// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/assert.h" #include "common/common_paths.h" #include "common/common_types.h" #include "common/file_util.h" #include "common/logging/log.h" #include "common/scm_rev.h" #include "common/zstd_compression.h" #include "core/core.h" #include "core/hle/kernel/process.h" #include "core/settings.h" #include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_shader_disk_cache.h" namespace OpenGL { using VideoCommon::Shader::BindlessSamplerMap; using VideoCommon::Shader::BoundSamplerMap; using VideoCommon::Shader::KeyMap; namespace { using ShaderCacheVersionHash = std::array; enum class TransferableEntryKind : u32 { Raw, Usage, }; struct ConstBufferKey { u32 cbuf{}; u32 offset{}; u32 value{}; }; struct BoundSamplerKey { u32 offset{}; Tegra::Engines::SamplerDescriptor sampler{}; }; struct BindlessSamplerKey { u32 cbuf{}; u32 offset{}; Tegra::Engines::SamplerDescriptor sampler{}; }; constexpr u32 NativeVersion = 10; // Making sure sizes doesn't change by accident static_assert(sizeof(BaseBindings) == 16); static_assert(sizeof(ProgramVariant) == 36); ShaderCacheVersionHash GetShaderCacheVersionHash() { ShaderCacheVersionHash hash{}; const std::size_t length = std::min(std::strlen(Common::g_shader_cache_version), hash.size()); std::memcpy(hash.data(), Common::g_shader_cache_version, length); return hash; } } // Anonymous namespace ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, ProgramType program_type, ProgramCode program_code, ProgramCode program_code_b) : unique_identifier{unique_identifier}, program_type{program_type}, program_code{std::move(program_code)}, program_code_b{std::move(program_code_b)} {} ShaderDiskCacheRaw::ShaderDiskCacheRaw() = default; ShaderDiskCacheRaw::~ShaderDiskCacheRaw() = default; bool ShaderDiskCacheRaw::Load(FileUtil::IOFile& file) { if (file.ReadBytes(&unique_identifier, sizeof(u64)) != sizeof(u64) || file.ReadBytes(&program_type, sizeof(u32)) != sizeof(u32)) { return false; } u32 program_code_size{}; u32 program_code_size_b{}; if (file.ReadBytes(&program_code_size, sizeof(u32)) != sizeof(u32) || file.ReadBytes(&program_code_size_b, sizeof(u32)) != sizeof(u32)) { return false; } program_code.resize(program_code_size); program_code_b.resize(program_code_size_b); if (file.ReadArray(program_code.data(), program_code_size) != program_code_size) return false; if (HasProgramA() && file.ReadArray(program_code_b.data(), program_code_size_b) != program_code_size_b) { return false; } return true; } bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const { if (file.WriteObject(unique_identifier) != 1 || file.WriteObject(static_cast(program_type)) != 1 || file.WriteObject(static_cast(program_code.size())) != 1 || file.WriteObject(static_cast(program_code_b.size())) != 1) { return false; } if (file.WriteArray(program_code.data(), program_code.size()) != program_code.size()) return false; if (HasProgramA() && file.WriteArray(program_code_b.data(), program_code_b.size()) != program_code_b.size()) { return false; } return true; } ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL(Core::System& system) : system{system} {} ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default; std::optional, std::vector>> ShaderDiskCacheOpenGL::LoadTransferable() { // Skip games without title id const bool has_title_id = system.CurrentProcess()->GetTitleID() != 0; if (!Settings::values.use_disk_shader_cache || !has_title_id) { return {}; } FileUtil::IOFile file(GetTransferablePath(), "rb"); if (!file.IsOpen()) { LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}", GetTitleID()); is_usable = true; return {}; } u32 version{}; if (file.ReadBytes(&version, sizeof(version)) != sizeof(version)) { LOG_ERROR(Render_OpenGL, "Failed to get transferable cache version for title id={}, skipping", GetTitleID()); return {}; } if (version < NativeVersion) { LOG_INFO(Render_OpenGL, "Transferable shader cache is old, removing"); file.Close(); InvalidateTransferable(); is_usable = true; return {}; } if (version > NativeVersion) { LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version " "of the emulator, skipping"); return {}; } // Version is valid, load the shaders constexpr const char error_loading[] = "Failed to load transferable raw entry, skipping"; std::vector raws; std::vector usages; while (file.Tell() < file.GetSize()) { TransferableEntryKind kind{}; if (file.ReadBytes(&kind, sizeof(u32)) != sizeof(u32)) { LOG_ERROR(Render_OpenGL, "Failed to read transferable file, skipping"); return {}; } switch (kind) { case TransferableEntryKind::Raw: { ShaderDiskCacheRaw entry; if (!entry.Load(file)) { LOG_ERROR(Render_OpenGL, error_loading); return {}; } transferable.insert({entry.GetUniqueIdentifier(), {}}); raws.push_back(std::move(entry)); break; } case TransferableEntryKind::Usage: { ShaderDiskCacheUsage usage; u32 num_keys{}; u32 num_bound_samplers{}; u32 num_bindless_samplers{}; if (file.ReadArray(&usage.unique_identifier, 1) != 1 || file.ReadArray(&usage.variant, 1) != 1 || file.ReadArray(&num_keys, 1) != 1 || file.ReadArray(&num_bound_samplers, 1) != 1 || file.ReadArray(&num_bindless_samplers, 1) != 1) { LOG_ERROR(Render_OpenGL, error_loading); return {}; } std::vector keys(num_keys); std::vector bound_samplers(num_bound_samplers); std::vector bindless_samplers(num_bindless_samplers); if (file.ReadArray(keys.data(), keys.size()) != keys.size() || file.ReadArray(bound_samplers.data(), bound_samplers.size()) != bound_samplers.size() || file.ReadArray(bindless_samplers.data(), bindless_samplers.size()) != bindless_samplers.size()) { LOG_ERROR(Render_OpenGL, error_loading); return {}; } for (const auto& key : keys) { usage.keys.insert({{key.cbuf, key.offset}, key.value}); } for (const auto& key : bound_samplers) { usage.bound_samplers.emplace(key.offset, key.sampler); } for (const auto& key : bindless_samplers) { usage.bindless_samplers.insert({{key.cbuf, key.offset}, key.sampler}); } usages.push_back(std::move(usage)); break; } default: LOG_ERROR(Render_OpenGL, "Unknown transferable shader cache entry kind={}, skipping", static_cast(kind)); return {}; } } is_usable = true; return {{std::move(raws), std::move(usages)}}; } std::unordered_map ShaderDiskCacheOpenGL::LoadPrecompiled() { if (!is_usable) { return {}; } std::string path = GetPrecompiledPath(); FileUtil::IOFile file(path, "rb"); if (!file.IsOpen()) { LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}", GetTitleID()); return {}; } const auto result = LoadPrecompiledFile(file); if (!result) { LOG_INFO(Render_OpenGL, "Failed to load precompiled cache for game with title id={}, removing", GetTitleID()); file.Close(); InvalidatePrecompiled(); return {}; } return *result; } std::optional> ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) { // Read compressed file from disk and decompress to virtual precompiled cache file std::vector compressed(file.GetSize()); file.ReadBytes(compressed.data(), compressed.size()); const std::vector decompressed = Common::Compression::DecompressDataZSTD(compressed); SaveArrayToPrecompiled(decompressed.data(), decompressed.size()); precompiled_cache_virtual_file_offset = 0; ShaderCacheVersionHash file_hash{}; if (!LoadArrayFromPrecompiled(file_hash.data(), file_hash.size())) { precompiled_cache_virtual_file_offset = 0; return {}; } if (GetShaderCacheVersionHash() != file_hash) { LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of the emulator"); precompiled_cache_virtual_file_offset = 0; return {}; } ShaderDumpsMap dumps; while (precompiled_cache_virtual_file_offset < precompiled_cache_virtual_file.GetSize()) { u32 num_keys{}; u32 num_bound_samplers{}; u32 num_bindless_samplers{}; ShaderDiskCacheUsage usage; if (!LoadObjectFromPrecompiled(usage.unique_identifier) || !LoadObjectFromPrecompiled(usage.variant) || !LoadObjectFromPrecompiled(num_keys) || !LoadObjectFromPrecompiled(num_bound_samplers) || !LoadObjectFromPrecompiled(num_bindless_samplers)) { return {}; } std::vector keys(num_keys); std::vector bound_samplers(num_bound_samplers); std::vector bindless_samplers(num_bindless_samplers); if (!LoadArrayFromPrecompiled(keys.data(), keys.size()) || !LoadArrayFromPrecompiled(bound_samplers.data(), bound_samplers.size()) != bound_samplers.size() || !LoadArrayFromPrecompiled(bindless_samplers.data(), bindless_samplers.size()) != bindless_samplers.size()) { return {}; } for (const auto& key : keys) { usage.keys.insert({{key.cbuf, key.offset}, key.value}); } for (const auto& key : bound_samplers) { usage.bound_samplers.emplace(key.offset, key.sampler); } for (const auto& key : bindless_samplers) { usage.bindless_samplers.insert({{key.cbuf, key.offset}, key.sampler}); } ShaderDiskCacheDump dump; if (!LoadObjectFromPrecompiled(dump.binary_format)) { return {}; } u32 binary_length{}; if (!LoadObjectFromPrecompiled(binary_length)) { return {}; } dump.binary.resize(binary_length); if (!LoadArrayFromPrecompiled(dump.binary.data(), dump.binary.size())) { return {}; } dumps.emplace(std::move(usage), dump); } return dumps; } void ShaderDiskCacheOpenGL::InvalidateTransferable() { if (!FileUtil::Delete(GetTransferablePath())) { LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}", GetTransferablePath()); } InvalidatePrecompiled(); } void ShaderDiskCacheOpenGL::InvalidatePrecompiled() { // Clear virtaul precompiled cache file precompiled_cache_virtual_file.Resize(0); if (!FileUtil::Delete(GetPrecompiledPath())) { LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath()); } } void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) { if (!is_usable) { return; } const u64 id = entry.GetUniqueIdentifier(); if (transferable.find(id) != transferable.end()) { // The shader already exists return; } FileUtil::IOFile file = AppendTransferableFile(); if (!file.IsOpen()) { return; } if (file.WriteObject(TransferableEntryKind::Raw) != 1 || !entry.Save(file)) { LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry, removing"); file.Close(); InvalidateTransferable(); return; } transferable.insert({id, {}}); } void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) { if (!is_usable) { return; } const auto it = transferable.find(usage.unique_identifier); ASSERT_MSG(it != transferable.end(), "Saving shader usage without storing raw previously"); auto& usages{it->second}; if (usages.find(usage) != usages.end()) { // Skip this variant since the shader is already stored. return; } usages.insert(usage); FileUtil::IOFile file = AppendTransferableFile(); if (!file.IsOpen()) return; const auto Close = [&] { LOG_ERROR(Render_OpenGL, "Failed to save usage transferable cache entry, removing"); file.Close(); InvalidateTransferable(); }; if (file.WriteObject(TransferableEntryKind::Usage) != 1 || file.WriteObject(usage.unique_identifier) != 1 || file.WriteObject(usage.variant) != 1 || file.WriteObject(static_cast(usage.keys.size())) != 1 || file.WriteObject(static_cast(usage.bound_samplers.size())) != 1 || file.WriteObject(static_cast(usage.bindless_samplers.size())) != 1) { Close(); return; } for (const auto& [pair, value] : usage.keys) { const auto [cbuf, offset] = pair; if (file.WriteObject(ConstBufferKey{cbuf, offset, value}) != 1) { Close(); return; } } for (const auto& [offset, sampler] : usage.bound_samplers) { if (file.WriteObject(BoundSamplerKey{offset, sampler}) != 1) { Close(); return; } } for (const auto& [pair, sampler] : usage.bindless_samplers) { const auto [cbuf, offset] = pair; if (file.WriteObject(BindlessSamplerKey{cbuf, offset, sampler}) != 1) { Close(); return; } } } void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint program) { if (!is_usable) { return; } // TODO(Rodrigo): This is a design smell. I shouldn't be having to manually write the header // when writing the dump. This should be done the moment I get access to write to the virtual // file. if (precompiled_cache_virtual_file.GetSize() == 0) { SavePrecompiledHeaderToVirtualPrecompiledCache(); } GLint binary_length{}; glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length); GLenum binary_format{}; std::vector binary(binary_length); glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); const auto Close = [&] { LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016X}, removing", usage.unique_identifier); InvalidatePrecompiled(); }; if (!SaveObjectToPrecompiled(usage.unique_identifier) || !SaveObjectToPrecompiled(usage.variant) || !SaveObjectToPrecompiled(static_cast(usage.keys.size())) || !SaveObjectToPrecompiled(static_cast(usage.bound_samplers.size())) || !SaveObjectToPrecompiled(static_cast(usage.bindless_samplers.size()))) { Close(); return; } for (const auto& [pair, value] : usage.keys) { const auto [cbuf, offset] = pair; if (SaveObjectToPrecompiled(ConstBufferKey{cbuf, offset, value}) != 1) { Close(); return; } } for (const auto& [offset, sampler] : usage.bound_samplers) { if (SaveObjectToPrecompiled(BoundSamplerKey{offset, sampler}) != 1) { Close(); return; } } for (const auto& [pair, sampler] : usage.bindless_samplers) { const auto [cbuf, offset] = pair; if (SaveObjectToPrecompiled(BindlessSamplerKey{cbuf, offset, sampler}) != 1) { Close(); return; } } if (!SaveObjectToPrecompiled(static_cast(binary_format)) || !SaveObjectToPrecompiled(static_cast(binary_length)) || !SaveArrayToPrecompiled(binary.data(), binary.size())) { Close(); } } FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const { if (!EnsureDirectories()) { return {}; } const auto transferable_path{GetTransferablePath()}; const bool existed = FileUtil::Exists(transferable_path); FileUtil::IOFile file(transferable_path, "ab"); if (!file.IsOpen()) { LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}", transferable_path); return {}; } if (!existed || file.GetSize() == 0) { // If the file didn't exist, write its version if (file.WriteObject(NativeVersion) != 1) { LOG_ERROR(Render_OpenGL, "Failed to write transferable cache version in path={}", transferable_path); return {}; } } return file; } void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() { const auto hash{GetShaderCacheVersionHash()}; if (!SaveArrayToPrecompiled(hash.data(), hash.size())) { LOG_ERROR( Render_OpenGL, "Failed to write precompiled cache version hash to virtual precompiled cache file"); } } void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() { precompiled_cache_virtual_file_offset = 0; const std::vector uncompressed = precompiled_cache_virtual_file.ReadAllBytes(); const std::vector compressed = Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.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; } if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) { LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}", precompiled_path); return; } } bool ShaderDiskCacheOpenGL::EnsureDirectories() const { const auto CreateDir = [](const std::string& dir) { if (!FileUtil::CreateDir(dir)) { LOG_ERROR(Render_OpenGL, "Failed to create directory={}", dir); return false; } return true; }; return CreateDir(FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir)) && CreateDir(GetBaseDir()) && CreateDir(GetTransferableDir()) && CreateDir(GetPrecompiledDir()); } std::string ShaderDiskCacheOpenGL::GetTransferablePath() const { return FileUtil::SanitizePath(GetTransferableDir() + DIR_SEP_CHR + GetTitleID() + ".bin"); } std::string ShaderDiskCacheOpenGL::GetPrecompiledPath() const { return FileUtil::SanitizePath(GetPrecompiledDir() + DIR_SEP_CHR + GetTitleID() + ".bin"); } std::string ShaderDiskCacheOpenGL::GetTransferableDir() const { return GetBaseDir() + DIR_SEP "transferable"; } std::string ShaderDiskCacheOpenGL::GetPrecompiledDir() const { return GetBaseDir() + DIR_SEP "precompiled"; } std::string ShaderDiskCacheOpenGL::GetBaseDir() const { return FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir) + DIR_SEP "opengl"; } std::string ShaderDiskCacheOpenGL::GetTitleID() const { return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID()); } } // namespace OpenGL