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archived-pcsx2/pcsx2/GS/Renderers/OpenGL/GLShaderCache.cpp

539 lines
15 KiB
C++

// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
// SPDX-License-Identifier: LGPL-3.0+
#include "GS/Renderers/OpenGL/GLShaderCache.h"
#include "GS/GS.h"
#include "Config.h"
#include "ShaderCacheVersion.h"
#include "common/FileSystem.h"
#include "common/Console.h"
#include "common/MD5Digest.h"
#include "common/Path.h"
#include "common/StringUtil.h"
#include "common/Timer.h"
namespace {
#pragma pack(push, 1)
struct CacheIndexEntry
{
u64 vertex_source_hash_low;
u64 vertex_source_hash_high;
u32 vertex_source_length;
u64 fragment_source_hash_low;
u64 fragment_source_hash_high;
u32 fragment_source_length;
u32 file_offset;
u32 blob_size;
u32 blob_format;
};
#pragma pack(pop)
}
GLShaderCache::GLShaderCache() = default;
GLShaderCache::~GLShaderCache()
{
Close();
}
bool GLShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
{
return (vertex_source_hash_low == key.vertex_source_hash_low &&
vertex_source_hash_high == key.vertex_source_hash_high &&
vertex_source_length == key.vertex_source_length &&
fragment_source_hash_low == key.fragment_source_hash_low &&
fragment_source_hash_high == key.fragment_source_hash_high &&
fragment_source_length == key.fragment_source_length);
}
bool GLShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
{
return (vertex_source_hash_low != key.vertex_source_hash_low ||
vertex_source_hash_high != key.vertex_source_hash_high ||
vertex_source_length != key.vertex_source_length ||
fragment_source_hash_low != key.fragment_source_hash_low ||
fragment_source_hash_high != key.fragment_source_hash_high ||
fragment_source_length != key.fragment_source_length);
}
bool GLShaderCache::Open()
{
m_program_binary_supported = GLAD_GL_ARB_get_program_binary;
if (m_program_binary_supported)
{
// check that there's at least one format and the extension isn't being "faked"
GLint num_formats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
Console.WriteLn("%u program binary formats supported by driver", num_formats);
m_program_binary_supported = (num_formats > 0);
}
if (!m_program_binary_supported)
{
Console.Warning("Your GL driver does not support program binaries. Hopefully it has a built-in cache.");
return true;
}
if (!GSConfig.DisableShaderCache)
{
const std::string index_filename = GetIndexFileName();
const std::string blob_filename = GetBlobFileName();
if (ReadExisting(index_filename, blob_filename))
return true;
return CreateNew(index_filename, blob_filename);
}
return true;
}
bool GLShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
{
if (FileSystem::FileExists(index_filename.c_str()))
{
Console.Warning("Removing existing index file '%s'", index_filename.c_str());
FileSystem::DeleteFilePath(index_filename.c_str());
}
if (FileSystem::FileExists(blob_filename.c_str()))
{
Console.Warning("Removing existing blob file '%s'", blob_filename.c_str());
FileSystem::DeleteFilePath(blob_filename.c_str());
}
m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "wb");
if (!m_index_file)
{
Console.Error("Failed to open index file '%s' for writing", index_filename.c_str());
return false;
}
const u32 file_version = SHADER_CACHE_VERSION;
if (std::fwrite(&file_version, sizeof(file_version), 1, m_index_file) != 1)
{
Console.Error("Failed to write version to index file '%s'", index_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
FileSystem::DeleteFilePath(index_filename.c_str());
return false;
}
m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "w+b");
if (!m_blob_file)
{
Console.Error("Failed to open blob file '%s' for writing", blob_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
FileSystem::DeleteFilePath(index_filename.c_str());
return false;
}
return true;
}
bool GLShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
{
m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
if (!m_index_file)
{
// special case here: when there's a sharing violation (i.e. two instances running),
// we don't want to blow away the cache. so just continue without a cache.
if (errno == EACCES)
{
Console.WriteLn("Failed to open shader cache index with EACCES, are you running two instances?");
return true;
}
return false;
}
u32 file_version = 0;
if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != SHADER_CACHE_VERSION)
{
Console.Error("Bad file/data version in '%s'", index_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
return false;
}
m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "a+b");
if (!m_blob_file)
{
Console.Error("Blob file '%s' is missing", blob_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
return false;
}
std::fseek(m_blob_file, 0, SEEK_END);
const u32 blob_file_size = static_cast<u32>(std::ftell(m_blob_file));
for (;;)
{
CacheIndexEntry entry;
if (std::fread(&entry, sizeof(entry), 1, m_index_file) != 1 ||
(entry.file_offset + entry.blob_size) > blob_file_size)
{
if (std::feof(m_index_file))
break;
Console.Error("Failed to read entry from '%s', corrupt file?", index_filename.c_str());
m_index.clear();
std::fclose(m_blob_file);
m_blob_file = nullptr;
std::fclose(m_index_file);
m_index_file = nullptr;
return false;
}
const CacheIndexKey key{entry.vertex_source_hash_low, entry.vertex_source_hash_high, entry.vertex_source_length,
entry.fragment_source_hash_low, entry.fragment_source_hash_high, entry.fragment_source_length};
const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format};
m_index.emplace(key, data);
}
Console.WriteLn("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
return true;
}
void GLShaderCache::Close()
{
m_index.clear();
if (m_index_file)
{
std::fclose(m_index_file);
m_index_file = nullptr;
}
if (m_blob_file)
{
std::fclose(m_blob_file);
m_blob_file = nullptr;
}
}
bool GLShaderCache::Recreate()
{
Close();
const std::string index_filename = GetIndexFileName();
const std::string blob_filename = GetBlobFileName();
return CreateNew(index_filename, blob_filename);
}
GLShaderCache::CacheIndexKey GLShaderCache::GetCacheKey(
const std::string_view& vertex_shader, const std::string_view& fragment_shader)
{
union ShaderHash
{
struct
{
u64 low;
u64 high;
};
u8 bytes[16];
};
ShaderHash vertex_hash = {};
ShaderHash fragment_hash = {};
MD5Digest digest;
if (!vertex_shader.empty())
{
digest.Update(vertex_shader.data(), static_cast<u32>(vertex_shader.length()));
digest.Final(vertex_hash.bytes);
}
if (!fragment_shader.empty())
{
digest.Reset();
digest.Update(fragment_shader.data(), static_cast<u32>(fragment_shader.length()));
digest.Final(fragment_hash.bytes);
}
return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast<u32>(vertex_shader.length()), fragment_hash.low,
fragment_hash.high, static_cast<u32>(fragment_shader.length())};
}
std::string GLShaderCache::GetIndexFileName() const
{
return Path::Combine(EmuFolders::Cache, "gl_programs.idx");
}
std::string GLShaderCache::GetBlobFileName() const
{
return Path::Combine(EmuFolders::Cache, "gl_programs.bin");
}
std::optional<GLProgram> GLShaderCache::GetProgram(
const std::string_view vertex_shader, const std::string_view fragment_shader, const PreLinkCallback& callback)
{
if (!m_program_binary_supported || !m_blob_file)
{
#ifdef PCSX2_DEVBUILD
Common::Timer timer;
#endif
std::optional<GLProgram> res = CompileProgram(vertex_shader, fragment_shader, callback, false);
#ifdef PCSX2_DEVBUILD
Console.WriteLn("Time to compile shader without caching: %.2fms", timer.GetTimeMilliseconds());
#endif
return res;
}
const auto key = GetCacheKey(vertex_shader, fragment_shader);
auto iter = m_index.find(key);
if (iter == m_index.end())
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
std::vector<u8> data(iter->second.blob_size);
if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
std::fread(data.data(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size)
{
Console.Error("Read blob from file failed");
return {};
}
#ifdef PCSX2_DEVBUILD
Common::Timer timer;
#endif
GLProgram prog;
if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format))
{
#ifdef PCSX2_DEVBUILD
Console.WriteLn("Time to create program from binary: %.2fms", timer.GetTimeMilliseconds());
#endif
return std::optional<GLProgram>(std::move(prog));
}
Console.Warning(
"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
if (!Recreate())
return CompileProgram(vertex_shader, fragment_shader, callback, false);
else
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
}
bool GLShaderCache::GetProgram(GLProgram* out_program, const std::string_view vertex_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback /* = */)
{
auto prog = GetProgram(vertex_shader, fragment_shader, callback);
if (!prog)
return false;
*out_program = std::move(*prog);
return true;
}
bool GLShaderCache::WriteToBlobFile(const CacheIndexKey& key, const std::vector<u8>& prog_data, u32 prog_format)
{
if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
return false;
CacheIndexData data;
data.file_offset = static_cast<u32>(std::ftell(m_blob_file));
data.blob_size = static_cast<u32>(prog_data.size());
data.blob_format = prog_format;
CacheIndexEntry entry = {};
entry.vertex_source_hash_low = key.vertex_source_hash_low;
entry.vertex_source_hash_high = key.vertex_source_hash_high;
entry.vertex_source_length = key.vertex_source_length;
entry.fragment_source_hash_low = key.fragment_source_hash_low;
entry.fragment_source_hash_high = key.fragment_source_hash_high;
entry.fragment_source_length = key.fragment_source_length;
entry.file_offset = data.file_offset;
entry.blob_size = data.blob_size;
entry.blob_format = data.blob_format;
if (std::fwrite(prog_data.data(), 1, entry.blob_size, m_blob_file) != entry.blob_size ||
std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 ||
std::fflush(m_index_file) != 0)
{
Console.Error("Failed to write shader blob to file");
return false;
}
m_index.emplace(key, data);
return true;
}
std::optional<GLProgram> GLShaderCache::CompileProgram(const std::string_view& vertex_shader,
const std::string_view& fragment_shader, const PreLinkCallback& callback, bool set_retrievable)
{
GLProgram prog;
if (!prog.Compile(vertex_shader, fragment_shader))
return std::nullopt;
if (callback)
callback(prog);
if (set_retrievable)
prog.SetBinaryRetrievableHint();
if (!prog.Link())
return std::nullopt;
return std::optional<GLProgram>(std::move(prog));
}
std::optional<GLProgram> GLShaderCache::CompileComputeProgram(
const std::string_view& glsl, const PreLinkCallback& callback, bool set_retrievable)
{
GLProgram prog;
if (!prog.CompileCompute(glsl))
return std::nullopt;
if (callback)
callback(prog);
if (set_retrievable)
prog.SetBinaryRetrievableHint();
if (!prog.Link())
return std::nullopt;
return std::optional<GLProgram>(std::move(prog));
}
std::optional<GLProgram> GLShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
const std::string_view& vertex_shader, const std::string_view& fragment_shader, const PreLinkCallback& callback)
{
#ifdef PCSX2_DEVBUILD
Common::Timer timer;
#endif
std::optional<GLProgram> prog = CompileProgram(vertex_shader, fragment_shader, callback, true);
if (!prog)
return std::nullopt;
#ifdef PCSX2_DEVBUILD
const float compile_time = timer.GetTimeMilliseconds();
timer.Reset();
#endif
std::vector<u8> prog_data;
u32 prog_format = 0;
if (!prog->GetBinary(&prog_data, &prog_format))
return std::nullopt;
#ifdef PCSX2_DEVBUILD
const float binary_time = timer.GetTimeMilliseconds();
timer.Reset();
#endif
WriteToBlobFile(key, prog_data, prog_format);
#ifdef PCSX2_DEVBUILD
const float write_time = timer.GetTimeMilliseconds();
Console.WriteLn("Compiled and cached shader: Compile: %.2fms, Binary: %.2fms, Write: %.2fms", compile_time,
binary_time, write_time);
#endif
return prog;
}
std::optional<GLProgram> GLShaderCache::GetComputeProgram(const std::string_view glsl, const PreLinkCallback& callback)
{
if (!m_program_binary_supported || !m_blob_file)
{
#ifdef PCSX2_DEVBUILD
Common::Timer timer;
#endif
std::optional<GLProgram> res = CompileComputeProgram(glsl, callback, false);
#ifdef PCSX2_DEVBUILD
Console.WriteLn("Time to compile shader without caching: %.2fms", timer.GetTimeMilliseconds());
#endif
return res;
}
const auto key = GetCacheKey(glsl, std::string_view());
auto iter = m_index.find(key);
if (iter == m_index.end())
return CompileAndAddComputeProgram(key, glsl, callback);
std::vector<u8> data(iter->second.blob_size);
if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
std::fread(data.data(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size)
{
Console.Error("Read blob from file failed");
return {};
}
#ifdef PCSX2_DEVBUILD
Common::Timer timer;
#endif
GLProgram prog;
if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format))
{
#ifdef PCSX2_DEVBUILD
Console.WriteLn("Time to create program from binary: %.2fms", timer.GetTimeMilliseconds());
#endif
return std::optional<GLProgram>(std::move(prog));
}
Console.Warning(
"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
if (!Recreate())
return CompileComputeProgram(glsl, callback, false);
else
return CompileAndAddComputeProgram(key, glsl, callback);
}
bool GLShaderCache::GetComputeProgram(
GLProgram* out_program, const std::string_view glsl, const PreLinkCallback& callback)
{
auto prog = GetComputeProgram(glsl, callback);
if (!prog)
return false;
*out_program = std::move(*prog);
return true;
}
std::optional<GLProgram> GLShaderCache::CompileAndAddComputeProgram(
const CacheIndexKey& key, const std::string_view& glsl, const PreLinkCallback& callback)
{
#ifdef PCSX2_DEVBUILD
Common::Timer timer;
#endif
std::optional<GLProgram> prog = CompileComputeProgram(glsl, callback, true);
if (!prog)
return std::nullopt;
#ifdef PCSX2_DEVBUILD
const float compile_time = timer.GetTimeMilliseconds();
timer.Reset();
#endif
std::vector<u8> prog_data;
u32 prog_format = 0;
if (!prog->GetBinary(&prog_data, &prog_format))
return std::nullopt;
#ifdef PCSX2_DEVBUILD
const float binary_time = timer.GetTimeMilliseconds();
timer.Reset();
#endif
WriteToBlobFile(key, prog_data, prog_format);
#ifdef PCSX2_DEVBUILD
const float write_time = timer.GetTimeMilliseconds();
Console.WriteLn("Compiled and cached compute shader: Compile: %.2fms, Binary: %.2fms, Write: %.2fms", compile_time,
binary_time, write_time);
#endif
return prog;
}