mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
663 lines
22 KiB
C++
663 lines
22 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#ifdef _WIN32
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//#define SHADERLOG
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#endif
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#include "Common/LogReporting.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Math/math_util.h"
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#include "Common/Data/Convert/SmallDataConvert.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/TimeUtil.h"
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#include "Common/StringUtils.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/GPU/Vulkan/VulkanMemory.h"
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#include "Common/Log.h"
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#include "Common/CommonTypes.h"
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#include "Core/Config.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Common/VertexShaderGenerator.h"
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#include "GPU/Common/GeometryShaderGenerator.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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// Most drivers treat vkCreateShaderModule as pretty much a memcpy. What actually
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// takes time here, and makes this worthy of parallelization, is GLSLtoSPV.
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// Takes ownership over tag.
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// This always returns something, checking the return value for null is not meaningful.
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static Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *tag) {
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auto compile = [=] {
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PROFILE_THIS_SCOPE("shadercomp");
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std::string errorMessage;
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std::vector<uint32_t> spirv;
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bool success = GLSLtoSPV(stage, code, GLSLVariant::VULKAN, spirv, &errorMessage);
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if (!errorMessage.empty()) {
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if (success) {
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ERROR_LOG(G3D, "Warnings in shader compilation!");
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} else {
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ERROR_LOG(G3D, "Error in shader compilation!");
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}
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std::string numberedSource = LineNumberString(code);
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ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
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ERROR_LOG(G3D, "Shader source:\n%s", numberedSource.c_str());
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#if PPSSPP_PLATFORM(WINDOWS)
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OutputDebugStringA("Error messages:\n");
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OutputDebugStringA(errorMessage.c_str());
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OutputDebugStringA(numberedSource.c_str());
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#endif
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Reporting::ReportMessage("Vulkan error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
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}
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VkShaderModule shaderModule = VK_NULL_HANDLE;
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if (success) {
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const char *createTag = tag ? tag->c_str() : nullptr;
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if (!createTag) {
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switch (stage) {
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case VK_SHADER_STAGE_VERTEX_BIT: createTag = "game_vertex"; break;
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case VK_SHADER_STAGE_FRAGMENT_BIT: createTag = "game_fragment"; break;
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case VK_SHADER_STAGE_GEOMETRY_BIT: createTag = "game_geometry"; break;
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case VK_SHADER_STAGE_COMPUTE_BIT: createTag = "game_compute"; break;
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default: break;
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}
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}
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success = vulkan->CreateShaderModule(spirv, &shaderModule, createTag);
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#ifdef SHADERLOG
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OutputDebugStringA("OK");
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#endif
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if (tag)
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delete tag;
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}
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return shaderModule;
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};
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#if defined(_DEBUG)
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// Don't parallelize in debug mode, pathological behavior due to mutex locks in allocator which is HEAVILY used by glslang.
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bool singleThreaded = true;
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#else
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bool singleThreaded = false;
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#endif
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if (singleThreaded) {
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return Promise<VkShaderModule>::AlreadyDone(compile());
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} else {
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return Promise<VkShaderModule>::Spawn(&g_threadManager, compile, TaskType::DEDICATED_THREAD);
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}
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}
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VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, FragmentShaderFlags flags, const char *code)
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: vulkan_(vulkan), id_(id), flags_(flags) {
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_assert_(!id.is_invalid());
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source_ = code;
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module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_FRAGMENT_BIT, source_.c_str(), new std::string(FragmentShaderDesc(id)));
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VERBOSE_LOG(G3D, "Compiled fragment shader:\n%s\n", (const char *)code);
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}
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VulkanFragmentShader::~VulkanFragmentShader() {
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if (module_) {
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VkShaderModule shaderModule = module_->BlockUntilReady();
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if (shaderModule) {
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vulkan_->Delete().QueueDeleteShaderModule(shaderModule);
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}
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vulkan_->Delete().QueueCallback([](VulkanContext *vulkan, void *m) {
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auto module = (Promise<VkShaderModule> *)m;
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delete module;
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}, module_);
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}
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}
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std::string VulkanFragmentShader::GetShaderString(DebugShaderStringType type) const {
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switch (type) {
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return FragmentShaderDesc(id_);
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default:
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return "N/A";
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}
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}
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VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, VShaderID id, VertexShaderFlags flags, const char *code, bool useHWTransform)
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: vulkan_(vulkan), useHWTransform_(useHWTransform), flags_(flags), id_(id) {
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_assert_(!id.is_invalid());
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source_ = code;
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module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_VERTEX_BIT, source_.c_str(), new std::string(VertexShaderDesc(id)));
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VERBOSE_LOG(G3D, "Compiled vertex shader:\n%s\n", (const char *)code);
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}
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VulkanVertexShader::~VulkanVertexShader() {
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if (module_) {
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VkShaderModule shaderModule = module_->BlockUntilReady();
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if (shaderModule) {
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vulkan_->Delete().QueueDeleteShaderModule(shaderModule);
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}
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vulkan_->Delete().QueueCallback([](VulkanContext *vulkan, void *m) {
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auto module = (Promise<VkShaderModule> *)m;
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delete module;
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}, module_);
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}
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}
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std::string VulkanVertexShader::GetShaderString(DebugShaderStringType type) const {
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switch (type) {
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return VertexShaderDesc(id_);
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default:
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return "N/A";
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}
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}
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VulkanGeometryShader::VulkanGeometryShader(VulkanContext *vulkan, GShaderID id, const char *code)
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: vulkan_(vulkan), id_(id) {
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_assert_(!id.is_invalid());
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source_ = code;
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module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_GEOMETRY_BIT, source_.c_str(), new std::string(GeometryShaderDesc(id).c_str()));
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VERBOSE_LOG(G3D, "Compiled geometry shader:\n%s\n", (const char *)code);
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}
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VulkanGeometryShader::~VulkanGeometryShader() {
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if (module_) {
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VkShaderModule shaderModule = module_->BlockUntilReady();
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if (shaderModule) {
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vulkan_->Delete().QueueDeleteShaderModule(shaderModule);
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}
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vulkan_->Delete().QueueCallback([](VulkanContext *vulkan, void *m) {
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auto module = (Promise<VkShaderModule> *)m;
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delete module;
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}, module_);
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}
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}
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std::string VulkanGeometryShader::GetShaderString(DebugShaderStringType type) const {
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switch (type) {
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return GeometryShaderDesc(id_);
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default:
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return "N/A";
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}
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}
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static constexpr size_t CODE_BUFFER_SIZE = 32768;
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ShaderManagerVulkan::ShaderManagerVulkan(Draw::DrawContext *draw)
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: ShaderManagerCommon(draw), compat_(GLSL_VULKAN), fsCache_(16), vsCache_(16), gsCache_(16) {
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codeBuffer_ = new char[CODE_BUFFER_SIZE];
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VulkanContext *vulkan = (VulkanContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
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uboAlignment_ = vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment;
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memset(&ub_base, 0, sizeof(ub_base));
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memset(&ub_lights, 0, sizeof(ub_lights));
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memset(&ub_bones, 0, sizeof(ub_bones));
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static_assert(sizeof(ub_base) <= 512, "ub_base grew too big");
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static_assert(sizeof(ub_lights) <= 512, "ub_lights grew too big");
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static_assert(sizeof(ub_bones) <= 384, "ub_bones grew too big");
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}
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ShaderManagerVulkan::~ShaderManagerVulkan() {
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Clear();
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delete[] codeBuffer_;
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}
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void ShaderManagerVulkan::DeviceLost() {
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Clear();
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draw_ = nullptr;
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}
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void ShaderManagerVulkan::DeviceRestore(Draw::DrawContext *draw) {
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VulkanContext *vulkan = (VulkanContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
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draw_ = draw;
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uboAlignment_ = vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment;
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}
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void ShaderManagerVulkan::Clear() {
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fsCache_.Iterate([&](const FShaderID &key, VulkanFragmentShader *shader) {
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delete shader;
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});
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vsCache_.Iterate([&](const VShaderID &key, VulkanVertexShader *shader) {
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delete shader;
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});
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gsCache_.Iterate([&](const GShaderID &key, VulkanGeometryShader *shader) {
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delete shader;
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});
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fsCache_.Clear();
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vsCache_.Clear();
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gsCache_.Clear();
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lastFSID_.set_invalid();
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lastVSID_.set_invalid();
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lastGSID_.set_invalid();
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE);
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}
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void ShaderManagerVulkan::ClearShaders() {
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Clear();
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DirtyLastShader();
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gstate_c.Dirty(DIRTY_ALL_UNIFORMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE);
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}
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void ShaderManagerVulkan::DirtyLastShader() {
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// Forget the last shader ID
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lastFSID_.set_invalid();
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lastVSID_.set_invalid();
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lastGSID_.set_invalid();
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lastVShader_ = nullptr;
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lastFShader_ = nullptr;
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lastGShader_ = nullptr;
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE);
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}
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uint64_t ShaderManagerVulkan::UpdateUniforms(bool useBufferedRendering) {
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uint64_t dirty = gstate_c.GetDirtyUniforms();
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if (dirty != 0) {
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if (dirty & DIRTY_BASE_UNIFORMS)
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BaseUpdateUniforms(&ub_base, dirty, false, useBufferedRendering);
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if (dirty & DIRTY_LIGHT_UNIFORMS)
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LightUpdateUniforms(&ub_lights, dirty);
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if (dirty & DIRTY_BONE_UNIFORMS)
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BoneUpdateUniforms(&ub_bones, dirty);
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}
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gstate_c.CleanUniforms();
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return dirty;
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}
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void ShaderManagerVulkan::GetShaders(int prim, VertexDecoder *decoder, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
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VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
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VShaderID VSID;
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VulkanVertexShader *vs = nullptr;
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if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
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gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
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ComputeVertexShaderID(&VSID, decoder, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
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if (VSID == lastVSID_) {
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_dbg_assert_(lastVShader_ != nullptr);
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vs = lastVShader_;
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} else if (!vsCache_.Get(VSID, &vs)) {
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// Vertex shader not in cache. Let's compile it.
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std::string genErrorString;
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uint64_t uniformMask = 0; // Not used
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uint32_t attributeMask = 0; // Not used
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VertexShaderFlags flags{};
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bool success = GenerateVertexShader(VSID, codeBuffer_, compat_, draw_->GetBugs(), &attributeMask, &uniformMask, &flags, &genErrorString);
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_assert_msg_(success, "VS gen error: %s", genErrorString.c_str());
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_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "VS length error: %d", (int)strlen(codeBuffer_));
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// Don't need to re-lookup anymore, now that we lock wider.
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vs = new VulkanVertexShader(vulkan, VSID, flags, codeBuffer_, useHWTransform);
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vsCache_.Insert(VSID, vs);
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}
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lastVShader_ = vs;
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lastVSID_ = VSID;
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} else {
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VSID = lastVSID_;
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vs = lastVShader_;
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}
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*vshader = vs;
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FShaderID FSID;
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VulkanFragmentShader *fs = nullptr;
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if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
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gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
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ComputeFragmentShaderID(&FSID, pipelineState, draw_->GetBugs());
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if (FSID == lastFSID_) {
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_dbg_assert_(lastFShader_ != nullptr);
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fs = lastFShader_;
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} else if (!fsCache_.Get(FSID, &fs)) {
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// Fragment shader not in cache. Let's compile it.
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std::string genErrorString;
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uint64_t uniformMask = 0; // Not used
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FragmentShaderFlags flags{};
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bool success = GenerateFragmentShader(FSID, codeBuffer_, compat_, draw_->GetBugs(), &uniformMask, &flags, &genErrorString);
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_assert_msg_(success, "FS gen error: %s", genErrorString.c_str());
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_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "FS length error: %d", (int)strlen(codeBuffer_));
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fs = new VulkanFragmentShader(vulkan, FSID, flags, codeBuffer_);
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fsCache_.Insert(FSID, fs);
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}
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lastFShader_ = fs;
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lastFSID_ = FSID;
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} else {
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FSID = lastFSID_;
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fs = lastFShader_;
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}
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*fshader = fs;
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GShaderID GSID;
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VulkanGeometryShader *gs = nullptr;
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if (gstate_c.IsDirty(DIRTY_GEOMETRYSHADER_STATE)) {
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gstate_c.Clean(DIRTY_GEOMETRYSHADER_STATE);
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ComputeGeometryShaderID(&GSID, draw_->GetBugs(), prim);
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if (GSID == lastGSID_) {
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// it's ok for this to be null.
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gs = lastGShader_;
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} else if (GSID.Bit(GS_BIT_ENABLED)) {
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if (!gsCache_.Get(GSID, &gs)) {
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// Geometry shader not in cache. Let's compile it.
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std::string genErrorString;
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bool success = GenerateGeometryShader(GSID, codeBuffer_, compat_, draw_->GetBugs(), &genErrorString);
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_assert_msg_(success, "GS gen error: %s", genErrorString.c_str());
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_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "GS length error: %d", (int)strlen(codeBuffer_));
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gs = new VulkanGeometryShader(vulkan, GSID, codeBuffer_);
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gsCache_.Insert(GSID, gs);
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}
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} else {
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gs = nullptr;
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}
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lastGShader_ = gs;
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lastGSID_ = GSID;
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} else {
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GSID = lastGSID_;
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gs = lastGShader_;
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}
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*gshader = gs;
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_dbg_assert_(FSID.Bit(FS_BIT_FLATSHADE) == VSID.Bit(VS_BIT_FLATSHADE));
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_dbg_assert_(FSID.Bit(FS_BIT_LMODE) == VSID.Bit(VS_BIT_LMODE));
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if (GSID.Bit(GS_BIT_ENABLED)) {
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_dbg_assert_(GSID.Bit(GS_BIT_LMODE) == VSID.Bit(VS_BIT_LMODE));
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}
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_dbg_assert_msg_((*vshader)->UseHWTransform() == useHWTransform, "Bad vshader was computed");
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}
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std::vector<std::string> ShaderManagerVulkan::DebugGetShaderIDs(DebugShaderType type) {
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std::vector<std::string> ids;
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switch (type) {
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case SHADER_TYPE_VERTEX:
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{
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vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *shader) {
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std::string idstr;
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id.ToString(&idstr);
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ids.push_back(idstr);
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});
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break;
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}
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case SHADER_TYPE_FRAGMENT:
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{
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fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *shader) {
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std::string idstr;
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id.ToString(&idstr);
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ids.push_back(idstr);
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});
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break;
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}
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case SHADER_TYPE_GEOMETRY:
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{
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gsCache_.Iterate([&](const GShaderID &id, VulkanGeometryShader *shader) {
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std::string idstr;
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id.ToString(&idstr);
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ids.push_back(idstr);
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});
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break;
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}
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default:
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break;
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}
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return ids;
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}
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std::string ShaderManagerVulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
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ShaderID shaderId;
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shaderId.FromString(id);
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switch (type) {
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case SHADER_TYPE_VERTEX:
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{
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VulkanVertexShader *vs;
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if (vsCache_.Get(VShaderID(shaderId), &vs)) {
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return vs ? vs->GetShaderString(stringType) : "null (bad)";
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} else {
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return "";
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}
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}
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case SHADER_TYPE_FRAGMENT:
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{
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VulkanFragmentShader *fs;
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if (fsCache_.Get(FShaderID(shaderId), &fs)) {
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return fs ? fs->GetShaderString(stringType) : "null (bad)";
|
|
} else {
|
|
return "";
|
|
}
|
|
}
|
|
case SHADER_TYPE_GEOMETRY:
|
|
{
|
|
VulkanGeometryShader *gs;
|
|
if (gsCache_.Get(GShaderID(shaderId), &gs)) {
|
|
return gs ? gs->GetShaderString(stringType) : "null (bad)";
|
|
} else {
|
|
return "";
|
|
}
|
|
}
|
|
default:
|
|
return "N/A";
|
|
}
|
|
}
|
|
|
|
VulkanVertexShader *ShaderManagerVulkan::GetVertexShaderFromModule(VkShaderModule module) {
|
|
VulkanVertexShader *vs = nullptr;
|
|
vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *shader) {
|
|
Promise<VkShaderModule> *p = shader->GetModule();
|
|
VkShaderModule m = p->BlockUntilReady();
|
|
if (m == module)
|
|
vs = shader;
|
|
});
|
|
return vs;
|
|
}
|
|
|
|
VulkanFragmentShader *ShaderManagerVulkan::GetFragmentShaderFromModule(VkShaderModule module) {
|
|
VulkanFragmentShader *fs = nullptr;
|
|
fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *shader) {
|
|
Promise<VkShaderModule> *p = shader->GetModule();
|
|
VkShaderModule m = p->BlockUntilReady();
|
|
if (m == module)
|
|
fs = shader;
|
|
});
|
|
return fs;
|
|
}
|
|
|
|
VulkanGeometryShader *ShaderManagerVulkan::GetGeometryShaderFromModule(VkShaderModule module) {
|
|
VulkanGeometryShader *gs = nullptr;
|
|
gsCache_.Iterate([&](const GShaderID &id, VulkanGeometryShader *shader) {
|
|
Promise<VkShaderModule> *p = shader->GetModule();
|
|
VkShaderModule m = p->BlockUntilReady();
|
|
if (m == module)
|
|
gs = shader;
|
|
});
|
|
return gs;
|
|
}
|
|
|
|
// Shader cache.
|
|
//
|
|
// We simply store the IDs of the shaders used during gameplay. On next startup of
|
|
// the same game, we simply compile all the shaders from the start, so we don't have to
|
|
// compile them on the fly later. We also store the Vulkan pipeline cache, so if it contains
|
|
// pipelines compiled from SPIR-V matching these shaders, pipeline creation will be practically
|
|
// instantaneous.
|
|
|
|
enum class VulkanCacheDetectFlags {
|
|
EQUAL_DEPTH = 1,
|
|
};
|
|
|
|
#define CACHE_HEADER_MAGIC 0xff51f420
|
|
#define CACHE_VERSION 48
|
|
|
|
struct VulkanCacheHeader {
|
|
uint32_t magic;
|
|
uint32_t version;
|
|
uint32_t useFlags;
|
|
uint32_t detectFlags;
|
|
int numVertexShaders;
|
|
int numFragmentShaders;
|
|
int numGeometryShaders;
|
|
};
|
|
|
|
bool ShaderManagerVulkan::LoadCacheFlags(FILE *f, DrawEngineVulkan *drawEngine) {
|
|
VulkanCacheHeader header{};
|
|
long pos = ftell(f);
|
|
bool success = fread(&header, sizeof(header), 1, f) == 1;
|
|
// We'll read it again later, this is just to check the flags.
|
|
success = success && fseek(f, pos, SEEK_SET) == 0;
|
|
if (!success || header.magic != CACHE_HEADER_MAGIC) {
|
|
WARN_LOG(G3D, "Shader cache magic mismatch");
|
|
return false;
|
|
}
|
|
if (header.version != CACHE_VERSION) {
|
|
WARN_LOG(G3D, "Shader cache version mismatch, %d, expected %d", header.version, CACHE_VERSION);
|
|
return false;
|
|
}
|
|
|
|
if ((header.detectFlags & (uint32_t)VulkanCacheDetectFlags::EQUAL_DEPTH) != 0) {
|
|
drawEngine->SetEverUsedExactEqualDepth(true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ShaderManagerVulkan::LoadCache(FILE *f) {
|
|
VulkanCacheHeader header{};
|
|
bool success = fread(&header, sizeof(header), 1, f) == 1;
|
|
// We don't need to validate magic/version again, done in LoadCacheFlags().
|
|
|
|
if (header.useFlags != gstate_c.GetUseFlags()) {
|
|
// This can simply be a result of sawExactEqualDepth_ having been flipped to true in the previous run.
|
|
// Let's just keep going.
|
|
WARN_LOG(G3D, "Shader cache useFlags mismatch, %08x, expected %08x", header.useFlags, gstate_c.GetUseFlags());
|
|
} else {
|
|
// We're compiling shaders now, so they haven't changed anymore.
|
|
gstate_c.useFlagsChanged = false;
|
|
}
|
|
|
|
int failCount = 0;
|
|
|
|
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
|
|
for (int i = 0; i < header.numVertexShaders; i++) {
|
|
VShaderID id;
|
|
if (fread(&id, sizeof(id), 1, f) != 1) {
|
|
ERROR_LOG(G3D, "Vulkan shader cache truncated (in VertexShaders)");
|
|
return false;
|
|
}
|
|
bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
|
|
std::string genErrorString;
|
|
uint32_t attributeMask = 0;
|
|
uint64_t uniformMask = 0;
|
|
VertexShaderFlags flags;
|
|
if (!GenerateVertexShader(id, codeBuffer_, compat_, draw_->GetBugs(), &attributeMask, &uniformMask, &flags, &genErrorString)) {
|
|
ERROR_LOG(G3D, "Failed to generate vertex shader during cache load");
|
|
// We just ignore this one and carry on.
|
|
failCount++;
|
|
continue;
|
|
}
|
|
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "VS length error: %d", (int)strlen(codeBuffer_));
|
|
// Don't add the new shader if already compiled - though this should no longer happen.
|
|
if (!vsCache_.ContainsKey(id)) {
|
|
VulkanVertexShader *vs = new VulkanVertexShader(vulkan, id, flags, codeBuffer_, useHWTransform);
|
|
vsCache_.Insert(id, vs);
|
|
}
|
|
}
|
|
uint32_t vendorID = vulkan->GetPhysicalDeviceProperties().properties.vendorID;
|
|
|
|
for (int i = 0; i < header.numFragmentShaders; i++) {
|
|
FShaderID id;
|
|
if (fread(&id, sizeof(id), 1, f) != 1) {
|
|
ERROR_LOG(G3D, "Vulkan shader cache truncated (in FragmentShaders)");
|
|
return false;
|
|
}
|
|
std::string genErrorString;
|
|
uint64_t uniformMask = 0;
|
|
FragmentShaderFlags flags;
|
|
if (!GenerateFragmentShader(id, codeBuffer_, compat_, draw_->GetBugs(), &uniformMask, &flags, &genErrorString)) {
|
|
ERROR_LOG(G3D, "Failed to generate fragment shader during cache load");
|
|
// We just ignore this one and carry on.
|
|
failCount++;
|
|
continue;
|
|
}
|
|
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "FS length error: %d", (int)strlen(codeBuffer_));
|
|
if (!fsCache_.ContainsKey(id)) {
|
|
VulkanFragmentShader *fs = new VulkanFragmentShader(vulkan, id, flags, codeBuffer_);
|
|
fsCache_.Insert(id, fs);
|
|
}
|
|
}
|
|
|
|
// If it's not enabled, don't create shaders cached from earlier runs - creation will likely fail.
|
|
if (gstate_c.Use(GPU_USE_GS_CULLING)) {
|
|
for (int i = 0; i < header.numGeometryShaders; i++) {
|
|
GShaderID id;
|
|
if (fread(&id, sizeof(id), 1, f) != 1) {
|
|
ERROR_LOG(G3D, "Vulkan shader cache truncated (in GeometryShaders)");
|
|
return false;
|
|
}
|
|
std::string genErrorString;
|
|
if (!GenerateGeometryShader(id, codeBuffer_, compat_, draw_->GetBugs(), &genErrorString)) {
|
|
ERROR_LOG(G3D, "Failed to generate geometry shader during cache load");
|
|
// We just ignore this one and carry on.
|
|
failCount++;
|
|
continue;
|
|
}
|
|
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "GS length error: %d", (int)strlen(codeBuffer_));
|
|
if (!gsCache_.ContainsKey(id)) {
|
|
VulkanGeometryShader *gs = new VulkanGeometryShader(vulkan, id, codeBuffer_);
|
|
gsCache_.Insert(id, gs);
|
|
}
|
|
}
|
|
}
|
|
|
|
NOTICE_LOG(G3D, "ShaderCache: Loaded %d vertex, %d fragment shaders and %d geometry shaders (failed %d)", header.numVertexShaders, header.numFragmentShaders, header.numGeometryShaders, failCount);
|
|
return true;
|
|
}
|
|
|
|
void ShaderManagerVulkan::SaveCache(FILE *f, DrawEngineVulkan *drawEngine) {
|
|
VulkanCacheHeader header{};
|
|
header.magic = CACHE_HEADER_MAGIC;
|
|
header.version = CACHE_VERSION;
|
|
header.useFlags = gstate_c.GetUseFlags();
|
|
header.detectFlags = 0;
|
|
if (drawEngine->EverUsedExactEqualDepth())
|
|
header.detectFlags |= (uint32_t)VulkanCacheDetectFlags::EQUAL_DEPTH;
|
|
header.numVertexShaders = (int)vsCache_.size();
|
|
header.numFragmentShaders = (int)fsCache_.size();
|
|
header.numGeometryShaders = (int)gsCache_.size();
|
|
bool writeFailed = fwrite(&header, sizeof(header), 1, f) != 1;
|
|
vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *vs) {
|
|
writeFailed = writeFailed || fwrite(&id, sizeof(id), 1, f) != 1;
|
|
});
|
|
fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *fs) {
|
|
writeFailed = writeFailed || fwrite(&id, sizeof(id), 1, f) != 1;
|
|
});
|
|
gsCache_.Iterate([&](const GShaderID &id, VulkanGeometryShader *gs) {
|
|
writeFailed = writeFailed || fwrite(&id, sizeof(id), 1, f) != 1;
|
|
});
|
|
if (writeFailed) {
|
|
ERROR_LOG(G3D, "Failed to write Vulkan shader cache, disk full?");
|
|
} else {
|
|
NOTICE_LOG(G3D, "Saved %d vertex and %d fragment shaders", header.numVertexShaders, header.numFragmentShaders);
|
|
}
|
|
}
|