libretro-dolphin/Source/Core/VideoCommon/ShaderCache.cpp
Lioncash 86f8768268 VideoCommon/ShaderGenCommon: Make template functions regular functions
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.

One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
2020-05-25 21:12:29 -04:00

1353 lines
47 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/ShaderCache.h"
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include <imgui.h>
std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
namespace VideoCommon
{
ShaderCache::ShaderCache() : m_api_type{APIType::Nothing}
{
}
ShaderCache::~ShaderCache()
{
ClearCaches();
}
bool ShaderCache::Initialize()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config = ShaderHostConfig::GetCurrent();
if (!CompileSharedPipelines())
return false;
m_async_shader_compiler = g_renderer->CreateAsyncShaderCompiler();
return true;
}
void ShaderCache::InitializeShaderCache()
{
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// Load shader and UID caches.
if (g_ActiveConfig.bShaderCache && m_api_type != APIType::Nothing)
{
LoadCaches();
LoadPipelineUIDCache();
}
// Queue ubershader precompiling if required.
if (g_ActiveConfig.UsingUberShaders())
QueueUberShaderPipelines();
// Compile all known UIDs.
CompileMissingPipelines();
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
WaitForAsyncCompiler();
// Switch to the runtime shader compiler thread configuration.
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
void ShaderCache::Reload()
{
WaitForAsyncCompiler();
ClosePipelineUIDCache();
ClearCaches();
if (!CompileSharedPipelines())
PanicAlert("Failed to compile shared pipelines after reload.");
if (g_ActiveConfig.bShaderCache)
LoadCaches();
// Switch to the precompiling shader configuration while we rebuild.
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
// We don't need to explicitly recompile the individual ubershaders here, as the pipelines
// UIDs are still be in the map. Therefore, when these are rebuilt, the shaders will also
// be recompiled.
CompileMissingPipelines();
if (g_ActiveConfig.bWaitForShadersBeforeStarting)
WaitForAsyncCompiler();
m_async_shader_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
void ShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
}
void ShaderCache::Shutdown()
{
// This may leave shaders uncommitted to the cache, but it's better than blocking shutdown
// until everything has finished compiling.
if (m_async_shader_compiler)
m_async_shader_compiler->StopWorkerThreads();
ClosePipelineUIDCache();
}
const AbstractPipeline* ShaderCache::GetPipelineForUid(const GXPipelineUid& uid)
{
auto it = m_gx_pipeline_cache.find(uid);
if (it != m_gx_pipeline_cache.end() && !it->second.second)
return it->second.first.get();
const bool exists_in_cache = it != m_gx_pipeline_cache.end();
std::unique_ptr<AbstractPipeline> pipeline;
std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
if (pipeline_config)
pipeline = g_renderer->CreatePipeline(*pipeline_config);
if (g_ActiveConfig.bShaderCache && !exists_in_cache)
AppendGXPipelineUID(uid);
return InsertGXPipeline(uid, std::move(pipeline));
}
std::optional<const AbstractPipeline*> ShaderCache::GetPipelineForUidAsync(const GXPipelineUid& uid)
{
auto it = m_gx_pipeline_cache.find(uid);
if (it != m_gx_pipeline_cache.end())
{
// .second is the pending flag, i.e. compiling in the background.
if (!it->second.second)
return it->second.first.get();
else
return {};
}
AppendGXPipelineUID(uid);
QueuePipelineCompile(uid, COMPILE_PRIORITY_ONDEMAND_PIPELINE);
return {};
}
const AbstractPipeline* ShaderCache::GetUberPipelineForUid(const GXUberPipelineUid& uid)
{
auto it = m_gx_uber_pipeline_cache.find(uid);
if (it != m_gx_uber_pipeline_cache.end() && !it->second.second)
return it->second.first.get();
std::unique_ptr<AbstractPipeline> pipeline;
std::optional<AbstractPipelineConfig> pipeline_config = GetGXPipelineConfig(uid);
if (pipeline_config)
pipeline = g_renderer->CreatePipeline(*pipeline_config);
return InsertGXUberPipeline(uid, std::move(pipeline));
}
void ShaderCache::WaitForAsyncCompiler()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
g_renderer->BeginUIFrame();
const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
ImGui::SetNextWindowPosCenter(ImGuiCond_Always);
if (ImGui::Begin(Common::GetStringT("Compiling Shaders").c_str(), nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
ImGui::ProgressBar(static_cast<float>(completed) /
static_cast<float>(std::max(total, static_cast<size_t>(1))),
ImVec2(-1.0f, 0.0f), "");
}
ImGui::End();
g_renderer->EndUIFrame();
});
m_async_shader_compiler->RetrieveWorkItems();
}
}
template <typename SerializedUidType, typename UidType>
static void SerializePipelineUid(const UidType& uid, SerializedUidType& serialized_uid)
{
// Convert to disk format. Ensure all padding bytes are zero.
std::memset(&serialized_uid, 0, sizeof(serialized_uid));
serialized_uid.vertex_decl = uid.vertex_format->GetVertexDeclaration();
serialized_uid.vs_uid = uid.vs_uid;
serialized_uid.gs_uid = uid.gs_uid;
serialized_uid.ps_uid = uid.ps_uid;
serialized_uid.rasterization_state_bits = uid.rasterization_state.hex;
serialized_uid.depth_state_bits = uid.depth_state.hex;
serialized_uid.blending_state_bits = uid.blending_state.hex;
}
template <typename UidType, typename SerializedUidType>
static void UnserializePipelineUid(const SerializedUidType& uid, UidType& real_uid)
{
real_uid.vertex_format = VertexLoaderManager::GetOrCreateMatchingFormat(uid.vertex_decl);
real_uid.vs_uid = uid.vs_uid;
real_uid.gs_uid = uid.gs_uid;
real_uid.ps_uid = uid.ps_uid;
real_uid.rasterization_state.hex = uid.rasterization_state_bits;
real_uid.depth_state.hex = uid.depth_state_bits;
real_uid.blending_state.hex = uid.blending_state_bits;
}
template <ShaderStage stage, typename K, typename T>
void ShaderCache::LoadShaderCache(T& cache, APIType api_type, const char* type, bool include_gameid)
{
class CacheReader : public LinearDiskCacheReader<K, u8>
{
public:
CacheReader(T& cache_) : cache(cache_) {}
void Read(const K& key, const u8* value, u32 value_size)
{
auto shader = g_renderer->CreateShaderFromBinary(stage, value, value_size);
if (shader)
{
auto& entry = cache.shader_map[key];
entry.shader = std::move(shader);
entry.pending = false;
switch (stage)
{
case ShaderStage::Vertex:
INCSTAT(g_stats.num_vertex_shaders_created);
INCSTAT(g_stats.num_vertex_shaders_alive);
break;
case ShaderStage::Pixel:
INCSTAT(g_stats.num_pixel_shaders_created);
INCSTAT(g_stats.num_pixel_shaders_alive);
break;
default:
break;
}
}
}
private:
T& cache;
};
std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
CacheReader reader(cache);
u32 count = cache.disk_cache.OpenAndRead(filename, reader);
INFO_LOG(VIDEO, "Loaded %u cached shaders from %s", count, filename.c_str());
}
template <typename T>
void ShaderCache::ClearShaderCache(T& cache)
{
cache.disk_cache.Sync();
cache.disk_cache.Close();
cache.shader_map.clear();
}
template <typename KeyType, typename DiskKeyType, typename T>
void ShaderCache::LoadPipelineCache(T& cache, LinearDiskCache<DiskKeyType, u8>& disk_cache,
APIType api_type, const char* type, bool include_gameid)
{
class CacheReader : public LinearDiskCacheReader<DiskKeyType, u8>
{
public:
CacheReader(ShaderCache* this_ptr_, T& cache_) : this_ptr(this_ptr_), cache(cache_) {}
bool AnyFailed() const { return failed; }
void Read(const DiskKeyType& key, const u8* value, u32 value_size)
{
KeyType real_uid;
UnserializePipelineUid(key, real_uid);
// Skip those which are already compiled.
if (failed || cache.find(real_uid) != cache.end())
return;
auto config = this_ptr->GetGXPipelineConfig(real_uid);
if (!config)
return;
auto pipeline = g_renderer->CreatePipeline(*config, value, value_size);
if (!pipeline)
{
// If any of the pipelines fail to create, consider the cache stale.
failed = true;
return;
}
auto& entry = cache[real_uid];
entry.first = std::move(pipeline);
entry.second = false;
}
private:
ShaderCache* this_ptr;
T& cache;
bool failed = false;
};
std::string filename = GetDiskShaderCacheFileName(api_type, type, include_gameid, true);
CacheReader reader(this, cache);
u32 count = disk_cache.OpenAndRead(filename, reader);
INFO_LOG(VIDEO, "Loaded %u cached pipelines from %s", count, filename.c_str());
// If any of the pipelines in the cache failed to create, it's likely because of a change of
// driver version, or system configuration. In this case, when the UID cache picks up the pipeline
// later on, we'll write a duplicate entry to the pipeline cache. There's also no point in keeping
// the old cache data around, so discard and recreate the disk cache.
if (reader.AnyFailed())
{
WARN_LOG(VIDEO, "Failed to load one or more pipelines from cache '%s'. Discarding.",
filename.c_str());
disk_cache.Close();
File::Delete(filename);
disk_cache.OpenAndRead(filename, reader);
}
}
template <typename T, typename Y>
void ShaderCache::ClearPipelineCache(T& cache, Y& disk_cache)
{
disk_cache.Sync();
disk_cache.Close();
// Set the pending flag to false, and destroy the pipeline.
for (auto& it : cache)
{
it.second.first.reset();
it.second.second = false;
}
}
void ShaderCache::LoadCaches()
{
// Ubershader caches, if present.
if (g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
LoadShaderCache<ShaderStage::Vertex, UberShader::VertexShaderUid>(m_uber_vs_cache, m_api_type,
"uber-vs", false);
LoadShaderCache<ShaderStage::Pixel, UberShader::PixelShaderUid>(m_uber_ps_cache, m_api_type,
"uber-ps", false);
// We also share geometry shaders, as there aren't many variants.
if (m_host_config.backend_geometry_shaders)
LoadShaderCache<ShaderStage::Geometry, GeometryShaderUid>(m_gs_cache, m_api_type, "gs",
false);
// Specialized shaders, gameid-specific.
LoadShaderCache<ShaderStage::Vertex, VertexShaderUid>(m_vs_cache, m_api_type, "specialized-vs",
true);
LoadShaderCache<ShaderStage::Pixel, PixelShaderUid>(m_ps_cache, m_api_type, "specialized-ps",
true);
}
if (g_ActiveConfig.backend_info.bSupportsPipelineCacheData)
{
LoadPipelineCache<GXPipelineUid, SerializedGXPipelineUid>(
m_gx_pipeline_cache, m_gx_pipeline_disk_cache, m_api_type, "specialized-pipeline", true);
LoadPipelineCache<GXUberPipelineUid, SerializedGXUberPipelineUid>(
m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache, m_api_type, "uber-pipeline",
false);
}
}
void ShaderCache::ClearCaches()
{
ClearPipelineCache(m_gx_pipeline_cache, m_gx_pipeline_disk_cache);
ClearShaderCache(m_vs_cache);
ClearShaderCache(m_gs_cache);
ClearShaderCache(m_ps_cache);
ClearPipelineCache(m_gx_uber_pipeline_cache, m_gx_uber_pipeline_disk_cache);
ClearShaderCache(m_uber_vs_cache);
ClearShaderCache(m_uber_ps_cache);
m_screen_quad_vertex_shader.reset();
m_texture_copy_vertex_shader.reset();
m_efb_copy_vertex_shader.reset();
m_texcoord_geometry_shader.reset();
m_color_geometry_shader.reset();
m_texture_copy_pixel_shader.reset();
m_color_pixel_shader.reset();
m_efb_copy_to_vram_pipelines.clear();
m_efb_copy_to_ram_pipelines.clear();
m_copy_rgba8_pipeline.reset();
m_rgba8_stereo_copy_pipeline.reset();
for (auto& pipeline : m_palette_conversion_pipelines)
pipeline.reset();
m_texture_reinterpret_pipelines.clear();
m_texture_decoding_shaders.clear();
SETSTAT(g_stats.num_pixel_shaders_created, 0);
SETSTAT(g_stats.num_pixel_shaders_alive, 0);
SETSTAT(g_stats.num_vertex_shaders_created, 0);
SETSTAT(g_stats.num_vertex_shaders_alive, 0);
}
void ShaderCache::CompileMissingPipelines()
{
// Queue all uids with a null pipeline for compilation.
for (auto& it : m_gx_pipeline_cache)
{
if (!it.second.first)
QueuePipelineCompile(it.first, COMPILE_PRIORITY_SHADERCACHE_PIPELINE);
}
for (auto& it : m_gx_uber_pipeline_cache)
{
if (!it.second.first)
QueueUberPipelineCompile(it.first, COMPILE_PRIORITY_UBERSHADER_PIPELINE);
}
}
std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
{
const ShaderCode source_code =
GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
}
std::unique_ptr<AbstractShader>
ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
{
const ShaderCode source_code =
UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
}
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
{
const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
}
std::unique_ptr<AbstractShader>
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
{
const ShaderCode source_code =
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
}
const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_vs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_vertex_shaders_created);
INCSTAT(g_stats.num_vertex_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertVertexUberShader(const UberShader::VertexShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_uber_vs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_uber_vs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_vertex_shaders_created);
INCSTAT(g_stats.num_vertex_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertPixelShader(const PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_ps_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_pixel_shaders_created);
INCSTAT(g_stats.num_pixel_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::PixelShaderUid& uid,
std::unique_ptr<AbstractShader> shader)
{
auto& entry = m_uber_ps_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_uber_ps_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
INCSTAT(g_stats.num_pixel_shaders_created);
INCSTAT(g_stats.num_pixel_shaders_alive);
entry.shader = std::move(shader);
}
return entry.shader.get();
}
const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
{
const ShaderCode source_code =
GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer());
auto& entry = m_gs_cache.shader_map[uid];
entry.pending = false;
if (shader && !entry.shader)
{
if (g_ActiveConfig.bShaderCache && g_ActiveConfig.backend_info.bSupportsShaderBinaries)
{
auto binary = shader->GetBinary();
if (!binary.empty())
m_gs_cache.disk_cache.Append(uid, binary.data(), static_cast<u32>(binary.size()));
}
entry.shader = std::move(shader);
}
return entry.shader.get();
}
bool ShaderCache::NeedsGeometryShader(const GeometryShaderUid& uid) const
{
return m_host_config.backend_geometry_shaders && !uid.GetUidData()->IsPassthrough();
}
bool ShaderCache::UseGeometryShaderForEFBCopies() const
{
return m_host_config.backend_geometry_shaders && m_host_config.stereo;
}
AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
const RasterizationState& rasterization_state, const DepthState& depth_state,
const BlendingState& blending_state)
{
AbstractPipelineConfig config = {};
config.usage = AbstractPipelineUsage::GX;
config.vertex_format = vertex_format;
config.vertex_shader = vertex_shader;
config.geometry_shader = geometry_shader;
config.pixel_shader = pixel_shader;
config.rasterization_state = rasterization_state;
config.depth_state = depth_state;
config.blending_state = blending_state;
config.framebuffer_state = g_framebuffer_manager->GetEFBFramebufferState();
if (config.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp)
{
WARN_LOG(VIDEO, "Approximating logic op with blending, this will produce incorrect rendering.");
config.blending_state.ApproximateLogicOpWithBlending();
}
return config;
}
std::optional<AbstractPipelineConfig> ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config)
{
const AbstractShader* vs;
auto vs_iter = m_vs_cache.shader_map.find(config.vs_uid);
if (vs_iter != m_vs_cache.shader_map.end() && !vs_iter->second.pending)
vs = vs_iter->second.shader.get();
else
vs = InsertVertexShader(config.vs_uid, CompileVertexShader(config.vs_uid));
PixelShaderUid ps_uid = config.ps_uid;
ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
const AbstractShader* ps;
auto ps_iter = m_ps_cache.shader_map.find(ps_uid);
if (ps_iter != m_ps_cache.shader_map.end() && !ps_iter->second.pending)
ps = ps_iter->second.shader.get();
else
ps = InsertPixelShader(ps_uid, CompilePixelShader(ps_uid));
if (!vs || !ps)
return {};
const AbstractShader* gs = nullptr;
if (NeedsGeometryShader(config.gs_uid))
{
auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
gs = gs_iter->second.shader.get();
else
gs = CreateGeometryShader(config.gs_uid);
if (!gs)
return {};
}
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
config.depth_state, config.blending_state);
}
std::optional<AbstractPipelineConfig>
ShaderCache::GetGXPipelineConfig(const GXUberPipelineUid& config)
{
const AbstractShader* vs;
auto vs_iter = m_uber_vs_cache.shader_map.find(config.vs_uid);
if (vs_iter != m_uber_vs_cache.shader_map.end() && !vs_iter->second.pending)
vs = vs_iter->second.shader.get();
else
vs = InsertVertexUberShader(config.vs_uid, CompileVertexUberShader(config.vs_uid));
UberShader::PixelShaderUid ps_uid = config.ps_uid;
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &ps_uid);
const AbstractShader* ps;
auto ps_iter = m_uber_ps_cache.shader_map.find(ps_uid);
if (ps_iter != m_uber_ps_cache.shader_map.end() && !ps_iter->second.pending)
ps = ps_iter->second.shader.get();
else
ps = InsertPixelUberShader(ps_uid, CompilePixelUberShader(ps_uid));
if (!vs || !ps)
return {};
const AbstractShader* gs = nullptr;
if (NeedsGeometryShader(config.gs_uid))
{
auto gs_iter = m_gs_cache.shader_map.find(config.gs_uid);
if (gs_iter != m_gs_cache.shader_map.end() && !gs_iter->second.pending)
gs = gs_iter->second.shader.get();
else
gs = CreateGeometryShader(config.gs_uid);
if (!gs)
return {};
}
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
config.depth_state, config.blending_state);
}
const AbstractPipeline* ShaderCache::InsertGXPipeline(const GXPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline)
{
auto& entry = m_gx_pipeline_cache[config];
entry.second = false;
if (!entry.first && pipeline)
{
entry.first = std::move(pipeline);
if (g_ActiveConfig.bShaderCache)
{
auto cache_data = entry.first->GetCacheData();
if (!cache_data.empty())
{
SerializedGXPipelineUid disk_uid;
SerializePipelineUid(config, disk_uid);
m_gx_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
static_cast<u32>(cache_data.size()));
}
}
}
return entry.first.get();
}
const AbstractPipeline*
ShaderCache::InsertGXUberPipeline(const GXUberPipelineUid& config,
std::unique_ptr<AbstractPipeline> pipeline)
{
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
if (!entry.first && pipeline)
{
entry.first = std::move(pipeline);
if (g_ActiveConfig.bShaderCache)
{
auto cache_data = entry.first->GetCacheData();
if (!cache_data.empty())
{
SerializedGXUberPipelineUid disk_uid;
SerializePipelineUid(config, disk_uid);
m_gx_uber_pipeline_disk_cache.Append(disk_uid, cache_data.data(),
static_cast<u32>(cache_data.size()));
}
}
}
return entry.first.get();
}
void ShaderCache::LoadPipelineUIDCache()
{
constexpr u32 CACHE_FILE_MAGIC = 0x44495550; // PUID
constexpr size_t CACHE_HEADER_SIZE = sizeof(u32) + sizeof(u32);
std::string filename =
File::GetUserPath(D_CACHE_IDX) + SConfig::GetInstance().GetGameID() + ".uidcache";
if (m_gx_pipeline_uid_cache_file.Open(filename, "rb+"))
{
// If an existing case exists, validate the version before reading entries.
u32 existing_magic;
u32 existing_version;
bool uid_file_valid = false;
if (m_gx_pipeline_uid_cache_file.ReadBytes(&existing_magic, sizeof(existing_magic)) &&
m_gx_pipeline_uid_cache_file.ReadBytes(&existing_version, sizeof(existing_version)) &&
existing_magic == CACHE_FILE_MAGIC && existing_version == GX_PIPELINE_UID_VERSION)
{
// Ensure the expected size matches the actual size of the file. If it doesn't, it means
// the cache file may be corrupted, and we should not proceed with loading potentially
// garbage or invalid UIDs.
const u64 file_size = m_gx_pipeline_uid_cache_file.GetSize();
const size_t uid_count =
static_cast<size_t>(file_size - CACHE_HEADER_SIZE) / sizeof(SerializedGXPipelineUid);
const size_t expected_size = uid_count * sizeof(SerializedGXPipelineUid) + CACHE_HEADER_SIZE;
uid_file_valid = file_size == expected_size;
if (uid_file_valid)
{
for (size_t i = 0; i < uid_count; i++)
{
SerializedGXPipelineUid serialized_uid;
if (m_gx_pipeline_uid_cache_file.ReadBytes(&serialized_uid, sizeof(serialized_uid)))
{
// This just adds the pipeline to the map, it is compiled later.
AddSerializedGXPipelineUID(serialized_uid);
}
else
{
uid_file_valid = false;
break;
}
}
}
// We open the file for reading and writing, so we must seek to the end before writing.
if (uid_file_valid)
uid_file_valid = m_gx_pipeline_uid_cache_file.Seek(expected_size, SEEK_SET);
}
// If the file is invalid, close it. We re-open and truncate it below.
if (!uid_file_valid)
m_gx_pipeline_uid_cache_file.Close();
}
// If the file is not open, it means it was either corrupted or didn't exist.
if (!m_gx_pipeline_uid_cache_file.IsOpen())
{
if (m_gx_pipeline_uid_cache_file.Open(filename, "wb"))
{
// Write the version identifier.
m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
sizeof(GX_PIPELINE_UID_VERSION));
// Write any current UIDs out to the file.
// This way, if we load a UID cache where the data was incomplete (e.g. Dolphin crashed),
// we don't lose the existing UIDs which were previously at the beginning.
for (const auto& it : m_gx_pipeline_cache)
AppendGXPipelineUID(it.first);
}
}
INFO_LOG(VIDEO, "Read %u pipeline UIDs from %s",
static_cast<unsigned>(m_gx_pipeline_cache.size()), filename.c_str());
}
void ShaderCache::ClosePipelineUIDCache()
{
// This is left as a method in case we need to append extra data to the file in the future.
m_gx_pipeline_uid_cache_file.Close();
}
void ShaderCache::AddSerializedGXPipelineUID(const SerializedGXPipelineUid& uid)
{
GXPipelineUid real_uid;
UnserializePipelineUid(uid, real_uid);
auto iter = m_gx_pipeline_cache.find(real_uid);
if (iter != m_gx_pipeline_cache.end())
return;
// Flag it as empty with a null pipeline object, for later compilation.
auto& entry = m_gx_pipeline_cache[real_uid];
entry.second = false;
}
void ShaderCache::AppendGXPipelineUID(const GXPipelineUid& config)
{
if (!m_gx_pipeline_uid_cache_file.IsOpen())
return;
SerializedGXPipelineUid disk_uid;
SerializePipelineUid(config, disk_uid);
if (!m_gx_pipeline_uid_cache_file.WriteBytes(&disk_uid, sizeof(disk_uid)))
{
WARN_LOG(VIDEO, "Writing pipeline UID to cache failed, closing file.");
m_gx_pipeline_uid_cache_file.Close();
}
}
void ShaderCache::QueueVertexShaderCompile(const VertexShaderUid& uid, u32 priority)
{
class VertexShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
VertexShaderWorkItem(ShaderCache* shader_cache_, const VertexShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompileVertexShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertVertexShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
VertexShaderUid uid;
};
m_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueueVertexUberShaderCompile(const UberShader::VertexShaderUid& uid, u32 priority)
{
class VertexUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
VertexUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::VertexShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompileVertexUberShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertVertexUberShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
UberShader::VertexShaderUid uid;
};
m_uber_vs_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<VertexUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid, u32 priority)
{
class PixelShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(ShaderCache* shader_cache_, const PixelShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompilePixelShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertPixelShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
PixelShaderUid uid;
};
m_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePixelUberShaderCompile(const UberShader::PixelShaderUid& uid, u32 priority)
{
class PixelUberShaderWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PixelUberShaderWorkItem(ShaderCache* shader_cache_, const UberShader::PixelShaderUid& uid_)
: shader_cache(shader_cache_), uid(uid_)
{
}
bool Compile() override
{
shader = shader_cache->CompilePixelUberShader(uid);
return true;
}
void Retrieve() override { shader_cache->InsertPixelUberShader(uid, std::move(shader)); }
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractShader> shader;
UberShader::PixelShaderUid uid;
};
m_uber_ps_cache.shader_map[uid].pending = true;
auto wi = m_async_shader_compiler->CreateWorkItem<PixelUberShaderWorkItem>(this, uid);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
void ShaderCache::QueuePipelineCompile(const GXPipelineUid& uid, u32 priority)
{
class PipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(ShaderCache* shader_cache_, const GXPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this pipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the pipeline for the next frame.
if (SetStagesReady())
config = shader_cache->GetGXPipelineConfig(uid);
}
bool SetStagesReady()
{
stages_ready = true;
auto vs_it = shader_cache->m_vs_cache.shader_map.find(uid.vs_uid);
stages_ready &= vs_it != shader_cache->m_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_vs_cache.shader_map.end())
shader_cache->QueueVertexShaderCompile(uid.vs_uid, priority);
PixelShaderUid ps_uid = uid.ps_uid;
ClearUnusedPixelShaderUidBits(shader_cache->m_api_type, shader_cache->m_host_config, &ps_uid);
auto ps_it = shader_cache->m_ps_cache.shader_map.find(ps_uid);
stages_ready &= ps_it != shader_cache->m_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_ps_cache.shader_map.end())
shader_cache->QueuePixelShaderCompile(ps_uid, priority);
return stages_ready;
}
bool Compile() override
{
if (config)
pipeline = g_renderer->CreatePipeline(*config);
return true;
}
void Retrieve() override
{
if (stages_ready)
{
shader_cache->InsertGXPipeline(uid, std::move(pipeline));
}
else
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> pipeline;
GXPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberPipelineCompile(const GXUberPipelineUid& uid, u32 priority)
{
class UberPipelineWorkItem final : public AsyncShaderCompiler::WorkItem
{
public:
UberPipelineWorkItem(ShaderCache* shader_cache_, const GXUberPipelineUid& uid_, u32 priority_)
: shader_cache(shader_cache_), uid(uid_), priority(priority_)
{
// Check if all the stages required for this UberPipeline have been compiled.
// If not, this work item becomes a no-op, and re-queues the UberPipeline for the next frame.
if (SetStagesReady())
config = shader_cache->GetGXPipelineConfig(uid);
}
bool SetStagesReady()
{
stages_ready = true;
auto vs_it = shader_cache->m_uber_vs_cache.shader_map.find(uid.vs_uid);
stages_ready &=
vs_it != shader_cache->m_uber_vs_cache.shader_map.end() && !vs_it->second.pending;
if (vs_it == shader_cache->m_uber_vs_cache.shader_map.end())
shader_cache->QueueVertexUberShaderCompile(uid.vs_uid, priority);
UberShader::PixelShaderUid ps_uid = uid.ps_uid;
UberShader::ClearUnusedPixelShaderUidBits(shader_cache->m_api_type,
shader_cache->m_host_config, &ps_uid);
auto ps_it = shader_cache->m_uber_ps_cache.shader_map.find(ps_uid);
stages_ready &=
ps_it != shader_cache->m_uber_ps_cache.shader_map.end() && !ps_it->second.pending;
if (ps_it == shader_cache->m_uber_ps_cache.shader_map.end())
shader_cache->QueuePixelUberShaderCompile(ps_uid, priority);
return stages_ready;
}
bool Compile() override
{
if (config)
UberPipeline = g_renderer->CreatePipeline(*config);
return true;
}
void Retrieve() override
{
if (stages_ready)
{
shader_cache->InsertGXUberPipeline(uid, std::move(UberPipeline));
}
else
{
// Re-queue for next frame.
auto wi = shader_cache->m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(
shader_cache, uid, priority);
shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
}
}
private:
ShaderCache* shader_cache;
std::unique_ptr<AbstractPipeline> UberPipeline;
GXUberPipelineUid uid;
u32 priority;
std::optional<AbstractPipelineConfig> config;
bool stages_ready;
};
auto wi = m_async_shader_compiler->CreateWorkItem<UberPipelineWorkItem>(this, uid, priority);
m_async_shader_compiler->QueueWorkItem(std::move(wi), priority);
m_gx_uber_pipeline_cache[uid].second = true;
}
void ShaderCache::QueueUberShaderPipelines()
{
// Create a dummy vertex format with no attributes.
// All attributes will be enabled in GetUberVertexFormat.
PortableVertexDeclaration dummy_vertex_decl = {};
dummy_vertex_decl.position.components = 4;
dummy_vertex_decl.position.type = VAR_FLOAT;
dummy_vertex_decl.position.enable = true;
dummy_vertex_decl.stride = sizeof(float) * 4;
NativeVertexFormat* dummy_vertex_format =
VertexLoaderManager::GetUberVertexFormat(dummy_vertex_decl);
auto QueueDummyPipeline = [&](const UberShader::VertexShaderUid& vs_uid,
const GeometryShaderUid& gs_uid,
const UberShader::PixelShaderUid& ps_uid) {
GXUberPipelineUid config;
config.vertex_format = dummy_vertex_format;
config.vs_uid = vs_uid;
config.gs_uid = gs_uid;
config.ps_uid = ps_uid;
config.rasterization_state = RenderState::GetCullBackFaceRasterizationState(
static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
if (ps_uid.GetUidData()->uint_output)
{
// uint_output is only ever enabled when logic ops are enabled.
config.blending_state.logicopenable = true;
config.blending_state.logicmode = BlendMode::AND;
}
auto iter = m_gx_uber_pipeline_cache.find(config);
if (iter != m_gx_uber_pipeline_cache.end())
return;
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
};
// Populate the pipeline configs with empty entries, these will be compiled afterwards.
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
// UIDs must have compatible texgens, a mismatching combination will never be queried.
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
return;
UberShader::PixelShaderUid cleared_puid = puid;
UberShader::ClearUnusedPixelShaderUidBits(m_api_type, m_host_config, &cleared_puid);
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens ||
(!guid.GetUidData()->IsPassthrough() && !m_host_config.backend_geometry_shaders))
{
return;
}
QueueDummyPipeline(vuid, guid, cleared_puid);
});
});
});
}
const AbstractPipeline*
ShaderCache::GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShaderUid& uid)
{
auto iter = m_efb_copy_to_vram_pipelines.find(uid);
if (iter != m_efb_copy_to_vram_pipelines.end())
return iter->second.get();
auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData());
auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code.GetBuffer());
if (!shader)
{
m_efb_copy_to_vram_pipelines.emplace(uid, nullptr);
return nullptr;
}
AbstractPipelineConfig config = {};
config.vertex_format = nullptr;
config.vertex_shader = m_efb_copy_vertex_shader.get();
config.geometry_shader =
UseGeometryShaderForEFBCopies() ? m_texcoord_geometry_shader.get() : nullptr;
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
config.usage = AbstractPipelineUsage::Utility;
auto iiter = m_efb_copy_to_vram_pipelines.emplace(uid, g_renderer->CreatePipeline(config));
return iiter.first->second.get();
}
const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams& uid)
{
auto iter = m_efb_copy_to_ram_pipelines.find(uid);
if (iter != m_efb_copy_to_ram_pipelines.end())
return iter->second.get();
const std::string shader_code =
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
if (!shader)
{
m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
return nullptr;
}
AbstractPipelineConfig config = {};
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetColorFramebufferState(AbstractTextureFormat::BGRA8);
config.usage = AbstractPipelineUsage::Utility;
auto iiter = m_efb_copy_to_ram_pipelines.emplace(uid, g_renderer->CreatePipeline(config));
return iiter.first->second.get();
}
bool ShaderCache::CompileSharedPipelines()
{
m_screen_quad_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader());
m_texture_copy_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader());
m_efb_copy_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex,
TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer());
if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader)
return false;
if (UseGeometryShaderForEFBCopies())
{
m_texcoord_geometry_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0));
m_color_geometry_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1));
if (!m_texcoord_geometry_shader || !m_color_geometry_shader)
return false;
}
m_texture_copy_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader());
m_color_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader());
if (!m_texture_copy_pixel_shader || !m_color_pixel_shader)
return false;
AbstractPipelineConfig config;
config.vertex_format = nullptr;
config.vertex_shader = m_texture_copy_vertex_shader.get();
config.geometry_shader = nullptr;
config.pixel_shader = m_texture_copy_pixel_shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
config.usage = AbstractPipelineUsage::Utility;
m_copy_rgba8_pipeline = g_renderer->CreatePipeline(config);
if (!m_copy_rgba8_pipeline)
return false;
if (UseGeometryShaderForEFBCopies())
{
config.geometry_shader = m_texcoord_geometry_shader.get();
m_rgba8_stereo_copy_pipeline = g_renderer->CreatePipeline(config);
if (!m_rgba8_stereo_copy_pipeline)
return false;
}
if (m_host_config.backend_palette_conversion)
{
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.geometry_shader = nullptr;
for (size_t i = 0; i < NUM_PALETTE_CONVERSION_SHADERS; i++)
{
auto shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, TextureConversionShaderTiled::GeneratePaletteConversionShader(
static_cast<TLUTFormat>(i), m_api_type));
if (!shader)
return false;
config.pixel_shader = shader.get();
m_palette_conversion_pipelines[i] = g_renderer->CreatePipeline(config);
if (!m_palette_conversion_pipelines[i])
return false;
}
}
return true;
}
const AbstractPipeline* ShaderCache::GetPaletteConversionPipeline(TLUTFormat format)
{
ASSERT(static_cast<size_t>(format) < NUM_PALETTE_CONVERSION_SHADERS);
return m_palette_conversion_pipelines[static_cast<size_t>(format)].get();
}
const AbstractPipeline* ShaderCache::GetTextureReinterpretPipeline(TextureFormat from_format,
TextureFormat to_format)
{
const auto key = std::make_pair(from_format, to_format);
auto iter = m_texture_reinterpret_pipelines.find(key);
if (iter != m_texture_reinterpret_pipelines.end())
return iter->second.get();
std::string shader_source =
FramebufferShaderGen::GenerateTextureReinterpretShader(from_format, to_format);
if (shader_source.empty())
{
m_texture_reinterpret_pipelines.emplace(key, nullptr);
return nullptr;
}
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_source);
if (!shader)
{
m_texture_reinterpret_pipelines.emplace(key, nullptr);
return nullptr;
}
AbstractPipelineConfig config;
config.vertex_format = nullptr;
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.geometry_shader = nullptr;
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
config.usage = AbstractPipelineUsage::Utility;
auto iiter = m_texture_reinterpret_pipelines.emplace(key, g_renderer->CreatePipeline(config));
return iiter.first->second.get();
}
const AbstractShader* ShaderCache::GetTextureDecodingShader(TextureFormat format,
TLUTFormat palette_format)
{
const auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
auto iter = m_texture_decoding_shaders.find(key);
if (iter != m_texture_decoding_shaders.end())
return iter->second.get();
std::string shader_source =
TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::OpenGL);
if (shader_source.empty())
{
m_texture_decoding_shaders.emplace(key, nullptr);
return nullptr;
}
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Compute, shader_source);
if (!shader)
{
m_texture_decoding_shaders.emplace(key, nullptr);
return nullptr;
}
auto iiter = m_texture_decoding_shaders.emplace(key, std::move(shader));
return iiter.first->second.get();
}
} // namespace VideoCommon