ppsspp/GPU/Vulkan/PipelineManagerVulkan.cpp

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#include <cstring>
#include <memory>
#include <set>
#include <sstream>
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#include "Common/Profiler/Profiler.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Core/Config.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "GPU/Vulkan/PipelineManagerVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/ShaderId.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Common/GPU/Vulkan/VulkanQueueRunner.h"
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using namespace PPSSPP_VK;
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u32 VulkanPipeline::GetVariantsBitmask() const {
return pipeline->GetVariantsBitmask();
}
PipelineManagerVulkan::PipelineManagerVulkan(VulkanContext *vulkan) : pipelines_(256), vulkan_(vulkan) {
// The pipeline cache is created on demand (or explicitly through Load).
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}
PipelineManagerVulkan::~PipelineManagerVulkan() {
Clear();
if (pipelineCache_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
vulkan_ = nullptr;
}
void PipelineManagerVulkan::Clear() {
pipelines_.Iterate([&](const VulkanPipelineKey &key, VulkanPipeline *value) {
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if (!value->pipeline) {
// Something went wrong.
ERROR_LOG(G3D, "Null pipeline found in PipelineManagerVulkan::Clear - didn't wait for asyncs?");
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} else {
value->pipeline->QueueForDeletion(vulkan_);
}
delete value;
});
pipelines_.Clear();
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}
void PipelineManagerVulkan::InvalidateMSAAPipelines() {
pipelines_.Iterate([&](const VulkanPipelineKey &key, VulkanPipeline *value) {
value->pipeline->DestroyVariants(vulkan_, true);
});
}
void PipelineManagerVulkan::DeviceLost() {
Clear();
if (pipelineCache_ != VK_NULL_HANDLE)
vulkan_->Delete().QueueDeletePipelineCache(pipelineCache_);
vulkan_ = nullptr;
}
void PipelineManagerVulkan::DeviceRestore(VulkanContext *vulkan) {
vulkan_ = vulkan;
// The pipeline cache is created on demand.
}
struct DeclTypeInfo {
VkFormat type;
const char *name;
};
static const DeclTypeInfo VComp[] = {
{ VK_FORMAT_UNDEFINED, "NULL" }, // DEC_NONE,
{ VK_FORMAT_R32_SFLOAT, "R32_SFLOAT " }, // DEC_FLOAT_1,
{ VK_FORMAT_R32G32_SFLOAT, "R32G32_SFLOAT " }, // DEC_FLOAT_2,
{ VK_FORMAT_R32G32B32_SFLOAT, "R32G32B32_SFLOAT " }, // DEC_FLOAT_3,
{ VK_FORMAT_R32G32B32A32_SFLOAT, "R32G32B32A32_SFLOAT " }, // DEC_FLOAT_4,
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{ VK_FORMAT_R8G8B8A8_SNORM, "R8G8B8A8_SNORM" }, // DEC_S8_3,
{ VK_FORMAT_R16G16B16A16_SNORM, "R16G16B16A16_SNORM " }, // DEC_S16_3,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_1,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_2,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_3,
{ VK_FORMAT_R8G8B8A8_UNORM, "R8G8B8A8_UNORM " }, // DEC_U8_4,
{ VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_1,
{ VK_FORMAT_R16G16_UNORM, "R16G16_UNORM" }, // DEC_U16_2,
{ VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_3,
{ VK_FORMAT_R16G16B16A16_UNORM, "R16G16B16A16_UNORM " }, // DEC_U16_4,
};
static void VertexAttribSetup(VkVertexInputAttributeDescription *attr, int fmt, int offset, PspAttributeLocation location) {
_assert_(fmt != DEC_NONE);
_assert_(fmt < ARRAY_SIZE(VComp));
attr->location = (uint32_t)location;
attr->binding = 0;
attr->format = VComp[fmt].type;
attr->offset = offset;
}
// Returns the number of attributes that were set.
// We could cache these AttributeDescription arrays (with pspFmt as the key), but hardly worth bothering
// as we will only call this code when we need to create a new VkPipeline.
static int SetupVertexAttribs(VkVertexInputAttributeDescription attrs[], const DecVtxFormat &decFmt) {
int count = 0;
if (decFmt.w0fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.w0fmt, decFmt.w0off, PspAttributeLocation::W1);
}
if (decFmt.w1fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.w1fmt, decFmt.w1off, PspAttributeLocation::W2);
}
if (decFmt.uvfmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.uvfmt, decFmt.uvoff, PspAttributeLocation::TEXCOORD);
}
if (decFmt.c0fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.c0fmt, decFmt.c0off, PspAttributeLocation::COLOR0);
}
if (decFmt.c1fmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.c1fmt, decFmt.c1off, PspAttributeLocation::COLOR1);
}
if (decFmt.nrmfmt != 0) {
VertexAttribSetup(&attrs[count++], decFmt.nrmfmt, decFmt.nrmoff, PspAttributeLocation::NORMAL);
}
// Position is always there.
VertexAttribSetup(&attrs[count++], decFmt.posfmt, decFmt.posoff, PspAttributeLocation::POSITION);
return count;
}
static int SetupVertexAttribsPretransformed(VkVertexInputAttributeDescription attrs[], bool needsUV, bool needsColor1, bool needsFog) {
int count = 0;
VertexAttribSetup(&attrs[count++], DEC_FLOAT_4, offsetof(TransformedVertex, pos), PspAttributeLocation::POSITION);
if (needsUV) {
VertexAttribSetup(&attrs[count++], DEC_FLOAT_3, offsetof(TransformedVertex, uv), PspAttributeLocation::TEXCOORD);
}
VertexAttribSetup(&attrs[count++], DEC_U8_4, offsetof(TransformedVertex, color0), PspAttributeLocation::COLOR0);
if (needsColor1) {
VertexAttribSetup(&attrs[count++], DEC_U8_4, offsetof(TransformedVertex, color1), PspAttributeLocation::COLOR1);
}
if (needsFog) {
VertexAttribSetup(&attrs[count++], DEC_FLOAT_1, offsetof(TransformedVertex, fog), PspAttributeLocation::NORMAL);
}
return count;
}
static bool UsesBlendConstant(int factor) {
switch (factor) {
case VK_BLEND_FACTOR_CONSTANT_ALPHA:
case VK_BLEND_FACTOR_CONSTANT_COLOR:
case VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA:
case VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR:
return true;
default:
return false;
}
}
static std::string CutFromMain(std::string str) {
std::vector<std::string> lines;
SplitString(str, '\n', lines);
std::string rebuilt;
bool foundStart = false;
int c = 0;
for (const std::string &str : lines) {
if (startsWith(str, "void main")) {
foundStart = true;
rebuilt += StringFromFormat("... (cut %d lines)\n", c);
}
if (foundStart) {
rebuilt += str + "\n";
}
c++;
}
return rebuilt;
}
static VulkanPipeline *CreateVulkanPipeline(VulkanRenderManager *renderManager, VkPipelineCache pipelineCache,
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VkPipelineLayout layout, PipelineFlags pipelineFlags, VkSampleCountFlagBits sampleCount, const VulkanPipelineRasterStateKey &key,
const DecVtxFormat *decFmt, VulkanVertexShader *vs, VulkanFragmentShader *fs, VulkanGeometryShader *gs, bool useHwTransform, u32 variantBitmask, bool cacheLoad) {
if (!fs->GetModule()) {
ERROR_LOG(G3D, "Fragment shader missing in CreateVulkanPipeline");
return nullptr;
}
if (!vs->GetModule()) {
ERROR_LOG(G3D, "Vertex shader missing in CreateVulkanPipeline");
return nullptr;
}
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VulkanPipeline *vulkanPipeline = new VulkanPipeline();
vulkanPipeline->desc = new VKRGraphicsPipelineDesc();
VKRGraphicsPipelineDesc *desc = vulkanPipeline->desc;
desc->pipelineCache = pipelineCache;
desc->fragmentShader = fs->GetModule();
desc->vertexShader = vs->GetModule();
desc->geometryShader = gs ? gs->GetModule() : nullptr;
PROFILE_THIS_SCOPE("pipelinebuild");
bool useBlendConstant = false;
VkPipelineColorBlendAttachmentState &blend0 = desc->blend0;
blend0.blendEnable = key.blendEnable;
if (key.blendEnable) {
blend0.colorBlendOp = (VkBlendOp)key.blendOpColor;
blend0.alphaBlendOp = (VkBlendOp)key.blendOpAlpha;
blend0.srcColorBlendFactor = (VkBlendFactor)key.srcColor;
blend0.srcAlphaBlendFactor = (VkBlendFactor)key.srcAlpha;
blend0.dstColorBlendFactor = (VkBlendFactor)key.destColor;
blend0.dstAlphaBlendFactor = (VkBlendFactor)key.destAlpha;
}
blend0.colorWriteMask = key.colorWriteMask;
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VkPipelineColorBlendStateCreateInfo &cbs = desc->cbs;
cbs.flags = 0;
cbs.pAttachments = &blend0;
cbs.attachmentCount = 1;
cbs.logicOpEnable = key.logicOpEnable;
if (key.logicOpEnable)
cbs.logicOp = (VkLogicOp)key.logicOp;
else
cbs.logicOp = VK_LOGIC_OP_COPY;
VkPipelineDepthStencilStateCreateInfo &dss = desc->dss;
dss.depthBoundsTestEnable = false;
dss.stencilTestEnable = key.stencilTestEnable;
if (key.stencilTestEnable) {
dss.front.compareOp = (VkCompareOp)key.stencilCompareOp;
dss.front.passOp = (VkStencilOp)key.stencilPassOp;
dss.front.failOp = (VkStencilOp)key.stencilFailOp;
dss.front.depthFailOp = (VkStencilOp)key.stencilDepthFailOp;
// Back stencil is always the same as front on PSP.
memcpy(&dss.back, &dss.front, sizeof(dss.front));
}
dss.depthTestEnable = key.depthTestEnable;
if (key.depthTestEnable) {
dss.depthCompareOp = (VkCompareOp)key.depthCompareOp;
dss.depthWriteEnable = key.depthWriteEnable;
}
VkDynamicState *dynamicStates = &desc->dynamicStates[0];
int numDyn = 0;
if (key.blendEnable &&
(UsesBlendConstant(key.srcAlpha) || UsesBlendConstant(key.srcColor) || UsesBlendConstant(key.destAlpha) || UsesBlendConstant(key.destColor))) {
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_BLEND_CONSTANTS;
useBlendConstant = true;
}
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_SCISSOR;
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_VIEWPORT;
if (key.stencilTestEnable) {
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_WRITE_MASK;
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK;
dynamicStates[numDyn++] = VK_DYNAMIC_STATE_STENCIL_REFERENCE;
}
VkPipelineDynamicStateCreateInfo &ds = desc->ds;
ds.flags = 0;
ds.pDynamicStates = dynamicStates;
ds.dynamicStateCount = numDyn;
VkPipelineRasterizationStateCreateInfo &rs = desc->rs;
rs.flags = 0;
rs.depthBiasEnable = false;
rs.cullMode = key.cullMode;
rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rs.lineWidth = 1.0f;
rs.rasterizerDiscardEnable = false;
rs.polygonMode = VK_POLYGON_MODE_FILL;
rs.depthClampEnable = key.depthClampEnable;
desc->fragmentShaderSource = fs->GetShaderString(SHADER_STRING_SOURCE_CODE);
desc->vertexShaderSource = vs->GetShaderString(SHADER_STRING_SOURCE_CODE);
if (gs) {
desc->geometryShaderSource = gs->GetShaderString(SHADER_STRING_SOURCE_CODE);
}
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desc->topology = (VkPrimitiveTopology)key.topology;
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int vertexStride = 0;
VkVertexInputAttributeDescription *attrs = &desc->attrs[0];
int attributeCount;
if (useHwTransform) {
attributeCount = SetupVertexAttribs(attrs, *decFmt);
vertexStride = decFmt->stride;
} else {
bool needsUV = true;
bool needsColor1 = vs->GetID().Bit(VS_BIT_LMODE);
attributeCount = SetupVertexAttribsPretransformed(attrs, needsUV, needsColor1, true);
vertexStride = (int)sizeof(TransformedVertex);
}
VkVertexInputBindingDescription &ibd = desc->ibd;
ibd.binding = 0;
ibd.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
ibd.stride = vertexStride;
VkPipelineVertexInputStateCreateInfo &vis = desc->vis;
vis.flags = 0;
vis.vertexBindingDescriptionCount = 1;
vis.pVertexBindingDescriptions = &desc->ibd;
vis.vertexAttributeDescriptionCount = attributeCount;
vis.pVertexAttributeDescriptions = attrs;
VkPipelineViewportStateCreateInfo &views = desc->views;
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views.flags = 0;
views.viewportCount = 1;
views.scissorCount = 1;
views.pViewports = nullptr; // dynamic
views.pScissors = nullptr; // dynamic
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desc->pipelineLayout = layout;
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std::string tag = "game";
#ifdef _DEBUG
tag = FragmentShaderDesc(fs->GetID()) + " VS " + VertexShaderDesc(vs->GetID());
#endif
VKRGraphicsPipeline *pipeline = renderManager->CreateGraphicsPipeline(desc, pipelineFlags, variantBitmask, sampleCount, cacheLoad, tag.c_str());
vulkanPipeline->pipeline = pipeline;
if (useBlendConstant) {
pipelineFlags |= PipelineFlags::USES_BLEND_CONSTANT;
}
if (gs) {
pipelineFlags |= PipelineFlags::USES_GEOMETRY_SHADER;
}
if (dss.depthTestEnable || dss.stencilTestEnable) {
pipelineFlags |= PipelineFlags::USES_DEPTH_STENCIL;
}
vulkanPipeline->pipelineFlags = pipelineFlags;
return vulkanPipeline;
}
VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VulkanRenderManager *renderManager, VkPipelineLayout layout, const VulkanPipelineRasterStateKey &rasterKey, const DecVtxFormat *decFmt, VulkanVertexShader *vs, VulkanFragmentShader *fs, VulkanGeometryShader *gs, bool useHwTransform, u32 variantBitmask, int multiSampleLevel, bool cacheLoad) {
if (!pipelineCache_) {
VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
VkResult res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &pipelineCache_);
_assert_(VK_SUCCESS == res);
}
VulkanPipelineKey key{};
key.raster = rasterKey;
key.useHWTransform = useHwTransform;
key.vShader = vs->GetModule();
key.fShader = fs->GetModule();
key.gShader = gs ? gs->GetModule() : VK_NULL_HANDLE;
key.vtxFmtId = useHwTransform ? decFmt->id : 0;
auto iter = pipelines_.Get(key);
if (iter)
return iter;
PipelineFlags pipelineFlags = (PipelineFlags)0;
if (fs->Flags() & FragmentShaderFlags::INPUT_ATTACHMENT) {
pipelineFlags |= PipelineFlags::USES_INPUT_ATTACHMENT;
}
if (fs->Flags() & FragmentShaderFlags::USES_DISCARD) {
pipelineFlags |= PipelineFlags::USES_DISCARD;
}
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if (vs->Flags() & VertexShaderFlags::MULTI_VIEW) {
pipelineFlags |= PipelineFlags::USES_MULTIVIEW;
}
VkSampleCountFlagBits sampleCount = MultiSampleLevelToFlagBits(multiSampleLevel);
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VulkanPipeline *pipeline = CreateVulkanPipeline(
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renderManager, pipelineCache_, layout, pipelineFlags, sampleCount,
rasterKey, decFmt, vs, fs, gs, useHwTransform, variantBitmask, cacheLoad);
// If the above failed, we got a null pipeline. We still insert it to keep track.
pipelines_.Insert(key, pipeline);
// Don't return placeholder null pipelines.
if (pipeline && pipeline->pipeline) {
return pipeline;
} else {
return nullptr;
}
}
std::vector<std::string> PipelineManagerVulkan::DebugGetObjectIDs(DebugShaderType type) const {
std::vector<std::string> ids;
switch (type) {
case SHADER_TYPE_PIPELINE:
{
pipelines_.Iterate([&](const VulkanPipelineKey &key, VulkanPipeline *value) {
std::string id;
key.ToString(&id);
ids.push_back(id);
});
}
break;
default:
break;
}
return ids;
}
static const char *const topologies[8] = {
"POINTS",
"LINES",
"LINESTRIP",
"TRIS",
"TRISTRIP",
"TRIFAN",
};
static const char *const blendOps[8] = {
"ADD",
"SUB",
"RSUB",
"MIN",
"MAX",
};
static const char *const compareOps[8] = {
"NEVER",
"<",
"==",
"<=",
">",
">=",
"!=",
"ALWAYS",
};
static const char *const logicOps[] = {
"CLEAR",
"AND",
"AND_REV",
"COPY",
"AND_INV",
"NOOP",
"XOR",
"OR",
"NOR",
"EQUIV",
"INVERT",
"OR_REV",
"COPY_INV",
"OR_INV",
"NAND",
"SET",
};
static const char *const stencilOps[8] = {
"KEEP",
"ZERO",
"REPL",
"INC_SAT",
"DEC_SAT",
"INVERT",
"INC_WRAP",
"DEC_WRAP",
};
static const char *const blendFactors[19] = {
"ZERO",
"ONE",
"SRC_COL",
"INV_SRC_COL",
"DST_COL",
"INV_DST_COL",
"SRC_A",
"INV_SRC_A",
"DST_A",
"INV_DST_A",
"CONSTANT_COL",
"INV_CONST_COL",
"CONSTANT_A",
"INV_CONST_A",
"SRC_A_SAT",
"SRC1_COL",
"INV_SRC1_COL",
"SRC1_A",
"INV_SRC1_A",
};
std::string PipelineManagerVulkan::DebugGetObjectString(std::string id, DebugShaderType type, DebugShaderStringType stringType, ShaderManagerVulkan *shaderManager) {
if (type != SHADER_TYPE_PIPELINE)
return "N/A";
VulkanPipelineKey pipelineKey;
pipelineKey.FromString(id);
VulkanPipeline *pipeline = pipelines_.Get(pipelineKey);
if (!pipeline) {
return "N/A (missing)";
}
u32 variants = pipeline->GetVariantsBitmask();
std::string keyDescription = pipelineKey.GetDescription(stringType, shaderManager);
return StringFromFormat("%s. v: %08x", keyDescription.c_str(), variants);
}
std::string VulkanPipelineKey::GetRasterStateDesc(bool lineBreaks) const {
std::stringstream str;
str << topologies[raster.topology] << " ";
if (useHWTransform) {
str << "HWX ";
}
if (vtxFmtId) {
str << "Vfmt(" << StringFromFormat("%08x", vtxFmtId) << ") "; // TODO: Format nicer.
} else {
str << "SWX ";
}
if (lineBreaks) str << std::endl;
if (raster.blendEnable) {
str << "Blend(C:" << blendOps[raster.blendOpColor] << "/"
<< blendFactors[raster.srcColor] << ":" << blendFactors[raster.destColor] << " ";
if (raster.blendOpAlpha != VK_BLEND_OP_ADD ||
raster.srcAlpha != VK_BLEND_FACTOR_ONE ||
raster.destAlpha != VK_BLEND_FACTOR_ZERO) {
str << "A:" << blendOps[raster.blendOpAlpha] << "/"
<< blendFactors[raster.srcColor] << ":" << blendFactors[raster.destColor] << " ";
}
str << ") ";
if (lineBreaks) str << std::endl;
}
if (raster.colorWriteMask != 0xF) {
str << "Mask(";
for (int i = 0; i < 4; i++) {
if (raster.colorWriteMask & (1 << i)) {
str << "RGBA"[i];
} else {
str << "_";
}
}
str << ") ";
if (lineBreaks) str << std::endl;
}
if (raster.depthTestEnable) {
str << "Z(";
if (raster.depthWriteEnable)
str << "W, ";
if (raster.depthCompareOp)
str << compareOps[raster.depthCompareOp & 7];
str << ") ";
if (lineBreaks) str << std::endl;
}
if (raster.stencilTestEnable) {
str << "Stenc(";
str << compareOps[raster.stencilCompareOp & 7] << " ";
str << stencilOps[raster.stencilPassOp & 7] << "/";
str << stencilOps[raster.stencilFailOp & 7] << "/";
str << stencilOps[raster.stencilDepthFailOp & 7];
str << ") ";
if (lineBreaks) str << std::endl;
}
if (raster.logicOpEnable) {
str << "Logic(" << logicOps[raster.logicOp & 15] << ") ";
if (lineBreaks) str << std::endl;
}
return str.str();
}
std::string VulkanPipelineKey::GetDescription(DebugShaderStringType stringType, ShaderManagerVulkan *shaderManager) const {
switch (stringType) {
case SHADER_STRING_SHORT_DESC:
// Just show the raster state. Also show brief VS/FS IDs?
return GetRasterStateDesc(false);
case SHADER_STRING_SOURCE_CODE:
{
// More detailed description of all the parts of the pipeline.
VkShaderModule fsModule = this->fShader->BlockUntilReady();
VkShaderModule vsModule = this->vShader->BlockUntilReady();
VkShaderModule gsModule = this->gShader ? this->gShader->BlockUntilReady() : VK_NULL_HANDLE;
std::stringstream str;
str << "VS: " << VertexShaderDesc(shaderManager->GetVertexShaderFromModule(vsModule)->GetID()) << std::endl;
str << "FS: " << FragmentShaderDesc(shaderManager->GetFragmentShaderFromModule(fsModule)->GetID()) << std::endl;
if (gsModule) {
str << "GS: " << GeometryShaderDesc(shaderManager->GetGeometryShaderFromModule(gsModule)->GetID()) << std::endl;
}
str << GetRasterStateDesc(true);
return str.str();
}
default:
return "N/A";
}
}
// For some reason this struct is only defined in the spec, not in the headers.
struct VkPipelineCacheHeader {
uint32_t headerSize;
VkPipelineCacheHeaderVersion version;
uint32_t vendorId;
uint32_t deviceId;
uint8_t uuid[VK_UUID_SIZE];
};
struct StoredVulkanPipelineKey {
VulkanPipelineRasterStateKey raster;
VShaderID vShaderID;
FShaderID fShaderID;
GShaderID gShaderID;
uint32_t vtxFmtId;
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uint32_t variants;
bool useHWTransform; // TODO: Still needed?
// For std::set. Better zero-initialize the struct properly for this to work.
bool operator < (const StoredVulkanPipelineKey &other) const {
return memcmp(this, &other, sizeof(*this)) < 0;
}
};
// If you're looking for how to invalidate the cache, it's done in ShaderManagerVulkan, look for CACHE_VERSION and increment it.
// (Header of the same file this is stored in).
void PipelineManagerVulkan::SavePipelineCache(FILE *file, bool saveRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext) {
VulkanRenderManager *rm = (VulkanRenderManager *)drawContext->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
VulkanQueueRunner *queueRunner = rm->GetQueueRunner();
size_t dataSize = 0;
uint32_t size;
if (saveRawPipelineCache) {
// WARNING: See comment in LoadCache before using this path.
VkResult result = vkGetPipelineCacheData(vulkan_->GetDevice(), pipelineCache_, &dataSize, nullptr);
uint32_t size = (uint32_t)dataSize;
if (result != VK_SUCCESS) {
size = 0;
fwrite(&size, sizeof(size), 1, file);
return;
}
std::unique_ptr<uint8_t[]> buffer(new uint8_t[dataSize]);
vkGetPipelineCacheData(vulkan_->GetDevice(), pipelineCache_, &dataSize, buffer.get());
size = (uint32_t)dataSize;
fwrite(&size, sizeof(size), 1, file);
fwrite(buffer.get(), 1, size, file);
NOTICE_LOG(G3D, "Saved Vulkan pipeline cache (%d bytes).", (int)size);
}
size_t seekPosOnFailure = ftell(file);
bool failed = false;
bool writeFailed = false;
// Since we don't include the full pipeline key, there can be duplicates,
// caused by things like switching from buffered to non-buffered rendering.
// Make sure the set of pipelines we write is "unique".
std::set<StoredVulkanPipelineKey> keys;
pipelines_.Iterate([&](const VulkanPipelineKey &pkey, VulkanPipeline *value) {
if (failed)
return;
VulkanVertexShader *vshader = shaderManager->GetVertexShaderFromModule(pkey.vShader->BlockUntilReady());
VulkanFragmentShader *fshader = shaderManager->GetFragmentShaderFromModule(pkey.fShader->BlockUntilReady());
VulkanGeometryShader *gshader = nullptr;
if (pkey.gShader) {
gshader = shaderManager->GetGeometryShaderFromModule(pkey.gShader->BlockUntilReady());
if (!gshader)
failed = true;
}
if (!vshader || !fshader || failed) {
failed = true;
return;
}
StoredVulkanPipelineKey key{};
key.raster = pkey.raster;
key.useHWTransform = pkey.useHWTransform;
key.fShaderID = fshader->GetID();
key.vShaderID = vshader->GetID();
key.gShaderID = gshader ? gshader->GetID() : GShaderID();
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key.variants = value->GetVariantsBitmask();
if (key.useHWTransform) {
// NOTE: This is not a vtype, but a decoded vertex format.
key.vtxFmtId = pkey.vtxFmtId;
}
keys.insert(key);
});
// Write the number of pipelines.
size = (uint32_t)keys.size();
writeFailed = writeFailed || fwrite(&size, sizeof(size), 1, file) != 1;
// Write the pipelines.
for (auto &key : keys) {
writeFailed = writeFailed || fwrite(&key, sizeof(key), 1, file) != 1;
}
if (failed) {
ERROR_LOG(G3D, "Failed to write pipeline cache, some shader was missing");
// Write a zero in the right place so it doesn't try to load the pipelines next time.
size = 0;
fseek(file, (long)seekPosOnFailure, SEEK_SET);
writeFailed = fwrite(&size, sizeof(size), 1, file) != 1;
if (writeFailed) {
ERROR_LOG(G3D, "Failed to write pipeline cache, disk full?");
}
return;
}
if (writeFailed) {
ERROR_LOG(G3D, "Failed to write pipeline cache, disk full?");
} else {
NOTICE_LOG(G3D, "Saved Vulkan pipeline ID cache (%d unique pipelines/%d).", (int)keys.size(), (int)pipelines_.size());
}
}
bool PipelineManagerVulkan::LoadPipelineCache(FILE *file, bool loadRawPipelineCache, ShaderManagerVulkan *shaderManager, Draw::DrawContext *drawContext, VkPipelineLayout layout, int multiSampleLevel) {
VulkanRenderManager *rm = (VulkanRenderManager *)drawContext->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
VulkanQueueRunner *queueRunner = rm->GetQueueRunner();
cancelCache_ = false;
uint32_t size = 0;
if (loadRawPipelineCache) {
NOTICE_LOG(G3D, "WARNING: Using the badly tested raw pipeline cache path!!!!");
// WARNING: Do not use this path until after reading and implementing https://zeux.io/2019/07/17/serializing-pipeline-cache/ !
bool success = fread(&size, sizeof(size), 1, file) == 1;
if (!size || !success) {
WARN_LOG(G3D, "Zero-sized Vulkan pipeline cache.");
return true;
}
std::unique_ptr<uint8_t[]> buffer(new uint8_t[size]);
success = fread(buffer.get(), 1, size, file) == size;
// Verify header.
VkPipelineCacheHeader *header = (VkPipelineCacheHeader *)buffer.get();
if (!success || header->version != VK_PIPELINE_CACHE_HEADER_VERSION_ONE) {
// Bad header, don't do anything.
WARN_LOG(G3D, "Bad Vulkan pipeline cache header - ignoring");
return false;
}
if (0 != memcmp(header->uuid, vulkan_->GetPhysicalDeviceProperties().properties.pipelineCacheUUID, VK_UUID_SIZE)) {
// Wrong hardware/driver/etc.
WARN_LOG(G3D, "Bad Vulkan pipeline cache UUID - ignoring");
return false;
}
VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
pc.pInitialData = buffer.get();
pc.initialDataSize = size;
pc.flags = 0;
VkPipelineCache cache;
VkResult res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &cache);
if (res != VK_SUCCESS) {
return false;
}
if (!pipelineCache_) {
pipelineCache_ = cache;
} else {
vkMergePipelineCaches(vulkan_->GetDevice(), pipelineCache_, 1, &cache);
}
NOTICE_LOG(G3D, "Loaded Vulkan binary pipeline cache (%d bytes).", (int)size);
// Note that after loading the cache, it's still a good idea to pre-create the various pipelines.
} else {
if (!pipelineCache_) {
VkPipelineCacheCreateInfo pc{ VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO };
VkResult res = vkCreatePipelineCache(vulkan_->GetDevice(), &pc, nullptr, &pipelineCache_);
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if (res != VK_SUCCESS) {
WARN_LOG(G3D, "vkCreatePipelineCache failed (%08x), highly unexpected", (u32)res);
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return false;
}
}
}
// Read the number of pipelines.
bool failed = fread(&size, sizeof(size), 1, file) != 1;
NOTICE_LOG(G3D, "Creating %d pipelines from cache (%dx MSAA)...", size, (1 << multiSampleLevel));
int pipelineCreateFailCount = 0;
int shaderFailCount = 0;
for (uint32_t i = 0; i < size; i++) {
if (failed || cancelCache_) {
break;
}
StoredVulkanPipelineKey key;
failed = failed || fread(&key, sizeof(key), 1, file) != 1;
if (failed) {
ERROR_LOG(G3D, "Truncated Vulkan pipeline cache file, stopping.");
break;
}
VulkanVertexShader *vs = shaderManager->GetVertexShaderFromID(key.vShaderID);
VulkanFragmentShader *fs = shaderManager->GetFragmentShaderFromID(key.fShaderID);
VulkanGeometryShader *gs = shaderManager->GetGeometryShaderFromID(key.gShaderID);
if (!vs || !fs || (!gs && key.gShaderID.Bit(GS_BIT_ENABLED))) {
// We just ignore this one, it'll get created later if needed.
// Probably some useFlags mismatch.
WARN_LOG(G3D, "Failed to find vs or fs in pipeline %d in cache, skipping pipeline", (int)i);
continue;
}
// Avoid creating multisampled shaders if it's not enabled, as that results in an invalid combination.
// Note that variantsToBuild is NOT directly a RenderPassType! instead, it's a collection of (1 << RenderPassType).
u32 variantsToBuild = key.variants;
if (multiSampleLevel == 0) {
for (u32 i = 0; i < (int)RenderPassType::TYPE_COUNT; i++) {
if (RenderPassTypeHasMultisample((RenderPassType)i)) {
variantsToBuild &= ~(1 << i);
}
}
}
DecVtxFormat fmt;
fmt.InitializeFromID(key.vtxFmtId);
VulkanPipeline *pipeline = GetOrCreatePipeline(
rm, layout, key.raster, key.useHWTransform ? &fmt : 0, vs, fs, gs, key.useHWTransform, variantsToBuild, multiSampleLevel, true);
if (!pipeline) {
pipelineCreateFailCount += 1;
}
}
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rm->NudgeCompilerThread();
NOTICE_LOG(G3D, "Recreated Vulkan pipeline cache (%d pipelines, %d failed).", (int)size, pipelineCreateFailCount);
// We just ignore any failures.
return true;
}
void PipelineManagerVulkan::CancelCache() {
cancelCache_ = true;
}