GL/ShaderCache: Recreate cache when creating program from binary fails
This is probably due to a driver or GPU change, so all programs will be "bad" and if we don't start from scratch, we'll never cache any new program versions.
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@ -2,6 +2,7 @@
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#include "../file_system.h"
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#include "../log.h"
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#include "../md5_digest.h"
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#include "../string_util.h"
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Log_SetChannel(GL::ShaderCache);
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namespace GL {
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@ -46,6 +47,7 @@ bool ShaderCache::CacheIndexKey::operator!=(const CacheIndexKey& key) const
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void ShaderCache::Open(bool is_gles, std::string_view base_path)
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{
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m_base_path = base_path;
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m_program_binary_supported = is_gles || GLAD_GL_ARB_get_program_binary;
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if (m_program_binary_supported)
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{
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@ -63,9 +65,8 @@ void ShaderCache::Open(bool is_gles, std::string_view base_path)
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return;
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}
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const std::string base_filename = GetCacheBaseFileName(base_path);
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const std::string index_filename = base_filename + ".idx";
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const std::string blob_filename = base_filename + ".bin";
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const std::string index_filename = GetIndexFileName();
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const std::string blob_filename = GetBlobFileName();
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if (!ReadExisting(index_filename, blob_filename))
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CreateNew(index_filename, blob_filename);
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@ -172,18 +173,21 @@ bool ShaderCache::ReadExisting(const std::string& index_filename, const std::str
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void ShaderCache::Close()
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{
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m_index.clear();
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if (m_index_file)
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std::fclose(m_index_file);
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if (m_blob_file)
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std::fclose(m_blob_file);
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}
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std::string ShaderCache::GetCacheBaseFileName(const std::string_view& base_path)
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bool ShaderCache::Recreate()
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{
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std::string base_filename(base_path);
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base_filename += FS_OSPATH_SEPERATOR_CHARACTER;
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base_filename += "gl_programs";
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return base_filename;
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Close();
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const std::string index_filename = GetIndexFileName();
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const std::string blob_filename = GetBlobFileName();
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return CreateNew(index_filename, blob_filename);
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}
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ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vertex_shader,
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@ -214,6 +218,16 @@ ShaderCache::CacheIndexKey ShaderCache::GetCacheKey(const std::string_view& vert
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fragment_hash.low, fragment_hash.high, static_cast<u32>(fragment_shader.length())};
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}
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std::string ShaderCache::GetIndexFileName() const
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{
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return StringUtil::StdStringFromFormat("%s%cgl_programs.idx", m_base_path.c_str(), FS_OSPATH_SEPERATOR_CHARACTER);
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}
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std::string ShaderCache::GetBlobFileName() const
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{
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return StringUtil::StdStringFromFormat("%s%cgl_programs.bin", m_base_path.c_str(), FS_OSPATH_SEPERATOR_CHARACTER);
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}
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std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_shader,
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const std::string_view fragment_shader, const PreLinkCallback& callback)
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{
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@ -237,7 +251,12 @@ std::optional<Program> ShaderCache::GetProgram(const std::string_view vertex_sha
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if (prog.CreateFromBinary(data.data(), static_cast<u32>(data.size()), iter->second.blob_format))
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return prog;
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return CompileProgram(vertex_shader, fragment_shader, callback, false);
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Log_WarningPrintf(
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"Failed to create program from binary, this may be due to a driver or GPU Change. Recreating cache.");
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if (!Recreate())
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return CompileProgram(vertex_shader, fragment_shader, callback, false);
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else
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return CompileAndAddProgram(key, vertex_shader, fragment_shader, callback);
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}
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std::optional<Program> ShaderCache::CompileProgram(const std::string_view& vertex_shader,
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