- implement a shader cache

This commit is contained in:
Magnus Norddahl 2018-11-20 23:12:20 +01:00
parent 96df21e3dc
commit dd42557e69
3 changed files with 269 additions and 52 deletions

View File

@ -32,6 +32,8 @@
#include "w_wad.h"
#include "doomerrors.h"
#include "cmdlib.h"
#include "md5.h"
#include "m_misc.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
@ -42,10 +44,152 @@
#include "r_data/matrix.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/shaders/gl_shader.h"
#include <map>
#include <memory>
namespace OpenGLRenderer
{
struct ProgramBinary
{
uint32_t format;
TArray<uint8_t> data;
};
const char *ShaderMagic = "ZDSC";
static std::map<FString, std::unique_ptr<ProgramBinary>> ShaderCache; // Not a TMap because it doesn't support unique_ptr move semantics
static FString CalcProgramBinaryChecksum(const FString &vertex, const FString &fragment)
{
const GLubyte *vendor = glGetString(GL_VENDOR);
const GLubyte *renderer = glGetString(GL_RENDERER);
const GLubyte *version = glGetString(GL_VERSION);
uint8_t digest[16];
MD5Context md5;
md5.Update(vendor, (unsigned int)strlen((const char*)vendor));
md5.Update(renderer, (unsigned int)strlen((const char*)renderer));
md5.Update(version, (unsigned int)strlen((const char*)version));
md5.Update((const uint8_t *)vertex.GetChars(), (unsigned int)vertex.Len());
md5.Update((const uint8_t *)fragment.GetChars(), (unsigned int)fragment.Len());
md5.Final(digest);
char hexdigest[33];
for (int i = 0; i < 16; i++)
{
int v = digest[i] >> 4;
hexdigest[i * 2] = v < 10 ? ('0' + v) : ('a' + v - 10);
v = digest[i] & 15;
hexdigest[i * 2 + 1] = v < 10 ? ('0' + v) : ('a' + v - 10);
}
hexdigest[32] = 0;
return hexdigest;
}
static FString CreateProgramCacheName(bool create)
{
FString path = M_GetCachePath(create);
if (create) CreatePath(path);
path << "/shadercache.zdsc";
return path;
}
static void LoadShaders()
{
static bool loaded = false;
if (loaded)
return;
loaded = true;
try
{
FString path = CreateProgramCacheName(false);
FileReader fr;
if (!fr.OpenFile(path))
throw std::runtime_error("Could not open shader file");
char magic[4];
fr.Read(magic, 4);
if (memcmp(magic, ShaderMagic, 4) != 0)
throw std::runtime_error("Not a shader cache file");
uint32_t count = fr.ReadUInt32();
if (count > 512)
throw std::runtime_error("Too many shaders cached");
for (uint32_t i = 0; i < count; i++)
{
char hexdigest[33];
if (fr.Read(hexdigest, 32) != 32)
throw std::runtime_error("Read error");
hexdigest[32] = 0;
std::unique_ptr<ProgramBinary> binary(new ProgramBinary());
binary->format = fr.ReadUInt32();
uint32_t size = fr.ReadUInt32();
if (size > 1024 * 1024)
throw std::runtime_error("Shader too big, probably file corruption");
binary->data.Resize(size);
if (fr.Read(binary->data.Data(), binary->data.Size()) != binary->data.Size())
throw std::runtime_error("Read error");
ShaderCache[hexdigest] = std::move(binary);
}
}
catch (...)
{
ShaderCache.clear();
}
}
static void SaveShaders()
{
FString path = CreateProgramCacheName(true);
std::unique_ptr<FileWriter> fw(FileWriter::Open(path));
if (fw)
{
uint32_t count = (uint32_t)ShaderCache.size();
fw->Write(ShaderMagic, 4);
fw->Write(&count, sizeof(uint32_t));
for (const auto &it : ShaderCache)
{
uint32_t size = it.second->data.Size();
fw->Write(it.first.GetChars(), 32);
fw->Write(&it.second->format, sizeof(uint32_t));
fw->Write(&size, sizeof(uint32_t));
fw->Write(it.second->data.Data(), it.second->data.Size());
}
}
}
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat)
{
LoadShaders();
auto it = ShaderCache.find(CalcProgramBinaryChecksum(vertex, fragment));
if (it != ShaderCache.end())
{
binaryFormat = it->second->format;
return it->second->data;
}
else
{
binaryFormat = 0;
return {};
}
}
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat)
{
auto &entry = ShaderCache[CalcProgramBinaryChecksum(vertex, fragment)];
entry.reset(new ProgramBinary());
entry->format = binaryFormat;
entry->data = binary;
SaveShaders();
}
bool FShader::Load(const char * name, const char * vert_prog_lump, const char * frag_prog_lump, const char * proc_prog_lump, const char * light_fragprog, const char * defines)
{
@ -273,56 +417,85 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
vp_comb.Substitute("gl_ClipDistance", "//");
}
hVertProg = glCreateShader(GL_VERTEX_SHADER);
hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
FGLDebug::LabelObject(GL_SHADER, hVertProg, vert_prog_lump);
FGLDebug::LabelObject(GL_SHADER, hFragProg, frag_prog_lump);
int vp_size = (int)vp_comb.Len();
int fp_size = (int)fp_comb.Len();
const char *vp_ptr = vp_comb.GetChars();
const char *fp_ptr = fp_comb.GetChars();
glShaderSource(hVertProg, 1, &vp_ptr, &vp_size);
glShaderSource(hFragProg, 1, &fp_ptr, &fp_size);
glCompileShader(hVertProg);
glCompileShader(hFragProg);
hShader = glCreateProgram();
FGLDebug::LabelObject(GL_PROGRAM, hShader, name);
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);
uint32_t binaryFormat = 0;
TArray<uint8_t> binary = LoadCachedProgramBinary(vp_comb, fp_comb, binaryFormat);
glLinkProgram(hShader);
glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
if (*buffer)
bool linked = false;
if (binary.Size() > 0 && glProgramBinary)
{
error << "Vertex shader:\n" << buffer << "\n";
}
glGetShaderInfoLog(hFragProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Fragment shader:\n" << buffer << "\n";
glProgramBinary(hShader, binaryFormat, binary.Data(), binary.Size());
GLint status = 0;
glGetProgramiv(hShader, GL_LINK_STATUS, &status);
linked = (status == GL_TRUE);
}
glGetProgramInfoLog(hShader, 10000, NULL, buffer);
if (*buffer)
if (!linked)
{
error << "Linking:\n" << buffer << "\n";
}
int linked;
glGetProgramiv(hShader, GL_LINK_STATUS, &linked);
if (linked == 0)
{
// only print message if there's an error.
I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
}
hVertProg = glCreateShader(GL_VERTEX_SHADER);
hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
FGLDebug::LabelObject(GL_SHADER, hVertProg, vert_prog_lump);
FGLDebug::LabelObject(GL_SHADER, hFragProg, frag_prog_lump);
int vp_size = (int)vp_comb.Len();
int fp_size = (int)fp_comb.Len();
const char *vp_ptr = vp_comb.GetChars();
const char *fp_ptr = fp_comb.GetChars();
glShaderSource(hVertProg, 1, &vp_ptr, &vp_size);
glShaderSource(hFragProg, 1, &fp_ptr, &fp_size);
glCompileShader(hVertProg);
glCompileShader(hFragProg);
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);
glLinkProgram(hShader);
glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Vertex shader:\n" << buffer << "\n";
}
glGetShaderInfoLog(hFragProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Fragment shader:\n" << buffer << "\n";
}
glGetProgramInfoLog(hShader, 10000, NULL, buffer);
if (*buffer)
{
error << "Linking:\n" << buffer << "\n";
}
GLint status = 0;
glGetProgramiv(hShader, GL_LINK_STATUS, &status);
linked = (status == GL_TRUE);
if (!linked)
{
// only print message if there's an error.
I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
}
else if (glProgramBinary)
{
int binaryLength = 0;
glGetProgramiv(hShader, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
binary.Resize(binaryLength);
glGetProgramBinary(hShader, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
binary.Resize(binaryLength);
SaveCachedProgramBinary(vp_comb, fp_comb, binary, binaryFormat);
}
}
else
{
hVertProg = 0;
hFragProg = 0;
}
muDesaturation.Init(hShader, "uDesaturationFactor");
muFogEnabled.Init(hShader, "uFogEnabled");
@ -376,7 +549,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (shadowmapindex > 0) glUniform1i(shadowmapindex, 16);
glUseProgram(0);
return !!linked;
return linked;
}
//==========================================================================
@ -388,8 +561,10 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
FShader::~FShader()
{
glDeleteProgram(hShader);
glDeleteShader(hVertProg);
glDeleteShader(hFragProg);
if (hVertProg != 0)
glDeleteShader(hVertProg);
if (hFragProg != 0)
glDeleteShader(hFragProg);
}

View File

@ -37,6 +37,9 @@
namespace OpenGLRenderer
{
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
FShaderProgram::FShaderProgram()
{
for (int i = 0; i < NumShaderTypes; i++)
@ -94,14 +97,20 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *
}
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
{
mShaderNames[type] = name;
mShaderSources[type] = PatchShader(type, code, defines, maxGlslVersion);
}
void FShaderProgram::CompileShader(ShaderType type)
{
CreateShader(type);
const auto &handle = mShaders[type];
FGLDebug::LabelObject(GL_SHADER, handle, name);
FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type]);
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
const FString &patchedCode = mShaderSources[type];
int lengths[1] = { (int)patchedCode.Len() };
const char *sources[1] = { patchedCode.GetChars() };
glShaderSource(handle, 1, sources, lengths);
@ -112,7 +121,7 @@ void FShaderProgram::Compile(ShaderType type, const char *name, const FString &c
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
I_FatalError("Compile Shader '%s':\n%s\n", mShaderNames[type], GetShaderInfoLog(handle).GetChars());
}
else
{
@ -131,13 +140,43 @@ void FShaderProgram::Compile(ShaderType type, const char *name, const FString &c
void FShaderProgram::Link(const char *name)
{
FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
glLinkProgram(mProgram);
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
uint32_t binaryFormat = 0;
TArray<uint8_t> binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
bool loadedFromBinary = false;
if (binary.Size() > 0 && glProgramBinary)
{
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
if (mProgram == 0)
mProgram = glCreateProgram();
glProgramBinary(mProgram, binaryFormat, binary.Data(), binary.Size());
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
loadedFromBinary = (status == GL_TRUE);
}
if (!loadedFromBinary)
{
CompileShader(Vertex);
CompileShader(Fragment);
glLinkProgram(mProgram);
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
}
else if (glProgramBinary)
{
int binaryLength = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
binary.Resize(binaryLength);
glGetProgramBinary(mProgram, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
binary.Resize(binaryLength);
SaveCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binary, binaryFormat);
}
}
// This is only for old OpenGL which didn't allow to set the binding from within the shader.

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@ -30,6 +30,7 @@ private:
FShaderProgram(const FShaderProgram &) = delete;
FShaderProgram &operator=(const FShaderProgram &) = delete;
void CompileShader(ShaderType type);
FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
void CreateShader(ShaderType type);
@ -38,6 +39,8 @@ private:
GLuint mProgram = 0;
GLuint mShaders[NumShaderTypes];
FString mShaderSources[NumShaderTypes];
FString mShaderNames[NumShaderTypes];
TArray<std::pair<FString, int>> samplerstobind;
};