Files
ppsspp/GPU/Vulkan/ShaderManagerVulkan.h
T
libretroadmin f1208a7a5a Make threading lock-free
The core and the headless tools no longer use mutexes, condition variables,
spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through
libretro-common's retro_atomic and rthreads plus a few small pieces on top of
them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and
ReaderGate. Every wait blocks until it's woken; nothing polls on a timer.

State that only one thread touches just loses its lock. The PSP filesystem,
sceIo and the savedata dialog now belong to the emulation thread: async reads
and writes run when they're queued and complete later in emulated time, and
the IO and savedata threads are gone. The friend finder only talks to the
adhoc server and hands what it gets to the emulation thread. GPU init always
runs on the thread that starts the game.

The Vulkan render and compile queues, pipeline and render pass caches, delete
list and SPIR-V cache, the GL render queue, the software renderer's jit caches,
the file loader caches, the web debugger, UPnP, input, savestates, logging and
the GE debugger all hand off through queues and atomics. The IR jit's spinning
profiler thread goes.

A CPU thread with nothing to run now sleeps until work is queued instead of
spinning. Headless with --debugger waits for a client while stopped, and ends
the run once every client that connected has left. Web server shutdown keeps
servicing the CPU queue until the server has finished.
2026-10-09 04:56:16 +02:00

160 lines
5.2 KiB
C++

// Copyright (c) 2016- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <cstdio>
#include <cstdint>
#include "Common/Thread/Promise.h"
#include "Common/Data/Collections/Hashmaps.h"
#include "Common/GPU/Vulkan/VulkanMemory.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Common/VertexShaderGenerator.h"
#include "GPU/Common/FragmentShaderGenerator.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "Common/Math/lin/matrix4x4.h"
#include "GPU/Common/ShaderUniforms.h"
#include "Common/File/FileUtil.h"
class VulkanContext;
class DrawEngineVulkan;
class VulkanPushPool;
class VulkanFragmentShader {
public:
VulkanFragmentShader(const VulkanFragmentShader &) = delete;
VulkanFragmentShader &operator=(const VulkanFragmentShader &) = delete;
VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, FragmentShaderFlags flags, const char *code, SPIRVCache *cache);
~VulkanFragmentShader();
const std::string &source() const { return source_; }
std::string GetShaderString(DebugShaderStringType type) const;
Promise<VkShaderModule> *GetModule() const { return module_; }
const FShaderID &GetID() const { return id_; }
FragmentShaderFlags Flags() const { return flags_; }
protected:
Promise<VkShaderModule> *module_ = nullptr;
VulkanContext *vulkan_;
std::string source_;
bool failed_ = false;
FShaderID id_;
FragmentShaderFlags flags_;
};
class VulkanVertexShader {
public:
VulkanVertexShader(const VulkanVertexShader &) = delete;
VulkanVertexShader &operator=(const VulkanVertexShader &) = delete;
VulkanVertexShader(VulkanContext *vulkan, VShaderID id, VertexShaderFlags flags, const char *code, bool useHWTransform, SPIRVCache *cache);
~VulkanVertexShader();
const std::string &source() const { return source_; }
bool UseHWTransform() const { return useHWTransform_; } // TODO: Roll into flags
VertexShaderFlags Flags() const { return flags_; }
std::string GetShaderString(DebugShaderStringType type) const;
Promise<VkShaderModule> *GetModule() const { return module_; }
const VShaderID &GetID() const { return id_; }
protected:
Promise<VkShaderModule> *module_ = nullptr;
VulkanContext *vulkan_;
std::string source_;
bool useHWTransform_;
VShaderID id_;
VertexShaderFlags flags_;
};
struct Uniforms {
// Uniform block scratchpad. These (the relevant ones) are copied to the current pushbuffer at draw time.
UB_VS_FS_Base ub_base{};
UB_VS_Lights ub_lights{};
};
enum class ClipInfoFlags;
class ShaderManagerVulkan : public ShaderManagerCommon {
public:
ShaderManagerVulkan(Draw::DrawContext *draw);
~ShaderManagerVulkan();
void DeviceLost() override;
void DeviceRestore(Draw::DrawContext *draw) override;
void GetShaderIDs(int prim, u32 vertexType, VShaderID *vshader, FShaderID *fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, ClipInfoFlags clipInfoFlags);
void ClearShaders() override;
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
const VulkanVertexShader *GetVertexShaderFromID(VShaderID VSID);
const VulkanFragmentShader *GetFragmentShaderFromID(FShaderID FSID);
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) override;
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) override;
uint64_t UpdateUniforms(bool useBufferedRendering, bool pixelMapped);
// TODO: Avoid copying these buffers if same as last draw, can still point to it assuming we're still in the same pushbuffer.
// Applies dirty changes and copies the buffer.
bool IsBaseDirty() { return true; }
bool IsLightDirty() { return true; }
bool IsBoneDirty() { return true; }
uint32_t PushBaseBuffer(VulkanPushPool *dest, VkBuffer *buf) const {
return dest->Push(&uniforms_->ub_base, sizeof(uniforms_->ub_base), uboAlignment_, buf);
}
uint32_t PushLightBuffer(VulkanPushPool *dest, VkBuffer *buf) const {
return dest->Push(&uniforms_->ub_lights, sizeof(uniforms_->ub_lights), uboAlignment_, buf);
}
static bool LoadCacheFlags(FILE *f, DrawEngineVulkan *drawEngine);
bool LoadCache(FILE *f);
void SaveCache(FILE *f, DrawEngineVulkan *drawEngine);
private:
void Clear();
ShaderLanguageDesc compat_;
typedef DenseHashMap<FShaderID, VulkanFragmentShader *> FSCache;
FSCache fsCache_;
typedef DenseHashMap<VShaderID, VulkanVertexShader *> VSCache;
VSCache vsCache_;
char *codeBuffer_;
// The SPIR-V of this game's shaders, saved with the rest of its shader cache.
SPIRVCache spirvCache_;
uint64_t uboAlignment_;
Uniforms *uniforms_;
FShaderID lastFSID_;
VShaderID lastVSID_;
};