forked from suyu/suyu
514 lines
20 KiB
C++
514 lines
20 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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#include <atomic>
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#include <functional>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <thread>
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#include <unordered_set>
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#include <boost/functional/hash.hpp>
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "video_core/engines/kepler_compute.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_cache.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/renderer_opengl/gl_state_tracker.h"
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#include "video_core/renderer_opengl/utils.h"
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#include "video_core/shader/registry.h"
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#include "video_core/shader/shader_ir.h"
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namespace OpenGL {
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using Tegra::Engines::ShaderType;
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using VideoCommon::Shader::ProgramCode;
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using VideoCommon::Shader::Registry;
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using VideoCommon::Shader::ShaderIR;
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namespace {
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constexpr u32 STAGE_MAIN_OFFSET = 10;
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constexpr u32 KERNEL_MAIN_OFFSET = 0;
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constexpr VideoCommon::Shader::CompilerSettings COMPILER_SETTINGS{};
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/// Gets the address for the specified shader stage program
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GPUVAddr GetShaderAddress(Core::System& system, Maxwell::ShaderProgram program) {
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const auto& gpu{system.GPU().Maxwell3D()};
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const auto& shader_config{gpu.regs.shader_config[static_cast<std::size_t>(program)]};
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return gpu.regs.code_address.CodeAddress() + shader_config.offset;
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}
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/// Gets if the current instruction offset is a scheduler instruction
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constexpr bool IsSchedInstruction(std::size_t offset, std::size_t main_offset) {
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// Sched instructions appear once every 4 instructions.
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constexpr std::size_t SchedPeriod = 4;
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const std::size_t absolute_offset = offset - main_offset;
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return (absolute_offset % SchedPeriod) == 0;
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}
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/// Calculates the size of a program stream
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std::size_t CalculateProgramSize(const ProgramCode& program) {
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constexpr std::size_t start_offset = 10;
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// This is the encoded version of BRA that jumps to itself. All Nvidia
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// shaders end with one.
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constexpr u64 self_jumping_branch = 0xE2400FFFFF07000FULL;
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constexpr u64 mask = 0xFFFFFFFFFF7FFFFFULL;
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std::size_t offset = start_offset;
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while (offset < program.size()) {
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const u64 instruction = program[offset];
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if (!IsSchedInstruction(offset, start_offset)) {
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if ((instruction & mask) == self_jumping_branch) {
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// End on Maxwell's "nop" instruction
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break;
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}
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if (instruction == 0) {
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break;
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}
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}
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offset++;
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}
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// The last instruction is included in the program size
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return std::min(offset + 1, program.size());
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}
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/// Gets the shader program code from memory for the specified address
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ProgramCode GetShaderCode(Tegra::MemoryManager& memory_manager, const GPUVAddr gpu_addr,
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const u8* host_ptr) {
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ProgramCode code(VideoCommon::Shader::MAX_PROGRAM_LENGTH);
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ASSERT_OR_EXECUTE(host_ptr != nullptr, {
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std::fill(code.begin(), code.end(), 0);
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return code;
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});
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memory_manager.ReadBlockUnsafe(gpu_addr, code.data(), code.size() * sizeof(u64));
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code.resize(CalculateProgramSize(code));
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return code;
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}
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/// Gets the shader type from a Maxwell program type
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constexpr GLenum GetGLShaderType(ShaderType shader_type) {
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switch (shader_type) {
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case ShaderType::Vertex:
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return GL_VERTEX_SHADER;
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case ShaderType::Geometry:
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return GL_GEOMETRY_SHADER;
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case ShaderType::Fragment:
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return GL_FRAGMENT_SHADER;
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case ShaderType::Compute:
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return GL_COMPUTE_SHADER;
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default:
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return GL_NONE;
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}
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}
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/// Hashes one (or two) program streams
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u64 GetUniqueIdentifier(ShaderType shader_type, bool is_a, const ProgramCode& code,
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const ProgramCode& code_b = {}) {
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u64 unique_identifier = boost::hash_value(code);
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if (is_a) {
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// VertexA programs include two programs
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boost::hash_combine(unique_identifier, boost::hash_value(code_b));
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}
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return unique_identifier;
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}
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constexpr const char* GetShaderTypeName(ShaderType shader_type) {
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switch (shader_type) {
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case ShaderType::Vertex:
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return "VS";
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case ShaderType::TesselationControl:
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return "HS";
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case ShaderType::TesselationEval:
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return "DS";
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case ShaderType::Geometry:
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return "GS";
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case ShaderType::Fragment:
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return "FS";
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case ShaderType::Compute:
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return "CS";
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}
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return "UNK";
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}
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constexpr ShaderType GetShaderType(Maxwell::ShaderProgram program_type) {
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switch (program_type) {
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case Maxwell::ShaderProgram::VertexA:
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case Maxwell::ShaderProgram::VertexB:
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return ShaderType::Vertex;
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case Maxwell::ShaderProgram::TesselationControl:
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return ShaderType::TesselationControl;
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case Maxwell::ShaderProgram::TesselationEval:
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return ShaderType::TesselationEval;
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case Maxwell::ShaderProgram::Geometry:
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return ShaderType::Geometry;
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case Maxwell::ShaderProgram::Fragment:
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return ShaderType::Fragment;
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}
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return {};
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}
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std::string MakeShaderID(u64 unique_identifier, ShaderType shader_type) {
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return fmt::format("{}{:016X}", GetShaderTypeName(shader_type), unique_identifier);
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}
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std::shared_ptr<Registry> MakeRegistry(const ShaderDiskCacheEntry& entry) {
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const VideoCore::GuestDriverProfile guest_profile{entry.texture_handler_size};
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const VideoCommon::Shader::SerializedRegistryInfo info{guest_profile, entry.bound_buffer,
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entry.graphics_info, entry.compute_info};
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const auto registry = std::make_shared<Registry>(entry.type, info);
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for (const auto& [address, value] : entry.keys) {
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const auto [buffer, offset] = address;
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registry->InsertKey(buffer, offset, value);
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}
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for (const auto& [offset, sampler] : entry.bound_samplers) {
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registry->InsertBoundSampler(offset, sampler);
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}
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for (const auto& [key, sampler] : entry.bindless_samplers) {
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const auto [buffer, offset] = key;
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registry->InsertBindlessSampler(buffer, offset, sampler);
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}
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return registry;
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}
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std::shared_ptr<OGLProgram> BuildShader(const Device& device, ShaderType shader_type,
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u64 unique_identifier, const ShaderIR& ir,
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const Registry& registry, bool hint_retrievable = false) {
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const std::string shader_id = MakeShaderID(unique_identifier, shader_type);
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LOG_INFO(Render_OpenGL, "{}", shader_id);
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const std::string glsl = DecompileShader(device, ir, registry, shader_type, shader_id);
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OGLShader shader;
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shader.Create(glsl.c_str(), GetGLShaderType(shader_type));
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auto program = std::make_shared<OGLProgram>();
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program->Create(true, hint_retrievable, shader.handle);
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return program;
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}
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std::unordered_set<GLenum> GetSupportedFormats() {
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GLint num_formats;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
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std::vector<GLint> formats(num_formats);
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
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std::unordered_set<GLenum> supported_formats;
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for (const GLint format : formats) {
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supported_formats.insert(static_cast<GLenum>(format));
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}
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return supported_formats;
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}
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} // Anonymous namespace
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CachedShader::CachedShader(VAddr cpu_addr, std::size_t size_in_bytes,
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std::shared_ptr<VideoCommon::Shader::Registry> registry,
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ShaderEntries entries, std::shared_ptr<OGLProgram> program)
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: RasterizerCacheObject{cpu_addr}, registry{std::move(registry)}, entries{std::move(entries)},
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size_in_bytes{size_in_bytes}, program{std::move(program)} {}
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CachedShader::~CachedShader() = default;
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GLuint CachedShader::GetHandle() const {
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DEBUG_ASSERT(registry->IsConsistent());
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return program->handle;
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}
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Shader CachedShader::CreateStageFromMemory(const ShaderParameters& params,
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Maxwell::ShaderProgram program_type, ProgramCode code,
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ProgramCode code_b) {
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const auto shader_type = GetShaderType(program_type);
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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auto registry = std::make_shared<Registry>(shader_type, params.system.GPU().Maxwell3D());
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const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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// TODO(Rodrigo): Handle VertexA shaders
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// std::optional<ShaderIR> ir_b;
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// if (!code_b.empty()) {
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// ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
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// }
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auto program = BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
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ShaderDiskCacheEntry entry;
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entry.type = shader_type;
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entry.code = std::move(code);
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entry.code_b = std::move(code_b);
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entry.unique_identifier = params.unique_identifier;
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entry.bound_buffer = registry->GetBoundBuffer();
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entry.graphics_info = registry->GetGraphicsInfo();
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entry.keys = registry->GetKeys();
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entry.bound_samplers = registry->GetBoundSamplers();
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entry.bindless_samplers = registry->GetBindlessSamplers();
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params.disk_cache.SaveEntry(std::move(entry));
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return std::shared_ptr<CachedShader>(new CachedShader(
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params.cpu_addr, size_in_bytes, std::move(registry), MakeEntries(ir), std::move(program)));
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}
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Shader CachedShader::CreateKernelFromMemory(const ShaderParameters& params, ProgramCode code) {
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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auto& engine = params.system.GPU().KeplerCompute();
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auto registry = std::make_shared<Registry>(ShaderType::Compute, engine);
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const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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const u64 uid = params.unique_identifier;
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auto program = BuildShader(params.device, ShaderType::Compute, uid, ir, *registry);
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ShaderDiskCacheEntry entry;
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entry.type = ShaderType::Compute;
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entry.code = std::move(code);
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entry.unique_identifier = uid;
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entry.bound_buffer = registry->GetBoundBuffer();
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entry.compute_info = registry->GetComputeInfo();
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entry.keys = registry->GetKeys();
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entry.bound_samplers = registry->GetBoundSamplers();
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entry.bindless_samplers = registry->GetBindlessSamplers();
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params.disk_cache.SaveEntry(std::move(entry));
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return std::shared_ptr<CachedShader>(new CachedShader(
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params.cpu_addr, size_in_bytes, std::move(registry), MakeEntries(ir), std::move(program)));
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}
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Shader CachedShader::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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return std::shared_ptr<CachedShader>(
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new CachedShader(params.cpu_addr, size_in_bytes, precompiled_shader.registry,
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precompiled_shader.entries, precompiled_shader.program));
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}
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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Core::Frontend::EmuWindow& emu_window, const Device& device)
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: RasterizerCache{rasterizer}, system{system}, emu_window{emu_window}, device{device},
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disk_cache{system} {}
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void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) {
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const std::optional transferable = disk_cache.LoadTransferable();
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if (!transferable) {
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return;
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}
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const std::vector gl_cache = disk_cache.LoadPrecompiled();
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const auto supported_formats = GetSupportedFormats();
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// Track if precompiled cache was altered during loading to know if we have to
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// serialize the virtual precompiled cache file back to the hard drive
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bool precompiled_cache_altered = false;
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// Inform the frontend about shader build initialization
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if (callback) {
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callback(VideoCore::LoadCallbackStage::Build, 0, transferable->size());
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}
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std::mutex mutex;
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std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
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std::atomic_bool gl_cache_failed = false;
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const auto find_precompiled = [&gl_cache](u64 id) {
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return std::find_if(gl_cache.begin(), gl_cache.end(),
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[id](const auto& entry) { return entry.unique_identifier == id; });
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};
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const auto worker = [&](Core::Frontend::GraphicsContext* context, std::size_t begin,
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std::size_t end) {
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const auto scope = context->Acquire();
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for (std::size_t i = begin; i < end; ++i) {
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if (stop_loading) {
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return;
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}
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const auto& entry = (*transferable)[i];
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const u64 uid = entry.unique_identifier;
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const auto it = find_precompiled(uid);
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const auto precompiled_entry = it != gl_cache.end() ? &*it : nullptr;
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const bool is_compute = entry.type == ShaderType::Compute;
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const u32 main_offset = is_compute ? KERNEL_MAIN_OFFSET : STAGE_MAIN_OFFSET;
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auto registry = MakeRegistry(entry);
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const ShaderIR ir(entry.code, main_offset, COMPILER_SETTINGS, *registry);
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std::shared_ptr<OGLProgram> program;
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if (precompiled_entry) {
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// If the shader is precompiled, attempt to load it with
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program = GeneratePrecompiledProgram(entry, *precompiled_entry, supported_formats);
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if (!program) {
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gl_cache_failed = true;
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}
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}
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if (!program) {
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// Otherwise compile it from GLSL
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program = BuildShader(device, entry.type, uid, ir, *registry, true);
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}
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PrecompiledShader shader;
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shader.program = std::move(program);
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shader.registry = std::move(registry);
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shader.entries = MakeEntries(ir);
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std::scoped_lock lock{mutex};
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if (callback) {
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callback(VideoCore::LoadCallbackStage::Build, ++built_shaders,
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transferable->size());
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}
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runtime_cache.emplace(entry.unique_identifier, std::move(shader));
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}
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};
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const auto num_workers{static_cast<std::size_t>(std::thread::hardware_concurrency() + 1ULL)};
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const std::size_t bucket_size{transferable->size() / num_workers};
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std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> contexts(num_workers);
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std::vector<std::thread> threads(num_workers);
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for (std::size_t i = 0; i < num_workers; ++i) {
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const bool is_last_worker = i + 1 == num_workers;
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const std::size_t start{bucket_size * i};
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const std::size_t end{is_last_worker ? transferable->size() : start + bucket_size};
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// On some platforms the shared context has to be created from the GUI thread
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contexts[i] = emu_window.CreateSharedContext();
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threads[i] = std::thread(worker, contexts[i].get(), start, end);
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}
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for (auto& thread : threads) {
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thread.join();
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}
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if (gl_cache_failed) {
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// Invalidate the precompiled cache if a shader dumped shader was rejected
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disk_cache.InvalidatePrecompiled();
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precompiled_cache_altered = true;
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return;
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}
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if (stop_loading) {
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return;
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}
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// TODO(Rodrigo): Do state tracking for transferable shaders and do a dummy draw
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// before precompiling them
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for (std::size_t i = 0; i < transferable->size(); ++i) {
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const u64 id = (*transferable)[i].unique_identifier;
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const auto it = find_precompiled(id);
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if (it == gl_cache.end()) {
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const GLuint program = runtime_cache.at(id).program->handle;
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disk_cache.SavePrecompiled(id, program);
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precompiled_cache_altered = true;
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}
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}
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if (precompiled_cache_altered) {
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disk_cache.SaveVirtualPrecompiledFile();
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}
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}
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std::shared_ptr<OGLProgram> ShaderCacheOpenGL::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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if (supported_formats.find(precompiled_entry.binary_format) == supported_formats.end()) {
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LOG_INFO(Render_OpenGL, "Precompiled cache entry with unsupported format, removing");
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return {};
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}
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auto program = std::make_shared<OGLProgram>();
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program->handle = glCreateProgram();
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glProgramParameteri(program->handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
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glProgramBinary(program->handle, precompiled_entry.binary_format,
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precompiled_entry.binary.data(),
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static_cast<GLsizei>(precompiled_entry.binary.size()));
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GLint link_status;
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glGetProgramiv(program->handle, GL_LINK_STATUS, &link_status);
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if (link_status == GL_FALSE) {
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LOG_INFO(Render_OpenGL, "Precompiled cache rejected by the driver, removing");
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return {};
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}
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return program;
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}
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Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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if (!system.GPU().Maxwell3D().dirty.flags[Dirty::Shaders]) {
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return last_shaders[static_cast<std::size_t>(program)];
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}
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auto& memory_manager{system.GPU().MemoryManager()};
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const GPUVAddr address{GetShaderAddress(system, program)};
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// Look up shader in the cache based on address
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const auto cpu_addr{memory_manager.GpuToCpuAddress(address)};
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Shader shader{cpu_addr ? TryGet(*cpu_addr) : nullptr};
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if (shader) {
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return last_shaders[static_cast<std::size_t>(program)] = shader;
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}
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const auto host_ptr{memory_manager.GetPointer(address)};
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// No shader found - create a new one
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ProgramCode code{GetShaderCode(memory_manager, address, host_ptr)};
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ProgramCode code_b;
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if (program == Maxwell::ShaderProgram::VertexA) {
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const GPUVAddr address_b{GetShaderAddress(system, Maxwell::ShaderProgram::VertexB)};
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code_b = GetShaderCode(memory_manager, address_b, memory_manager.GetPointer(address_b));
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}
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|
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const auto unique_identifier = GetUniqueIdentifier(
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GetShaderType(program), program == Maxwell::ShaderProgram::VertexA, code, code_b);
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|
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const ShaderParameters params{system, disk_cache, device,
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*cpu_addr, host_ptr, unique_identifier};
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|
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const auto found = runtime_cache.find(unique_identifier);
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if (found == runtime_cache.end()) {
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shader = CachedShader::CreateStageFromMemory(params, program, std::move(code),
|
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std::move(code_b));
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} else {
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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shader = CachedShader::CreateFromCache(params, found->second, size_in_bytes);
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}
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Register(shader);
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|
|
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return last_shaders[static_cast<std::size_t>(program)] = shader;
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|
}
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|
|
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Shader ShaderCacheOpenGL::GetComputeKernel(GPUVAddr code_addr) {
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auto& memory_manager{system.GPU().MemoryManager()};
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const auto cpu_addr{memory_manager.GpuToCpuAddress(code_addr)};
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|
|
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auto kernel = cpu_addr ? TryGet(*cpu_addr) : nullptr;
|
|
if (kernel) {
|
|
return kernel;
|
|
}
|
|
|
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const auto host_ptr{memory_manager.GetPointer(code_addr)};
|
|
// No kernel found, create a new one
|
|
auto code{GetShaderCode(memory_manager, code_addr, host_ptr)};
|
|
const auto unique_identifier{GetUniqueIdentifier(ShaderType::Compute, false, code)};
|
|
|
|
const ShaderParameters params{system, disk_cache, device,
|
|
*cpu_addr, host_ptr, unique_identifier};
|
|
|
|
const auto found = runtime_cache.find(unique_identifier);
|
|
if (found == runtime_cache.end()) {
|
|
kernel = CachedShader::CreateKernelFromMemory(params, std::move(code));
|
|
} else {
|
|
const std::size_t size_in_bytes = code.size() * sizeof(u64);
|
|
kernel = CachedShader::CreateFromCache(params, found->second, size_in_bytes);
|
|
}
|
|
|
|
Register(kernel);
|
|
return kernel;
|
|
}
|
|
|
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} // namespace OpenGL
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