176 lines
5.4 KiB
C
176 lines
5.4 KiB
C
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <optional>
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#include <string>
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#include <tuple>
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#include <type_traits>
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#include <unordered_map>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "core/file_sys/vfs_vector.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/shader/registry.h"
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namespace Common::FS {
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class IOFile;
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}
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namespace OpenGL {
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using ProgramCode = std::vector<u64>;
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/// Describes a shader and how it's used by the guest GPU
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struct ShaderDiskCacheEntry {
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ShaderDiskCacheEntry();
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~ShaderDiskCacheEntry();
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bool Load(Common::FS::IOFile& file);
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bool Save(Common::FS::IOFile& file) const;
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bool HasProgramA() const {
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return !code.empty() && !code_b.empty();
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}
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Tegra::Engines::ShaderType type{};
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ProgramCode code;
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ProgramCode code_b;
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u64 unique_identifier = 0;
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std::optional<u32> texture_handler_size;
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u32 bound_buffer = 0;
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VideoCommon::Shader::GraphicsInfo graphics_info;
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VideoCommon::Shader::ComputeInfo compute_info;
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VideoCommon::Shader::KeyMap keys;
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VideoCommon::Shader::BoundSamplerMap bound_samplers;
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VideoCommon::Shader::SeparateSamplerMap separate_samplers;
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VideoCommon::Shader::BindlessSamplerMap bindless_samplers;
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};
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/// Contains an OpenGL dumped binary program
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struct ShaderDiskCachePrecompiled {
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u64 unique_identifier = 0;
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GLenum binary_format = 0;
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std::vector<u8> binary;
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};
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class ShaderDiskCacheOpenGL {
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public:
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explicit ShaderDiskCacheOpenGL();
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~ShaderDiskCacheOpenGL();
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/// Binds a title ID for all future operations.
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void BindTitleID(u64 title_id);
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/// Loads transferable cache. If file has a old version or on failure, it deletes the file.
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std::optional<std::vector<ShaderDiskCacheEntry>> LoadTransferable();
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/// Loads current game's precompiled cache. Invalidates on failure.
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std::vector<ShaderDiskCachePrecompiled> LoadPrecompiled();
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/// Removes the transferable (and precompiled) cache file.
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void InvalidateTransferable();
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/// Removes the precompiled cache file and clears virtual precompiled cache file.
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void InvalidatePrecompiled();
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/// Saves a raw dump to the transferable file. Checks for collisions.
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void SaveEntry(const ShaderDiskCacheEntry& entry);
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/// Saves a dump entry to the precompiled file. Does not check for collisions.
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void SavePrecompiled(u64 unique_identifier, GLuint program);
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/// Serializes virtual precompiled shader cache file to real file
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void SaveVirtualPrecompiledFile();
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private:
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/// Loads the transferable cache. Returns empty on failure.
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std::optional<std::vector<ShaderDiskCachePrecompiled>> LoadPrecompiledFile(
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Common::FS::IOFile& file);
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/// Opens current game's transferable file and write it's header if it doesn't exist
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Common::FS::IOFile AppendTransferableFile() const;
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/// Save precompiled header to precompiled_cache_in_memory
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void SavePrecompiledHeaderToVirtualPrecompiledCache();
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/// Create shader disk cache directories. Returns true on success.
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bool EnsureDirectories() const;
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/// Gets current game's transferable file path
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std::string GetTransferablePath() const;
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/// Gets current game's precompiled file path
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std::string GetPrecompiledPath() const;
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/// Get user's transferable directory path
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std::string GetTransferableDir() const;
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/// Get user's precompiled directory path
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std::string GetPrecompiledDir() const;
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/// Get user's shader directory path
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std::string GetBaseDir() const;
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/// Get current game's title id
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std::string GetTitleID() const;
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template <typename T>
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bool SaveArrayToPrecompiled(const T* data, std::size_t length) {
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const std::size_t write_length = precompiled_cache_virtual_file.WriteArray(
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data, length, precompiled_cache_virtual_file_offset);
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precompiled_cache_virtual_file_offset += write_length;
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return write_length == sizeof(T) * length;
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}
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template <typename T>
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bool LoadArrayFromPrecompiled(T* data, std::size_t length) {
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const std::size_t read_length = precompiled_cache_virtual_file.ReadArray(
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data, length, precompiled_cache_virtual_file_offset);
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precompiled_cache_virtual_file_offset += read_length;
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return read_length == sizeof(T) * length;
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}
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template <typename T>
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bool SaveObjectToPrecompiled(const T& object) {
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return SaveArrayToPrecompiled(&object, 1);
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}
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bool SaveObjectToPrecompiled(bool object) {
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const auto value = static_cast<u8>(object);
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return SaveArrayToPrecompiled(&value, 1);
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}
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template <typename T>
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bool LoadObjectFromPrecompiled(T& object) {
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return LoadArrayFromPrecompiled(&object, 1);
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}
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// Stores whole precompiled cache which will be read from or saved to the precompiled chache
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// file
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FileSys::VectorVfsFile precompiled_cache_virtual_file;
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// Stores the current offset of the precompiled cache file for IO purposes
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std::size_t precompiled_cache_virtual_file_offset = 0;
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// Stored transferable shaders
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std::unordered_set<u64> stored_transferable;
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/// Title ID to operate on
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u64 title_id = 0;
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// The cache has been loaded at boot
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bool is_usable = false;
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};
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} // namespace OpenGL
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