Duckstation/src/util/gpu_shader_cache.cpp
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2023-08-20 21:55:38 +10:00

321 lines
9.5 KiB
C++

// SPDX-FileCopyrightText: 2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "gpu_shader_cache.h"
#include "gpu_device.h"
#include "common/file_system.h"
#include "common/heap_array.h"
#include "common/log.h"
#include "common/md5_digest.h"
#include "fmt/format.h"
#include "zstd.h"
#include "zstd_errors.h"
Log_SetChannel(GPUShaderCache);
#pragma pack(push, 1)
struct CacheIndexEntry
{
u32 shader_type;
u32 source_length;
u64 source_hash_low;
u64 source_hash_high;
u64 entry_point_low;
u64 entry_point_high;
u32 file_offset;
u32 compressed_size;
u32 uncompressed_size;
};
#pragma pack(pop)
GPUShaderCache::GPUShaderCache() = default;
GPUShaderCache::~GPUShaderCache()
{
Close();
}
bool GPUShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
{
return (std::memcmp(this, &key, sizeof(*this)) == 0);
}
bool GPUShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
{
return (std::memcmp(this, &key, sizeof(*this)) != 0);
}
std::size_t GPUShaderCache::CacheIndexEntryHash::operator()(const CacheIndexKey& e) const noexcept
{
std::size_t h = 0;
hash_combine(h, e.entry_point_low, e.entry_point_high, e.source_hash_low, e.source_hash_high, e.source_length,
e.shader_type);
return h;
}
bool GPUShaderCache::Open(const std::string_view& base_filename, u32 version)
{
m_base_filename = base_filename;
m_version = version;
if (base_filename.empty())
return true;
const std::string index_filename = fmt::format("{}.idx", m_base_filename);
const std::string blob_filename = fmt::format("{}.bin", m_base_filename);
return ReadExisting(index_filename, blob_filename);
}
bool GPUShaderCache::Create()
{
const std::string index_filename = fmt::format("{}.idx", m_base_filename);
const std::string blob_filename = fmt::format("{}.bin", m_base_filename);
return CreateNew(index_filename, blob_filename);
}
void GPUShaderCache::Close()
{
if (m_index_file)
{
std::fclose(m_index_file);
m_index_file = nullptr;
}
if (m_blob_file)
{
std::fclose(m_blob_file);
m_blob_file = nullptr;
}
}
void GPUShaderCache::Clear()
{
if (!IsOpen())
return;
Close();
Log_WarningPrintf("Clearing shader cache at %s.", m_base_filename.c_str());
const std::string index_filename = fmt::format("{}.idx", m_base_filename);
const std::string blob_filename = fmt::format("{}.bin", m_base_filename);
CreateNew(index_filename, blob_filename);
}
bool GPUShaderCache::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;
}
if (std::fwrite(&m_version, sizeof(m_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 GPUShaderCache::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)
{
// special case here: when there's a sharing violation (i.e. two instances running),
// we don't want to blow away the cache. so just continue without a cache.
if (errno == EACCES)
{
Log_WarningPrintf("Failed to open shader cache index with EACCES, are you running two instances?");
return true;
}
return false;
}
u32 file_version = 0;
if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != m_version)
{
Log_ErrorPrintf("Bad file/data 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.compressed_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.shader_type, entry.source_length, entry.source_hash_low,
entry.source_hash_high, entry.entry_point_low, entry.entry_point_high};
const CacheIndexData data{entry.file_offset, entry.compressed_size, entry.uncompressed_size};
m_index.emplace(key, data);
}
// ensure we don't write before seeking
std::fseek(m_index_file, 0, SEEK_END);
Log_DevPrintf("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
return true;
}
GPUShaderCache::CacheIndexKey GPUShaderCache::GetCacheKey(GPUShaderStage stage, const std::string_view& shader_code,
const std::string_view& entry_point)
{
union
{
struct
{
u64 hash_low;
u64 hash_high;
};
u8 hash[16];
} h;
CacheIndexKey key = {};
key.shader_type = static_cast<u32>(stage);
MD5Digest digest;
digest.Update(shader_code.data(), static_cast<u32>(shader_code.length()));
digest.Final(h.hash);
key.source_hash_low = h.hash_low;
key.source_hash_high = h.hash_high;
key.source_length = static_cast<u32>(shader_code.length());
digest.Reset();
digest.Update(entry_point.data(), static_cast<u32>(entry_point.length()));
digest.Final(h.hash);
key.entry_point_low = h.hash_low;
key.entry_point_high = h.hash_high;
return key;
}
bool GPUShaderCache::Lookup(const CacheIndexKey& key, ShaderBinary* binary)
{
auto iter = m_index.find(key);
if (iter == m_index.end())
return false;
binary->resize(iter->second.uncompressed_size);
DynamicHeapArray<u8> compressed_data(iter->second.compressed_size);
if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
std::fread(compressed_data.data(), iter->second.compressed_size, 1, m_blob_file) != 1)
{
Log_ErrorPrintf("Read %u byte %s shader from file failed", iter->second.compressed_size,
GPUShader::GetStageName(static_cast<GPUShaderStage>(key.shader_type)));
return false;
}
const size_t decompress_result =
ZSTD_decompress(binary->data(), binary->size(), compressed_data.data(), compressed_data.size());
if (ZSTD_isError(decompress_result))
{
Log_ErrorPrintf("Failed to decompress shader: %s", ZSTD_getErrorName(decompress_result));
return false;
}
return true;
}
bool GPUShaderCache::Insert(const CacheIndexKey& key, const void* data, u32 data_size)
{
DynamicHeapArray<u8> compress_buffer(ZSTD_compressBound(data_size));
const size_t compress_result = ZSTD_compress(compress_buffer.data(), compress_buffer.size(), data, data_size, 0);
if (ZSTD_isError(compress_result))
{
Log_ErrorPrintf("Failed to compress shader: %s", ZSTD_getErrorName(compress_result));
return false;
}
if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
return false;
CacheIndexData idata;
idata.file_offset = static_cast<u32>(std::ftell(m_blob_file));
idata.compressed_size = static_cast<u32>(compress_result);
idata.uncompressed_size = data_size;
CacheIndexEntry entry = {};
entry.shader_type = static_cast<u32>(key.shader_type);
entry.source_length = key.source_length;
entry.source_hash_low = key.source_hash_low;
entry.source_hash_high = key.source_hash_high;
entry.entry_point_low = key.entry_point_low;
entry.entry_point_high = key.entry_point_high;
entry.file_offset = idata.file_offset;
entry.compressed_size = idata.compressed_size;
entry.uncompressed_size = idata.uncompressed_size;
if (std::fwrite(compress_buffer.data(), compress_result, 1, m_blob_file) != 1 || 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 %u byte %s shader blob to file", data_size,
GPUShader::GetStageName(static_cast<GPUShaderStage>(key.shader_type)));
return false;
}
Log_DevPrintf("Cached compressed %s shader: %u -> %u bytes",
GPUShader::GetStageName(static_cast<GPUShaderStage>(key.shader_type)), data_size,
static_cast<u32>(compress_result));
m_index.emplace(key, idata);
return true;
}