return CreateDir(FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir)) &&
CreateDir(GetBaseDir()) && CreateDir(GetTransferableDir()) &&
CreateDir(GetPrecompiledDir());
}
std::string ShaderDiskCacheOpenGL::GetTransferablePath() const {
return FileUtil::SanitizePath(GetTransferableDir() + DIR_SEP_CHR + GetTitleID() + ".bin");
}
std::string ShaderDiskCacheOpenGL::GetPrecompiledPath() const {
return FileUtil::SanitizePath(GetPrecompiledDir() + DIR_SEP_CHR + GetTitleID() + ".bin");
}
std::string ShaderDiskCacheOpenGL::GetTransferableDir() const {
return GetBaseDir() + DIR_SEP "transferable";
}
std::string ShaderDiskCacheOpenGL::GetPrecompiledDir() const {
return GetBaseDir() + DIR_SEP "precompiled";
}
std::string ShaderDiskCacheOpenGL::GetBaseDir() const {
return FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir) + DIR_SEP "opengl";
}
} // namespace OpenGL