GL/ShaderCache: Recreate cache when creating program from binary fails

This is probably due to a driver or GPU change, so all programs will be
"bad" and if we don't start from scratch, we'll never cache any new
program versions.
This commit is contained in:
Connor McLaughlin 2020-04-04 00:11:15 +10:00
parent ca2f691dbe
commit f566ca7a50
2 changed files with 34 additions and 10 deletions

View file

@ -2,6 +2,7 @@
#include "../file_system.h" #include "../file_system.h"
#include "../log.h" #include "../log.h"
#include "../md5_digest.h" #include "../md5_digest.h"
#include "../string_util.h"
Log_SetChannel(GL::ShaderCache); Log_SetChannel(GL::ShaderCache);
namespace GL { namespace GL {
@ -46,6 +47,7 @@ bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
void ShaderCache::Open(bool is_gles, std::string_view base_path) void ShaderCache::Open(bool is_gles, std::string_view base_path)
{ {
m_base_path = base_path;
m_program_binary_supported = is_gles || GLAD_GL_ARB_get_program_binary; m_program_binary_supported = is_gles || GLAD_GL_ARB_get_program_binary;
if (m_program_binary_supported) if (m_program_binary_supported)
{ {
@ -63,9 +65,8 @@ void ShaderCache::Open(bool is_gles, std::string_view base_path)
return; return;
} }
const std::string base_filename = GetCacheBaseFileName(base_path); const std::string index_filename = GetIndexFileName();
const std::string index_filename = base_filename + ".idx"; const std::string blob_filename = GetBlobFileName();
const std::string blob_filename = base_filename + ".bin";
if (!ReadExisting(index_filename, blob_filename)) if (!ReadExisting(index_filename, blob_filename))
CreateNew(index_filename, blob_filename); CreateNew(index_filename, blob_filename);
@ -172,18 +173,21 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
void ShaderCache::Close() void ShaderCache::Close()
{ {
m_index.clear();
if (m_index_file) if (m_index_file)
std::fclose(m_index_file); std::fclose(m_index_file);
if (m_blob_file) if (m_blob_file)
std::fclose(m_blob_file); std::fclose(m_blob_file);
} }
std::string ShaderCache::GetCacheBaseFileName(const std::string_view& base_path) bool ShaderCache::Recreate()
{ {
std::string base_filename(base_path); Close();
base_filename += FS_OSPATH_SEPERATOR_CHARACTER;
base_filename += "gl_programs"; const std::string index_filename = GetIndexFileName();
return base_filename; const std::string blob_filename = GetBlobFileName();
return CreateNew(index_filename, blob_filename);
} }
ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader, ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
@ -214,6 +218,16 @@ ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vert
fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())}; fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
} }
std::string ShaderCache::GetIndexFileName() const
{
return StringUtil::StdStringFromFormat("%s%cgl_programs.idx", m_base_path.c_str(), FS_OSPATH_SEPERATOR_CHARACTER);
}
std::string ShaderCache::GetBlobFileName() const
{
return StringUtil::StdStringFromFormat("%s%cgl_programs.bin", m_base_path.c_str(), FS_OSPATH_SEPERATOR_CHARACTER);
}
std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader, std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
const std::string_view fragment_shader, const PreLinkCallback& callback) const std::string_view fragment_shader, const PreLinkCallback& callback)
{ {
@ -237,7 +251,12 @@ std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_sha
if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format)) if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format))
return prog; return prog;
return CompileProgram(vertex_shader, fragment_shader, callback, false); Log_WarningPrintf(
"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
if (!Recreate())
return CompileProgram(vertex_shader, fragment_shader, callback, false);
else
return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
} }
std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader, std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,

View file

@ -5,6 +5,7 @@
#include <cstdio> #include <cstdio>
#include <functional> #include <functional>
#include <optional> #include <optional>
#include <string>
#include <string_view> #include <string_view>
#include <unordered_map> #include <unordered_map>
#include <vector> #include <vector>
@ -60,18 +61,22 @@ private:
using CacheIndex = std::unordered_map<CacheIndexKey, CacheIndexData, CacheIndexEntryHasher>; 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); static CacheIndexKey GetCacheKey(const std::string_view& vertex_shader, const std::string_view& fragment_shader);
std::string GetIndexFileName() const;
std::string GetBlobFileName() const;
bool CreateNew(const std::string& index_filename, const std::string& blob_filename); bool CreateNew(const std::string& index_filename, const std::string& blob_filename);
bool ReadExisting(const std::string& index_filename, const std::string& blob_filename); bool ReadExisting(const std::string& index_filename, const std::string& blob_filename);
void Close(); void Close();
bool Recreate();
std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& fragment_shader, std::optional<Program> CompileProgram(const std::string_view& vertex_shader, const std::string_view& fragment_shader,
const PreLinkCallback& callback, bool set_retrievable); const PreLinkCallback& callback, bool set_retrievable);
std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader, std::optional<Program> CompileAndAddProgram(const CacheIndexKey& key, const std::string_view& vertex_shader,
const std::string_view& fragment_shader, const PreLinkCallback& callback); const std::string_view& fragment_shader, const PreLinkCallback& callback);
std::string m_base_path;
std::FILE* m_index_file = nullptr; std::FILE* m_index_file = nullptr;
std::FILE* m_blob_file = nullptr; std::FILE* m_blob_file = nullptr;