// 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 <tuple>
#include <type_traits>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <vector>
#include <glad/glad.h>
#include "common/assert.h"
#include "common/common_types.h"
#include "core/file_sys/vfs_vector.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/shader/const_buffer_locker.h"
namespace Core {
class System;
}
namespace FileUtil {
class IOFile;
}
namespace OpenGL {
struct ShaderDiskCacheUsage;
struct ShaderDiskCacheDump;
using ProgramCode = std::vector<u64>;
using ShaderDumpsMap = std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>;
/// Allocated bindings used by an OpenGL shader program
struct BaseBindings {
u32 cbuf{};
u32 gmem{};
u32 sampler{};
u32 image{};
bool operator==(const BaseBindings& rhs) const noexcept {
return std::tie(cbuf, gmem, sampler, image) ==
std::tie(rhs.cbuf, rhs.gmem, rhs.sampler, rhs.image);
}
bool operator!=(const BaseBindings& rhs) const noexcept {
return !operator==(rhs);
}
};
static_assert(std::is_trivially_copyable_v<BaseBindings>);
/// Describes the different variants a program can be compiled with.
struct ProgramVariant final {
ProgramVariant() = default;
/// Graphics constructor.
explicit constexpr ProgramVariant(BaseBindings base_bindings, GLenum primitive_mode) noexcept
: base_bindings{base_bindings}, primitive_mode{primitive_mode} {}
/// Compute constructor.
explicit constexpr ProgramVariant(u32 block_x, u32 block_y, u32 block_z,
u32 shared_memory_size) noexcept
: block_x{block_x}, block_y{static_cast<u16>(block_y)}, block_z{static_cast<u16>(block_z)},
shared_memory_size{shared_memory_size} {}
// Graphics specific parameters.
BaseBindings base_bindings{};
GLenum primitive_mode{};
// Compute specific parameters.
u32 block_x{};
u16 block_y{};
u16 block_z{};
u32 shared_memory_size{};
bool operator==(const ProgramVariant& rhs) const noexcept {
return std::tie(base_bindings, primitive_mode, block_x, block_y, block_z,
shared_memory_size) == std::tie(rhs.base_bindings, rhs.primitive_mode,
rhs.block_x, rhs.block_y, rhs.block_z,
rhs.shared_memory_size);
}
bool operator!=(const ProgramVariant& rhs) const noexcept {
return !operator==(rhs);
}
};
static_assert(std::is_trivially_copyable_v<ProgramVariant>);
/// Describes how a shader is used.
struct ShaderDiskCacheUsage {
u64 unique_identifier{};
ProgramVariant variant;
VideoCommon::Shader::KeyMap keys;
VideoCommon::Shader::BoundSamplerMap bound_samplers;
VideoCommon::Shader::BindlessSamplerMap bindless_samplers;
bool operator==(const ShaderDiskCacheUsage& rhs) const {
return std::tie(unique_identifier, variant, keys, bound_samplers, bindless_samplers) ==
std::tie(rhs.unique_identifier, rhs.variant, rhs.keys, rhs.bound_samplers,
rhs.bindless_samplers);
}
bool operator!=(const ShaderDiskCacheUsage& rhs) const {
return !operator==(rhs);
}
};
} // namespace OpenGL
namespace std {
template <>
struct hash<OpenGL::BaseBindings> {
std::size_t operator()(const OpenGL::BaseBindings& bindings) const noexcept {
return static_cast<std::size_t>(bindings.cbuf) ^
(static_cast<std::size_t>(bindings.gmem) << 8) ^
(static_cast<std::size_t>(bindings.sampler) << 16) ^
(static_cast<std::size_t>(bindings.image) << 24);
}
};
template <>
struct hash<OpenGL::ProgramVariant> {
std::size_t operator()(const OpenGL::ProgramVariant& variant) const noexcept {
return std::hash<OpenGL::BaseBindings>{}(variant.base_bindings) ^
(static_cast<std::size_t>(variant.primitive_mode) << 6) ^
static_cast<std::size_t>(variant.block_x) ^
(static_cast<std::size_t>(variant.block_y) << 32) ^
(static_cast<std::size_t>(variant.block_z) << 48) ^
(static_cast<std::size_t>(variant.shared_memory_size) << 16);
}
};
template <>
struct hash<OpenGL::ShaderDiskCacheUsage> {
std::size_t operator()(const OpenGL::ShaderDiskCacheUsage& usage) const noexcept {
return static_cast<std::size_t>(usage.unique_identifier) ^
std::hash<OpenGL::ProgramVariant>{}(usage.variant);
}
};
} // namespace std
namespace OpenGL {
/// Describes a shader how it's used by the guest GPU
class ShaderDiskCacheRaw {
public:
explicit ShaderDiskCacheRaw(u64 unique_identifier, ProgramType program_type,
ProgramCode program_code, ProgramCode program_code_b = {});
ShaderDiskCacheRaw();
~ShaderDiskCacheRaw();
bool Load(FileUtil::IOFile& file);
bool Save(FileUtil::IOFile& file) const;
u64 GetUniqueIdentifier() const {
return unique_identifier;
}
bool HasProgramA() const {
return program_type == ProgramType::VertexA;
}
ProgramType GetProgramType() const {
return program_type;
}
const ProgramCode& GetProgramCode() const {
return program_code;
}
const ProgramCode& GetProgramCodeB() const {
return program_code_b;
}
private:
u64 unique_identifier{};
ProgramType program_type{};
ProgramCode program_code;
ProgramCode program_code_b;
};
/// Contains an OpenGL dumped binary program
struct ShaderDiskCacheDump {
GLenum binary_format{};
std::vector<u8> binary;
};
class ShaderDiskCacheOpenGL {
public:
explicit ShaderDiskCacheOpenGL(Core::System& system);
~ShaderDiskCacheOpenGL();
/// Loads transferable cache. If file has a old version or on failure, it deletes the file.
std::optional<std::pair<std::vector<ShaderDiskCacheRaw>, std::vector<ShaderDiskCacheUsage>>>
LoadTransferable();
/// Loads current game's precompiled cache. Invalidates on failure.
std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump> LoadPrecompiled();
/// Removes the transferable (and precompiled) cache file.
void InvalidateTransferable();
/// 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 shader usage to the transferable file. Does not check for collisions.
void SaveUsage(const ShaderDiskCacheUsage& usage);
/// Saves a dump entry to the precompiled file. Does not check for collisions.
void SaveDump(const ShaderDiskCacheUsage& usage, GLuint program);
/// Serializes virtual precompiled shader cache file to real file
void SaveVirtualPrecompiledFile();
private:
/// Loads the transferable cache. Returns empty on failure.
std::optional<std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>>
LoadPrecompiledFile(FileUtil::IOFile& file);
/// Opens current game's transferable file and write it's header if it doesn't exist
FileUtil::IOFile AppendTransferableFile() const;
/// 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() const;
/// Gets current game's precompiled file path
std::string GetPrecompiledPath() const;
/// Get user's transferable directory path
std::string GetTransferableDir() const;
/// Get user's precompiled directory path
std::string GetPrecompiledDir() const;
/// Get user's shader directory path
std::string GetBaseDir() const;
/// Get current game's title id
std::string GetTitleID() const;
template <typename T>
bool SaveArrayToPrecompiled(const T* data, std::size_t length) {
const std::size_t write_length = precompiled_cache_virtual_file.WriteArray(
data, length, precompiled_cache_virtual_file_offset);
precompiled_cache_virtual_file_offset += write_length;
return write_length == sizeof(T) * length;
}
template <typename T>
bool LoadArrayFromPrecompiled(T* data, std::size_t length) {
const std::size_t read_length = precompiled_cache_virtual_file.ReadArray(
data, length, precompiled_cache_virtual_file_offset);
precompiled_cache_virtual_file_offset += read_length;
return read_length == sizeof(T) * length;
}
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);
}
Core::System& system;
// Stores whole precompiled cache which will be read from or saved to the precompiled chache
// file
FileSys::VectorVfsFile precompiled_cache_virtual_file;
// Stores the current offset of the precompiled cache file for IO purposes
std::size_t precompiled_cache_virtual_file_offset = 0;
// Stored transferable shaders
std::unordered_map<u64, std::unordered_set<ShaderDiskCacheUsage>> transferable;
// The cache has been loaded at boot
bool is_usable{};
};
} // namespace OpenGL