rpcs3/rpcs3/Emu/RSX/rsx_cache.cpp

155 lines
4.0 KiB
C++

#include "stdafx.h"
#include "rsx_cache.h"
#include "Emu/System.h"
namespace rsx
{
void shaders_cache::path(const std::string &path_)
{
m_path = path_;
}
shader_info shaders_cache::get(const program_cache_context &ctxt, raw_shader &raw_shader, const program_state& state)
{
auto found_entry = m_entries.find(raw_shader);
shader_info info;
entry_t *entry;
if (found_entry != m_entries.end())
{
entry = &found_entry->second;
}
else
{
//analyze_raw_shader(raw_shader);
std::string shader_name_base =
fmt::format("%lld.%016llx", ++m_index, raw_shader.hash()) +
(raw_shader.type == rsx::program_type::fragment ? ".fp" : ".vp");
fs::file{ m_path + shader_name_base + ".ucode", fs::rewrite }
.write(raw_shader.ucode.data(), raw_shader.ucode.size());
rsx::decompiled_shader decompiled_shader = decompile(raw_shader, ctxt.lang);
fs::file{ m_path + shader_name_base + (ctxt.lang == rsx::decompile_language::glsl ? ".glsl" : ".hlsl"), fs::rewrite }
.write(decompiled_shader.code);
auto inserted = m_entries.insert({ raw_shader, entry_t{ m_index, decompiled_shader } }).first;
inserted->second.decompiled.raw = &inserted->first;
entry = &inserted->second;
}
info.decompiled = &entry->decompiled;
auto found_complete = entry->complete.find(state);
if (found_complete != entry->complete.end())
{
info.complete = &found_complete->second;
}
else
{
rsx::complete_shader complete_shader = ctxt.complete_shader(entry->decompiled, state);
complete_shader.decompiled = info.decompiled;
info.complete = &entry->complete.insert({ state, complete_shader }).first->second;
info.complete->user_data = nullptr;
const std::string hash_combination = fmt::format("%lld.%016llx.%016llx", entry->index, raw_shader.hash(), state.hash());
std::string shader_name =
hash_combination +
(raw_shader.type == rsx::program_type::fragment ? ".fp" : ".vp") +
(ctxt.lang == rsx::decompile_language::glsl ? ".glsl" : ".hlsl");
fs::file{ m_path + shader_name, fs::rewrite }.write(info.complete->code);
fs::file{ m_path + hash_combination + ".state", fs::rewrite }.write(state);
}
if (info.complete->user_data == nullptr)
{
info.complete->user_data = ctxt.compile_shader(raw_shader.type, info.complete->code);
}
return info;
}
void shaders_cache::clear(const program_cache_context& context)
{
for (auto &entry : m_entries)
{
for (auto &shader : entry.second.complete)
{
context.remove_shader(shader.second.user_data);
}
}
m_entries.clear();
}
programs_cache::programs_cache()
{
std::string path{ fs::get_executable_dir() + "data/cache/" };
std::string title = Emu.GetTitleID();
if (title.empty())
{
path += "temporary/";
fs::remove_all(path, false);
}
else
{
path += title + "/";
}
fs::create_path(path);
m_vertex_shaders_cache.path(path);
m_fragment_shader_cache.path(path);
}
programs_cache::~programs_cache()
{
clear();
}
program_info programs_cache::get(raw_program raw_program_, decompile_language lang)
{
raw_program_.vertex_shader.type = program_type::vertex;
raw_program_.fragment_shader.type = program_type::fragment;
analyze_raw_shader(raw_program_.vertex_shader);
analyze_raw_shader(raw_program_.fragment_shader);
auto found = m_program_cache.find(raw_program_);
if (found != m_program_cache.end())
{
return found->second;
}
program_info result;
result.vertex_shader = m_vertex_shaders_cache.get(context, raw_program_.vertex_shader, raw_program_.state);
result.fragment_shader = m_fragment_shader_cache.get(context, raw_program_.fragment_shader, raw_program_.state);
result.program = context.make_program(result.vertex_shader.complete->user_data, result.fragment_shader.complete->user_data);
m_program_cache.insert({ raw_program_, result });
return result;
}
void programs_cache::clear()
{
for (auto &entry : m_program_cache)
{
context.remove_program(entry.second.program);
}
m_program_cache.clear();
m_vertex_shaders_cache.clear(context);
m_fragment_shader_cache.clear(context);
}
}