Jelajahi Sumber

gl_shader_disk_cache: Add precompiled save

ReinUsesLisp 7 tahun lalu
induk
melakukan
57fb15d2a3

+ 43 - 0
src/video_core/renderer_opengl/gl_shader_disk_cache.cpp

@@ -27,6 +27,9 @@ enum class EntryKind : u32 {
 
 
 constexpr u32 NativeVersion = 1;
 constexpr u32 NativeVersion = 1;
 
 
+// TODO(Rodrigo): Hash files
+constexpr u64 PrecompiledHash = 0xdeadbeefdeadbeef;
+
 // Making sure sizes doesn't change by accident
 // Making sure sizes doesn't change by accident
 static_assert(sizeof(BaseBindings) == 12);
 static_assert(sizeof(BaseBindings) == 12);
 static_assert(sizeof(ShaderDiskCacheUsage) == 24);
 static_assert(sizeof(ShaderDiskCacheUsage) == 24);
@@ -153,6 +156,26 @@ void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
     file.WriteObject(usage);
     file.WriteObject(usage);
 }
 }
 
 
+void ShaderDiskCacheOpenGL::SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program) {
+    FileUtil::IOFile file = AppendPrecompiledFile();
+    if (!file.IsOpen()) {
+        return;
+    }
+
+    file.WriteObject(usage);
+
+    GLint binary_length{};
+    glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
+
+    GLenum binary_format{};
+    std::vector<u8> binary(binary_length);
+    glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
+
+    file.WriteObject(static_cast<u32>(binary_format));
+    file.WriteObject(static_cast<u32>(binary_length));
+    file.WriteArray(binary.data(), binary.size());
+}
+
 FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
 FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
     if (!EnsureDirectories()) {
     if (!EnsureDirectories()) {
         return {};
         return {};
@@ -173,6 +196,26 @@ FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
     return file;
     return file;
 }
 }
 
 
+FileUtil::IOFile ShaderDiskCacheOpenGL::AppendPrecompiledFile() const {
+    if (!EnsureDirectories()) {
+        return {};
+    }
+
+    const auto precompiled_path{GetPrecompiledPath()};
+    const bool existed = FileUtil::Exists(precompiled_path);
+
+    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) {
+        file.WriteObject(PrecompiledHash);
+    }
+    return file;
+}
+
 bool ShaderDiskCacheOpenGL::EnsureDirectories() const {
 bool ShaderDiskCacheOpenGL::EnsureDirectories() const {
     const auto CreateDir = [](const std::string& dir) {
     const auto CreateDir = [](const std::string& dir) {
         if (!FileUtil::CreateDir(dir)) {
         if (!FileUtil::CreateDir(dir)) {

+ 14 - 0
src/video_core/renderer_opengl/gl_shader_disk_cache.h

@@ -130,6 +130,14 @@ public:
     }
     }
 };
 };
 
 
+struct ShaderDiskCachePrecompiledEntry {
+    ShaderDiskCacheUsage usage;
+    GLenum binary_format;
+    std::vector<u8> binary;
+    std::string code;
+    GLShader::ShaderEntries entries;
+};
+
 class ShaderDiskCacheOpenGL {
 class ShaderDiskCacheOpenGL {
 public:
 public:
     /// Loads transferable cache. If file has a old version, it deletes it. Returns true on success.
     /// Loads transferable cache. If file has a old version, it deletes it. Returns true on success.
@@ -142,10 +150,16 @@ public:
     /// Saves shader usage to the transferable file. Does not check for collisions.
     /// Saves shader usage to the transferable file. Does not check for collisions.
     void SaveUsage(const ShaderDiskCacheUsage& usage);
     void SaveUsage(const ShaderDiskCacheUsage& usage);
 
 
+    /// Saves a precompiled shader entry. Does not check for collisions.
+    void SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program);
+
 private:
 private:
     /// 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() const;
     FileUtil::IOFile AppendTransferableFile() const;
 
 
+    /// Opens current game's precompiled file and write it's header if it doesn't exist
+    FileUtil::IOFile AppendPrecompiledFile() const;
+
     /// Create shader disk cache directories. Returns true on success.
     /// Create shader disk cache directories. Returns true on success.
     bool EnsureDirectories() const;
     bool EnsureDirectories() const;