mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-27 12:04:16 +01:00
gl_shader_disk_cache: Avoid reopening files every time a shader need to be written. (#6344)
Hopefully reduces stutters with Android SAF
This commit is contained in:
parent
fdb7ab47ff
commit
44097c2a8d
@ -104,7 +104,10 @@ bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
|
||||
return true;
|
||||
}
|
||||
|
||||
ShaderDiskCache::ShaderDiskCache(bool separable) : separable{separable} {}
|
||||
ShaderDiskCache::ShaderDiskCache(bool separable)
|
||||
: separable{separable}, transferable_file(AppendTransferableFile()),
|
||||
// seperable shaders use the virtual precompile file, that already has a header.
|
||||
precompiled_file(AppendPrecompiledFile(!separable)) {}
|
||||
|
||||
std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable() {
|
||||
const bool has_title_id = GetProgramID() != 0;
|
||||
@ -114,15 +117,14 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
|
||||
}
|
||||
tried_to_load = true;
|
||||
|
||||
FileUtil::IOFile file(GetTransferablePath(), "rb");
|
||||
if (!file.IsOpen()) {
|
||||
if (transferable_file.GetSize() == 0) {
|
||||
LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
|
||||
GetTitleID());
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
u32 version{};
|
||||
if (file.ReadBytes(&version, sizeof(version)) != sizeof(version)) {
|
||||
if (transferable_file.ReadBytes(&version, sizeof(version)) != sizeof(version)) {
|
||||
LOG_ERROR(Render_OpenGL,
|
||||
"Failed to get transferable cache version for title id={} - skipping",
|
||||
GetTitleID());
|
||||
@ -131,7 +133,6 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
|
||||
|
||||
if (version < NativeVersion) {
|
||||
LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing");
|
||||
file.Close();
|
||||
InvalidateAll();
|
||||
return std::nullopt;
|
||||
}
|
||||
@ -143,9 +144,9 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
|
||||
|
||||
// Version is valid, load the shaders
|
||||
std::vector<ShaderDiskCacheRaw> raws;
|
||||
while (file.Tell() < file.GetSize()) {
|
||||
while (transferable_file.Tell() < transferable_file.GetSize()) {
|
||||
TransferableEntryKind kind{};
|
||||
if (file.ReadBytes(&kind, sizeof(u32)) != sizeof(u32)) {
|
||||
if (transferable_file.ReadBytes(&kind, sizeof(u32)) != sizeof(u32)) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to read transferable file - skipping");
|
||||
return std::nullopt;
|
||||
}
|
||||
@ -153,7 +154,7 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
|
||||
switch (kind) {
|
||||
case TransferableEntryKind::Raw: {
|
||||
ShaderDiskCacheRaw entry;
|
||||
if (!entry.Load(file)) {
|
||||
if (!entry.Load(transferable_file)) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry - skipping");
|
||||
return std::nullopt;
|
||||
}
|
||||
@ -177,19 +178,17 @@ ShaderDiskCache::LoadPrecompiled(bool compressed) {
|
||||
if (!IsUsable())
|
||||
return {};
|
||||
|
||||
FileUtil::IOFile file(GetPrecompiledPath(), "rb");
|
||||
if (!file.IsOpen()) {
|
||||
if (precompiled_file.GetSize() == 0) {
|
||||
LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}",
|
||||
GetTitleID());
|
||||
return {};
|
||||
}
|
||||
|
||||
const auto result = LoadPrecompiledFile(file, compressed);
|
||||
const auto result = LoadPrecompiledFile(precompiled_file, compressed);
|
||||
if (!result) {
|
||||
LOG_INFO(Render_OpenGL,
|
||||
"Failed to load precompiled cache for game with title id={} - removing",
|
||||
GetTitleID());
|
||||
file.Close();
|
||||
InvalidatePrecompiled();
|
||||
return {};
|
||||
}
|
||||
@ -331,10 +330,13 @@ bool ShaderDiskCache::SaveDecompiledToCache(u64 unique_identifier,
|
||||
}
|
||||
|
||||
void ShaderDiskCache::InvalidateAll() {
|
||||
transferable_file.Close();
|
||||
if (!FileUtil::Delete(GetTransferablePath())) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}",
|
||||
GetTransferablePath());
|
||||
}
|
||||
transferable_file = AppendTransferableFile();
|
||||
|
||||
InvalidatePrecompiled();
|
||||
}
|
||||
|
||||
@ -342,9 +344,11 @@ void ShaderDiskCache::InvalidatePrecompiled() {
|
||||
// Clear virtual precompiled cache file
|
||||
decompressed_precompiled_cache.resize(0);
|
||||
|
||||
precompiled_file.Close();
|
||||
if (!FileUtil::Delete(GetPrecompiledPath())) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath());
|
||||
}
|
||||
precompiled_file = AppendPrecompiledFile(!separable);
|
||||
}
|
||||
|
||||
void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) {
|
||||
@ -357,12 +361,9 @@ void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) {
|
||||
return;
|
||||
}
|
||||
|
||||
FileUtil::IOFile file = AppendTransferableFile();
|
||||
if (!file.IsOpen())
|
||||
return;
|
||||
if (file.WriteObject(TransferableEntryKind::Raw) != 1 || !entry.Save(file)) {
|
||||
if (transferable_file.WriteObject(TransferableEntryKind::Raw) != 1 ||
|
||||
!entry.Save(transferable_file)) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry - removing");
|
||||
file.Close();
|
||||
InvalidateAll();
|
||||
return;
|
||||
}
|
||||
@ -413,10 +414,6 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool
|
||||
if (!IsUsable())
|
||||
return;
|
||||
|
||||
FileUtil::IOFile file = AppendPrecompiledFile();
|
||||
if (!file.IsOpen())
|
||||
return;
|
||||
|
||||
GLint binary_length{};
|
||||
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
|
||||
|
||||
@ -424,11 +421,11 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool
|
||||
std::vector<u8> binary(binary_length);
|
||||
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
|
||||
|
||||
if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
|
||||
file.WriteObject(unique_identifier) != 1 ||
|
||||
file.WriteObject(static_cast<u32>(binary_format)) != 1 ||
|
||||
file.WriteObject(static_cast<u32>(binary_length)) != 1 ||
|
||||
file.WriteArray(binary.data(), binary.size()) != binary.size()) {
|
||||
if (precompiled_file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
|
||||
precompiled_file.WriteObject(unique_identifier) != 1 ||
|
||||
precompiled_file.WriteObject(static_cast<u32>(binary_format)) != 1 ||
|
||||
precompiled_file.WriteObject(static_cast<u32>(binary_length)) != 1 ||
|
||||
precompiled_file.WriteArray(binary.data(), binary.size()) != binary.size()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing",
|
||||
unique_identifier);
|
||||
InvalidatePrecompiled();
|
||||
@ -437,7 +434,7 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool
|
||||
|
||||
// SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
|
||||
// probably change the header in SaveDump
|
||||
SaveDecompiledToFile(file, unique_identifier, {}, sanitize_mul);
|
||||
SaveDecompiledToFile(precompiled_file, unique_identifier, {}, sanitize_mul);
|
||||
}
|
||||
|
||||
bool ShaderDiskCache::IsUsable() const {
|
||||
@ -451,7 +448,7 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() {
|
||||
const auto transferable_path{GetTransferablePath()};
|
||||
const bool existed = FileUtil::Exists(transferable_path);
|
||||
|
||||
FileUtil::IOFile file(transferable_path, "ab");
|
||||
FileUtil::IOFile file(transferable_path, "ab+");
|
||||
if (!file.IsOpen()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}", transferable_path);
|
||||
return {};
|
||||
@ -467,20 +464,21 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() {
|
||||
return file;
|
||||
}
|
||||
|
||||
FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile() {
|
||||
FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile(bool write_header) {
|
||||
if (!EnsureDirectories())
|
||||
return {};
|
||||
|
||||
const auto precompiled_path{GetPrecompiledPath()};
|
||||
const bool existed = FileUtil::Exists(precompiled_path);
|
||||
|
||||
FileUtil::IOFile file(precompiled_path, "ab");
|
||||
FileUtil::IOFile file(precompiled_path, "ab+");
|
||||
if (!file.IsOpen()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
|
||||
return {};
|
||||
}
|
||||
if (!existed || file.GetSize() == 0) {
|
||||
|
||||
// If the file didn't exist, write its version
|
||||
if (write_header && (!existed || file.GetSize() == 0)) {
|
||||
const auto hash{GetShaderCacheVersionHash()};
|
||||
if (file.WriteArray(hash.data(), hash.size()) != hash.size()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
|
||||
@ -506,13 +504,14 @@ void ShaderDiskCache::SaveVirtualPrecompiledFile() {
|
||||
decompressed_precompiled_cache.data(), decompressed_precompiled_cache.size());
|
||||
|
||||
const auto precompiled_path{GetPrecompiledPath()};
|
||||
FileUtil::IOFile file(precompiled_path, "wb");
|
||||
|
||||
if (!file.IsOpen()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
|
||||
return;
|
||||
precompiled_file.Close();
|
||||
if (!FileUtil::Delete(GetPrecompiledPath())) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath());
|
||||
}
|
||||
if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) {
|
||||
precompiled_file = AppendPrecompiledFile(!separable);
|
||||
|
||||
if (precompiled_file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
|
||||
precompiled_path);
|
||||
return;
|
||||
|
@ -19,6 +19,7 @@
|
||||
|
||||
#include "common/assert.h"
|
||||
#include "common/common_types.h"
|
||||
#include "common/file_util.h"
|
||||
#include "video_core/regs.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_gen.h"
|
||||
@ -141,9 +142,12 @@ private:
|
||||
/// Returns if the cache can be used
|
||||
bool IsUsable() const;
|
||||
|
||||
/// Opens current game's transferable file and write it's header if it doesn't exist
|
||||
/// Opens current game's transferable file and write it's header if it doesn't exist.
|
||||
FileUtil::IOFile AppendTransferableFile();
|
||||
|
||||
/// Opens current game's precompiled file and write it's header if it doesn't exist
|
||||
FileUtil::IOFile AppendPrecompiledFile(bool write_header);
|
||||
|
||||
/// Save precompiled header to precompiled_cache_in_memory
|
||||
void SavePrecompiledHeaderToVirtualPrecompiledCache();
|
||||
|
||||
@ -223,7 +227,8 @@ private:
|
||||
u64 program_id{};
|
||||
std::string title_id;
|
||||
|
||||
FileUtil::IOFile AppendPrecompiledFile();
|
||||
FileUtil::IOFile transferable_file;
|
||||
FileUtil::IOFile precompiled_file;
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
||||
|
Loading…
Reference in New Issue
Block a user