forked from suyu/suyu
bd8b9bbcee
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it.
137 lines
4.2 KiB
C++
137 lines
4.2 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <bitset>
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#include <memory>
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#include <string>
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#include <tuple>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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#include "video_core/shader/const_buffer_locker.h"
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#include "video_core/shader/shader_ir.h"
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namespace Core {
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class System;
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}
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace OpenGL {
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class CachedShader;
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class Device;
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class RasterizerOpenGL;
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struct UnspecializedShader;
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using Shader = std::shared_ptr<CachedShader>;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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struct PrecompiledShader {
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std::shared_ptr<OGLProgram> program;
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std::shared_ptr<VideoCommon::Shader::ConstBufferLocker> locker;
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ShaderEntries entries;
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};
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struct ShaderParameters {
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Core::System& system;
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ShaderDiskCacheOpenGL& disk_cache;
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const Device& device;
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VAddr cpu_addr;
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u8* host_ptr;
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u64 unique_identifier;
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};
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class CachedShader final : public RasterizerCacheObject {
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public:
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~CachedShader();
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/// Gets the GL program handle for the shader
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GLuint GetHandle() const;
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/// Returns the guest CPU address of the shader
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VAddr GetCpuAddr() const override {
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return cpu_addr;
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}
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/// Returns the size in bytes of the shader
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std::size_t GetSizeInBytes() const override {
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return size_in_bytes;
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}
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/// Gets the shader entries for the shader
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const ShaderEntries& GetEntries() const {
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return entries;
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}
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static Shader CreateStageFromMemory(const ShaderParameters& params,
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Maxwell::ShaderProgram program_type,
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ProgramCode program_code, ProgramCode program_code_b);
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static Shader CreateKernelFromMemory(const ShaderParameters& params, ProgramCode code);
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static Shader CreateFromCache(const ShaderParameters& params,
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const PrecompiledShader& precompiled_shader,
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std::size_t size_in_bytes);
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private:
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explicit CachedShader(const u8* host_ptr, VAddr cpu_addr, std::size_t size_in_bytes,
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std::shared_ptr<VideoCommon::Shader::ConstBufferLocker> locker,
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ShaderEntries entries, std::shared_ptr<OGLProgram> program);
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std::shared_ptr<VideoCommon::Shader::ConstBufferLocker> locker;
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ShaderEntries entries;
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VAddr cpu_addr = 0;
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std::size_t size_in_bytes = 0;
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std::shared_ptr<OGLProgram> program;
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};
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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public:
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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Core::Frontend::EmuWindow& emu_window, const Device& device);
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/// Loads disk cache for the current game
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void LoadDiskCache(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback);
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/// Gets the current specified shader stage program
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Shader GetStageProgram(Maxwell::ShaderProgram program);
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/// Gets a compute kernel in the passed address
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Shader GetComputeKernel(GPUVAddr code_addr);
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protected:
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// We do not have to flush this cache as things in it are never modified by us.
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void FlushObjectInner(const Shader& object) override {}
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private:
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std::shared_ptr<OGLProgram> GeneratePrecompiledProgram(
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const ShaderDiskCacheEntry& entry, const ShaderDiskCachePrecompiled& precompiled_entry,
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const std::unordered_set<GLenum>& supported_formats);
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Core::System& system;
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Core::Frontend::EmuWindow& emu_window;
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const Device& device;
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ShaderDiskCacheOpenGL disk_cache;
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std::unordered_map<u64, PrecompiledShader> runtime_cache;
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std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
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};
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} // namespace OpenGL
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