gl_shader_disk_cache: Add precompiled save
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2 changed files with 57 additions and 0 deletions
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@ -27,6 +27,9 @@ enum class EntryKind : u32 {
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constexpr u32 NativeVersion = 1;
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constexpr u32 NativeVersion = 1;
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// TODO(Rodrigo): Hash files
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constexpr u64 PrecompiledHash = 0xdeadbeefdeadbeef;
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// Making sure sizes doesn't change by accident
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// Making sure sizes doesn't change by accident
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static_assert(sizeof(BaseBindings) == 12);
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static_assert(sizeof(BaseBindings) == 12);
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static_assert(sizeof(ShaderDiskCacheUsage) == 24);
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static_assert(sizeof(ShaderDiskCacheUsage) == 24);
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@ -153,6 +156,26 @@ void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
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file.WriteObject(usage);
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file.WriteObject(usage);
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}
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}
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void ShaderDiskCacheOpenGL::SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program) {
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FileUtil::IOFile file = AppendPrecompiledFile();
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if (!file.IsOpen()) {
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return;
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}
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file.WriteObject(usage);
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GLint binary_length{};
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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GLenum binary_format{};
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std::vector<u8> binary(binary_length);
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glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
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file.WriteObject(static_cast<u32>(binary_format));
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file.WriteObject(static_cast<u32>(binary_length));
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file.WriteArray(binary.data(), binary.size());
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}
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FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
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FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
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if (!EnsureDirectories()) {
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if (!EnsureDirectories()) {
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return {};
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return {};
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@ -173,6 +196,26 @@ FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
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return file;
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return file;
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}
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}
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FileUtil::IOFile ShaderDiskCacheOpenGL::AppendPrecompiledFile() const {
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if (!EnsureDirectories()) {
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return {};
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}
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const auto precompiled_path{GetPrecompiledPath()};
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const bool existed = FileUtil::Exists(precompiled_path);
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FileUtil::IOFile file(precompiled_path, "ab");
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if (!file.IsOpen()) {
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LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
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return {};
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}
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if (!existed || file.GetSize() == 0) {
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file.WriteObject(PrecompiledHash);
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}
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return file;
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}
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bool ShaderDiskCacheOpenGL::EnsureDirectories() const {
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bool ShaderDiskCacheOpenGL::EnsureDirectories() const {
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const auto CreateDir = [](const std::string& dir) {
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const auto CreateDir = [](const std::string& dir) {
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if (!FileUtil::CreateDir(dir)) {
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if (!FileUtil::CreateDir(dir)) {
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@ -130,6 +130,14 @@ public:
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}
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}
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};
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};
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struct ShaderDiskCachePrecompiledEntry {
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ShaderDiskCacheUsage usage;
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GLenum binary_format;
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std::vector<u8> binary;
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std::string code;
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GLShader::ShaderEntries entries;
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};
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class ShaderDiskCacheOpenGL {
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class ShaderDiskCacheOpenGL {
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public:
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public:
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/// Loads transferable cache. If file has a old version, it deletes it. Returns true on success.
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/// Loads transferable cache. If file has a old version, it deletes it. Returns true on success.
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@ -142,10 +150,16 @@ public:
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/// Saves shader usage to the transferable file. Does not check for collisions.
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/// Saves shader usage to the transferable file. Does not check for collisions.
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void SaveUsage(const ShaderDiskCacheUsage& usage);
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void SaveUsage(const ShaderDiskCacheUsage& usage);
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/// Saves a precompiled shader entry. Does not check for collisions.
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void SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program);
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private:
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private:
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/// Opens current game's transferable file and write it's header if it doesn't exist
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/// Opens current game's transferable file and write it's header if it doesn't exist
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FileUtil::IOFile AppendTransferableFile() const;
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FileUtil::IOFile AppendTransferableFile() const;
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/// Opens current game's precompiled file and write it's header if it doesn't exist
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FileUtil::IOFile AppendPrecompiledFile() const;
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/// Create shader disk cache directories. Returns true on success.
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/// Create shader disk cache directories. Returns true on success.
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bool EnsureDirectories() const;
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bool EnsureDirectories() const;
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