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https://git.h3cjp.net/H3cJP/citra.git
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gl_shader_disk_cache: Avoid reopening files every time a shader need to be written. (#6344)
Hopefully reduces stutters with Android SAF
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@ -104,7 +104,10 @@ bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
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return true;
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}
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ShaderDiskCache::ShaderDiskCache(bool separable) : separable{separable} {}
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ShaderDiskCache::ShaderDiskCache(bool separable)
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: separable{separable}, transferable_file(AppendTransferableFile()),
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// seperable shaders use the virtual precompile file, that already has a header.
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precompiled_file(AppendPrecompiledFile(!separable)) {}
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std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable() {
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const bool has_title_id = GetProgramID() != 0;
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@ -114,15 +117,14 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
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}
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tried_to_load = true;
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FileUtil::IOFile file(GetTransferablePath(), "rb");
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if (!file.IsOpen()) {
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if (transferable_file.GetSize() == 0) {
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LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
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GetTitleID());
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return std::nullopt;
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}
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u32 version{};
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if (file.ReadBytes(&version, sizeof(version)) != sizeof(version)) {
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if (transferable_file.ReadBytes(&version, sizeof(version)) != sizeof(version)) {
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LOG_ERROR(Render_OpenGL,
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"Failed to get transferable cache version for title id={} - skipping",
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GetTitleID());
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@ -131,7 +133,6 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
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if (version < NativeVersion) {
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LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing");
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file.Close();
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InvalidateAll();
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return std::nullopt;
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}
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@ -143,9 +144,9 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
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// Version is valid, load the shaders
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std::vector<ShaderDiskCacheRaw> raws;
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while (file.Tell() < file.GetSize()) {
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while (transferable_file.Tell() < transferable_file.GetSize()) {
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TransferableEntryKind kind{};
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if (file.ReadBytes(&kind, sizeof(u32)) != sizeof(u32)) {
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if (transferable_file.ReadBytes(&kind, sizeof(u32)) != sizeof(u32)) {
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LOG_ERROR(Render_OpenGL, "Failed to read transferable file - skipping");
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return std::nullopt;
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}
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@ -153,7 +154,7 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
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switch (kind) {
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case TransferableEntryKind::Raw: {
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ShaderDiskCacheRaw entry;
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if (!entry.Load(file)) {
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if (!entry.Load(transferable_file)) {
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LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry - skipping");
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return std::nullopt;
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}
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@ -177,19 +178,17 @@ ShaderDiskCache::LoadPrecompiled(bool compressed) {
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if (!IsUsable())
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return {};
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FileUtil::IOFile file(GetPrecompiledPath(), "rb");
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if (!file.IsOpen()) {
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if (precompiled_file.GetSize() == 0) {
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LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}",
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GetTitleID());
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return {};
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}
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const auto result = LoadPrecompiledFile(file, compressed);
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const auto result = LoadPrecompiledFile(precompiled_file, compressed);
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if (!result) {
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LOG_INFO(Render_OpenGL,
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"Failed to load precompiled cache for game with title id={} - removing",
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GetTitleID());
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file.Close();
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InvalidatePrecompiled();
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return {};
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}
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@ -331,10 +330,13 @@ bool ShaderDiskCache::SaveDecompiledToCache(u64 unique_identifier,
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}
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void ShaderDiskCache::InvalidateAll() {
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transferable_file.Close();
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if (!FileUtil::Delete(GetTransferablePath())) {
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LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}",
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GetTransferablePath());
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}
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transferable_file = AppendTransferableFile();
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InvalidatePrecompiled();
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}
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@ -342,9 +344,11 @@ void ShaderDiskCache::InvalidatePrecompiled() {
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// Clear virtual precompiled cache file
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decompressed_precompiled_cache.resize(0);
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precompiled_file.Close();
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if (!FileUtil::Delete(GetPrecompiledPath())) {
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LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath());
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}
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precompiled_file = AppendPrecompiledFile(!separable);
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}
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void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) {
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@ -357,12 +361,9 @@ void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) {
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return;
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}
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FileUtil::IOFile file = AppendTransferableFile();
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if (!file.IsOpen())
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return;
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if (file.WriteObject(TransferableEntryKind::Raw) != 1 || !entry.Save(file)) {
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if (transferable_file.WriteObject(TransferableEntryKind::Raw) != 1 ||
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!entry.Save(transferable_file)) {
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LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry - removing");
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file.Close();
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InvalidateAll();
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return;
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}
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@ -413,10 +414,6 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool
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if (!IsUsable())
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return;
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FileUtil::IOFile file = AppendPrecompiledFile();
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if (!file.IsOpen())
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return;
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GLint binary_length{};
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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@ -424,11 +421,11 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool
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std::vector<u8> binary(binary_length);
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glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
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if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
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file.WriteObject(unique_identifier) != 1 ||
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file.WriteObject(static_cast<u32>(binary_format)) != 1 ||
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file.WriteObject(static_cast<u32>(binary_length)) != 1 ||
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file.WriteArray(binary.data(), binary.size()) != binary.size()) {
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if (precompiled_file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
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precompiled_file.WriteObject(unique_identifier) != 1 ||
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precompiled_file.WriteObject(static_cast<u32>(binary_format)) != 1 ||
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precompiled_file.WriteObject(static_cast<u32>(binary_length)) != 1 ||
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precompiled_file.WriteArray(binary.data(), binary.size()) != binary.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing",
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unique_identifier);
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InvalidatePrecompiled();
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@ -437,7 +434,7 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool
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// SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
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// probably change the header in SaveDump
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SaveDecompiledToFile(file, unique_identifier, {}, sanitize_mul);
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SaveDecompiledToFile(precompiled_file, unique_identifier, {}, sanitize_mul);
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}
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bool ShaderDiskCache::IsUsable() const {
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@ -451,7 +448,7 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() {
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const auto transferable_path{GetTransferablePath()};
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const bool existed = FileUtil::Exists(transferable_path);
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FileUtil::IOFile file(transferable_path, "ab");
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FileUtil::IOFile file(transferable_path, "ab+");
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if (!file.IsOpen()) {
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LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}", transferable_path);
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return {};
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@ -467,20 +464,21 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() {
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return file;
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}
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FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile() {
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FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile(bool write_header) {
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if (!EnsureDirectories())
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return {};
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const auto precompiled_path{GetPrecompiledPath()};
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const bool existed = FileUtil::Exists(precompiled_path);
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FileUtil::IOFile file(precompiled_path, "ab");
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FileUtil::IOFile file(precompiled_path, "ab+");
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if (!file.IsOpen()) {
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LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
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return {};
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}
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if (!existed || file.GetSize() == 0) {
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// If the file didn't exist, write its version
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// If the file didn't exist, write its version
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if (write_header && (!existed || file.GetSize() == 0)) {
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const auto hash{GetShaderCacheVersionHash()};
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if (file.WriteArray(hash.data(), hash.size()) != hash.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
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@ -506,13 +504,14 @@ void ShaderDiskCache::SaveVirtualPrecompiledFile() {
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decompressed_precompiled_cache.data(), decompressed_precompiled_cache.size());
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const auto precompiled_path{GetPrecompiledPath()};
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FileUtil::IOFile file(precompiled_path, "wb");
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if (!file.IsOpen()) {
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LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
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return;
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precompiled_file.Close();
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if (!FileUtil::Delete(GetPrecompiledPath())) {
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LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath());
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}
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if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) {
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precompiled_file = AppendPrecompiledFile(!separable);
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if (precompiled_file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
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precompiled_path);
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return;
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@ -19,6 +19,7 @@
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/file_util.h"
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#include "video_core/regs.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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@ -141,9 +142,12 @@ private:
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/// Returns if the cache can be used
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bool IsUsable() const;
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/// Opens current game's transferable file and write it's header if it doesn't exist
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/// Opens current game's transferable file and write it's header if it doesn't exist.
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FileUtil::IOFile AppendTransferableFile();
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/// Opens current game's precompiled file and write it's header if it doesn't exist
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FileUtil::IOFile AppendPrecompiledFile(bool write_header);
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/// Save precompiled header to precompiled_cache_in_memory
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void SavePrecompiledHeaderToVirtualPrecompiledCache();
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@ -223,7 +227,8 @@ private:
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u64 program_id{};
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std::string title_id;
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FileUtil::IOFile AppendPrecompiledFile();
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FileUtil::IOFile transferable_file;
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FileUtil::IOFile precompiled_file;
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};
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} // namespace OpenGL
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