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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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					 2 changed files with 43 additions and 39 deletions
				
			
		|  | @ -104,7 +104,10 @@ bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const { | |||
|     return true; | ||||
| } | ||||
| 
 | ||||
| ShaderDiskCache::ShaderDiskCache(bool separable) : separable{separable} {} | ||||
| ShaderDiskCache::ShaderDiskCache(bool separable) | ||||
|     : separable{separable}, transferable_file(AppendTransferableFile()), | ||||
|       // seperable shaders use the virtual precompile file, that already has a header.
 | ||||
|       precompiled_file(AppendPrecompiledFile(!separable)) {} | ||||
| 
 | ||||
| std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable() { | ||||
|     const bool has_title_id = GetProgramID() != 0; | ||||
|  | @ -114,15 +117,14 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable | |||
|     } | ||||
|     tried_to_load = true; | ||||
| 
 | ||||
|     FileUtil::IOFile file(GetTransferablePath(), "rb"); | ||||
|     if (!file.IsOpen()) { | ||||
|     if (transferable_file.GetSize() == 0) { | ||||
|         LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}", | ||||
|                  GetTitleID()); | ||||
|         return std::nullopt; | ||||
|     } | ||||
| 
 | ||||
|     u32 version{}; | ||||
|     if (file.ReadBytes(&version, sizeof(version)) != sizeof(version)) { | ||||
|     if (transferable_file.ReadBytes(&version, sizeof(version)) != sizeof(version)) { | ||||
|         LOG_ERROR(Render_OpenGL, | ||||
|                   "Failed to get transferable cache version for title id={} - skipping", | ||||
|                   GetTitleID()); | ||||
|  | @ -131,7 +133,6 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable | |||
| 
 | ||||
|     if (version < NativeVersion) { | ||||
|         LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing"); | ||||
|         file.Close(); | ||||
|         InvalidateAll(); | ||||
|         return std::nullopt; | ||||
|     } | ||||
|  | @ -143,9 +144,9 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable | |||
| 
 | ||||
|     // Version is valid, load the shaders
 | ||||
|     std::vector<ShaderDiskCacheRaw> raws; | ||||
|     while (file.Tell() < file.GetSize()) { | ||||
|     while (transferable_file.Tell() < transferable_file.GetSize()) { | ||||
|         TransferableEntryKind kind{}; | ||||
|         if (file.ReadBytes(&kind, sizeof(u32)) != sizeof(u32)) { | ||||
|         if (transferable_file.ReadBytes(&kind, sizeof(u32)) != sizeof(u32)) { | ||||
|             LOG_ERROR(Render_OpenGL, "Failed to read transferable file - skipping"); | ||||
|             return std::nullopt; | ||||
|         } | ||||
|  | @ -153,7 +154,7 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable | |||
|         switch (kind) { | ||||
|         case TransferableEntryKind::Raw: { | ||||
|             ShaderDiskCacheRaw entry; | ||||
|             if (!entry.Load(file)) { | ||||
|             if (!entry.Load(transferable_file)) { | ||||
|                 LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry - skipping"); | ||||
|                 return std::nullopt; | ||||
|             } | ||||
|  | @ -177,19 +178,17 @@ ShaderDiskCache::LoadPrecompiled(bool compressed) { | |||
|     if (!IsUsable()) | ||||
|         return {}; | ||||
| 
 | ||||
|     FileUtil::IOFile file(GetPrecompiledPath(), "rb"); | ||||
|     if (!file.IsOpen()) { | ||||
|     if (precompiled_file.GetSize() == 0) { | ||||
|         LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}", | ||||
|                  GetTitleID()); | ||||
|         return {}; | ||||
|     } | ||||
| 
 | ||||
|     const auto result = LoadPrecompiledFile(file, compressed); | ||||
|     const auto result = LoadPrecompiledFile(precompiled_file, compressed); | ||||
|     if (!result) { | ||||
|         LOG_INFO(Render_OpenGL, | ||||
|                  "Failed to load precompiled cache for game with title id={} - removing", | ||||
|                  GetTitleID()); | ||||
|         file.Close(); | ||||
|         InvalidatePrecompiled(); | ||||
|         return {}; | ||||
|     } | ||||
|  | @ -331,10 +330,13 @@ bool ShaderDiskCache::SaveDecompiledToCache(u64 unique_identifier, | |||
| } | ||||
| 
 | ||||
| void ShaderDiskCache::InvalidateAll() { | ||||
|     transferable_file.Close(); | ||||
|     if (!FileUtil::Delete(GetTransferablePath())) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}", | ||||
|                   GetTransferablePath()); | ||||
|     } | ||||
|     transferable_file = AppendTransferableFile(); | ||||
| 
 | ||||
|     InvalidatePrecompiled(); | ||||
| } | ||||
| 
 | ||||
|  | @ -342,9 +344,11 @@ void ShaderDiskCache::InvalidatePrecompiled() { | |||
|     // Clear virtual precompiled cache file
 | ||||
|     decompressed_precompiled_cache.resize(0); | ||||
| 
 | ||||
|     precompiled_file.Close(); | ||||
|     if (!FileUtil::Delete(GetPrecompiledPath())) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath()); | ||||
|     } | ||||
|     precompiled_file = AppendPrecompiledFile(!separable); | ||||
| } | ||||
| 
 | ||||
| void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) { | ||||
|  | @ -357,12 +361,9 @@ void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) { | |||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     FileUtil::IOFile file = AppendTransferableFile(); | ||||
|     if (!file.IsOpen()) | ||||
|         return; | ||||
|     if (file.WriteObject(TransferableEntryKind::Raw) != 1 || !entry.Save(file)) { | ||||
|     if (transferable_file.WriteObject(TransferableEntryKind::Raw) != 1 || | ||||
|         !entry.Save(transferable_file)) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry - removing"); | ||||
|         file.Close(); | ||||
|         InvalidateAll(); | ||||
|         return; | ||||
|     } | ||||
|  | @ -413,10 +414,6 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool | |||
|     if (!IsUsable()) | ||||
|         return; | ||||
| 
 | ||||
|     FileUtil::IOFile file = AppendPrecompiledFile(); | ||||
|     if (!file.IsOpen()) | ||||
|         return; | ||||
| 
 | ||||
|     GLint binary_length{}; | ||||
|     glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length); | ||||
| 
 | ||||
|  | @ -424,11 +421,11 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool | |||
|     std::vector<u8> binary(binary_length); | ||||
|     glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); | ||||
| 
 | ||||
|     if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 || | ||||
|         file.WriteObject(unique_identifier) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(binary_format)) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(binary_length)) != 1 || | ||||
|         file.WriteArray(binary.data(), binary.size()) != binary.size()) { | ||||
|     if (precompiled_file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 || | ||||
|         precompiled_file.WriteObject(unique_identifier) != 1 || | ||||
|         precompiled_file.WriteObject(static_cast<u32>(binary_format)) != 1 || | ||||
|         precompiled_file.WriteObject(static_cast<u32>(binary_length)) != 1 || | ||||
|         precompiled_file.WriteArray(binary.data(), binary.size()) != binary.size()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing", | ||||
|                   unique_identifier); | ||||
|         InvalidatePrecompiled(); | ||||
|  | @ -437,7 +434,7 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool | |||
| 
 | ||||
|     // SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
 | ||||
|     // probably change the header in SaveDump
 | ||||
|     SaveDecompiledToFile(file, unique_identifier, {}, sanitize_mul); | ||||
|     SaveDecompiledToFile(precompiled_file, unique_identifier, {}, sanitize_mul); | ||||
| } | ||||
| 
 | ||||
| bool ShaderDiskCache::IsUsable() const { | ||||
|  | @ -451,7 +448,7 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() { | |||
|     const auto transferable_path{GetTransferablePath()}; | ||||
|     const bool existed = FileUtil::Exists(transferable_path); | ||||
| 
 | ||||
|     FileUtil::IOFile file(transferable_path, "ab"); | ||||
|     FileUtil::IOFile file(transferable_path, "ab+"); | ||||
|     if (!file.IsOpen()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}", transferable_path); | ||||
|         return {}; | ||||
|  | @ -467,20 +464,21 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() { | |||
|     return file; | ||||
| } | ||||
| 
 | ||||
| FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile() { | ||||
| FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile(bool write_header) { | ||||
|     if (!EnsureDirectories()) | ||||
|         return {}; | ||||
| 
 | ||||
|     const auto precompiled_path{GetPrecompiledPath()}; | ||||
|     const bool existed = FileUtil::Exists(precompiled_path); | ||||
| 
 | ||||
|     FileUtil::IOFile file(precompiled_path, "ab"); | ||||
|     FileUtil::IOFile file(precompiled_path, "ab+"); | ||||
|     if (!file.IsOpen()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path); | ||||
|         return {}; | ||||
|     } | ||||
|     if (!existed || file.GetSize() == 0) { | ||||
|         // If the file didn't exist, write its version
 | ||||
| 
 | ||||
|     // If the file didn't exist, write its version
 | ||||
|     if (write_header && (!existed || file.GetSize() == 0)) { | ||||
|         const auto hash{GetShaderCacheVersionHash()}; | ||||
|         if (file.WriteArray(hash.data(), hash.size()) != hash.size()) { | ||||
|             LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}", | ||||
|  | @ -506,13 +504,14 @@ void ShaderDiskCache::SaveVirtualPrecompiledFile() { | |||
|         decompressed_precompiled_cache.data(), decompressed_precompiled_cache.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; | ||||
|     precompiled_file.Close(); | ||||
|     if (!FileUtil::Delete(GetPrecompiledPath())) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", GetPrecompiledPath()); | ||||
|     } | ||||
|     if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) { | ||||
|     precompiled_file = AppendPrecompiledFile(!separable); | ||||
| 
 | ||||
|     if (precompiled_file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}", | ||||
|                   precompiled_path); | ||||
|         return; | ||||
|  |  | |||
|  | @ -19,6 +19,7 @@ | |||
| 
 | ||||
| #include "common/assert.h" | ||||
| #include "common/common_types.h" | ||||
| #include "common/file_util.h" | ||||
| #include "video_core/regs.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_decompiler.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_gen.h" | ||||
|  | @ -141,9 +142,12 @@ private: | |||
|     /// Returns if the cache can be used
 | ||||
|     bool IsUsable() const; | ||||
| 
 | ||||
|     /// Opens current game's transferable file and write it's header if it doesn't exist
 | ||||
|     /// Opens current game's transferable file and write it's header if it doesn't exist.
 | ||||
|     FileUtil::IOFile AppendTransferableFile(); | ||||
| 
 | ||||
|     /// Opens current game's precompiled file and write it's header if it doesn't exist
 | ||||
|     FileUtil::IOFile AppendPrecompiledFile(bool write_header); | ||||
| 
 | ||||
|     /// Save precompiled header to precompiled_cache_in_memory
 | ||||
|     void SavePrecompiledHeaderToVirtualPrecompiledCache(); | ||||
| 
 | ||||
|  | @ -223,7 +227,8 @@ private: | |||
|     u64 program_id{}; | ||||
|     std::string title_id; | ||||
| 
 | ||||
|     FileUtil::IOFile AppendPrecompiledFile(); | ||||
|     FileUtil::IOFile transferable_file; | ||||
|     FileUtil::IOFile precompiled_file; | ||||
| }; | ||||
| 
 | ||||
| } // namespace OpenGL
 | ||||
|  |  | |||
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