OGL: Uber shader support

This commit is contained in:
Stenzek 2017-07-20 15:25:29 +10:00
parent 901bf9c257
commit cd502990fa
9 changed files with 857 additions and 255 deletions

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@ -57,6 +57,7 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
ProgramShaderCache::BindVertexFormat(this);
// the element buffer is bound directly to the vao, so we must it set for every vao
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
@ -74,8 +75,6 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
SetPointer(SHADER_TEXTURE0_ATTRIB + i, vertex_stride, _vtx_decl.texcoords[i]);
SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, _vtx_decl.posmtx);
vm->m_last_vao = VAO;
}
GLVertexFormat::~GLVertexFormat()

File diff suppressed because it is too large Load Diff

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@ -4,17 +4,25 @@
#pragma once
#include <memory>
#include <tuple>
#include "Common/GL/GLUtil.h"
#include "Common/LinearDiskCache.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
class cInterfaceBase;
namespace OGL
{
class GLVertexFormat;
class SHADERUID
{
public:
@ -24,30 +32,53 @@ public:
bool operator<(const SHADERUID& r) const
{
return std::tie(puid, vuid, guid) < std::tie(r.puid, r.vuid, r.guid);
return std::tie(vuid, puid, guid) < std::tie(r.vuid, r.puid, r.guid);
}
bool operator==(const SHADERUID& r) const
{
return std::tie(puid, vuid, guid) == std::tie(r.puid, r.vuid, r.guid);
return std::tie(vuid, puid, guid) == std::tie(r.vuid, r.puid, r.guid);
}
};
class UBERSHADERUID
{
public:
UberShader::VertexShaderUid vuid;
UberShader::PixelShaderUid puid;
GeometryShaderUid guid;
bool operator<(const UBERSHADERUID& r) const
{
return std::tie(vuid, puid, guid) < std::tie(r.vuid, r.puid, r.guid);
}
bool operator==(const UBERSHADERUID& r) const
{
return std::tie(vuid, puid, guid) == std::tie(r.vuid, r.puid, r.guid);
}
};
struct SHADER
{
SHADER() : glprogid(0) {}
void Destroy()
{
glDeleteProgram(glprogid);
glprogid = 0;
DestroyShaders();
if (glprogid)
{
glDeleteProgram(glprogid);
glprogid = 0;
}
}
GLuint glprogid; // OpenGL program id
std::string strvprog, strpprog, strgprog;
GLuint vsid = 0;
GLuint gsid = 0;
GLuint psid = 0;
GLuint glprogid = 0;
void SetProgramVariables();
void SetProgramBindings(bool is_compute);
void Bind() const;
void DestroyShaders();
};
class ProgramShaderCache
@ -57,43 +88,126 @@ public:
{
SHADER shader;
bool in_cache;
bool pending;
void Destroy() { shader.Destroy(); }
};
static PCacheEntry GetShaderProgram();
static SHADER* SetShader(u32 primitive_type);
static void GetShaderId(SHADERUID* uid, u32 primitive_type);
static SHADER* SetShader(u32 primitive_type, const GLVertexFormat* vertex_format);
static SHADER* SetUberShader(u32 primitive_type, const GLVertexFormat* vertex_format);
static void BindVertexFormat(const GLVertexFormat* vertex_format);
static void InvalidateVertexFormat();
static void BindLastVertexFormat();
static bool CompileShader(SHADER& shader, const std::string& vcode, const std::string& pcode,
const std::string& gcode = "");
static bool CompileComputeShader(SHADER& shader, const std::string& code);
static GLuint CompileSingleShader(GLuint type, const std::string& code);
static GLuint CompileSingleShader(GLenum type, const std::string& code);
static bool CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code);
static bool CheckProgramLinkResult(GLuint id, const std::string& vcode, const std::string& pcode,
const std::string& gcode);
static void UploadConstants();
static void Init();
static void Reload();
static void Shutdown();
static void CreateHeader();
static void RetrieveAsyncShaders();
static void PrecompileUberShaders();
private:
class ProgramShaderCacheInserter : public LinearDiskCacheReader<SHADERUID, u8>
template <typename UIDType>
class ProgramShaderCacheInserter : public LinearDiskCacheReader<UIDType, u8>
{
public:
void Read(const SHADERUID& key, const u8* value, u32 value_size) override;
ProgramShaderCacheInserter(std::map<UIDType, PCacheEntry>& shader_map)
: m_shader_map(shader_map)
{
}
void Read(const UIDType& key, const u8* value, u32 value_size) override
{
if (m_shader_map.find(key) != m_shader_map.end())
return;
PCacheEntry& entry = m_shader_map[key];
if (!CreateCacheEntryFromBinary(&entry, value, value_size))
{
m_shader_map.erase(key);
return;
}
}
private:
std::map<UIDType, PCacheEntry>& m_shader_map;
};
class SharedContextAsyncShaderCompiler : public VideoCommon::AsyncShaderCompiler
{
protected:
virtual bool WorkerThreadInitMainThread(void** param) override;
virtual bool WorkerThreadInitWorkerThread(void* param) override;
virtual void WorkerThreadExit(void* param) override;
};
struct SharedContextData
{
std::unique_ptr<cInterfaceBase> context;
GLuint prerender_VBO;
GLuint prerender_VAO;
GLuint prerender_IBO;
};
class ShaderCompileWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
ShaderCompileWorkItem(const SHADERUID& uid);
bool Compile() override;
void Retrieve() override;
private:
SHADERUID m_uid;
SHADER m_program;
};
class UberShaderCompileWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
UberShaderCompileWorkItem(const UBERSHADERUID& uid);
bool Compile() override;
void Retrieve() override;
private:
UBERSHADERUID m_uid;
SHADER m_program;
};
typedef std::map<SHADERUID, PCacheEntry> PCache;
typedef std::map<UBERSHADERUID, PCacheEntry> UberPCache;
static GLuint CreateProgramFromBinary(const u8* value, u32 value_size);
static bool CreateCacheEntryFromBinary(PCacheEntry* entry, const u8* value, u32 value_size);
static void LoadProgramBinaries();
static void SaveProgramBinaries();
static void DestroyShaders();
static void CreatePrerenderArrays(SharedContextData* data);
static void DestroyPrerenderArrays(SharedContextData* data);
static void DrawPrerenderArray(const SHADER& shader, u32 primitive_type);
typedef std::map<SHADERUID, PCacheEntry> PCache;
static PCache pshaders;
static UberPCache ubershaders;
static PCacheEntry* last_entry;
static PCacheEntry* last_uber_entry;
static SHADERUID last_uid;
static UBERSHADERUID last_uber_uid;
static std::unique_ptr<SharedContextAsyncShaderCompiler> s_async_compiler;
static u32 s_ubo_buffer_size;
static s32 s_ubo_align;
static u32 s_last_VAO;
};
} // namespace OGL

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@ -1472,6 +1472,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
g_texture_cache->Cleanup(frameCount);
ProgramShaderCache::RetrieveAsyncShaders();
// Render to the framebuffer.
FramebufferManager::SetFramebuffer(0);
@ -1768,10 +1769,9 @@ void Renderer::RestoreAPIState()
SetBlendMode(true);
SetViewport();
ProgramShaderCache::BindLastVertexFormat();
const VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
if (vm->m_last_vao)
glBindVertexArray(vm->m_last_vao);
OGLTexture::SetStage();
}

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@ -58,6 +58,7 @@ struct VideoConfig
bool bSupportsConservativeDepth;
bool bSupportsImageLoadStore;
bool bSupportsAniso;
bool bSupportsBitfield;
const char* gl_vendor;
const char* gl_renderer;

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@ -53,8 +53,6 @@ void VertexManager::CreateDeviceObjects()
s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
m_index_buffers = s_indexBuffer->m_buffer;
m_last_vao = 0;
}
void VertexManager::DestroyDeviceObjects()
@ -142,22 +140,13 @@ void VertexManager::vFlush()
GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat();
u32 stride = nativeVertexFmt->GetVertexStride();
if (m_last_vao != nativeVertexFmt->VAO)
{
glBindVertexArray(nativeVertexFmt->VAO);
m_last_vao = nativeVertexFmt->VAO;
}
ProgramShaderCache::SetShader(m_current_primitive_type, nativeVertexFmt);
PrepareDrawBuffers(stride);
ProgramShaderCache::SetShader(m_current_primitive_type);
// upload global constants
ProgramShaderCache::UploadConstants();
// setup the pointers
nativeVertexFmt->SetupVertexPointers();
if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation())
{
glEnable(GL_STENCIL_TEST);
@ -171,24 +160,6 @@ void VertexManager::vFlush()
glDisable(GL_STENCIL_TEST);
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
// save the shaders
ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
std::string filename = StringFromFormat(
"%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fps;
File::OpenFStream(fps, filename, std::ios_base::out);
fps << prog.shader.strpprog;
filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
g_ActiveConfig.iSaveTargetId);
std::ofstream fvs;
File::OpenFStream(fvs, filename, std::ios_base::out);
fvs << prog.shader.strvprog;
}
#endif
g_Config.iSaveTargetId++;
ClearEFBCache();
}

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@ -42,7 +42,6 @@ public:
// NativeVertexFormat use this
GLuint m_vertex_buffers;
GLuint m_index_buffers;
GLuint m_last_vao;
protected:
void ResetBuffer(u32 stride) override;

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@ -98,7 +98,10 @@ static BugInfo m_known_bugs[] = {
BUG_BROKEN_BITWISE_OP_NEGATION, -1.0, -1.0, true},
{API_VULKAN, OS_ALL, VENDOR_ATI, DRIVER_ATI, Family::UNKNOWN, BUG_PRIMITIVE_RESTART, -1.0, -1.0,
true},
};
{API_OPENGL, OS_LINUX, VENDOR_MESA, DRIVER_I965, Family::UNKNOWN,
BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true},
{API_OPENGL, OS_LINUX, VENDOR_MESA, DRIVER_NOUVEAU, Family::UNKNOWN,
BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true}};
static std::map<Bug, BugInfo> m_bugs;

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@ -247,6 +247,12 @@ enum Bug
// fail compilation with no useful diagnostic log. This can be worked around by storing
// the negated value to a temporary variable then using that in the bitwise op.
BUG_BROKEN_BITWISE_OP_NEGATION,
// Bug: Shaders are recompiled on the main thread after being previously compiled on
// a worker thread on Mesa i965.
// Started version: -1
// Ended Version: -1
BUG_SHARED_CONTEXT_SHADER_COMPILATION,
};
// Initializes our internal vendor, device family, and driver version