citra/src/video_core/renderer_opengl/gl_shader_disk_cache.h

225 lines
7.1 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
#include <glad/glad.h>
#include "common/common_types.h"
#include "common/file_util.h"
#include "video_core/pica/regs_internal.h"
#include "video_core/shader/generator/shader_gen.h"
namespace Core {
class System;
}
namespace FileUtil {
class IOFile;
}
namespace OpenGL {
struct ShaderDiskCacheDecompiled;
struct ShaderDiskCacheDump;
using RawShaderConfig = Pica::RegsInternal;
using ProgramCode = std::vector<u32>;
using ProgramType = Pica::Shader::Generator::ProgramType;
using ShaderDecompiledMap = std::unordered_map<u64, ShaderDiskCacheDecompiled>;
using ShaderDumpsMap = std::unordered_map<u64, ShaderDiskCacheDump>;
/// Describes a shader how it's used by the guest GPU
class ShaderDiskCacheRaw {
public:
explicit ShaderDiskCacheRaw(u64 unique_identifier, ProgramType program_type,
RawShaderConfig config, ProgramCode program_code);
ShaderDiskCacheRaw() = default;
~ShaderDiskCacheRaw() = default;
bool Load(FileUtil::IOFile& file);
bool Save(FileUtil::IOFile& file) const;
u64 GetUniqueIdentifier() const {
return unique_identifier;
}
ProgramType GetProgramType() const {
return program_type;
}
const ProgramCode& GetProgramCode() const {
return program_code;
}
const RawShaderConfig& GetRawShaderConfig() const {
return config;
}
private:
u64 unique_identifier{};
ProgramType program_type{};
RawShaderConfig config{};
ProgramCode program_code{};
};
/// Contains decompiled data from a shader
struct ShaderDiskCacheDecompiled {
std::string code;
bool sanitize_mul;
};
/// Contains an OpenGL dumped binary program
struct ShaderDiskCacheDump {
GLenum binary_format;
std::vector<u8> binary;
};
class ShaderDiskCache {
public:
explicit ShaderDiskCache(bool separable);
~ShaderDiskCache() = default;
/// Loads transferable cache. If file has a old version or on failure, it deletes the file.
std::optional<std::vector<ShaderDiskCacheRaw>> LoadTransferable();
/// Loads current game's precompiled cache. Invalidates on failure.
std::pair<ShaderDecompiledMap, ShaderDumpsMap> LoadPrecompiled(bool compressed);
/// Removes the transferable (and precompiled) cache file.
void InvalidateAll();
/// Removes the precompiled cache file and clears virtual precompiled cache file.
void InvalidatePrecompiled();
/// Saves a raw dump to the transferable file. Checks for collisions.
void SaveRaw(const ShaderDiskCacheRaw& entry);
/// Saves a decompiled entry to the precompiled file. Does not check for collisions.
void SaveDecompiled(u64 unique_identifier, const std::string& code, bool sanitize_mul);
/// Saves a dump entry to the precompiled file. Does not check for collisions.
void SaveDump(u64 unique_identifier, GLuint program);
/// Saves a dump entry to the precompiled file. Does not check for collisions.
void SaveDumpToFile(u64 unique_identifier, GLuint program, bool sanitize_mul);
/// Serializes virtual precompiled shader cache file to real file
void SaveVirtualPrecompiledFile();
private:
/// Loads the transferable cache. Returns empty on failure.
std::optional<std::pair<ShaderDecompiledMap, ShaderDumpsMap>> LoadPrecompiledFile(
FileUtil::IOFile& file, bool compressed);
/// Loads a decompiled cache entry from m_precompiled_cache_virtual_file. Returns empty on
/// failure.
std::optional<ShaderDiskCacheDecompiled> LoadDecompiledEntry();
/// Saves a decompiled entry to the passed file. Does not check for collisions.
void SaveDecompiledToFile(FileUtil::IOFile& file, u64 unique_identifier,
const std::string& code, bool sanitize_mul);
/// Saves a decompiled entry to the virtual precompiled cache. Does not check for collisions.
bool SaveDecompiledToCache(u64 unique_identifier, const std::string& code, bool sanitize_mul);
/// Returns if the cache can be used
bool IsUsable() const;
/// Opens current game's transferable file and write it's header if it doesn't exist.
FileUtil::IOFile AppendTransferableFile();
/// Opens current game's precompiled file and write it's header if it doesn't exist
FileUtil::IOFile AppendPrecompiledFile(bool write_header);
/// Save precompiled header to precompiled_cache_in_memory
void SavePrecompiledHeaderToVirtualPrecompiledCache();
/// Create shader disk cache directories. Returns true on success.
bool EnsureDirectories() const;
/// Gets current game's transferable file path
std::string GetTransferablePath();
/// Gets current game's precompiled file path
std::string GetPrecompiledPath();
/// Get user's transferable directory path
std::string GetTransferableDir() const;
/// Get user's precompiled directory path
std::string GetPrecompiledDir() const;
std::string GetPrecompiledShaderDir() const;
/// Get user's shader directory path
std::string GetBaseDir() const;
/// Get current game's title id as u64
u64 GetProgramID();
/// Get current game's title id
std::string GetTitleID();
template <typename T>
bool SaveArrayToPrecompiled(const T* data, std::size_t length) {
const u8* data_view = reinterpret_cast<const u8*>(data);
decompressed_precompiled_cache.insert(decompressed_precompiled_cache.end(), &data_view[0],
&data_view[length * sizeof(T)]);
decompressed_precompiled_cache_offset += length * sizeof(T);
return true;
}
template <typename T>
bool LoadArrayFromPrecompiled(T* data, std::size_t length) {
u8* data_view = reinterpret_cast<u8*>(data);
std::copy_n(decompressed_precompiled_cache.data() + decompressed_precompiled_cache_offset,
length * sizeof(T), data_view);
decompressed_precompiled_cache_offset += length * sizeof(T);
return true;
}
template <typename T>
bool SaveObjectToPrecompiled(const T& object) {
return SaveArrayToPrecompiled(&object, 1);
}
bool SaveObjectToPrecompiled(bool object) {
const auto value = static_cast<u8>(object);
return SaveArrayToPrecompiled(&value, 1);
}
template <typename T>
bool LoadObjectFromPrecompiled(T& object) {
return LoadArrayFromPrecompiled(&object, 1);
}
// Stores whole precompiled cache which will be read from or saved to the precompiled cache
// file
std::vector<u8> decompressed_precompiled_cache;
// Stores the current offset of the precompiled cache file for IO purposes
std::size_t decompressed_precompiled_cache_offset = 0;
// Stored transferable shaders
std::unordered_map<u64, ShaderDiskCacheRaw> transferable;
// The cache has been loaded at boot
bool tried_to_load{};
bool separable{};
u64 program_id{};
std::string title_id;
FileUtil::IOFile transferable_file;
FileUtil::IOFile precompiled_file;
};
} // namespace OpenGL