suyu/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp
Lioncash c5bdccfecb zstd_compression: Make use of std::span in interfaces
Allows condensing the data and size parameters into a single argument.
2020-07-25 03:11:56 -04:00

478 lines
17 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cstring>
#include <fmt/format.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 "common/zstd_compression.h"
#include "core/core.h"
#include "core/hle/kernel/process.h"
#include "core/settings.h"
#include "video_core/engines/shader_type.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
namespace OpenGL {
using Tegra::Engines::ShaderType;
using VideoCommon::Shader::BindlessSamplerMap;
using VideoCommon::Shader::BoundSamplerMap;
using VideoCommon::Shader::KeyMap;
namespace {
using VideoCommon::Shader::SeparateSamplerKey;
using ShaderCacheVersionHash = std::array<u8, 64>;
struct ConstBufferKey {
u32 cbuf = 0;
u32 offset = 0;
u32 value = 0;
};
struct BoundSamplerEntry {
u32 offset = 0;
Tegra::Engines::SamplerDescriptor sampler;
};
struct SeparateSamplerEntry {
u32 cbuf1 = 0;
u32 cbuf2 = 0;
u32 offset1 = 0;
u32 offset2 = 0;
Tegra::Engines::SamplerDescriptor sampler;
};
struct BindlessSamplerEntry {
u32 cbuf = 0;
u32 offset = 0;
Tegra::Engines::SamplerDescriptor sampler;
};
constexpr u32 NativeVersion = 21;
ShaderCacheVersionHash GetShaderCacheVersionHash() {
ShaderCacheVersionHash hash{};
const std::size_t length = std::min(std::strlen(Common::g_shader_cache_version), hash.size());
std::memcpy(hash.data(), Common::g_shader_cache_version, length);
return hash;
}
} // Anonymous namespace
ShaderDiskCacheEntry::ShaderDiskCacheEntry() = default;
ShaderDiskCacheEntry::~ShaderDiskCacheEntry() = default;
bool ShaderDiskCacheEntry::Load(FileUtil::IOFile& file) {
if (file.ReadBytes(&type, sizeof(u32)) != sizeof(u32)) {
return false;
}
u32 code_size;
u32 code_size_b;
if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32) ||
file.ReadBytes(&code_size_b, sizeof(u32)) != sizeof(u32)) {
return false;
}
code.resize(code_size);
code_b.resize(code_size_b);
if (file.ReadArray(code.data(), code_size) != code_size) {
return false;
}
if (HasProgramA() && file.ReadArray(code_b.data(), code_size_b) != code_size_b) {
return false;
}
u8 is_texture_handler_size_known;
u32 texture_handler_size_value;
u32 num_keys;
u32 num_bound_samplers;
u32 num_separate_samplers;
u32 num_bindless_samplers;
if (file.ReadArray(&unique_identifier, 1) != 1 || file.ReadArray(&bound_buffer, 1) != 1 ||
file.ReadArray(&is_texture_handler_size_known, 1) != 1 ||
file.ReadArray(&texture_handler_size_value, 1) != 1 ||
file.ReadArray(&graphics_info, 1) != 1 || file.ReadArray(&compute_info, 1) != 1 ||
file.ReadArray(&num_keys, 1) != 1 || file.ReadArray(&num_bound_samplers, 1) != 1 ||
file.ReadArray(&num_separate_samplers, 1) != 1 ||
file.ReadArray(&num_bindless_samplers, 1) != 1) {
return false;
}
if (is_texture_handler_size_known) {
texture_handler_size = texture_handler_size_value;
}
std::vector<ConstBufferKey> flat_keys(num_keys);
std::vector<BoundSamplerEntry> flat_bound_samplers(num_bound_samplers);
std::vector<SeparateSamplerEntry> flat_separate_samplers(num_separate_samplers);
std::vector<BindlessSamplerEntry> flat_bindless_samplers(num_bindless_samplers);
if (file.ReadArray(flat_keys.data(), flat_keys.size()) != flat_keys.size() ||
file.ReadArray(flat_bound_samplers.data(), flat_bound_samplers.size()) !=
flat_bound_samplers.size() ||
file.ReadArray(flat_separate_samplers.data(), flat_separate_samplers.size()) !=
flat_separate_samplers.size() ||
file.ReadArray(flat_bindless_samplers.data(), flat_bindless_samplers.size()) !=
flat_bindless_samplers.size()) {
return false;
}
for (const auto& entry : flat_keys) {
keys.insert({{entry.cbuf, entry.offset}, entry.value});
}
for (const auto& entry : flat_bound_samplers) {
bound_samplers.emplace(entry.offset, entry.sampler);
}
for (const auto& entry : flat_separate_samplers) {
SeparateSamplerKey key;
key.buffers = {entry.cbuf1, entry.cbuf2};
key.offsets = {entry.offset1, entry.offset2};
separate_samplers.emplace(key, entry.sampler);
}
for (const auto& entry : flat_bindless_samplers) {
bindless_samplers.insert({{entry.cbuf, entry.offset}, entry.sampler});
}
return true;
}
bool ShaderDiskCacheEntry::Save(FileUtil::IOFile& file) const {
if (file.WriteObject(static_cast<u32>(type)) != 1 ||
file.WriteObject(static_cast<u32>(code.size())) != 1 ||
file.WriteObject(static_cast<u32>(code_b.size())) != 1) {
return false;
}
if (file.WriteArray(code.data(), code.size()) != code.size()) {
return false;
}
if (HasProgramA() && file.WriteArray(code_b.data(), code_b.size()) != code_b.size()) {
return false;
}
if (file.WriteObject(unique_identifier) != 1 || file.WriteObject(bound_buffer) != 1 ||
file.WriteObject(static_cast<u8>(texture_handler_size.has_value())) != 1 ||
file.WriteObject(texture_handler_size.value_or(0)) != 1 ||
file.WriteObject(graphics_info) != 1 || file.WriteObject(compute_info) != 1 ||
file.WriteObject(static_cast<u32>(keys.size())) != 1 ||
file.WriteObject(static_cast<u32>(bound_samplers.size())) != 1 ||
file.WriteObject(static_cast<u32>(separate_samplers.size())) != 1 ||
file.WriteObject(static_cast<u32>(bindless_samplers.size())) != 1) {
return false;
}
std::vector<ConstBufferKey> flat_keys;
flat_keys.reserve(keys.size());
for (const auto& [address, value] : keys) {
flat_keys.push_back(ConstBufferKey{address.first, address.second, value});
}
std::vector<BoundSamplerEntry> flat_bound_samplers;
flat_bound_samplers.reserve(bound_samplers.size());
for (const auto& [address, sampler] : bound_samplers) {
flat_bound_samplers.push_back(BoundSamplerEntry{address, sampler});
}
std::vector<SeparateSamplerEntry> flat_separate_samplers;
flat_separate_samplers.reserve(separate_samplers.size());
for (const auto& [key, sampler] : separate_samplers) {
SeparateSamplerEntry entry;
std::tie(entry.cbuf1, entry.cbuf2) = key.buffers;
std::tie(entry.offset1, entry.offset2) = key.offsets;
entry.sampler = sampler;
flat_separate_samplers.push_back(entry);
}
std::vector<BindlessSamplerEntry> flat_bindless_samplers;
flat_bindless_samplers.reserve(bindless_samplers.size());
for (const auto& [address, sampler] : bindless_samplers) {
flat_bindless_samplers.push_back(
BindlessSamplerEntry{address.first, address.second, sampler});
}
return file.WriteArray(flat_keys.data(), flat_keys.size()) == flat_keys.size() &&
file.WriteArray(flat_bound_samplers.data(), flat_bound_samplers.size()) ==
flat_bound_samplers.size() &&
file.WriteArray(flat_separate_samplers.data(), flat_separate_samplers.size()) ==
flat_separate_samplers.size() &&
file.WriteArray(flat_bindless_samplers.data(), flat_bindless_samplers.size()) ==
flat_bindless_samplers.size();
}
ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system) : system{system} {}
ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default;
std::optional<std::vector<ShaderDiskCacheEntry>> ShaderDiskCacheOpenGL::LoadTransferable() {
// Skip games without title id
const bool has_title_id = system.CurrentProcess()->GetTitleID() != 0;
if (!Settings::values.use_disk_shader_cache.GetValue() || !has_title_id) {
return {};
}
FileUtil::IOFile file(GetTransferablePath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No transferable shader cache found");
is_usable = true;
return {};
}
u32 version{};
if (file.ReadBytes(&version, sizeof(version)) != sizeof(version)) {
LOG_ERROR(Render_OpenGL, "Failed to get transferable cache version, skipping it");
return {};
}
if (version < NativeVersion) {
LOG_INFO(Render_OpenGL, "Transferable shader cache is old, removing");
file.Close();
InvalidateTransferable();
is_usable = true;
return {};
}
if (version > NativeVersion) {
LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version "
"of the emulator, skipping");
return {};
}
// Version is valid, load the shaders
std::vector<ShaderDiskCacheEntry> entries;
while (file.Tell() < file.GetSize()) {
ShaderDiskCacheEntry& entry = entries.emplace_back();
if (!entry.Load(file)) {
LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry, skipping");
return {};
}
}
is_usable = true;
return {std::move(entries)};
}
std::vector<ShaderDiskCachePrecompiled> ShaderDiskCacheOpenGL::LoadPrecompiled() {
if (!is_usable) {
return {};
}
FileUtil::IOFile file(GetPrecompiledPath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No precompiled shader cache found");
return {};
}
if (const auto result = LoadPrecompiledFile(file)) {
return *result;
}
LOG_INFO(Render_OpenGL, "Failed to load precompiled cache");
file.Close();
InvalidatePrecompiled();
return {};
}
std::optional<std::vector<ShaderDiskCachePrecompiled>> ShaderDiskCacheOpenGL::LoadPrecompiledFile(
FileUtil::IOFile& file) {
// Read compressed file from disk and decompress to virtual precompiled cache file
std::vector<u8> compressed(file.GetSize());
file.ReadBytes(compressed.data(), compressed.size());
const std::vector<u8> decompressed = Common::Compression::DecompressDataZSTD(compressed);
SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
precompiled_cache_virtual_file_offset = 0;
ShaderCacheVersionHash file_hash{};
if (!LoadArrayFromPrecompiled(file_hash.data(), file_hash.size())) {
precompiled_cache_virtual_file_offset = 0;
return {};
}
if (GetShaderCacheVersionHash() != file_hash) {
LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of the emulator");
precompiled_cache_virtual_file_offset = 0;
return {};
}
std::vector<ShaderDiskCachePrecompiled> entries;
while (precompiled_cache_virtual_file_offset < precompiled_cache_virtual_file.GetSize()) {
u32 binary_size;
auto& entry = entries.emplace_back();
if (!LoadObjectFromPrecompiled(entry.unique_identifier) ||
!LoadObjectFromPrecompiled(entry.binary_format) ||
!LoadObjectFromPrecompiled(binary_size)) {
return {};
}
entry.binary.resize(binary_size);
if (!LoadArrayFromPrecompiled(entry.binary.data(), entry.binary.size())) {
return {};
}
}
return entries;
}
void ShaderDiskCacheOpenGL::InvalidateTransferable() {
if (!FileUtil::Delete(GetTransferablePath())) {
LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}",
GetTransferablePath());
}
InvalidatePrecompiled();
}
void ShaderDiskCacheOpenGL::InvalidatePrecompiled() {
// Clear virtaul precompiled cache file
precompiled_cache_virtual_file.Resize(0);
if (!FileUtil::Delete(GetPrecompiledPath())) {
LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath());
}
}
void ShaderDiskCacheOpenGL::SaveEntry(const ShaderDiskCacheEntry& entry) {
if (!is_usable) {
return;
}
const u64 id = entry.unique_identifier;
if (stored_transferable.find(id) != stored_transferable.end()) {
// The shader already exists
return;
}
FileUtil::IOFile file = AppendTransferableFile();
if (!file.IsOpen()) {
return;
}
if (!entry.Save(file)) {
LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry, removing");
file.Close();
InvalidateTransferable();
return;
}
stored_transferable.insert(id);
}
void ShaderDiskCacheOpenGL::SavePrecompiled(u64 unique_identifier, GLuint program) {
if (!is_usable) {
return;
}
// TODO(Rodrigo): This is a design smell. I shouldn't be having to manually write the header
// when writing the dump. This should be done the moment I get access to write to the virtual
// file.
if (precompiled_cache_virtual_file.GetSize() == 0) {
SavePrecompiledHeaderToVirtualPrecompiledCache();
}
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());
if (!SaveObjectToPrecompiled(unique_identifier) || !SaveObjectToPrecompiled(binary_format) ||
!SaveObjectToPrecompiled(static_cast<u32>(binary.size())) ||
!SaveArrayToPrecompiled(binary.data(), binary.size())) {
LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016X}, removing",
unique_identifier);
InvalidatePrecompiled();
}
}
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
if (file.WriteObject(NativeVersion) != 1) {
LOG_ERROR(Render_OpenGL, "Failed to write transferable cache version in path={}",
transferable_path);
return {};
}
}
return file;
}
void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() {
const auto hash{GetShaderCacheVersionHash()};
if (!SaveArrayToPrecompiled(hash.data(), hash.size())) {
LOG_ERROR(
Render_OpenGL,
"Failed to write precompiled cache version hash to virtual precompiled cache file");
}
}
void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
precompiled_cache_virtual_file_offset = 0;
const std::vector<u8> uncompressed = precompiled_cache_virtual_file.ReadAllBytes();
const std::vector<u8> compressed = Common::Compression::CompressDataZSTDDefault(uncompressed);
const auto precompiled_path{GetPrecompiledPath()};
FileUtil::IOFile file(precompiled_path, "wb");
if (!file.IsOpen()) {
LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
return;
}
if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) {
LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
precompiled_path);
}
}
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";
}
std::string ShaderDiskCacheOpenGL::GetTitleID() const {
return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID());
}
} // namespace OpenGL