Only load precompiled shaders if their sanitize_mul setting matches
This commit is contained in:
parent
6945b6539f
commit
cf4125a6a5
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@ -557,7 +557,7 @@ std::optional<std::string> GetCurrentDir() {
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#endif
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free(dir);
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return strDir;
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}
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} // namespace FileUtil
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bool SetCurrentDir(const std::string& directory) {
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#ifdef _WIN32
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@ -889,16 +889,17 @@ bool exec_shader();
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)";
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}
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std::optional<std::string> DecompileProgram(const Pica::Shader::ProgramCode& program_code,
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const Pica::Shader::SwizzleData& swizzle_data,
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u32 main_offset, const RegGetter& inputreg_getter,
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const RegGetter& outputreg_getter, bool sanitize_mul) {
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std::optional<ProgramResult> DecompileProgram(const Pica::Shader::ProgramCode& program_code,
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const Pica::Shader::SwizzleData& swizzle_data,
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u32 main_offset, const RegGetter& inputreg_getter,
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const RegGetter& outputreg_getter,
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bool sanitize_mul) {
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try {
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset).MoveSubroutines();
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GLSLGenerator generator(subroutines, program_code, swizzle_data, main_offset,
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inputreg_getter, outputreg_getter, sanitize_mul);
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return generator.MoveShaderCode();
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return {ProgramResult{generator.MoveShaderCode()}};
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} catch (const DecompileFail& exception) {
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LOG_INFO(HW_GPU, "Shader decompilation failed: {}", exception.what());
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return {};
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@ -12,7 +12,10 @@
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namespace OpenGL::ShaderDecompiler {
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using RegGetter = std::function<std::string(u32)>;
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using ProgramResult = std::string;
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struct ProgramResult {
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std::string code;
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};
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std::string GetCommonDeclarations();
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@ -270,6 +270,12 @@ ShaderDiskCache::LoadPrecompiledFile(FileUtil::IOFile& file) {
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}
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std::optional<ShaderDiskCacheDecompiled> ShaderDiskCache::LoadDecompiledEntry() {
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bool sanitize_mul;
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if (!LoadObjectFromPrecompiled(sanitize_mul)) {
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return {};
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}
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u32 code_size{};
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if (!LoadObjectFromPrecompiled(code_size)) {
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return {};
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@ -281,17 +287,19 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCache::LoadDecompiledEntry()
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}
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ShaderDiskCacheDecompiled entry;
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entry.code = std::move(code);
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entry.result.code = std::move(code);
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entry.sanitize_mul = sanitize_mul;
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return entry;
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}
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bool ShaderDiskCache::SaveDecompiledFile(u64 unique_identifier,
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const ShaderDecompiler::ProgramResult& code) {
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const ShaderDecompiler::ProgramResult& result,
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bool sanitize_mul) {
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if (!SaveObjectToPrecompiled(static_cast<u32>(PrecompiledEntryKind::Decompiled)) ||
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!SaveObjectToPrecompiled(unique_identifier) ||
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!SaveObjectToPrecompiled(static_cast<u32>(code.size())) ||
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!SaveArrayToPrecompiled(code.data(), code.size())) {
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!SaveObjectToPrecompiled(unique_identifier) || !SaveObjectToPrecompiled(sanitize_mul) ||
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!SaveObjectToPrecompiled(static_cast<u32>(result.code.size())) ||
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!SaveArrayToPrecompiled(result.code.data(), result.code.size())) {
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return false;
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}
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@ -338,7 +346,8 @@ void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) {
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}
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void ShaderDiskCache::SaveDecompiled(u64 unique_identifier,
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const ShaderDecompiler::ProgramResult& code) {
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const ShaderDecompiler::ProgramResult& code,
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bool sanitize_mul) {
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if (!IsUsable())
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return;
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@ -346,7 +355,7 @@ void ShaderDiskCache::SaveDecompiled(u64 unique_identifier,
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SavePrecompiledHeaderToVirtualPrecompiledCache();
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}
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if (!SaveDecompiledFile(unique_identifier, code)) {
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if (!SaveDecompiledFile(unique_identifier, code, sanitize_mul)) {
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LOG_ERROR(Render_OpenGL,
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"Failed to save decompiled entry to the precompiled file - removing");
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InvalidatePrecompiled();
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@ -78,7 +78,8 @@ private:
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/// Contains decompiled data from a shader
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struct ShaderDiskCacheDecompiled {
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ShaderDecompiler::ProgramResult code;
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ShaderDecompiler::ProgramResult result;
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bool sanitize_mul;
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};
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/// Contains an OpenGL dumped binary program
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@ -108,7 +109,8 @@ public:
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void SaveRaw(const ShaderDiskCacheRaw& entry);
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/// Saves a decompiled entry to the precompiled file. Does not check for collisions.
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void SaveDecompiled(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code);
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void SaveDecompiled(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code,
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bool sanitize_mul);
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/// Saves a dump entry to the precompiled file. Does not check for collisions.
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void SaveDump(u64 unique_identifier, GLuint program);
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@ -126,7 +128,8 @@ private:
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std::optional<ShaderDiskCacheDecompiled> LoadDecompiledEntry();
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/// Saves a decompiled entry to the passed file. Returns true on success.
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bool SaveDecompiledFile(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code);
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bool SaveDecompiledFile(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code,
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bool sanitize_mul);
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/// Returns if the cache can be used
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bool IsUsable() const;
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@ -1231,7 +1231,8 @@ float ProcTexNoiseCoef(vec2 x) {
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}
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}
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std::string GenerateFragmentShader(const PicaFSConfig& config, bool separable_shader) {
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ShaderDecompiler::ProgramResult GenerateFragmentShader(const PicaFSConfig& config,
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bool separable_shader) {
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const auto& state = config.state;
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std::string out = R"(
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@ -1482,7 +1483,7 @@ vec4 secondary_fragment_color = vec4(0.0);
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// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
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if (state.alpha_test_func == FramebufferRegs::CompareFunc::Never) {
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out += "discard; }";
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return out;
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return {out};
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}
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// Append the scissor test
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@ -1546,7 +1547,7 @@ vec4 secondary_fragment_color = vec4(0.0);
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"VideoCore_Pica_UseGasMode", true);
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LOG_CRITICAL(Render_OpenGL, "Unimplemented gas mode");
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out += "discard; }";
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return out;
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return {out};
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}
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if (state.shadow_rendering) {
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@ -1584,10 +1585,10 @@ do {
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out += "}";
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return out;
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return {out};
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}
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std::string GenerateTrivialVertexShader(bool separable_shader) {
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ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shader) {
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std::string out = "";
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if (separable_shader) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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@ -1630,11 +1631,11 @@ void main() {
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}
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)";
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return out;
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return {out};
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}
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std::optional<std::string> GenerateVertexShader(const Pica::Shader::ShaderSetup& setup,
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const PicaVSConfig& config, bool separable_shader) {
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std::optional<ShaderDecompiler::ProgramResult> GenerateVertexShader(
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const Pica::Shader::ShaderSetup& setup, const PicaVSConfig& config, bool separable_shader) {
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std::string out = "";
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if (separable_shader) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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@ -1664,7 +1665,7 @@ std::optional<std::string> GenerateVertexShader(const Pica::Shader::ShaderSetup&
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if (!program_source_opt)
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return {};
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std::string& program_source = *program_source_opt;
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std::string& program_source = program_source_opt->code;
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out += R"(
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#define uniforms vs_uniforms
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@ -1696,7 +1697,7 @@ layout (std140) uniform vs_config {
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out += program_source;
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return out;
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return {{out}};
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}
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static std::string GetGSCommonSource(const PicaGSConfigCommonRaw& config, bool separable_shader) {
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@ -1784,7 +1785,8 @@ void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
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return out;
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};
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std::string GenerateFixedGeometryShader(const PicaFixedGSConfig& config, bool separable_shader) {
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ShaderDecompiler::ProgramResult GenerateFixedGeometryShader(const PicaFixedGSConfig& config,
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bool separable_shader) {
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std::string out = "";
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if (separable_shader) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += " EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);\n";
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out += "}\n";
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return out;
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return {out};
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}
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} // namespace OpenGL
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@ -16,6 +16,10 @@
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namespace OpenGL {
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namespace ShaderDecompiler {
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struct ProgramResult;
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}
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enum class ProgramType : u32 { VS, GS, FS };
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enum Attributes {
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* @param separable_shader generates shader that can be used for separate shader object
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* @returns String of the shader source code
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*/
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std::string GenerateTrivialVertexShader(bool separable_shader);
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ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shader);
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/**
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* Generates the GLSL vertex shader program source code for the given VS program
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* @returns String of the shader source code; boost::none on failure
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*/
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std::optional<std::string> GenerateVertexShader(const Pica::Shader::ShaderSetup& setup,
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const PicaVSConfig& config, bool separable_shader);
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std::optional<ShaderDecompiler::ProgramResult> GenerateVertexShader(
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const Pica::Shader::ShaderSetup& setup, const PicaVSConfig& config, bool separable_shader);
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/*
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* Generates the GLSL fixed geometry shader program source code for non-GS PICA pipeline
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* @returns String of the shader source code
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*/
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std::string GenerateFixedGeometryShader(const PicaFixedGSConfig& config, bool separable_shader);
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ShaderDecompiler::ProgramResult GenerateFixedGeometryShader(const PicaFixedGSConfig& config,
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bool separable_shader);
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/**
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* Generates the GLSL fragment shader program source code for the current Pica state
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* @param separable_shader generates shader that can be used for separate shader object
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* @returns String of the shader source code
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*/
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std::string GenerateFragmentShader(const PicaFSConfig& config, bool separable_shader);
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ShaderDecompiler::ProgramResult GenerateFragmentShader(const PicaFSConfig& config,
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bool separable_shader);
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} // namespace OpenGL
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@ -10,18 +10,19 @@
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#include "core/core.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/video_core.h"
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namespace OpenGL {
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static u64 GetUniqueIdentifier(const Pica::Regs& regs, const ProgramCode& code) {
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u64 hash = 0;
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std::size_t hash = 0;
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u64 regs_uid = Common::ComputeHash64(regs.reg_array.data(), Pica::Regs::NUM_REGS * sizeof(u32));
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boost::hash_combine(hash, regs_uid);
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if (code.size() > 0) {
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u64 code_uid = Common::ComputeHash64(code.data(), code.size() * sizeof(u32));
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boost::hash_combine(hash, code_uid);
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}
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return hash;
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return static_cast<u64>(hash);
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}
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static OGLProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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class TrivialVertexShader {
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public:
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explicit TrivialVertexShader(bool separable) : program(separable) {
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program.Create(GenerateTrivialVertexShader(separable).c_str(), GL_VERTEX_SHADER);
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program.Create(GenerateTrivialVertexShader(separable).code.c_str(), GL_VERTEX_SHADER);
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}
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GLuint Get() const {
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return program.GetHandle();
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OGLShaderStage program;
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};
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template <typename KeyConfigType, std::string (*CodeGenerator)(const KeyConfigType&, bool),
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template <typename KeyConfigType,
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ShaderDecompiler::ProgramResult (*CodeGenerator)(const KeyConfigType&, bool),
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GLenum ShaderType>
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class ShaderCache {
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public:
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@ -222,7 +224,7 @@ public:
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std::optional<ShaderDecompiler::ProgramResult> result{};
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if (new_shader) {
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result = CodeGenerator(config, separable);
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cached_shader.Create(result->c_str(), ShaderType);
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cached_shader.Create(result->code.c_str(), ShaderType);
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}
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return {cached_shader.GetHandle(), result};
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}
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@ -244,8 +246,8 @@ private:
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// program buffer from the previous shader, which is hashed into the config, resulting several
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// different config values from the same shader program.
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template <typename KeyConfigType,
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std::optional<std::string> (*CodeGenerator)(const Pica::Shader::ShaderSetup&,
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const KeyConfigType&, bool),
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std::optional<ShaderDecompiler::ProgramResult> (*CodeGenerator)(
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const Pica::Shader::ShaderSetup&, const KeyConfigType&, bool),
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GLenum ShaderType>
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class ShaderDoubleCache {
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public:
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@ -261,11 +263,11 @@ public:
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return {0, {}};
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}
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std::string& program = *program_opt;
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std::string& program = program_opt->code;
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auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{separable});
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OGLShaderStage& cached_shader = iter->second;
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if (new_shader) {
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result = program;
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result->code = program;
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cached_shader.Create(program.c_str(), ShaderType);
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}
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shader_map[key] = &cached_shader;
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@ -336,6 +338,7 @@ public:
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};
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bool is_amd;
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bool separable;
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ShaderTuple current;
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@ -345,8 +348,6 @@ public:
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FixedGeometryShaders fixed_geometry_shaders;
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FragmentShaders fragment_shaders;
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bool separable;
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std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
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OGLPipeline pipeline;
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ShaderDiskCache disk_cache;
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@ -401,7 +402,7 @@ void ShaderProgramManager::UseFragmentShader(const Pica::Regs& regs) {
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u64 unique_identifier = GetUniqueIdentifier(regs, {});
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ShaderDiskCacheRaw raw{unique_identifier, ProgramType::FS, regs, {}};
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disk_cache.SaveRaw(raw);
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disk_cache.SaveDecompiled(unique_identifier, *result);
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disk_cache.SaveDecompiled(unique_identifier, *result, false);
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}
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}
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@ -489,6 +490,12 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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const auto dump{dumps.find(unique_identifier)};
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const auto decomp{decompiled.find(unique_identifier)};
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// Only load this shader if its sanitize_mul setting matches
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if (decomp->second.sanitize_mul == VideoCore::g_hw_shader_accurate_mul) {
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continue;
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}
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OGLProgram shader;
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if (dump != dumps.end() && decomp != decompiled.end()) {
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@ -505,12 +512,14 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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if (raw.GetProgramType() == ProgramType::VS) {
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auto [conf, setup] = BuildVSConfigFromRaw(raw);
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std::scoped_lock lock(mutex);
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impl->programmable_vertex_shaders.Inject(conf, decomp->second.code,
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impl->programmable_vertex_shaders.Inject(conf, decomp->second.result.code,
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std::move(shader));
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} else if (raw.GetProgramType() == ProgramType::FS) {
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PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
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std::scoped_lock lock(mutex);
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impl->fragment_shaders.Inject(conf, decomp->second.code, std::move(shader));
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impl->fragment_shaders.Inject(conf, decomp->second.result.code,
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std::move(shader));
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} else {
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// Unsupported shader type got stored somehow so nuke the cache
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@ -554,6 +563,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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const auto& raw{raws[i]};
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const u64 unique_identifier{raw.GetUniqueIdentifier()};
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bool sanitize_mul = false;
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GLuint handle{0};
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std::optional<ShaderDecompiler::ProgramResult> result;
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// Otherwise decompile and build the shader at boot and save the result to the
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@ -566,6 +576,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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auto [h, r] = impl->programmable_vertex_shaders.Get(conf, setup);
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handle = h;
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result = r;
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sanitize_mul = conf.state.sanitize_mul;
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} else if (raw.GetProgramType() == ProgramType::FS) {
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PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig());
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std::scoped_lock lock(mutex);
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@ -587,7 +598,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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}
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// If this is a new shader, add it the precompiled cache
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if (result) {
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disk_cache.SaveDecompiled(unique_identifier, *result);
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disk_cache.SaveDecompiled(unique_identifier, *result, sanitize_mul);
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disk_cache.SaveDump(unique_identifier, handle);
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precompiled_cache_altered = true;
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}
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@ -607,6 +618,6 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
if (precompiled_cache_altered) {
|
||||
disk_cache.SaveVirtualPrecompiledFile();
|
||||
}
|
||||
}
|
||||
} // namespace OpenGL
|
||||
|
||||
} // namespace OpenGL
|
||||
|
|
Loading…
Reference in a new issue