mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 05:49:58 +00:00
5975f471e2
We've seen issues, and the validation layer still doesn't like them very much...
430 lines
13 KiB
C++
430 lines
13 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 "base/logging.h"
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#include "base/stringutil.h"
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#include "math/lin/matrix4x4.h"
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#include "math/math_util.h"
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#include "math/dataconv.h"
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#include "profiler/profiler.h"
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#include "util/text/utf8.h"
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#include "Common/Vulkan/VulkanContext.h"
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#include "Common/Vulkan/VulkanMemory.h"
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#include "Common/Log.h"
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#include "Common/Common.h"
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#include "Core/Config.h"
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#include "Core/Reporting.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/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/FramebufferVulkan.h"
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#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
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#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
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VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, const char *code)
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: vulkan_(vulkan), id_(id), failed_(false), module_(0) {
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PROFILE_THIS_SCOPE("shadercomp");
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source_ = code;
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std::string errorMessage;
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std::vector<uint32_t> spirv;
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#ifdef SHADERLOG
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OutputDebugStringA(LineNumberString(code).c_str());
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#endif
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bool success = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, code, 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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ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
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ERROR_LOG(G3D, "Shader source:\n%s", code);
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#ifdef SHADERLOG
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OutputDebugStringA(LineNumberString(code).c_str());
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OutputDebugStringA("Messages:\n");
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OutputDebugStringA(errorMessage.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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} else {
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success = vulkan_->CreateShaderModule(spirv, &module_);
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#ifdef SHADERLOG
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OutputDebugStringA("OK\n");
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#endif
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}
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if (!success) {
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failed_ = true;
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return;
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} else {
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DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
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}
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}
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VulkanFragmentShader::~VulkanFragmentShader() {
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if (module_ != VK_NULL_HANDLE) {
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vulkan_->Delete().QueueDeleteShaderModule(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, const char *code, bool useHWTransform)
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: vulkan_(vulkan), id_(id), failed_(false), useHWTransform_(useHWTransform), module_(VK_NULL_HANDLE) {
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PROFILE_THIS_SCOPE("shadercomp");
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source_ = code;
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std::string errorMessage;
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std::vector<uint32_t> spirv;
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#ifdef SHADERLOG
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OutputDebugStringA(LineNumberString(code).c_str());
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#endif
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bool success = GLSLtoSPV(VK_SHADER_STAGE_VERTEX_BIT, code, 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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ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
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ERROR_LOG(G3D, "Shader source:\n%s", code);
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#ifdef SHADERLOG
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OutputDebugStringA(LineNumberString(code).c_str());
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OutputDebugStringUTF8("Messages:\n");
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OutputDebugStringUTF8(errorMessage.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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} else {
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success = vulkan_->CreateShaderModule(spirv, &module_);
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#ifdef SHADERLOG
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OutputDebugStringA("OK\n");
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#endif
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}
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if (!success) {
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failed_ = true;
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module_ = VK_NULL_HANDLE;
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return;
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} else {
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DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
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}
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}
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VulkanVertexShader::~VulkanVertexShader() {
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if (module_ != VK_NULL_HANDLE) {
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vulkan_->Delete().QueueDeleteShaderModule(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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ShaderManagerVulkan::ShaderManagerVulkan(VulkanContext *vulkan)
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: vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr), fsCache_(16), vsCache_(16) {
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codeBuffer_ = new char[16384];
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uboAlignment_ = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).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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ILOG("sizeof(ub_base): %d", (int)sizeof(ub_base));
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ILOG("sizeof(ub_lights): %d", (int)sizeof(ub_lights));
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ILOG("sizeof(ub_bones): %d", (int)sizeof(ub_bones));
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}
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ShaderManagerVulkan::~ShaderManagerVulkan() {
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ClearShaders();
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delete[] codeBuffer_;
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}
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void ShaderManagerVulkan::DeviceRestore(VulkanContext *vulkan) {
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vulkan_ = vulkan;
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uboAlignment_ = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).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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fsCache_.Clear();
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vsCache_.Clear();
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lastFSID_.set_invalid();
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lastVSID_.set_invalid();
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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void ShaderManagerVulkan::ClearShaders() {
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Clear();
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DirtyShader();
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gstate_c.Dirty(DIRTY_ALL_UNIFORMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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void ShaderManagerVulkan::DirtyShader() {
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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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DirtyLastShader();
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}
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void ShaderManagerVulkan::DirtyLastShader() {
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lastVShader_ = nullptr;
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lastFShader_ = nullptr;
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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uint64_t ShaderManagerVulkan::UpdateUniforms() {
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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);
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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, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, bool useHWTransform) {
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VShaderID VSID;
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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, vertType, useHWTransform);
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} else {
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VSID = lastVSID_;
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}
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FShaderID FSID;
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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);
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} else {
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FSID = lastFSID_;
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}
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_dbg_assert_(G3D, FSID.Bit(FS_BIT_LMODE) == VSID.Bit(VS_BIT_LMODE));
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_dbg_assert_(G3D, FSID.Bit(FS_BIT_DO_TEXTURE) == VSID.Bit(VS_BIT_DO_TEXTURE));
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_dbg_assert_(G3D, FSID.Bit(FS_BIT_ENABLE_FOG) == VSID.Bit(VS_BIT_ENABLE_FOG));
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_dbg_assert_(G3D, FSID.Bit(FS_BIT_FLATSHADE) == VSID.Bit(VS_BIT_FLATSHADE));
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// Just update uniforms if this is the same shader as last time.
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if (lastVShader_ != nullptr && lastFShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
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*vshader = lastVShader_;
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*fshader = lastFShader_;
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_dbg_assert_msg_(G3D, (*vshader)->UseHWTransform() == useHWTransform, "Bad vshader was cached");
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// Already all set, no need to look up in shader maps.
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return;
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}
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VulkanVertexShader *vs = vsCache_.Get(VSID);
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if (!vs) {
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// Vertex shader not in cache. Let's compile it.
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GenerateVulkanGLSLVertexShader(VSID, codeBuffer_);
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vs = new VulkanVertexShader(vulkan_, VSID, codeBuffer_, useHWTransform);
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vsCache_.Insert(VSID, vs);
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}
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lastVSID_ = VSID;
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VulkanFragmentShader *fs = fsCache_.Get(FSID);
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if (!fs) {
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uint32_t vendorID = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).vendorID;
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// Fragment shader not in cache. Let's compile it.
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GenerateVulkanGLSLFragmentShader(FSID, codeBuffer_, vendorID);
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fs = new VulkanFragmentShader(vulkan_, FSID, codeBuffer_);
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fsCache_.Insert(FSID, fs);
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}
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lastFSID_ = FSID;
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lastVShader_ = vs;
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lastFShader_ = fs;
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*vshader = vs;
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*fshader = fs;
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_dbg_assert_msg_(G3D, (*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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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 = vsCache_.Get(VShaderID(shaderId));
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return vs ? vs->GetShaderString(stringType) : "";
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}
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case SHADER_TYPE_FRAGMENT:
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{
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VulkanFragmentShader *fs = fsCache_.Get(FShaderID(shaderId));
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return fs ? fs->GetShaderString(stringType) : "";
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}
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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 *ShaderManagerVulkan::GetVertexShaderFromModule(VkShaderModule module) {
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VulkanVertexShader *vs = nullptr;
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vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *shader) {
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if (shader->GetModule() == module)
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vs = shader;
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});
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return vs;
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}
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VulkanFragmentShader *ShaderManagerVulkan::GetFragmentShaderFromModule(VkShaderModule module) {
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VulkanFragmentShader *fs = nullptr;
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fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *shader) {
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if (shader->GetModule() == module)
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fs = shader;
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});
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return fs;
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}
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// Shader cache.
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//
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// We simply store the IDs of the shaders used during gameplay. On next startup of
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// the same game, we simply compile all the shaders from the start, so we don't have to
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// compile them on the fly later. We also store the Vulkan pipeline cache, so if it contains
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// pipelines compiled from SPIR-V matching these shaders, pipeline creation will be practically
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// instantaneous.
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#define CACHE_HEADER_MAGIC 0xff51f420
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#define CACHE_VERSION 14
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struct VulkanCacheHeader {
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uint32_t magic;
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uint32_t version;
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uint32_t featureFlags;
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uint32_t reserved;
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int numVertexShaders;
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int numFragmentShaders;
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};
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bool ShaderManagerVulkan::LoadCache(FILE *f) {
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VulkanCacheHeader header{};
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bool success = fread(&header, sizeof(header), 1, f) == 1;
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if (!success || header.magic != CACHE_HEADER_MAGIC)
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return false;
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if (header.version != CACHE_VERSION)
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return false;
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if (header.featureFlags != gstate_c.featureFlags)
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return false;
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for (int i = 0; i < header.numVertexShaders; i++) {
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VShaderID id;
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if (fread(&id, sizeof(id), 1, f) != 1) {
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ERROR_LOG(G3D, "Vulkan shader cache truncated");
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break;
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}
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bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
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GenerateVulkanGLSLVertexShader(id, codeBuffer_);
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VulkanVertexShader *vs = new VulkanVertexShader(vulkan_, id, codeBuffer_, useHWTransform);
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vsCache_.Insert(id, vs);
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}
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uint32_t vendorID = vulkan_->GetPhysicalDeviceProperties(vulkan_->GetCurrentPhysicalDevice()).vendorID;
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for (int i = 0; i < header.numFragmentShaders; i++) {
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FShaderID id;
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if (fread(&id, sizeof(id), 1, f) != 1) {
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ERROR_LOG(G3D, "Vulkan shader cache truncated");
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break;
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}
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GenerateVulkanGLSLFragmentShader(id, codeBuffer_, vendorID);
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VulkanFragmentShader *fs = new VulkanFragmentShader(vulkan_, id, codeBuffer_);
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fsCache_.Insert(id, fs);
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}
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NOTICE_LOG(G3D, "Loaded %d vertex and %d fragment shaders", header.numVertexShaders, header.numFragmentShaders);
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return true;
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}
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void ShaderManagerVulkan::SaveCache(FILE *f) {
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VulkanCacheHeader header{};
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header.magic = CACHE_HEADER_MAGIC;
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header.version = CACHE_VERSION;
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header.featureFlags = gstate_c.featureFlags;
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header.reserved = 0;
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header.numVertexShaders = (int)vsCache_.size();
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header.numFragmentShaders = (int)fsCache_.size();
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bool writeFailed = fwrite(&header, sizeof(header), 1, f) != 1;
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vsCache_.Iterate([&](const VShaderID &id, VulkanVertexShader *vs) {
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writeFailed = writeFailed || fwrite(&id, sizeof(id), 1, f) != 1;
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});
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fsCache_.Iterate([&](const FShaderID &id, VulkanFragmentShader *fs) {
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writeFailed = writeFailed || fwrite(&id, sizeof(id), 1, f) != 1;
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});
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if (writeFailed) {
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ERROR_LOG(G3D, "Failed to write Vulkan shader cache, disk full?");
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} else {
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NOTICE_LOG(G3D, "Saved %d vertex and %d fragment shaders", header.numVertexShaders, header.numFragmentShaders);
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}
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}
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