Common: Add GL Shader Cache class

This commit is contained in:
Connor McLaughlin 2020-04-04 00:11:09 +10:00
parent ef4808bbde
commit ca2f691dbe
6 changed files with 403 additions and 0 deletions

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@ -24,6 +24,8 @@ add_library(common
file_system.h file_system.h
gl/program.cpp gl/program.cpp
gl/program.h gl/program.h
gl/shader_cache.cpp
gl/shader_cache.h
gl/stream_buffer.cpp gl/stream_buffer.cpp
gl/stream_buffer.h gl/stream_buffer.h
gl/texture.cpp gl/texture.cpp

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@ -51,6 +51,7 @@
<ClInclude Include="fifo_queue.h" /> <ClInclude Include="fifo_queue.h" />
<ClInclude Include="file_system.h" /> <ClInclude Include="file_system.h" />
<ClInclude Include="gl\program.h" /> <ClInclude Include="gl\program.h" />
<ClInclude Include="gl\shader_cache.h" />
<ClInclude Include="gl\stream_buffer.h" /> <ClInclude Include="gl\stream_buffer.h" />
<ClInclude Include="gl\texture.h" /> <ClInclude Include="gl\texture.h" />
<ClInclude Include="hash_combine.h" /> <ClInclude Include="hash_combine.h" />
@ -88,6 +89,7 @@
<ClCompile Include="d3d11\texture.cpp" /> <ClCompile Include="d3d11\texture.cpp" />
<ClCompile Include="file_system.cpp" /> <ClCompile Include="file_system.cpp" />
<ClCompile Include="gl\program.cpp" /> <ClCompile Include="gl\program.cpp" />
<ClCompile Include="gl\shader_cache.cpp" />
<ClCompile Include="gl\stream_buffer.cpp" /> <ClCompile Include="gl\stream_buffer.cpp" />
<ClCompile Include="gl\texture.cpp" /> <ClCompile Include="gl\texture.cpp" />
<ClCompile Include="iso_reader.cpp" /> <ClCompile Include="iso_reader.cpp" />

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@ -53,6 +53,9 @@
<ClInclude Include="hash_combine.h" /> <ClInclude Include="hash_combine.h" />
<ClInclude Include="progress_callback.h" /> <ClInclude Include="progress_callback.h" />
<ClInclude Include="wav_writer.h" /> <ClInclude Include="wav_writer.h" />
<ClInclude Include="gl\shader_cache.h">
<Filter>gl</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="jit_code_buffer.cpp" /> <ClCompile Include="jit_code_buffer.cpp" />
@ -102,6 +105,9 @@
<ClCompile Include="cd_image_chd.cpp" /> <ClCompile Include="cd_image_chd.cpp" />
<ClCompile Include="progress_callback.cpp" /> <ClCompile Include="progress_callback.cpp" />
<ClCompile Include="wav_writer.cpp" /> <ClCompile Include="wav_writer.cpp" />
<ClCompile Include="gl\shader_cache.cpp">
<Filter>gl</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Natvis Include="bitfield.natvis" /> <Natvis Include="bitfield.natvis" />

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@ -149,6 +149,9 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
m_index.emplace(key, data); m_index.emplace(key, data);
} }
// ensure we don't write before seeking
std::fseek(m_index_file, 0, SEEK_END);
Log_InfoPrintf("Read %zu entries from '%s'", m_index.size(), index_filename.c_str()); Log_InfoPrintf("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
return true; return true;
} }

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@ -0,0 +1,308 @@
#include "shader_cache.h"
#include "../file_system.h"
#include "../log.h"
#include "../md5_digest.h"
Log_SetChannel(GL::ShaderCache);
namespace GL {
#pragma pack(push, 1)
struct CacheIndexEntry
{
u64 vertex_source_hash_low;
u64 vertex_source_hash_high;
u32 vertex_source_length;
u64 fragment_source_hash_low;
u64 fragment_source_hash_high;
u32 fragment_source_length;
u32 file_offset;
u32 blob_size;
u32 blob_format;
};
#pragma pack(pop)
ShaderCache::ShaderCache() = default;
ShaderCache::~ShaderCache()
{
Close();
}
bool ShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
{
return (
vertex_source_hash_low == key.vertex_source_hash_low && vertex_source_hash_high == key.vertex_source_hash_high &&
vertex_source_length == key.vertex_source_length && fragment_source_hash_low == key.fragment_source_hash_low &&
fragment_source_hash_high == key.fragment_source_hash_high && fragment_source_length == key.fragment_source_length);
}
bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
{
return (
vertex_source_hash_low != key.vertex_source_hash_low || vertex_source_hash_high != key.vertex_source_hash_high ||
vertex_source_length != key.vertex_source_length || fragment_source_hash_low != key.fragment_source_hash_low ||
fragment_source_hash_high != key.fragment_source_hash_high || fragment_source_length != key.fragment_source_length);
}
void ShaderCache::Open(bool is_gles, std::string_view base_path)
{
m_program_binary_supported = is_gles || GLAD_GL_ARB_get_program_binary;
if (m_program_binary_supported)
{
// check that there's at least one format and the extension isn't being "faked"
GLint num_formats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
Log_InfoPrintf("%u program binary formats supported by driver", num_formats);
m_program_binary_supported = (num_formats > 0);
}
if (!m_program_binary_supported)
{
Log_WarningPrintf("Your GL driver does not support program binaries. Hopefully it has a built-in cache, otherwise "
"startup will be slow due to compiling shaders.");
return;
}
const std::string base_filename = GetCacheBaseFileName(base_path);
const std::string index_filename = base_filename + ".idx";
const std::string blob_filename = base_filename + ".bin";
if (!ReadExisting(index_filename, blob_filename))
CreateNew(index_filename, blob_filename);
}
bool ShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
{
if (FileSystem::FileExists(index_filename.c_str()))
{
Log_WarningPrintf("Removing existing index file '%s'", index_filename.c_str());
FileSystem::DeleteFile(index_filename.c_str());
}
if (FileSystem::FileExists(blob_filename.c_str()))
{
Log_WarningPrintf("Removing existing blob file '%s'", blob_filename.c_str());
FileSystem::DeleteFile(blob_filename.c_str());
}
m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "wb");
if (!m_index_file)
{
Log_ErrorPrintf("Failed to open index file '%s' for writing", index_filename.c_str());
return false;
}
const u32 index_version = FILE_VERSION;
if (std::fwrite(&index_version, sizeof(index_version), 1, m_index_file) != 1)
{
Log_ErrorPrintf("Failed to write version to index file '%s'", index_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
FileSystem::DeleteFile(index_filename.c_str());
return false;
}
m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "w+b");
if (!m_blob_file)
{
Log_ErrorPrintf("Failed to open blob file '%s' for writing", blob_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
FileSystem::DeleteFile(index_filename.c_str());
return false;
}
return true;
}
bool ShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
{
m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
if (!m_index_file)
return false;
u32 file_version;
if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != FILE_VERSION)
{
Log_ErrorPrintf("Bad file version in '%s'", index_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
return false;
}
m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "a+b");
if (!m_blob_file)
{
Log_ErrorPrintf("Blob file '%s' is missing", blob_filename.c_str());
std::fclose(m_index_file);
m_index_file = nullptr;
return false;
}
std::fseek(m_blob_file, 0, SEEK_END);
const u32 blob_file_size = static_cast<u32>(std::ftell(m_blob_file));
for (;;)
{
CacheIndexEntry entry;
if (std::fread(&entry, sizeof(entry), 1, m_index_file) != 1 ||
(entry.file_offset + entry.blob_size) > blob_file_size)
{
if (std::feof(m_index_file))
break;
Log_ErrorPrintf("Failed to read entry from '%s', corrupt file?", index_filename.c_str());
m_index.clear();
std::fclose(m_blob_file);
m_blob_file = nullptr;
std::fclose(m_index_file);
m_index_file = nullptr;
return false;
}
const CacheIndexKey key{entry.vertex_source_hash_low, entry.vertex_source_hash_high,
entry.vertex_source_length, entry.fragment_source_hash_low,
entry.fragment_source_hash_high, entry.fragment_source_length};
const CacheIndexData data{entry.file_offset, entry.blob_size, entry.blob_format};
m_index.emplace(key, data);
}
Log_InfoPrintf("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
return true;
}
void ShaderCache::Close()
{
if (m_index_file)
std::fclose(m_index_file);
if (m_blob_file)
std::fclose(m_blob_file);
}
std::string ShaderCache::GetCacheBaseFileName(const std::string_view& base_path)
{
std::string base_filename(base_path);
base_filename += FS_OSPATH_SEPERATOR_CHARACTER;
base_filename += "gl_programs";
return base_filename;
}
ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
const std::string_view& fragment_shader)
{
union ShaderHash
{
struct
{
u64 low;
u64 high;
};
u8 bytes[16];
};
ShaderHash vertex_hash;
ShaderHash fragment_hash;
MD5Digest digest;
digest.Update(vertex_shader.data(), static_cast<u32>(vertex_shader.length()));
digest.Final(vertex_hash.bytes);
digest.Reset();
digest.Update(fragment_shader.data(), static_cast<u32>(fragment_shader.length()));
digest.Final(fragment_hash.bytes);
return CacheIndexKey{vertex_hash.low, vertex_hash.high, static_cast<u32>(vertex_shader.length()),
fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
}
std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback)
{
if (!m_program_binary_supported)
return CompileProgram(vertex_shader, fragment_shader, callback, false);
const auto key = GetCacheKey(vertex_shader, fragment_shader);
auto iter = m_index.find(key);
if (iter == m_index.end())
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
std::vector<u8> data(iter->second.blob_size);
if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
std::fread(data.data(), 1, iter->second.blob_size, m_blob_file) != iter->second.blob_size)
{
Log_ErrorPrintf("Read blob from file failed");
return {};
}
Program prog;
if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format))
return prog;
return CompileProgram(vertex_shader, fragment_shader, callback, false);
}
std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,
const std::string_view& fragment_shader,
const PreLinkCallback& callback, bool set_retrievable)
{
Program prog;
if (!prog.Compile(vertex_shader, fragment_shader))
return std::nullopt;
if (callback)
callback(prog);
if (set_retrievable)
prog.SetBinaryRetrievableHint();
if (!prog.Link())
return std::nullopt;
return prog;
}
std::optional<Program> ShaderCache::CompileAndAddProgram(const CacheIndexKey& key,
const std::string_view& vertex_shader,
const std::string_view& fragment_shader,
const PreLinkCallback& callback)
{
std::optional<Program> prog = CompileProgram(vertex_shader, fragment_shader, callback, true);
if (!prog)
return std::nullopt;
std::vector<u8> prog_data;
u32 prog_format = 0;
if (!prog->GetBinary(&prog_data, &prog_format))
return std::nullopt;
if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
return prog;
CacheIndexData data;
data.file_offset = static_cast<u32>(std::ftell(m_blob_file));
data.blob_size = static_cast<u32>(prog_data.size());
data.blob_format = prog_format;
CacheIndexEntry entry = {};
entry.vertex_source_hash_low = key.vertex_source_hash_low;
entry.vertex_source_hash_high = key.vertex_source_hash_high;
entry.vertex_source_length = key.vertex_source_length;
entry.fragment_source_hash_low = key.fragment_source_hash_low;
entry.fragment_source_hash_high = key.fragment_source_hash_high;
entry.fragment_source_length = key.fragment_source_length;
entry.file_offset = data.file_offset;
entry.blob_size = data.blob_size;
entry.blob_format = data.blob_format;
if (std::fwrite(prog_data.data(), 1, entry.blob_size, m_blob_file) != entry.blob_size ||
std::fflush(m_blob_file) != 0 || std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 ||
std::fflush(m_index_file) != 0)
{
Log_ErrorPrintf("Failed to write shader blob to file");
return prog;
}
m_index.emplace(key, data);
return prog;
}
} // namespace GL

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@ -0,0 +1,82 @@
#pragma once
#include "../hash_combine.h"
#include "../types.h"
#include "program.h"
#include <cstdio>
#include <functional>
#include <optional>
#include <string_view>
#include <unordered_map>
#include <vector>
namespace GL {
class ShaderCache
{
public:
using PreLinkCallback = std::function<void(Program&)>;
ShaderCache();
~ShaderCache();
void Open(bool is_gles, std::string_view base_path);
std::optional<Program> GetProgram(const std::string_view vertex_shader, const std::string_view fragment_shader,
const PreLinkCallback& callback = {});
private:
static constexpr u32 FILE_VERSION = 1;
struct CacheIndexKey
{
u64 vertex_source_hash_low;
u64 vertex_source_hash_high;
u32 vertex_source_length;
u64 fragment_source_hash_low;
u64 fragment_source_hash_high;
u32 fragment_source_length;
bool operator==(const CacheIndexKey& key) const;
bool operator!=(const CacheIndexKey& key) const;
};
struct CacheIndexEntryHasher
{
std::size_t operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
hash_combine(h, e.vertex_source_hash_low, e.vertex_source_hash_high, e.vertex_source_length,
e.fragment_source_hash_low, e.fragment_source_hash_high, e.fragment_source_length);
return h;
}
};
struct CacheIndexData
{
u32 file_offset;
u32 blob_size;
u32 blob_format;
};
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>;
static std::string GetCacheBaseFileName(const std::string_view& base_path);
static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& fragment_shader);
bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
void Close();
std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& fragment_shader,
const PreLinkCallback& callback, bool set_retrievable);
std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader,
const std::string_view& fragment_shader, const PreLinkCallback& callback);
std::FILE* m_index_file = nullptr;
std::FILE* m_blob_file = nullptr;
CacheIndex m_index;
bool m_program_binary_supported = false;
};
} // namespace GL