Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
This commit is contained in:
320
src/util/gpu_shader_cache.cpp
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320
src/util/gpu_shader_cache.cpp
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// SPDX-FileCopyrightText: 2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#include "gpu_shader_cache.h"
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#include "gpu_device.h"
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#include "common/file_system.h"
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#include "common/heap_array.h"
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#include "common/log.h"
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#include "common/md5_digest.h"
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#include "fmt/format.h"
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#include "zstd.h"
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#include "zstd_errors.h"
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Log_SetChannel(GPUShaderCache);
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#pragma pack(push, 1)
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struct CacheIndexEntry
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{
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u32 shader_type;
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u32 source_length;
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u64 source_hash_low;
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u64 source_hash_high;
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u64 entry_point_low;
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u64 entry_point_high;
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u32 file_offset;
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u32 compressed_size;
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u32 uncompressed_size;
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};
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#pragma pack(pop)
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GPUShaderCache::GPUShaderCache() = default;
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GPUShaderCache::~GPUShaderCache()
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{
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Close();
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}
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bool GPUShaderCache::CacheIndexKey::operator==(const CacheIndexKey& key) const
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{
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return (std::memcmp(this, &key, sizeof(*this)) == 0);
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}
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bool GPUShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
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{
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return (std::memcmp(this, &key, sizeof(*this)) != 0);
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}
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std::size_t GPUShaderCache::CacheIndexEntryHash::operator()(const CacheIndexKey& e) const noexcept
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{
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std::size_t h = 0;
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hash_combine(h, e.entry_point_low, e.entry_point_high, e.source_hash_low, e.source_hash_high, e.source_length,
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e.shader_type);
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return h;
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}
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bool GPUShaderCache::Open(const std::string_view& base_filename, u32 version)
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{
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m_base_filename = base_filename;
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m_version = version;
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if (base_filename.empty())
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return true;
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const std::string index_filename = fmt::format("{}.idx", m_base_filename);
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const std::string blob_filename = fmt::format("{}.bin", m_base_filename);
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return ReadExisting(index_filename, blob_filename);
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}
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bool GPUShaderCache::Create()
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{
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const std::string index_filename = fmt::format("{}.idx", m_base_filename);
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const std::string blob_filename = fmt::format("{}.bin", m_base_filename);
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return CreateNew(index_filename, blob_filename);
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}
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void GPUShaderCache::Close()
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{
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if (m_index_file)
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{
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std::fclose(m_index_file);
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m_index_file = nullptr;
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}
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if (m_blob_file)
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{
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std::fclose(m_blob_file);
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m_blob_file = nullptr;
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}
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}
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void GPUShaderCache::Clear()
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{
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if (!IsOpen())
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return;
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Close();
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Log_WarningPrintf("Clearing shader cache at %s.", m_base_filename.c_str());
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const std::string index_filename = fmt::format("{}.idx", m_base_filename);
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const std::string blob_filename = fmt::format("{}.bin", m_base_filename);
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CreateNew(index_filename, blob_filename);
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}
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bool GPUShaderCache::CreateNew(const std::string& index_filename, const std::string& blob_filename)
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{
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if (FileSystem::FileExists(index_filename.c_str()))
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{
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Log_WarningPrintf("Removing existing index file '%s'", index_filename.c_str());
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FileSystem::DeleteFile(index_filename.c_str());
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}
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if (FileSystem::FileExists(blob_filename.c_str()))
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{
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Log_WarningPrintf("Removing existing blob file '%s'", blob_filename.c_str());
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FileSystem::DeleteFile(blob_filename.c_str());
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}
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m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "wb");
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if (!m_index_file)
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{
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Log_ErrorPrintf("Failed to open index file '%s' for writing", index_filename.c_str());
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return false;
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}
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if (std::fwrite(&m_version, sizeof(m_version), 1, m_index_file) != 1)
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{
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Log_ErrorPrintf("Failed to write version to index file '%s'", index_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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FileSystem::DeleteFile(index_filename.c_str());
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return false;
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}
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m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "w+b");
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if (!m_blob_file)
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{
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Log_ErrorPrintf("Failed to open blob file '%s' for writing", blob_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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FileSystem::DeleteFile(index_filename.c_str());
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return false;
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}
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return true;
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}
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bool GPUShaderCache::ReadExisting(const std::string& index_filename, const std::string& blob_filename)
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{
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m_index_file = FileSystem::OpenCFile(index_filename.c_str(), "r+b");
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if (!m_index_file)
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{
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// special case here: when there's a sharing violation (i.e. two instances running),
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// we don't want to blow away the cache. so just continue without a cache.
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if (errno == EACCES)
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{
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Log_WarningPrintf("Failed to open shader cache index with EACCES, are you running two instances?");
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return true;
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}
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return false;
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}
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u32 file_version = 0;
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if (std::fread(&file_version, sizeof(file_version), 1, m_index_file) != 1 || file_version != m_version)
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{
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Log_ErrorPrintf("Bad file/data version in '%s'", index_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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m_blob_file = FileSystem::OpenCFile(blob_filename.c_str(), "a+b");
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if (!m_blob_file)
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{
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Log_ErrorPrintf("Blob file '%s' is missing", blob_filename.c_str());
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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std::fseek(m_blob_file, 0, SEEK_END);
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const u32 blob_file_size = static_cast<u32>(std::ftell(m_blob_file));
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for (;;)
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{
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CacheIndexEntry entry;
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if (std::fread(&entry, sizeof(entry), 1, m_index_file) != 1 ||
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(entry.file_offset + entry.compressed_size) > blob_file_size)
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{
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if (std::feof(m_index_file))
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break;
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Log_ErrorPrintf("Failed to read entry from '%s', corrupt file?", index_filename.c_str());
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m_index.clear();
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std::fclose(m_blob_file);
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m_blob_file = nullptr;
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std::fclose(m_index_file);
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m_index_file = nullptr;
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return false;
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}
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const CacheIndexKey key{entry.shader_type, entry.source_length, entry.source_hash_low,
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entry.source_hash_high, entry.entry_point_low, entry.entry_point_high};
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const CacheIndexData data{entry.file_offset, entry.compressed_size, entry.uncompressed_size};
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m_index.emplace(key, data);
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}
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// ensure we don't write before seeking
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std::fseek(m_index_file, 0, SEEK_END);
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Log_DevPrintf("Read %zu entries from '%s'", m_index.size(), index_filename.c_str());
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return true;
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}
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GPUShaderCache::CacheIndexKey GPUShaderCache::GetCacheKey(GPUShaderStage stage, const std::string_view& shader_code,
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const std::string_view& entry_point)
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{
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union
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{
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struct
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{
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u64 hash_low;
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u64 hash_high;
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};
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u8 hash[16];
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} h;
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CacheIndexKey key = {};
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key.shader_type = static_cast<u32>(stage);
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MD5Digest digest;
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digest.Update(shader_code.data(), static_cast<u32>(shader_code.length()));
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digest.Final(h.hash);
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key.source_hash_low = h.hash_low;
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key.source_hash_high = h.hash_high;
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key.source_length = static_cast<u32>(shader_code.length());
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digest.Reset();
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digest.Update(entry_point.data(), static_cast<u32>(entry_point.length()));
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digest.Final(h.hash);
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key.entry_point_low = h.hash_low;
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key.entry_point_high = h.hash_high;
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return key;
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}
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bool GPUShaderCache::Lookup(const CacheIndexKey& key, ShaderBinary* binary)
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{
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auto iter = m_index.find(key);
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if (iter == m_index.end())
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return false;
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binary->resize(iter->second.uncompressed_size);
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DynamicHeapArray<u8> compressed_data(iter->second.compressed_size);
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if (std::fseek(m_blob_file, iter->second.file_offset, SEEK_SET) != 0 ||
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std::fread(compressed_data.data(), iter->second.compressed_size, 1, m_blob_file) != 1)
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{
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Log_ErrorPrintf("Read %u byte %s shader from file failed", iter->second.compressed_size,
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GPUShader::GetStageName(static_cast<GPUShaderStage>(key.shader_type)));
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return false;
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}
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const size_t decompress_result =
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ZSTD_decompress(binary->data(), binary->size(), compressed_data.data(), compressed_data.size());
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if (ZSTD_isError(decompress_result))
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{
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Log_ErrorPrintf("Failed to decompress shader: %s", ZSTD_getErrorName(decompress_result));
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return false;
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}
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return true;
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}
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bool GPUShaderCache::Insert(const CacheIndexKey& key, const void* data, u32 data_size)
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{
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DynamicHeapArray<u8> compress_buffer(ZSTD_compressBound(data_size));
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const size_t compress_result = ZSTD_compress(compress_buffer.data(), compress_buffer.size(), data, data_size, 0);
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if (ZSTD_isError(compress_result))
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{
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Log_ErrorPrintf("Failed to compress shader: %s", ZSTD_getErrorName(compress_result));
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return false;
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}
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if (!m_blob_file || std::fseek(m_blob_file, 0, SEEK_END) != 0)
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return false;
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CacheIndexData idata;
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idata.file_offset = static_cast<u32>(std::ftell(m_blob_file));
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idata.compressed_size = static_cast<u32>(compress_result);
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idata.uncompressed_size = data_size;
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CacheIndexEntry entry = {};
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entry.shader_type = static_cast<u32>(key.shader_type);
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entry.source_length = key.source_length;
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entry.source_hash_low = key.source_hash_low;
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entry.source_hash_high = key.source_hash_high;
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entry.entry_point_low = key.entry_point_low;
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entry.entry_point_high = key.entry_point_high;
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entry.file_offset = idata.file_offset;
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entry.compressed_size = idata.compressed_size;
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entry.uncompressed_size = idata.uncompressed_size;
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if (std::fwrite(compress_buffer.data(), compress_result, 1, m_blob_file) != 1 || std::fflush(m_blob_file) != 0 ||
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std::fwrite(&entry, sizeof(entry), 1, m_index_file) != 1 || std::fflush(m_index_file) != 0)
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{
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Log_ErrorPrintf("Failed to write %u byte %s shader blob to file", data_size,
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GPUShader::GetStageName(static_cast<GPUShaderStage>(key.shader_type)));
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return false;
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}
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Log_DevPrintf("Cached compressed %s shader: %u -> %u bytes",
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GPUShader::GetStageName(static_cast<GPUShaderStage>(key.shader_type)), data_size,
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static_cast<u32>(compress_result));
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m_index.emplace(key, idata);
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return true;
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}
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