mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-25 23:25:41 +00:00
GL/ShaderCache: Support geometry shaders
This commit is contained in:
parent
a43a0a14cc
commit
b45b70970b
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@ -81,22 +81,43 @@ void Program::ResetLastProgram()
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s_last_program_id = 0;
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}
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bool Program::Compile(const std::string_view vertex_shader, const std::string_view fragment_shader)
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bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
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const std::string_view fragment_shader)
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{
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GLuint vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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if (vertex_shader_id == 0)
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return false;
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GLuint fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
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if (fragment_shader_id == 0)
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GLuint vertex_shader_id = 0;
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if (!vertex_shader.empty())
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{
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glDeleteShader(vertex_shader_id);
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return false;
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vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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if (vertex_shader_id == 0)
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return false;
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}
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GLuint geometry_shader_id = 0;
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if (!geometry_shader.empty())
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{
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geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader);
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if (geometry_shader_id == 0)
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return false;
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}
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GLuint fragment_shader_id = 0;
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if (!fragment_shader.empty())
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{
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fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
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if (fragment_shader_id == 0)
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{
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glDeleteShader(vertex_shader_id);
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return false;
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}
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}
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m_program_id = glCreateProgram();
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glAttachShader(m_program_id, vertex_shader_id);
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glAttachShader(m_program_id, fragment_shader_id);
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if (vertex_shader_id != 0)
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glAttachShader(m_program_id, vertex_shader_id);
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if (geometry_shader_id != 0)
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glAttachShader(m_program_id, geometry_shader_id);
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if (fragment_shader_id != 0)
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glAttachShader(m_program_id, fragment_shader_id);
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return true;
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}
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@ -19,7 +19,8 @@ public:
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bool IsVaild() const { return m_program_id != 0; }
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bool IsBound() const { return s_last_program_id == m_program_id; }
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bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
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bool Compile(const std::string_view vertex_shader, const std::string_view geometry_shader,
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const std::string_view fragment_shader);
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bool CreateFromBinary(const void* data, u32 data_length, u32 data_format);
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@ -13,6 +13,9 @@ struct CacheIndexEntry
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u64 vertex_source_hash_low;
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u64 vertex_source_hash_high;
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u32 vertex_source_length;
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u64 geometry_source_hash_low;
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u64 geometry_source_hash_high;
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u32 geometry_source_length;
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u64 fragment_source_hash_low;
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u64 fragment_source_hash_high;
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u32 fragment_source_length;
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@ -33,7 +36,9 @@ bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
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{
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return (
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vertex_source_hash_low == key.vertex_source_hash_low && vertex_source_hash_high == key.vertex_source_hash_high &&
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vertex_source_length == key.vertex_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
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vertex_source_length == key.vertex_source_length && geometry_source_hash_low == key.geometry_source_hash_low &&
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geometry_source_hash_high == key.geometry_source_hash_high &&
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geometry_source_length == key.geometry_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
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fragment_source_hash_high == key.fragment_source_hash_high && fragment_source_length == key.fragment_source_length);
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}
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@ -41,7 +46,9 @@ bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
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{
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return (
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vertex_source_hash_low != key.vertex_source_hash_low || vertex_source_hash_high != key.vertex_source_hash_high ||
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vertex_source_length != key.vertex_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
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vertex_source_length != key.vertex_source_length || geometry_source_hash_low != key.geometry_source_hash_low ||
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geometry_source_hash_high != key.geometry_source_hash_high ||
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geometry_source_length != key.geometry_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
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fragment_source_hash_high != key.fragment_source_hash_high || fragment_source_length != key.fragment_source_length);
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}
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@ -160,9 +167,10 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
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return false;
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}
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const CacheIndexKey key{entry.vertex_source_hash_low, entry.vertex_source_hash_high,
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entry.vertex_source_length, entry.fragment_source_hash_low,
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entry.fragment_source_hash_high, entry.fragment_source_length};
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const CacheIndexKey key{
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entry.vertex_source_hash_low, entry.vertex_source_hash_high, entry.vertex_source_length,
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entry.geometry_source_hash_low, entry.geometry_source_hash_high, entry.geometry_source_length,
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entry.fragment_source_hash_low, entry.fragment_source_hash_high, entry.fragment_source_length};
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const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format};
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m_index.emplace(key, data);
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}
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@ -191,6 +199,7 @@ bool ShaderCache::Recreate()
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}
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ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
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const std::string_view& geometry_shader,
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const std::string_view& fragment_shader)
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{
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union ShaderHash
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@ -203,18 +212,33 @@ ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vert
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u8 bytes[16];
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};
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ShaderHash vertex_hash;
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ShaderHash fragment_hash;
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ShaderHash vertex_hash = {};
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ShaderHash geometry_hash = {};
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ShaderHash fragment_hash = {};
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MD5Digest digest;
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digest.Update(vertex_shader.data(), static_cast<u32>(vertex_shader.length()));
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digest.Final(vertex_hash.bytes);
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if (!vertex_shader.empty())
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{
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digest.Update(vertex_shader.data(), static_cast<u32>(vertex_shader.length()));
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digest.Final(vertex_hash.bytes);
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}
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digest.Reset();
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digest.Update(fragment_shader.data(), static_cast<u32>(fragment_shader.length()));
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digest.Final(fragment_hash.bytes);
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if (!geometry_shader.empty())
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{
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digest.Reset();
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digest.Update(geometry_shader.data(), static_cast<u32>(geometry_shader.length()));
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digest.Final(geometry_hash.bytes);
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}
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if (!fragment_shader.empty())
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{
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digest.Reset();
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digest.Update(fragment_shader.data(), static_cast<u32>(fragment_shader.length()));
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digest.Final(fragment_hash.bytes);
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}
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return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast<u32>(vertex_shader.length()),
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geometry_hash.low, geometry_hash.high, static_cast<u32>(geometry_shader.length()),
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fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
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}
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@ -229,15 +253,16 @@ std::string ShaderCache::GetBlobFileName() const
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}
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std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
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const std::string_view geometry_shader,
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const std::string_view fragment_shader, const PreLinkCallback& callback)
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{
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if (!m_program_binary_supported)
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return CompileProgram(vertex_shader, fragment_shader, callback, false);
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return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
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const auto key = GetCacheKey(vertex_shader, fragment_shader);
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const auto key = GetCacheKey(vertex_shader, geometry_shader, fragment_shader);
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auto iter = m_index.find(key);
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if (iter == m_index.end())
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return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
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return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
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std::vector<u8> data(iter->second.blob_size);
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if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
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@ -254,17 +279,18 @@ std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_sha
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Log_WarningPrintf(
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"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
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if (!Recreate())
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return CompileProgram(vertex_shader, fragment_shader, callback, false);
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return CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, false);
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else
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return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
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return CompileAndAddProgram(key, vertex_shader, geometry_shader, fragment_shader, callback);
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}
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std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,
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const std::string_view& geometry_shader,
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const std::string_view& fragment_shader,
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const PreLinkCallback& callback, bool set_retrievable)
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{
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Program prog;
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if (!prog.Compile(vertex_shader, fragment_shader))
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if (!prog.Compile(vertex_shader, geometry_shader, fragment_shader))
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return std::nullopt;
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if (callback)
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@ -281,10 +307,11 @@ std::optional<Program> ShaderCache::CompileProgram(const std::string_view& verte
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std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
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const std::string_view& vertex_shader,
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const std::string_view& geometry_shader,
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const std::string_view& fragment_shader,
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const PreLinkCallback& callback)
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{
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std::optional<Program> prog = CompileProgram(vertex_shader, fragment_shader, callback, true);
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std::optional<Program> prog = CompileProgram(vertex_shader, geometry_shader, fragment_shader, callback, true);
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if (!prog)
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return std::nullopt;
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@ -305,6 +332,9 @@ std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& ke
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entry.vertex_source_hash_low = key.vertex_source_hash_low;
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entry.vertex_source_hash_high = key.vertex_source_hash_high;
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entry.vertex_source_length = key.vertex_source_length;
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entry.geometry_source_hash_low = key.geometry_source_hash_low;
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entry.geometry_source_hash_high = key.geometry_source_hash_high;
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entry.geometry_source_length = key.geometry_source_length;
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entry.fragment_source_hash_low = key.fragment_source_hash_low;
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entry.fragment_source_hash_high = key.fragment_source_hash_high;
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entry.fragment_source_length = key.fragment_source_length;
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@ -22,17 +22,20 @@ public:
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void Open(bool is_gles, std::string_view base_path);
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std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view fragment_shader,
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const PreLinkCallback& callback = {});
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std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view geometry_shader,
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const std::string_view fragment_shader, const PreLinkCallback& callback = {});
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private:
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static constexpr u32 FILE_VERSION = 1;
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static constexpr u32 FILE_VERSION = 2;
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struct CacheIndexKey
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{
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u64 vertex_source_hash_low;
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u64 vertex_source_hash_high;
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u32 vertex_source_length;
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u64 geometry_source_hash_low;
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u64 geometry_source_hash_high;
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u32 geometry_source_length;
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u64 fragment_source_hash_low;
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u64 fragment_source_hash_high;
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u32 fragment_source_length;
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@ -47,6 +50,7 @@ private:
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{
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std::size_t h = 0;
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hash_combine(h, e.vertex_source_hash_low, e.vertex_source_hash_high, e.vertex_source_length,
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e.geometry_source_hash_low, e.geometry_source_hash_high, e.geometry_source_length,
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e.fragment_source_hash_low, e.fragment_source_hash_high, e.fragment_source_length);
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return h;
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}
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@ -61,7 +65,8 @@ private:
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using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
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static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& fragment_shader);
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static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
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const std::string_view& fragment_shader);
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std::string GetIndexFileName() const;
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std::string GetBlobFileName() const;
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@ -71,9 +76,11 @@ private:
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void Close();
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bool Recreate();
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std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& fragment_shader,
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const PreLinkCallback& callback, bool set_retrievable);
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std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& geometry_shader,
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const std::string_view& fragment_shader, const PreLinkCallback& callback,
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bool set_retrievable);
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std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader,
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const std::string_view& geometry_shader,
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const std::string_view& fragment_shader, const PreLinkCallback& callback);
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std::string m_base_path;
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@ -311,7 +311,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, fs, [this, textured](GL::Program& prog) {
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, {}, fs, [this, textured](GL::Program& prog) {
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prog.BindAttribute(0, "a_pos");
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prog.BindAttribute(1, "a_col0");
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if (textured)
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@ -347,7 +347,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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const std::string fs = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit),
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ConvertToBoolUnchecked(interlaced));
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, fs, [this](GL::Program& prog) {
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, {}, fs, [this](GL::Program& prog) {
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if (!m_is_gles)
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{
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if (m_supports_dual_source_blend)
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@ -373,7 +373,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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}
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std::optional<GL::Program> prog =
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m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
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m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateInterlacedFillFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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@ -385,7 +385,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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prog->Bind();
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m_vram_interlaced_fill_program = std::move(*prog);
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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@ -400,7 +400,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
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if (m_supports_texture_buffer)
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{
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(),
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMWriteFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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@ -419,7 +419,7 @@ void main()
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}
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)";
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if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader,
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if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader, {},
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GetGLSLVersionHeader() + display_fragment_shader))
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{
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Log_ErrorPrintf("Failed to compile display shaders");
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@ -332,7 +332,7 @@ void main()
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}
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)";
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if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader,
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if (!m_display_program.Compile(GetGLSLVersionHeader() + fullscreen_quad_vertex_shader, {},
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GetGLSLVersionHeader() + display_fragment_shader))
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{
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Log_ErrorPrintf("Failed to compile display shaders");
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