ppsspp/GPU/Vulkan/ShaderManagerVulkan.cpp
Henrik Rydgård 5975f471e2 Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
We've seen issues, and the validation layer still doesn't like them very much...
2018-09-18 23:46:45 +02:00

430 lines
13 KiB
C++

// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#ifdef _WIN32
//#define SHADERLOG
#endif
#include "base/logging.h"
#include "base/stringutil.h"
#include "math/lin/matrix4x4.h"
#include "math/math_util.h"
#include "math/dataconv.h"
#include "profiler/profiler.h"
#include "util/text/utf8.h"
#include "Common/Vulkan/VulkanContext.h"
#include "Common/Vulkan/VulkanMemory.h"
#include "Common/Log.h"
#include "Common/Common.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, const char *code)
: vulkan_(vulkan), id_(id), failed_(false), module_(0) {
PROFILE_THIS_SCOPE("shadercomp");
source_ = code;
std::string errorMessage;
std::vector<uint32_t> spirv;
#ifdef SHADERLOG
OutputDebugStringA(LineNumberString(code).c_str());
#endif
bool success = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, code, spirv, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
#ifdef SHADERLOG
OutputDebugStringA(LineNumberString(code).c_str());
OutputDebugStringA("Messages:\n");
OutputDebugStringA(errorMessage.c_str());
#endif
Reporting::ReportMessage("Vulkan error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
} else {
success = vulkan_->CreateShaderModule(spirv, &module_);
#ifdef SHADERLOG
OutputDebugStringA("OK\n");
#endif
}
if (!success) {
failed_ = true;
return;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
VulkanFragmentShader::~VulkanFragmentShader() {
if (module_ != VK_NULL_HANDLE) {
vulkan_->Delete().QueueDeleteShaderModule(module_);
}
}
std::string VulkanFragmentShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return FragmentShaderDesc(id_);
default:
return "N/A";
}
}
VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, VShaderID id, const char *code, bool useHWTransform)
: vulkan_(vulkan), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(VK_NULL_HANDLE) {
PROFILE_THIS_SCOPE("shadercomp");
source_ = code;
std::string errorMessage;
std::vector<uint32_t> spirv;
#ifdef SHADERLOG
OutputDebugStringA(LineNumberString(code).c_str());
#endif
bool success = GLSLtoSPV(VK_SHADER_STAGE_VERTEX_BIT, code, spirv, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
#ifdef SHADERLOG
OutputDebugStringA(LineNumberString(code).c_str());
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
#endif
Reporting::ReportMessage("Vulkan error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
} else {
success = vulkan_->CreateShaderModule(spirv, &module_);
#ifdef SHADERLOG
OutputDebugStringA("OK\n");
#endif
}
if (!success) {
failed_ = true;
module_ = VK_NULL_HANDLE;
return;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
VulkanVertexShader::~VulkanVertexShader() {
if (module_ != VK_NULL_HANDLE) {
vulkan_->Delete().QueueDeleteShaderModule(module_);
}
}
std::string VulkanVertexShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return VertexShaderDesc(id_);
default:
return "N/A";
}
}
ShaderManagerVulkan::ShaderManagerVulkan(VulkanContext *vulkan)
: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr), fsCache_(16), vsCache_(16) {
codeBuffer_ = new char[16384];
uboAlignment_ = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).limits.minUniformBufferOffsetAlignment;
memset(&ub_base, 0, sizeof(ub_base));
memset(&ub_lights, 0, sizeof(ub_lights));
memset(&ub_bones, 0, sizeof(ub_bones));
ILOG("sizeof(ub_base): %d", (int)sizeof(ub_base));
ILOG("sizeof(ub_lights): %d", (int)sizeof(ub_lights));
ILOG("sizeof(ub_bones): %d", (int)sizeof(ub_bones));
}
ShaderManagerVulkan::~ShaderManagerVulkan() {
ClearShaders();
delete[] codeBuffer_;
}
void ShaderManagerVulkan::DeviceRestore(VulkanContext *vulkan) {
vulkan_ = vulkan;
uboAlignment_ = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).limits.minUniformBufferOffsetAlignment;
}
void ShaderManagerVulkan::Clear() {
fsCache_.Iterate([&](const FShaderID &key, VulkanFragmentShader *shader) {
delete shader;
});
vsCache_.Iterate([&](const VShaderID &key, VulkanVertexShader *shader) {
delete shader;
});
fsCache_.Clear();
vsCache_.Clear();
lastFSID_.set_invalid();
lastVSID_.set_invalid();
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
void ShaderManagerVulkan::ClearShaders() {
Clear();
DirtyShader();
gstate_c.Dirty(DIRTY_ALL_UNIFORMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
void ShaderManagerVulkan::DirtyShader() {
// Forget the last shader ID
lastFSID_.set_invalid();
lastVSID_.set_invalid();
DirtyLastShader();
}
void ShaderManagerVulkan::DirtyLastShader() {
lastVShader_ = nullptr;
lastFShader_ = nullptr;
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
uint64_t ShaderManagerVulkan::UpdateUniforms() {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty != 0) {
if (dirty & DIRTY_BASE_UNIFORMS)
BaseUpdateUniforms(&ub_base, dirty, false);
if (dirty & DIRTY_LIGHT_UNIFORMS)
LightUpdateUniforms(&ub_lights, dirty);
if (dirty & DIRTY_BONE_UNIFORMS)
BoneUpdateUniforms(&ub_bones, dirty);
}
gstate_c.CleanUniforms();
return dirty;
}
void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform) {
VShaderID VSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform);
} else {
VSID = lastVSID_;
}
FShaderID FSID;
if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
ComputeFragmentShaderID(&FSID);
} else {
FSID = lastFSID_;
}
_dbg_assert_(G3D, FSID.Bit(FS_BIT_LMODE) == VSID.Bit(VS_BIT_LMODE));
_dbg_assert_(G3D, FSID.Bit(FS_BIT_DO_TEXTURE) == VSID.Bit(VS_BIT_DO_TEXTURE));
_dbg_assert_(G3D, FSID.Bit(FS_BIT_ENABLE_FOG) == VSID.Bit(VS_BIT_ENABLE_FOG));
_dbg_assert_(G3D, FSID.Bit(FS_BIT_FLATSHADE) == VSID.Bit(VS_BIT_FLATSHADE));
// Just update uniforms if this is the same shader as last time.
if (lastVShader_ != nullptr && lastFShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
*vshader = lastVShader_;
*fshader = lastFShader_;
_dbg_assert_msg_(G3D, (*vshader)->UseHWTransform() == useHWTransform, "Bad vshader was cached");
// Already all set, no need to look up in shader maps.
return;
}
VulkanVertexShader *vs = vsCache_.Get(VSID);
if (!vs) {
// Vertex shader not in cache. Let's compile it.
GenerateVulkanGLSLVertexShader(VSID, codeBuffer_);
vs = new VulkanVertexShader(vulkan_, VSID, codeBuffer_, useHWTransform);
vsCache_.Insert(VSID, vs);
}
lastVSID_ = VSID;
VulkanFragmentShader *fs = fsCache_.Get(FSID);
if (!fs) {
uint32_t vendorID = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).vendorID;
// Fragment shader not in cache. Let's compile it.
GenerateVulkanGLSLFragmentShader(FSID, codeBuffer_, vendorID);
fs = new VulkanFragmentShader(vulkan_, FSID, codeBuffer_);
fsCache_.Insert(FSID, fs);
}
lastFSID_ = FSID;
lastVShader_ = vs;
lastFShader_ = fs;
*vshader = vs;
*fshader = fs;
_dbg_assert_msg_(G3D, (*vshader)->UseHWTransform() == useHWTransform, "Bad vshader was computed");
}
std::vector<std::string> ShaderManagerVulkan::DebugGetShaderIDs(DebugShaderType type) {
std::vector<std::string> ids;
switch (type) {
case SHADER_TYPE_VERTEX:
{
vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *shader) {
std::string idstr;
id.ToString(&idstr);
ids.push_back(idstr);
});
break;
}
case SHADER_TYPE_FRAGMENT:
{
fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *shader) {
std::string idstr;
id.ToString(&idstr);
ids.push_back(idstr);
});
break;
}
default:
break;
}
return ids;
}
std::string ShaderManagerVulkan::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
ShaderID shaderId;
shaderId.FromString(id);
switch (type) {
case SHADER_TYPE_VERTEX:
{
VulkanVertexShader *vs = vsCache_.Get(VShaderID(shaderId));
return vs ? vs->GetShaderString(stringType) : "";
}
case SHADER_TYPE_FRAGMENT:
{
VulkanFragmentShader *fs = fsCache_.Get(FShaderID(shaderId));
return fs ? fs->GetShaderString(stringType) : "";
}
default:
return "N/A";
}
}
VulkanVertexShader *ShaderManagerVulkan::GetVertexShaderFromModule(VkShaderModule module) {
VulkanVertexShader *vs = nullptr;
vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *shader) {
if (shader->GetModule() == module)
vs = shader;
});
return vs;
}
VulkanFragmentShader *ShaderManagerVulkan::GetFragmentShaderFromModule(VkShaderModule module) {
VulkanFragmentShader *fs = nullptr;
fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *shader) {
if (shader->GetModule() == module)
fs = shader;
});
return fs;
}
// 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.
#define CACHE_HEADER_MAGIC 0xff51f420
#define CACHE_VERSION 14
struct VulkanCacheHeader {
uint32_t magic;
uint32_t version;
uint32_t featureFlags;
uint32_t reserved;
int numVertexShaders;
int numFragmentShaders;
};
bool ShaderManagerVulkan::LoadCache(FILE *f) {
VulkanCacheHeader header{};
bool success = fread(&header, sizeof(header), 1, f) == 1;
if (!success || header.magic != CACHE_HEADER_MAGIC)
return false;
if (header.version != CACHE_VERSION)
return false;
if (header.featureFlags != gstate_c.featureFlags)
return false;
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");
break;
}
bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
GenerateVulkanGLSLVertexShader(id, codeBuffer_);
VulkanVertexShader *vs = new VulkanVertexShader(vulkan_, id, codeBuffer_, useHWTransform);
vsCache_.Insert(id, vs);
}
uint32_t vendorID = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).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");
break;
}
GenerateVulkanGLSLFragmentShader(id, codeBuffer_, vendorID);
VulkanFragmentShader *fs = new VulkanFragmentShader(vulkan_, id, codeBuffer_);
fsCache_.Insert(id, fs);
}
NOTICE_LOG(G3D, "Loaded %d vertex and %d fragment shaders", header.numVertexShaders, header.numFragmentShaders);
return true;
}
void ShaderManagerVulkan::SaveCache(FILE *f) {
VulkanCacheHeader header{};
header.magic = CACHE_HEADER_MAGIC;
header.version = CACHE_VERSION;
header.featureFlags = gstate_c.featureFlags;
header.reserved = 0;
header.numVertexShaders = (int)vsCache_.size();
header.numFragmentShaders = (int)fsCache_.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;
});
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);
}
}