ppsspp/GPU/Vulkan/ShaderManagerVulkan.cpp
2024-10-29 13:19:58 +01:00

658 lines
23 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 "Common/LogReporting.h"
#include "Common/Math/lin/matrix4x4.h"
#include "Common/Math/math_util.h"
#include "Common/Data/Convert/SmallDataConvert.h"
#include "Common/Profiler/Profiler.h"
#include "Common/GPU/thin3d.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/TimeUtil.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtils.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/Vulkan/VulkanMemory.h"
#include "Common/Log.h"
#include "Common/CommonTypes.h"
#include "Core/Config.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/FragmentShaderGenerator.h"
#include "GPU/Common/VertexShaderGenerator.h"
#include "GPU/Common/GeometryShaderGenerator.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
// Most drivers treat vkCreateShaderModule as pretty much a memcpy. What actually
// takes time here, and makes this worthy of parallelization, is GLSLtoSPV.
// Takes ownership over tag.
// This always returns something, checking the return value for null is not meaningful.
static Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *tag) {
auto compile = [=] {
PROFILE_THIS_SCOPE("shadercomp");
std::string errorMessage;
std::vector<uint32_t> spirv;
bool success = GLSLtoSPV(stage, code, GLSLVariant::VULKAN, spirv, &errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(Log::G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(Log::G3D, "Error in shader compilation!");
}
std::string numberedSource = LineNumberString(code);
ERROR_LOG(Log::G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(Log::G3D, "Shader source:\n%s", numberedSource.c_str());
#if PPSSPP_PLATFORM(WINDOWS)
OutputDebugStringA("Error messages:\n");
OutputDebugStringA(errorMessage.c_str());
OutputDebugStringA(numberedSource.c_str());
#endif
Reporting::ReportMessage("Vulkan error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
}
VkShaderModule shaderModule = VK_NULL_HANDLE;
if (success) {
const char *createTag = tag ? tag->c_str() : nullptr;
if (!createTag) {
switch (stage) {
case VK_SHADER_STAGE_VERTEX_BIT: createTag = "game_vertex"; break;
case VK_SHADER_STAGE_FRAGMENT_BIT: createTag = "game_fragment"; break;
case VK_SHADER_STAGE_GEOMETRY_BIT: createTag = "game_geometry"; break;
case VK_SHADER_STAGE_COMPUTE_BIT: createTag = "game_compute"; break;
default: break;
}
}
success = vulkan->CreateShaderModule(spirv, &shaderModule, createTag);
#ifdef SHADERLOG
OutputDebugStringA("OK");
#endif
delete tag;
}
return shaderModule;
};
#if defined(_DEBUG)
// Don't parallelize in debug mode, pathological behavior due to mutex locks in allocator which is HEAVILY used by glslang.
bool singleThreaded = true;
#else
bool singleThreaded = false;
#endif
if (singleThreaded) {
return Promise<VkShaderModule>::AlreadyDone(compile());
} else {
return Promise<VkShaderModule>::Spawn(&g_threadManager, compile, TaskType::DEDICATED_THREAD);
}
}
VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, FragmentShaderFlags flags, const char *code)
: vulkan_(vulkan), id_(id), flags_(flags) {
_assert_(!id.is_invalid());
source_ = code;
module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_FRAGMENT_BIT, source_.c_str(), new std::string(FragmentShaderDesc(id)));
VERBOSE_LOG(Log::G3D, "Compiled fragment shader:\n%s\n", (const char *)code);
}
VulkanFragmentShader::~VulkanFragmentShader() {
if (module_) {
VkShaderModule shaderModule = module_->BlockUntilReady();
if (shaderModule) {
vulkan_->Delete().QueueDeleteShaderModule(shaderModule);
}
vulkan_->Delete().QueueCallback([](VulkanContext *vulkan, void *m) {
auto module = (Promise<VkShaderModule> *)m;
delete module;
}, 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, VertexShaderFlags flags, const char *code, bool useHWTransform)
: vulkan_(vulkan), useHWTransform_(useHWTransform), flags_(flags), id_(id) {
_assert_(!id.is_invalid());
source_ = code;
module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_VERTEX_BIT, source_.c_str(), new std::string(VertexShaderDesc(id)));
VERBOSE_LOG(Log::G3D, "Compiled vertex shader:\n%s\n", (const char *)code);
}
VulkanVertexShader::~VulkanVertexShader() {
if (module_) {
VkShaderModule shaderModule = module_->BlockUntilReady();
if (shaderModule) {
vulkan_->Delete().QueueDeleteShaderModule(shaderModule);
}
vulkan_->Delete().QueueCallback([](VulkanContext *vulkan, void *m) {
auto module = (Promise<VkShaderModule> *)m;
delete module;
}, 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";
}
}
VulkanGeometryShader::VulkanGeometryShader(VulkanContext *vulkan, GShaderID id, const char *code)
: vulkan_(vulkan), id_(id) {
_assert_(!id.is_invalid());
source_ = code;
module_ = CompileShaderModuleAsync(vulkan, VK_SHADER_STAGE_GEOMETRY_BIT, source_.c_str(), new std::string(GeometryShaderDesc(id).c_str()));
VERBOSE_LOG(Log::G3D, "Compiled geometry shader:\n%s\n", (const char *)code);
}
VulkanGeometryShader::~VulkanGeometryShader() {
if (module_) {
VkShaderModule shaderModule = module_->BlockUntilReady();
if (shaderModule) {
vulkan_->Delete().QueueDeleteShaderModule(shaderModule);
}
vulkan_->Delete().QueueCallback([](VulkanContext *vulkan, void *m) {
auto module = (Promise<VkShaderModule> *)m;
delete module;
}, module_);
}
}
std::string VulkanGeometryShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return GeometryShaderDesc(id_);
default:
return "N/A";
}
}
static constexpr size_t CODE_BUFFER_SIZE = 32768;
ShaderManagerVulkan::ShaderManagerVulkan(Draw::DrawContext *draw)
: ShaderManagerCommon(draw), compat_(GLSL_VULKAN), fsCache_(16), vsCache_(16), gsCache_(16) {
codeBuffer_ = new char[CODE_BUFFER_SIZE];
VulkanContext *vulkan = (VulkanContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
uboAlignment_ = vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment;
uniforms_ = (Uniforms *)AllocateAlignedMemory(sizeof(Uniforms), 16);
_assert_(uniforms_);
static_assert(sizeof(uniforms_->ub_base) <= 512, "ub_base grew too big");
static_assert(sizeof(uniforms_->ub_lights) <= 512, "ub_lights grew too big");
static_assert(sizeof(uniforms_->ub_bones) <= 384, "ub_bones grew too big");
}
ShaderManagerVulkan::~ShaderManagerVulkan() {
FreeAlignedMemory(uniforms_);
Clear();
delete[] codeBuffer_;
}
void ShaderManagerVulkan::DeviceLost() {
Clear();
draw_ = nullptr;
}
void ShaderManagerVulkan::DeviceRestore(Draw::DrawContext *draw) {
VulkanContext *vulkan = (VulkanContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
draw_ = draw;
uboAlignment_ = vulkan->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment;
}
void ShaderManagerVulkan::Clear() {
fsCache_.Iterate([&](const FShaderID &key, VulkanFragmentShader *shader) {
delete shader;
});
vsCache_.Iterate([&](const VShaderID &key, VulkanVertexShader *shader) {
delete shader;
});
gsCache_.Iterate([&](const GShaderID &key, VulkanGeometryShader *shader) {
delete shader;
});
fsCache_.Clear();
vsCache_.Clear();
gsCache_.Clear();
lastFSID_.set_invalid();
lastVSID_.set_invalid();
lastGSID_.set_invalid();
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE);
}
void ShaderManagerVulkan::ClearShaders() {
Clear();
DirtyLastShader();
gstate_c.Dirty(DIRTY_ALL_UNIFORMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE);
}
void ShaderManagerVulkan::DirtyLastShader() {
// Forget the last shader ID
lastFSID_.set_invalid();
lastVSID_.set_invalid();
lastGSID_.set_invalid();
lastVShader_ = nullptr;
lastFShader_ = nullptr;
lastGShader_ = nullptr;
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE);
}
uint64_t ShaderManagerVulkan::UpdateUniforms(bool useBufferedRendering) {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty != 0) {
if (dirty & DIRTY_BASE_UNIFORMS)
BaseUpdateUniforms(&uniforms_->ub_base, dirty, false, useBufferedRendering);
if (dirty & DIRTY_LIGHT_UNIFORMS)
LightUpdateUniforms(&uniforms_->ub_lights, dirty);
if (dirty & DIRTY_BONE_UNIFORMS)
BoneUpdateUniforms(&uniforms_->ub_bones, dirty);
}
gstate_c.CleanUniforms();
return dirty;
}
void ShaderManagerVulkan::GetShaders(int prim, VertexDecoder *decoder, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
VShaderID VSID;
VulkanVertexShader *vs = nullptr;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, decoder, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
if (VSID == lastVSID_) {
_dbg_assert_(lastVShader_ != nullptr);
vs = lastVShader_;
} else if (!vsCache_.Get(VSID, &vs)) {
// Vertex shader not in cache. Let's compile it.
std::string genErrorString;
uint64_t uniformMask = 0; // Not used
uint32_t attributeMask = 0; // Not used
VertexShaderFlags flags{};
bool success = GenerateVertexShader(VSID, codeBuffer_, compat_, draw_->GetBugs(), &attributeMask, &uniformMask, &flags, &genErrorString);
_assert_msg_(success, "VS gen error: %s", genErrorString.c_str());
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "VS length error: %d", (int)strlen(codeBuffer_));
// Don't need to re-lookup anymore, now that we lock wider.
vs = new VulkanVertexShader(vulkan, VSID, flags, codeBuffer_, useHWTransform);
vsCache_.Insert(VSID, vs);
}
lastVShader_ = vs;
lastVSID_ = VSID;
} else {
VSID = lastVSID_;
vs = lastVShader_;
}
*vshader = vs;
FShaderID FSID;
VulkanFragmentShader *fs = nullptr;
if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
ComputeFragmentShaderID(&FSID, pipelineState, draw_->GetBugs());
if (FSID == lastFSID_) {
_dbg_assert_(lastFShader_ != nullptr);
fs = lastFShader_;
} else if (!fsCache_.Get(FSID, &fs)) {
// Fragment shader not in cache. Let's compile it.
std::string genErrorString;
uint64_t uniformMask = 0; // Not used
FragmentShaderFlags flags{};
bool success = GenerateFragmentShader(FSID, codeBuffer_, compat_, draw_->GetBugs(), &uniformMask, &flags, &genErrorString);
_assert_msg_(success, "FS gen error: %s", genErrorString.c_str());
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "FS length error: %d", (int)strlen(codeBuffer_));
fs = new VulkanFragmentShader(vulkan, FSID, flags, codeBuffer_);
fsCache_.Insert(FSID, fs);
}
lastFShader_ = fs;
lastFSID_ = FSID;
} else {
FSID = lastFSID_;
fs = lastFShader_;
}
*fshader = fs;
GShaderID GSID;
VulkanGeometryShader *gs = nullptr;
if (gstate_c.IsDirty(DIRTY_GEOMETRYSHADER_STATE)) {
gstate_c.Clean(DIRTY_GEOMETRYSHADER_STATE);
ComputeGeometryShaderID(&GSID, draw_->GetBugs(), prim);
if (GSID == lastGSID_) {
// it's ok for this to be null.
gs = lastGShader_;
} else if (GSID.Bit(GS_BIT_ENABLED)) {
if (!gsCache_.Get(GSID, &gs)) {
// Geometry shader not in cache. Let's compile it.
std::string genErrorString;
bool success = GenerateGeometryShader(GSID, codeBuffer_, compat_, draw_->GetBugs(), &genErrorString);
_assert_msg_(success, "GS gen error: %s", genErrorString.c_str());
_assert_msg_(strlen(codeBuffer_) < CODE_BUFFER_SIZE, "GS length error: %d", (int)strlen(codeBuffer_));
gs = new VulkanGeometryShader(vulkan, GSID, codeBuffer_);
gsCache_.Insert(GSID, gs);
}
} else {
gs = nullptr;
}
lastGShader_ = gs;
lastGSID_ = GSID;
} else {
GSID = lastGSID_;
gs = lastGShader_;
}
*gshader = gs;
_dbg_assert_(FSID.Bit(FS_BIT_FLATSHADE) == VSID.Bit(VS_BIT_FLATSHADE));
_dbg_assert_(FSID.Bit(FS_BIT_LMODE) == VSID.Bit(VS_BIT_LMODE));
if (GSID.Bit(GS_BIT_ENABLED)) {
_dbg_assert_(GSID.Bit(GS_BIT_LMODE) == VSID.Bit(VS_BIT_LMODE));
}
_dbg_assert_msg_((*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;
case SHADER_TYPE_GEOMETRY:
gsCache_.Iterate([&](const GShaderID &id, VulkanGeometryShader *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;
if (vsCache_.Get(VShaderID(shaderId), &vs)) {
return vs ? vs->GetShaderString(stringType) : "null (bad)";
} else {
return "";
}
}
case SHADER_TYPE_FRAGMENT:
{
VulkanFragmentShader *fs;
if (fsCache_.Get(FShaderID(shaderId), &fs)) {
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 52
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(Log::G3D, "Shader cache magic mismatch");
return false;
}
if (header.version != CACHE_VERSION) {
WARN_LOG(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(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(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(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(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(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(Log::G3D, "Vulkan shader cache truncated (in GeometryShaders)");
return false;
}
std::string genErrorString;
if (!GenerateGeometryShader(id, codeBuffer_, compat_, draw_->GetBugs(), &genErrorString)) {
ERROR_LOG(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(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(Log::G3D, "Failed to write Vulkan shader cache, disk full?");
} else {
NOTICE_LOG(Log::G3D, "Saved %d vertex and %d fragment shaders", header.numVertexShaders, header.numFragmentShaders);
}
}