vkd3d-proton/libs/vkd3d/cache.c

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/*
* Copyright 2020 Philip Rebohle for Valve Corporation
* Copyright 2022 Hans-Kristian Arntzen for Valve Corporation
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API
#include "vkd3d_private.h"
#include "vkd3d_shader.h"
struct vkd3d_cached_pipeline_key
{
size_t name_length;
const void *name;
uint64_t internal_key_hash; /* Used for internal keys which are just hashes. Used if name_length is 0. */
};
struct vkd3d_cached_pipeline_data
{
const void *blob;
size_t blob_length;
size_t is_new; /* Avoid padding issues. */
/* Need to internally hold a PSO and hand out the same one on subsequent LoadLibrary.
* This is a good performance boost for applications which load PSOs from library directly
* multiple times throughout the lifetime of an application. */
struct d3d12_pipeline_state *state;
};
struct vkd3d_cached_pipeline_entry
{
struct hash_map_entry entry;
struct vkd3d_cached_pipeline_key key;
struct vkd3d_cached_pipeline_data data;
};
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* The stream format is used for internal magic cache.
* In this scheme, we optimize for append performance rather than read performance.
* TODO: This is a stepping stone for Fossilize integration, which would allow e.g. Steam to provide us with
* pre-primed caches. */
enum vkd3d_serialized_pipeline_stream_entry_type
{
VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_SPIRV = 0,
VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_DRIVER_CACHE = 1,
VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_PIPELINE = 2,
VKD3D_SERIALIZED_PIPELINE_STREAM_MAX_INT = 0x7fffffff,
};
#define VKD3D_PIPELINE_BLOB_CHUNK_SIZE(type) \
align(sizeof(struct vkd3d_pipeline_blob_chunk) + sizeof(struct vkd3d_pipeline_blob_chunk_##type), \
VKD3D_PIPELINE_BLOB_CHUNK_ALIGN)
#define VKD3D_PIPELINE_BLOB_CHUNK_SIZE_RAW(extra) \
align(sizeof(struct vkd3d_pipeline_blob_chunk) + (extra), \
VKD3D_PIPELINE_BLOB_CHUNK_ALIGN)
#define VKD3D_PIPELINE_BLOB_CHUNK_SIZE_VARIABLE(type, extra) \
align(sizeof(struct vkd3d_pipeline_blob_chunk) + sizeof(struct vkd3d_pipeline_blob_chunk_##type) + (extra), \
VKD3D_PIPELINE_BLOB_CHUNK_ALIGN)
#define CAST_CHUNK_BASE(blob) ((struct vkd3d_pipeline_blob_chunk *)((blob)->data))
#define CONST_CAST_CHUNK_BASE(blob) ((const struct vkd3d_pipeline_blob_chunk *)((blob)->data))
#define CAST_CHUNK_DATA(chunk, type) ((struct vkd3d_pipeline_blob_chunk_##type *)((chunk)->data))
#define CONST_CAST_CHUNK_DATA(chunk, type) ((const struct vkd3d_pipeline_blob_chunk_##type *)((chunk)->data))
#define VKD3D_PIPELINE_BLOB_ALIGN 8
#define VKD3D_PIPELINE_BLOB_CHUNK_ALIGN 8
static size_t vkd3d_compute_size_varint(const uint32_t *words, size_t word_count)
{
size_t size = 0;
uint32_t w;
size_t i;
for (i = 0; i < word_count; i++)
{
w = words[i];
if (w < (1u << 7))
size += 1;
else if (w < (1u << 14))
size += 2;
else if (w < (1u << 21))
size += 3;
else if (w < (1u << 28))
size += 4;
else
size += 5;
}
return size;
}
static uint8_t *vkd3d_encode_varint(uint8_t *buffer, const uint32_t *words, size_t word_count)
{
uint32_t w;
size_t i;
for (i = 0; i < word_count; i++)
{
w = words[i];
if (w < (1u << 7))
*buffer++ = w;
else if (w < (1u << 14))
{
*buffer++ = 0x80u | ((w >> 0) & 0x7f);
*buffer++ = (w >> 7) & 0x7f;
}
else if (w < (1u << 21))
{
*buffer++ = 0x80u | ((w >> 0) & 0x7f);
*buffer++ = 0x80u | ((w >> 7) & 0x7f);
*buffer++ = (w >> 14) & 0x7f;
}
else if (w < (1u << 28))
{
*buffer++ = 0x80u | ((w >> 0) & 0x7f);
*buffer++ = 0x80u | ((w >> 7) & 0x7f);
*buffer++ = 0x80u | ((w >> 14) & 0x7f);
*buffer++ = (w >> 21) & 0x7f;
}
else
{
*buffer++ = 0x80u | ((w >> 0) & 0x7f);
*buffer++ = 0x80u | ((w >> 7) & 0x7f);
*buffer++ = 0x80u | ((w >> 14) & 0x7f);
*buffer++ = 0x80u | ((w >> 21) & 0x7f);
*buffer++ = (w >> 28) & 0x7f;
}
}
return buffer;
}
static bool vkd3d_decode_varint(uint32_t *words, size_t words_size, const uint8_t *buffer, size_t buffer_size)
{
size_t offset = 0;
uint32_t shift;
uint32_t *w;
size_t i;
for (i = 0; i < words_size; i++)
{
w = &words[i];
*w = 0;
shift = 0;
do
{
if (offset >= buffer_size || shift >= 32u)
return false;
*w |= (buffer[offset] & 0x7f) << shift;
shift += 7;
} while (buffer[offset++] & 0x80);
}
return buffer_size == offset;
}
VkResult vkd3d_create_pipeline_cache(struct d3d12_device *device,
size_t size, const void *data, VkPipelineCache *cache)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkPipelineCacheCreateInfo info;
info.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
info.pNext = NULL;
info.flags = 0;
info.initialDataSize = size;
info.pInitialData = data;
return VK_CALL(vkCreatePipelineCache(device->vk_device, &info, NULL, cache));
}
#define VKD3D_CACHE_BLOB_VERSION MAKE_MAGIC('V','K','B',3)
enum vkd3d_pipeline_blob_chunk_type
{
/* VkPipelineCache blob data. */
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE = 0,
/* VkShaderStage is stored in upper 16 bits. */
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV = 1,
/* For when a blob is stored inside a pipeline library, we can reference blobs by hash instead
* to achieve de-dupe. We'll need to maintain the older path as well however since we need to support GetCachedBlob()
* as a standalone thing as well. */
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE_LINK = 2,
/* VkShaderStage is stored in upper 16 bits. */
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV_LINK = 3,
/* VkShaderStage is stored in upper 16 bits. */
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_SHADER_META = 4,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PSO_COMPAT = 5,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_MASK = 0xffff,
VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT = 16,
};
struct vkd3d_pipeline_blob_chunk
{
uint32_t type; /* vkd3d_pipeline_blob_chunk_type with extra data in upper bits. */
uint32_t size; /* size of data. Does not include size of header. */
uint8_t data[]; /* struct vkd3d_pipeline_blob_chunk_*. */
};
struct vkd3d_pipeline_blob_chunk_spirv
{
uint32_t decompressed_spirv_size;
uint32_t compressed_spirv_size; /* Size of data[]. */
uint8_t data[];
};
struct vkd3d_pipeline_blob_chunk_link
{
uint64_t hash;
};
struct vkd3d_pipeline_blob_chunk_shader_meta
{
struct vkd3d_shader_meta meta;
};
struct vkd3d_pipeline_blob_chunk_pso_compat
{
struct vkd3d_pipeline_cache_compatibility compat;
};
STATIC_ASSERT(sizeof(struct vkd3d_pipeline_blob_chunk) == 8);
STATIC_ASSERT(offsetof(struct vkd3d_pipeline_blob_chunk, data) == 8);
STATIC_ASSERT(sizeof(struct vkd3d_pipeline_blob_chunk_spirv) == 8);
STATIC_ASSERT(sizeof(struct vkd3d_pipeline_blob_chunk_spirv) == offsetof(struct vkd3d_pipeline_blob_chunk_spirv, data));
struct vkd3d_pipeline_blob
{
uint32_t version;
uint32_t vendor_id;
uint32_t device_id;
uint32_t checksum; /* Simple checksum for data[] as a sanity check. uint32_t because it conveniently packs here. */
uint64_t vkd3d_build;
uint64_t vkd3d_shader_interface_key;
uint8_t cache_uuid[VK_UUID_SIZE];
uint8_t data[]; /* vkd3d_pipeline_blob_chunks laid out one after the other with u64 alignment. */
};
/* Used for de-duplicated pipeline cache and SPIR-V hashmaps. */
struct vkd3d_pipeline_blob_internal
{
uint32_t checksum; /* Simple checksum for data[] as a sanity check. */
uint8_t data[]; /* Either raw uint8_t for pipeline cache, or vkd3d_pipeline_blob_chunk_spirv. */
};
STATIC_ASSERT(offsetof(struct vkd3d_pipeline_blob, data) == (32 + VK_UUID_SIZE));
STATIC_ASSERT(offsetof(struct vkd3d_pipeline_blob, data) == sizeof(struct vkd3d_pipeline_blob));
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
struct vkd3d_serialized_pipeline_stream_entry
{
uint64_t hash;
uint64_t checksum; /* Checksum of the rest of this header + data. */
uint32_t size;
enum vkd3d_serialized_pipeline_stream_entry_type type;
uint8_t data[];
};
STATIC_ASSERT(sizeof(struct vkd3d_serialized_pipeline_stream_entry) ==
offsetof(struct vkd3d_serialized_pipeline_stream_entry, data));
STATIC_ASSERT(sizeof(struct vkd3d_serialized_pipeline_stream_entry) == 24);
static uint32_t vkd3d_pipeline_blob_compute_data_checksum(const uint8_t *data, size_t size)
{
const struct vkd3d_shader_code code = { data, size };
vkd3d_shader_hash_t h;
h = vkd3d_shader_hash(&code);
return hash_uint64(h);
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
static uint64_t vkd3d_serialized_pipeline_stream_entry_compute_checksum(const uint8_t *data,
const struct vkd3d_serialized_pipeline_stream_entry *entry)
{
const struct vkd3d_shader_code code = { data, entry->size };
vkd3d_shader_hash_t h;
h = vkd3d_shader_hash(&code);
h = hash_fnv1_iterate_u64(h, entry->hash);
h = hash_fnv1_iterate_u32(h, entry->size);
h = hash_fnv1_iterate_u32(h, entry->type);
return h;
}
static bool vkd3d_serialized_pipeline_stream_entry_validate(const uint8_t *data,
const struct vkd3d_serialized_pipeline_stream_entry *entry)
{
uint64_t checksum = vkd3d_serialized_pipeline_stream_entry_compute_checksum(data, entry);
return checksum == entry->checksum;
}
static const struct vkd3d_pipeline_blob_chunk *find_blob_chunk_masked(const struct vkd3d_pipeline_blob_chunk *chunk,
size_t size, uint32_t type, uint32_t mask)
{
uint32_t aligned_chunk_size;
while (size >= sizeof(struct vkd3d_pipeline_blob_chunk))
{
aligned_chunk_size = align(chunk->size + sizeof(struct vkd3d_pipeline_blob_chunk),
VKD3D_PIPELINE_BLOB_CHUNK_ALIGN);
if (aligned_chunk_size > size)
return NULL;
if ((chunk->type & mask) == type)
return chunk;
chunk = (const struct vkd3d_pipeline_blob_chunk *)&chunk->data[align(chunk->size, VKD3D_PIPELINE_BLOB_CHUNK_ALIGN)];
size -= aligned_chunk_size;
}
return NULL;
}
static const struct vkd3d_pipeline_blob_chunk *find_blob_chunk(const struct vkd3d_pipeline_blob_chunk *chunk,
size_t size, uint32_t type)
{
return find_blob_chunk_masked(chunk, size, type, ~0u);
}
static uint32_t d3d12_cached_pipeline_state_to_flags(const struct d3d12_cached_pipeline_state *state)
{
uint32_t pipeline_library_flags;
if (state->library)
pipeline_library_flags = state->library->flags;
else if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_GLOBAL_PIPELINE_CACHE)
pipeline_library_flags = 0;
else
{
pipeline_library_flags = VKD3D_PIPELINE_LIBRARY_FLAG_USE_PIPELINE_CACHE_UUID |
VKD3D_PIPELINE_LIBRARY_FLAG_SAVE_PSO_BLOB;
}
return pipeline_library_flags;
}
HRESULT d3d12_cached_pipeline_state_validate(struct d3d12_device *device,
const struct d3d12_cached_pipeline_state *state,
const struct vkd3d_pipeline_cache_compatibility *compat)
{
const VkPhysicalDeviceProperties *device_properties = &device->device_info.properties2.properties;
const struct vkd3d_pipeline_blob *blob = state->blob.pCachedBlob;
const struct vkd3d_pipeline_blob_chunk_pso_compat *pso_compat;
const struct vkd3d_pipeline_blob_chunk *chunk;
uint32_t pipeline_library_flags;
size_t payload_size;
uint32_t checksum;
pipeline_library_flags = d3d12_cached_pipeline_state_to_flags(state);
/* Avoid E_INVALIDARG with an invalid header size, since that may confuse some games */
if (state->blob.CachedBlobSizeInBytes < sizeof(*blob) || blob->version != VKD3D_CACHE_BLOB_VERSION)
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
payload_size = state->blob.CachedBlobSizeInBytes - offsetof(struct vkd3d_pipeline_blob, data);
/* Indicate that the cached data is not useful if we're running on a different device or driver */
if (blob->vendor_id != device_properties->vendorID || blob->device_id != device_properties->deviceID)
return D3D12_ERROR_ADAPTER_NOT_FOUND;
/* Check the vkd3d-proton build since the shader compiler itself may change,
* and the driver since that will affect the generated pipeline cache.
* Based on global configuration flags, which extensions are available, etc,
* the generated shaders may also change, so key on that as well. */
if (blob->vkd3d_build != vkd3d_build ||
blob->vkd3d_shader_interface_key != device->shader_interface_key)
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
/* Only verify pipeline cache UUID if we're going to read anything from it. */
if (pipeline_library_flags & VKD3D_PIPELINE_LIBRARY_FLAG_USE_PIPELINE_CACHE_UUID)
if (memcmp(blob->cache_uuid, device_properties->pipelineCacheUUID, VK_UUID_SIZE) != 0)
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* In stream archives, we perform checksums ahead of time before accepting a stream blob into internal cache.
* No need to do redundant work. */
if (!(pipeline_library_flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE))
{
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
checksum = vkd3d_pipeline_blob_compute_data_checksum(blob->data, payload_size);
if (checksum != blob->checksum)
{
ERR("Corrupt PSO cache blob entry found!\n");
/* Same rationale as above, avoid E_INVALIDARG, since that may confuse some games */
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
}
}
/* Fetch compat info. */
chunk = find_blob_chunk(CONST_CAST_CHUNK_BASE(blob), payload_size, VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PSO_COMPAT);
if (!chunk || chunk->size != sizeof(*pso_compat))
{
ERR("Corrupt PSO cache blob entry found! Invalid PSO compat blob size.\n");
/* Same rationale as above, avoid E_INVALIDARG, since that may confuse some games */
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
}
/* Beyond this point, we are required to validate that input descriptions match the pipeline blob,
* and we are required to return E_INVALIDARG if we find errors. */
pso_compat = CONST_CAST_CHUNK_DATA(chunk, pso_compat);
/* Verify the expected PSO state that was used. This must match, or we have to fail compilation as per API spec. */
if (compat->state_desc_compat_hash != pso_compat->compat.state_desc_compat_hash)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("PSO compatibility hash mismatch.\n");
else
WARN("PSO compatibility hash mismatch.\n");
return E_INVALIDARG;
}
/* Verify the expected root signature that was used to generate the SPIR-V. */
if (compat->root_signature_compat_hash != pso_compat->compat.root_signature_compat_hash)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Root signature compatibility hash mismatch.\n");
else
WARN("Root signature compatibility hash mismatch.\n");
return E_INVALIDARG;
}
/* Verify that DXBC shader blobs match. */
if (memcmp(compat->dxbc_blob_hashes, pso_compat->compat.dxbc_blob_hashes, sizeof(compat->dxbc_blob_hashes)) != 0)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("DXBC blob hash mismatch.\n");
else
WARN("DXBC blob hash mismatch.\n");
return E_INVALIDARG;
}
return S_OK;
}
bool d3d12_cached_pipeline_state_is_dummy(const struct d3d12_cached_pipeline_state *state)
{
const struct vkd3d_pipeline_blob *blob = state->blob.pCachedBlob;
const struct vkd3d_pipeline_blob_chunk *chunk;
size_t payload_size;
if (!state->blob.CachedBlobSizeInBytes)
return true;
if (state->blob.CachedBlobSizeInBytes < sizeof(*blob) || blob->version != VKD3D_CACHE_BLOB_VERSION)
return true;
payload_size = state->blob.CachedBlobSizeInBytes - offsetof(struct vkd3d_pipeline_blob, data);
chunk = CONST_CAST_CHUNK_BASE(blob);
/* Try to find any PSO cache or SPIR-V entry. If they exist, this is not a dummy blob. */
if (find_blob_chunk(chunk, payload_size, VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE))
return false;
if (find_blob_chunk(chunk, payload_size, VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE_LINK))
return false;
if (find_blob_chunk_masked(chunk, payload_size,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_MASK))
return false;
if (find_blob_chunk_masked(chunk, payload_size,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV_LINK,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_MASK))
return false;
return true;
}
static struct vkd3d_pipeline_blob_chunk *finish_and_iterate_blob_chunk(struct vkd3d_pipeline_blob_chunk *chunk)
{
uint32_t aligned_size = align(chunk->size, VKD3D_PIPELINE_BLOB_CHUNK_ALIGN);
/* Ensure we get stable hashes if we need to pad. */
memset(&chunk->data[chunk->size], 0, aligned_size - chunk->size);
return (struct vkd3d_pipeline_blob_chunk *)&chunk->data[aligned_size];
}
static bool d3d12_pipeline_library_find_internal_blob(struct d3d12_pipeline_library *pipeline_library,
const struct hash_map *map, uint64_t hash, const void **data, size_t *size)
{
const struct vkd3d_pipeline_blob_internal *internal;
const struct vkd3d_cached_pipeline_entry *entry;
struct vkd3d_cached_pipeline_key key;
uint32_t checksum;
bool ret = false;
/* We are called from within D3D12 PSO creation, and we won't have read locks active here. */
if (rwlock_lock_read(&pipeline_library->mutex))
return false;
key.name_length = 0;
key.name = NULL;
key.internal_key_hash = hash;
entry = (const struct vkd3d_cached_pipeline_entry *)hash_map_find(map, &key);
if (entry)
{
internal = entry->data.blob;
if (entry->data.blob_length < sizeof(*internal))
{
FIXME("Internal blob length is too small.\n");
goto out;
}
*data = internal->data;
*size = entry->data.blob_length - sizeof(*internal);
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* In stream archives, checksums are handled at the outer layer, just ignore them here. */
if (!(pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE))
{
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
checksum = vkd3d_pipeline_blob_compute_data_checksum(*data, *size);
if (checksum != internal->checksum)
{
FIXME("Checksum mismatch.\n");
goto out;
}
}
ret = true;
}
out:
rwlock_unlock_read(&pipeline_library->mutex);
return ret;
}
HRESULT vkd3d_create_pipeline_cache_from_d3d12_desc(struct d3d12_device *device,
const struct d3d12_cached_pipeline_state *state, VkPipelineCache *cache)
{
const struct vkd3d_pipeline_blob *blob = state->blob.pCachedBlob;
const struct vkd3d_pipeline_blob_chunk_link *link;
const struct vkd3d_pipeline_blob_chunk *chunk;
uint32_t pipeline_library_flags;
size_t payload_size;
const void *data;
size_t size;
VkResult vr;
pipeline_library_flags = d3d12_cached_pipeline_state_to_flags(state);
if (!(pipeline_library_flags & VKD3D_PIPELINE_LIBRARY_FLAG_SAVE_PSO_BLOB))
{
vr = vkd3d_create_pipeline_cache(device, 0, NULL, cache);
return hresult_from_vk_result(vr);
}
if (!state->blob.CachedBlobSizeInBytes)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("No PSO cache was provided, creating empty pipeline cache.\n");
vr = vkd3d_create_pipeline_cache(device, 0, NULL, cache);
return hresult_from_vk_result(vr);
}
payload_size = state->blob.CachedBlobSizeInBytes - offsetof(struct vkd3d_pipeline_blob, data);
chunk = find_blob_chunk(CONST_CAST_CHUNK_BASE(blob), payload_size, VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE);
/* Try to find embedded cache first, then attempt to find link references. */
if (chunk)
{
data = chunk->data;
size = chunk->size;
}
else if (state->library && (chunk = find_blob_chunk(CONST_CAST_CHUNK_BASE(blob), payload_size,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE_LINK)))
{
link = CONST_CAST_CHUNK_DATA(chunk, link);
if (!d3d12_pipeline_library_find_internal_blob(state->library,
&state->library->driver_cache_map, link->hash, &data, &size))
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Did not find internal PSO cache reference %016"PRIx64".\n", link->hash);
data = NULL;
size = 0;
}
}
else
{
data = NULL;
size = 0;
}
vr = vkd3d_create_pipeline_cache(device, size, data, cache);
return hresult_from_vk_result(vr);
}
HRESULT vkd3d_get_cached_spirv_code_from_d3d12_desc(
const struct d3d12_cached_pipeline_state *state,
VkShaderStageFlagBits stage,
struct vkd3d_shader_code *spirv_code)
{
const struct vkd3d_pipeline_blob *blob = state->blob.pCachedBlob;
const struct vkd3d_pipeline_blob_chunk_shader_meta *meta;
const struct vkd3d_pipeline_blob_chunk_spirv *spirv;
const struct vkd3d_pipeline_blob_chunk_link *link;
const struct vkd3d_pipeline_blob_chunk *chunk;
size_t internal_blob_size;
size_t payload_size;
void *duped_code;
if (!state->blob.CachedBlobSizeInBytes)
return E_FAIL;
payload_size = state->blob.CachedBlobSizeInBytes - offsetof(struct vkd3d_pipeline_blob, data);
/* Fetch and validate shader meta. */
chunk = find_blob_chunk(CONST_CAST_CHUNK_BASE(blob), payload_size,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_SHADER_META | (stage << VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT));
if (!chunk || chunk->size != sizeof(*meta))
return E_FAIL;
meta = CONST_CAST_CHUNK_DATA(chunk, shader_meta);
memcpy(&spirv_code->meta, &meta->meta, sizeof(meta->meta));
/* Aim to pull SPIR-V either from inlined chunk, or a link. */
chunk = find_blob_chunk(CONST_CAST_CHUNK_BASE(blob), payload_size,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV | (stage << VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT));
if (chunk)
{
spirv = CONST_CAST_CHUNK_DATA(chunk, spirv);
}
else if (state->library && (chunk = find_blob_chunk(CONST_CAST_CHUNK_BASE(blob), payload_size,
VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV_LINK | (stage << VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT))))
{
link = CONST_CAST_CHUNK_DATA(chunk, link);
if (!d3d12_pipeline_library_find_internal_blob(state->library, &state->library->spirv_cache_map,
link->hash, (const void **)&spirv, &internal_blob_size))
{
FIXME("Did not find internal SPIR-V reference %016"PRIx64".\n", link->hash);
spirv = NULL;
}
if (spirv)
{
if (internal_blob_size < sizeof(struct vkd3d_pipeline_blob_chunk_spirv) + spirv->compressed_spirv_size)
{
FIXME("Unexpected low internal blob size.\n");
spirv = NULL;
}
}
}
else
spirv = NULL;
if (!spirv)
return E_FAIL;
duped_code = vkd3d_malloc(spirv->decompressed_spirv_size);
if (!duped_code)
return E_OUTOFMEMORY;
if (!vkd3d_decode_varint(duped_code,
spirv->decompressed_spirv_size / sizeof(uint32_t),
spirv->data, spirv->compressed_spirv_size))
{
FIXME("Failed to decode VARINT.\n");
vkd3d_free(duped_code);
return E_INVALIDARG;
}
spirv_code->code = duped_code;
spirv_code->size = spirv->decompressed_spirv_size;
return S_OK;
}
static uint32_t d3d12_cached_pipeline_entry_name_table_size(const struct vkd3d_cached_pipeline_entry *entry)
{
if (entry->key.name_length)
return entry->key.name_length;
else
return sizeof(entry->key.internal_key_hash);
}
static bool d3d12_pipeline_library_insert_hash_map_blob_locked(struct d3d12_pipeline_library *pipeline_library,
struct hash_map *map, const struct vkd3d_cached_pipeline_entry *entry)
{
const struct vkd3d_cached_pipeline_entry *new_entry;
if ((new_entry = (const struct vkd3d_cached_pipeline_entry*)hash_map_insert(map, &entry->key, &entry->entry)) &&
new_entry->data.blob == entry->data.blob)
{
pipeline_library->total_name_table_size += d3d12_cached_pipeline_entry_name_table_size(entry);
pipeline_library->total_blob_size += align(entry->data.blob_length, VKD3D_PIPELINE_BLOB_ALIGN);
return true;
}
else
return false;
}
static bool d3d12_pipeline_library_insert_hash_map_blob_internal(struct d3d12_pipeline_library *pipeline_library,
struct hash_map *map, const struct vkd3d_cached_pipeline_entry *entry)
{
/* Used for internal hashmap updates. We expect reasonable amount of duplicates,
* prefer read -> write promotion. */
const struct vkd3d_cached_pipeline_entry *new_entry;
bool ret;
int rc;
if ((rc = rwlock_lock_read(&pipeline_library->internal_hashmap_mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return false;
}
if (hash_map_find(map, &entry->key))
{
rwlock_unlock_read(&pipeline_library->internal_hashmap_mutex);
return false;
}
rwlock_unlock_read(&pipeline_library->internal_hashmap_mutex);
if ((rc = rwlock_lock_write(&pipeline_library->internal_hashmap_mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return false;
}
if ((new_entry = (const struct vkd3d_cached_pipeline_entry*)hash_map_insert(map, &entry->key, &entry->entry)) &&
new_entry->data.blob == entry->data.blob)
{
pipeline_library->total_name_table_size += d3d12_cached_pipeline_entry_name_table_size(entry);
pipeline_library->total_blob_size += align(entry->data.blob_length, VKD3D_PIPELINE_BLOB_ALIGN);
ret = true;
}
else
ret = false;
rwlock_unlock_write(&pipeline_library->internal_hashmap_mutex);
return ret;
}
static size_t vkd3d_shader_code_compute_serialized_size(const struct vkd3d_shader_code *code,
size_t *out_varint_size, bool inline_spirv)
{
size_t varint_size = 0;
size_t blob_size = 0;
if (code->size && !(code->meta.flags & VKD3D_SHADER_META_FLAG_REPLACED))
{
if (out_varint_size || inline_spirv)
varint_size = vkd3d_compute_size_varint(code->code, code->size / sizeof(uint32_t));
/* If we have a pipeline library, we will store a reference to the SPIR-V instead. */
if (inline_spirv)
blob_size += VKD3D_PIPELINE_BLOB_CHUNK_SIZE_VARIABLE(spirv, varint_size);
else
blob_size += VKD3D_PIPELINE_BLOB_CHUNK_SIZE(link);
blob_size += VKD3D_PIPELINE_BLOB_CHUNK_SIZE(shader_meta);
}
if (out_varint_size)
*out_varint_size = varint_size;
return blob_size;
}
static void vkd3d_shader_code_serialize_inline(const struct vkd3d_shader_code *code,
VkShaderStageFlagBits stage, size_t varint_size,
struct vkd3d_pipeline_blob_chunk **inout_chunk)
{
struct vkd3d_pipeline_blob_chunk *chunk = *inout_chunk;
struct vkd3d_pipeline_blob_chunk_shader_meta *meta;
struct vkd3d_pipeline_blob_chunk_spirv *spirv;
if (code->size && !(code->meta.flags & VKD3D_SHADER_META_FLAG_REPLACED))
{
chunk->type = VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV | (stage << VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT);
chunk->size = sizeof(struct vkd3d_pipeline_blob_chunk_spirv) + varint_size;
spirv = CAST_CHUNK_DATA(chunk, spirv);
spirv->compressed_spirv_size = varint_size;
spirv->decompressed_spirv_size = code->size;
vkd3d_encode_varint(spirv->data, code->code, code->size / sizeof(uint32_t));
chunk = finish_and_iterate_blob_chunk(chunk);
/* Store meta information for SPIR-V. */
chunk->type = VKD3D_PIPELINE_BLOB_CHUNK_TYPE_SHADER_META | (stage << VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT);
chunk->size = sizeof(*meta);
meta = CAST_CHUNK_DATA(chunk, shader_meta);
meta->meta = code->meta;
chunk = finish_and_iterate_blob_chunk(chunk);
}
*inout_chunk = chunk;
}
static void vkd3d_shader_code_serialize_referenced(struct d3d12_pipeline_library *pipeline_library,
const struct vkd3d_shader_code *code,
VkShaderStageFlagBits stage, size_t varint_size,
struct vkd3d_pipeline_blob_chunk **inout_chunk)
{
struct vkd3d_pipeline_blob_chunk *chunk = *inout_chunk;
struct vkd3d_pipeline_blob_chunk_shader_meta *meta;
struct vkd3d_pipeline_blob_chunk_spirv *spirv;
struct vkd3d_pipeline_blob_internal *internal;
struct vkd3d_pipeline_blob_chunk_link *link;
struct vkd3d_cached_pipeline_entry entry;
struct vkd3d_shader_code blob;
size_t wrapped_varint_size;
if (code->size && !(code->meta.flags & VKD3D_SHADER_META_FLAG_REPLACED))
{
entry.key.name_length = 0;
entry.key.name = NULL;
entry.data.is_new = 1;
entry.data.state = NULL;
wrapped_varint_size = sizeof(struct vkd3d_pipeline_blob_chunk_spirv) + varint_size;
entry.data.blob_length = sizeof(*internal) + wrapped_varint_size;
internal = vkd3d_malloc(entry.data.blob_length);
spirv = CAST_CHUNK_DATA(internal, spirv);
spirv->compressed_spirv_size = varint_size;
spirv->decompressed_spirv_size = code->size;
vkd3d_encode_varint(spirv->data, code->code, code->size / sizeof(uint32_t));
entry.data.blob = internal;
blob.code = spirv->data;
blob.size = varint_size;
entry.key.internal_key_hash = vkd3d_shader_hash(&blob);
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* In stream archives, checksums are handled at the outer layer, just ignore them here. */
if (!pipeline_library || !(pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE))
internal->checksum = vkd3d_pipeline_blob_compute_data_checksum(internal->data, wrapped_varint_size);
else
internal->checksum = 0;
/* For duplicate, we won't insert. Just free the blob. */
if (!d3d12_pipeline_library_insert_hash_map_blob_internal(pipeline_library,
&pipeline_library->spirv_cache_map, &entry))
{
vkd3d_free(internal);
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
else if (pipeline_library->disk_cache_listener)
{
vkd3d_pipeline_library_disk_cache_notify_blob_insert(pipeline_library->disk_cache_listener,
entry.key.internal_key_hash,
VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_SPIRV,
entry.data.blob, entry.data.blob_length);
}
chunk->type = VKD3D_PIPELINE_BLOB_CHUNK_TYPE_VARINT_SPIRV_LINK | (stage << VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT);
chunk->size = sizeof(*link);
link = CAST_CHUNK_DATA(chunk, link);
link->hash = entry.key.internal_key_hash;
chunk = finish_and_iterate_blob_chunk(chunk);
/* Store meta information for SPIR-V. */
chunk->type = VKD3D_PIPELINE_BLOB_CHUNK_TYPE_SHADER_META | (stage << VKD3D_PIPELINE_BLOB_CHUNK_INDEX_SHIFT);
chunk->size = sizeof(*meta);
meta = CAST_CHUNK_DATA(chunk, shader_meta);
meta->meta = code->meta;
chunk = finish_and_iterate_blob_chunk(chunk);
}
*inout_chunk = chunk;
}
static VkResult vkd3d_serialize_pipeline_state_inline(const struct d3d12_pipeline_state *state,
struct vkd3d_pipeline_blob_chunk *chunk, size_t vk_pipeline_cache_size, const size_t *varint_size)
{
const struct vkd3d_vk_device_procs *vk_procs = &state->device->vk_procs;
size_t reference_size;
unsigned int i;
VkResult vr;
if (state->vk_pso_cache)
{
/* Store PSO cache, or link to it if using pipeline cache. */
chunk->type = VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE;
chunk->size = vk_pipeline_cache_size;
reference_size = vk_pipeline_cache_size;
/* In case driver leaves uninitialized memory for blob data. */
memset(chunk->data, 0, vk_pipeline_cache_size);
if ((vr = VK_CALL(vkGetPipelineCacheData(state->device->vk_device, state->vk_pso_cache,
&reference_size, chunk->data))))
{
FIXME("Failed to serialize pipeline cache data, vr %d.\n", vr);
return vr;
}
if (reference_size != vk_pipeline_cache_size)
{
FIXME("Mismatch in size for pipeline cache data %u != %u.\n",
(unsigned int)reference_size,
(unsigned int)vk_pipeline_cache_size);
}
chunk = finish_and_iterate_blob_chunk(chunk);
}
if (d3d12_pipeline_state_is_graphics(state))
{
for (i = 0; i < state->graphics.stage_count; i++)
{
vkd3d_shader_code_serialize_inline(&state->graphics.code[i], state->graphics.stages[i].stage,
varint_size[i], &chunk);
}
}
else if (d3d12_pipeline_state_is_compute(state))
{
vkd3d_shader_code_serialize_inline(&state->compute.code, VK_SHADER_STAGE_COMPUTE_BIT,
varint_size[0], &chunk);
}
return VK_SUCCESS;
}
static VkResult vkd3d_serialize_pipeline_state_referenced(struct d3d12_pipeline_library *pipeline_library,
const struct d3d12_pipeline_state *state, struct vkd3d_pipeline_blob_chunk *chunk,
size_t vk_pipeline_cache_size, const size_t *varint_size)
{
const struct vkd3d_vk_device_procs *vk_procs = &state->device->vk_procs;
struct vkd3d_pipeline_blob_internal *internal;
struct vkd3d_pipeline_blob_chunk_link *link;
struct vkd3d_cached_pipeline_entry entry;
struct vkd3d_shader_code blob;
size_t reference_size;
unsigned int i;
VkResult vr;
entry.key.name_length = 0;
entry.key.name = NULL;
entry.data.is_new = 1;
entry.data.state = NULL;
if (state->vk_pso_cache && (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_SAVE_PSO_BLOB))
{
entry.data.blob_length = sizeof(*internal) + vk_pipeline_cache_size;
internal = vkd3d_malloc(entry.data.blob_length);
entry.data.blob = internal;
reference_size = vk_pipeline_cache_size;
/* In case driver leaves uninitialized memory for blob data. */
memset(internal->data, 0, vk_pipeline_cache_size);
if ((vr = VK_CALL(vkGetPipelineCacheData(state->device->vk_device, state->vk_pso_cache,
&reference_size, internal->data))))
{
FIXME("Failed to serialize pipeline cache data, vr %d.\n", vr);
return vr;
}
if (reference_size != vk_pipeline_cache_size)
{
FIXME("Mismatch in size for pipeline cache data %u != %u.\n",
(unsigned int)reference_size,
(unsigned int)vk_pipeline_cache_size);
}
blob.code = internal->data;
blob.size = vk_pipeline_cache_size;
entry.key.internal_key_hash = vkd3d_shader_hash(&blob);
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* In stream archives, checksums are handled at the outer layer, just ignore them here. */
if (!pipeline_library || !(pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE))
internal->checksum = vkd3d_pipeline_blob_compute_data_checksum(blob.code, blob.size);
else
internal->checksum = 0;
/* For duplicate, we won't insert. Just free the blob. */
if (!d3d12_pipeline_library_insert_hash_map_blob_internal(pipeline_library,
&pipeline_library->driver_cache_map, &entry))
{
vkd3d_free(internal);
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
else if (pipeline_library->disk_cache_listener)
{
vkd3d_pipeline_library_disk_cache_notify_blob_insert(pipeline_library->disk_cache_listener,
entry.key.internal_key_hash,
VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_DRIVER_CACHE,
entry.data.blob, entry.data.blob_length);
}
/* Store PSO cache, or link to it if using pipeline cache. */
chunk->type = VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PIPELINE_CACHE_LINK;
chunk->size = sizeof(*link);
link = CAST_CHUNK_DATA(chunk, link);
link->hash = entry.key.internal_key_hash;
chunk = finish_and_iterate_blob_chunk(chunk);
}
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_SAVE_FULL_SPIRV)
{
if (d3d12_pipeline_state_is_graphics(state))
{
for (i = 0; i < state->graphics.stage_count; i++)
{
vkd3d_shader_code_serialize_referenced(pipeline_library,
&state->graphics.code[i], state->graphics.stages[i].stage,
varint_size[i], &chunk);
}
}
else if (d3d12_pipeline_state_is_compute(state))
{
vkd3d_shader_code_serialize_referenced(pipeline_library,
&state->compute.code, VK_SHADER_STAGE_COMPUTE_BIT,
varint_size[0], &chunk);
}
}
return VK_SUCCESS;
}
VkResult vkd3d_serialize_pipeline_state(struct d3d12_pipeline_library *pipeline_library,
const struct d3d12_pipeline_state *state, size_t *size, void *data)
{
const VkPhysicalDeviceProperties *device_properties = &state->device->device_info.properties2.properties;
const struct vkd3d_vk_device_procs *vk_procs = &state->device->vk_procs;
struct vkd3d_pipeline_blob_chunk_pso_compat *pso_compat;
size_t varint_size[VKD3D_MAX_SHADER_STAGES];
struct vkd3d_pipeline_blob *blob = data;
struct vkd3d_pipeline_blob_chunk *chunk;
size_t vk_blob_size_pipeline_cache = 0;
size_t total_size = sizeof(*blob);
size_t vk_blob_size = 0;
bool need_blob_sizes;
unsigned int i;
VkResult vr;
need_blob_sizes = !pipeline_library || data;
/* PSO compatibility information is global to a PSO. */
vk_blob_size += VKD3D_PIPELINE_BLOB_CHUNK_SIZE(pso_compat);
if (state->vk_pso_cache && (!pipeline_library || (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_SAVE_PSO_BLOB)))
{
if (need_blob_sizes)
{
if ((vr = VK_CALL(vkGetPipelineCacheData(state->device->vk_device, state->vk_pso_cache, &vk_blob_size_pipeline_cache, NULL))))
{
ERR("Failed to retrieve pipeline cache size, vr %d.\n", vr);
return vr;
}
}
if (pipeline_library)
vk_blob_size += VKD3D_PIPELINE_BLOB_CHUNK_SIZE(link);
else
vk_blob_size += VKD3D_PIPELINE_BLOB_CHUNK_SIZE_RAW(vk_blob_size_pipeline_cache);
}
if (!pipeline_library || (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_SAVE_FULL_SPIRV))
{
if (d3d12_pipeline_state_is_graphics(state))
{
for (i = 0; i < state->graphics.stage_count; i++)
{
vk_blob_size += vkd3d_shader_code_compute_serialized_size(&state->graphics.code[i],
need_blob_sizes ? &varint_size[i] : NULL, !pipeline_library);
}
}
else if (d3d12_pipeline_state_is_compute(state))
{
vk_blob_size += vkd3d_shader_code_compute_serialized_size(&state->compute.code,
need_blob_sizes ? &varint_size[0] : NULL, !pipeline_library);
}
}
total_size += vk_blob_size;
if (blob && *size < total_size)
return VK_INCOMPLETE;
if (blob)
{
blob->version = VKD3D_CACHE_BLOB_VERSION;
blob->vendor_id = device_properties->vendorID;
blob->device_id = device_properties->deviceID;
blob->vkd3d_shader_interface_key = state->device->shader_interface_key;
blob->vkd3d_build = vkd3d_build;
if (!pipeline_library || (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_USE_PIPELINE_CACHE_UUID))
memcpy(blob->cache_uuid, device_properties->pipelineCacheUUID, VK_UUID_SIZE);
else
memset(blob->cache_uuid, 0, VK_UUID_SIZE);
chunk = CAST_CHUNK_BASE(blob);
chunk->type = VKD3D_PIPELINE_BLOB_CHUNK_TYPE_PSO_COMPAT;
chunk->size = sizeof(*pso_compat);
pso_compat = CAST_CHUNK_DATA(chunk, pso_compat);
pso_compat->compat = state->pipeline_cache_compat;
chunk = finish_and_iterate_blob_chunk(chunk);
if (pipeline_library)
{
vkd3d_serialize_pipeline_state_referenced(pipeline_library, state, chunk,
vk_blob_size_pipeline_cache, varint_size);
}
else
{
vkd3d_serialize_pipeline_state_inline(state, chunk,
vk_blob_size_pipeline_cache, varint_size);
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* In stream archives, checksums are handled at the outer layer, just ignore them here. */
if (!pipeline_library || !(pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE))
blob->checksum = vkd3d_pipeline_blob_compute_data_checksum(blob->data, vk_blob_size);
else
blob->checksum = 0;
}
*size = total_size;
return VK_SUCCESS;
}
static uint32_t vkd3d_cached_pipeline_hash_name(const void *key)
{
const struct vkd3d_cached_pipeline_key *k = key;
uint32_t hash = 0;
size_t i;
for (i = 0; i < k->name_length; i += 4)
{
uint32_t accum = 0;
memcpy(&accum, (const char*)k->name + i,
min(k->name_length - i, sizeof(accum)));
hash = hash_combine(hash, accum);
}
return hash;
}
static uint32_t vkd3d_cached_pipeline_hash_internal(const void *key)
{
const struct vkd3d_cached_pipeline_key *k = key;
return hash_uint64(k->internal_key_hash);
}
static bool vkd3d_cached_pipeline_compare_name(const void *key, const struct hash_map_entry *entry)
{
const struct vkd3d_cached_pipeline_entry *e = (const struct vkd3d_cached_pipeline_entry*)entry;
const struct vkd3d_cached_pipeline_key *k = key;
return k->name_length == e->key.name_length &&
!memcmp(k->name, e->key.name, k->name_length);
}
static bool vkd3d_cached_pipeline_compare_internal(const void *key, const struct hash_map_entry *entry)
{
const struct vkd3d_cached_pipeline_entry *e = (const struct vkd3d_cached_pipeline_entry*)entry;
const struct vkd3d_cached_pipeline_key *k = key;
return k->internal_key_hash == e->key.internal_key_hash;
}
struct vkd3d_serialized_pipeline_toc_entry
{
uint64_t blob_offset;
uint32_t name_length;
uint32_t blob_length;
};
STATIC_ASSERT(sizeof(struct vkd3d_serialized_pipeline_toc_entry) == 16);
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
#define VKD3D_PIPELINE_LIBRARY_VERSION_TOC MAKE_MAGIC('V','K','L',3)
#define VKD3D_PIPELINE_LIBRARY_VERSION_STREAM MAKE_MAGIC('V','K','S',3)
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
struct vkd3d_serialized_pipeline_library_toc
{
uint32_t version;
uint32_t vendor_id;
uint32_t device_id;
uint32_t spirv_count;
uint32_t driver_cache_count;
uint32_t pipeline_count;
uint64_t vkd3d_build;
uint64_t vkd3d_shader_interface_key;
uint8_t cache_uuid[VK_UUID_SIZE];
struct vkd3d_serialized_pipeline_toc_entry entries[];
};
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
STATIC_ASSERT(sizeof(struct vkd3d_serialized_pipeline_library_toc) ==
offsetof(struct vkd3d_serialized_pipeline_library_toc, entries));
STATIC_ASSERT(sizeof(struct vkd3d_serialized_pipeline_library_toc) == 40 + VK_UUID_SIZE);
/* Binary layout:
* - Header
* - spirv_count x toc_entries [Varint compressed SPIR-V]
* - driver_cache_count x toc_entries [VkPipelineCache data]
* - pipeline_count x toc_entries [Contains references to SPIR-V and VkPipelineCache blobs]
* - After toc entries, raw data is placed. TOC entries refer to keys (names) and values by offsets into this buffer.
* - TOC entry offsets for names are implicit. The name lengths are tightly packed from the start of the raw data buffer.
* Name lengths of 0 are treated as u64 hashes. Used for SPIR-V cache and VkPipelineCache cache.
* Name entries are allocated in toc_entry order.
* - For blobs, a u64 offset + u32 size pair is added.
* - After toc entries, we have the name table.
*/
/*
* A raw blob is treated as a vkd3d_pipeline_blob or vkd3d_pipeline_blob_internal.
* The full blob type is used for D3D12 PSOs. These contain:
* - Versioning of various kinds. If there is a mismatch we return the appropriate error.
* - Checksum is used as sanity check in case we have a corrupt archive.
* - Chunked data[].
* - This chunked data is a typical stream of { type, length, data }. A D3D12 PSO stores various information here, such as
* - Root signature compatibility
* - SPIR-V shader hash references per stage
* - SPIR-V shader meta information, which is reflection data that we would otherwise get from vkd3d-shader
* - Hash of the VkPipelineCache data
*/
/*
* An internal blob is just checksum + data.
* This data does not need versioning information since it's fully internal to the library implementation and is only
* referenced after the D3D12 blob header is validated.
*/
/* Rationale for this split format is:
* - It is implied that the pipeline library can be used directly from an mmap-ed on-disk file,
* since users cannot free the pointer to library once created.
* In this situation, we should scan through just the TOC to begin with to avoid page faulting on potentially 100s of MBs.
* It is also more cache friendly this way.
* - Having a more split TOC structure like this makes it easier to add SPIR-V deduplication and PSO cache deduplication.
*/
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* The stream variant. Blobs are emitted one after the other with header + data. */
/* It's possible to just make this header into a bucket hash for e.g. Fossilize. */
struct vkd3d_serialized_pipeline_library_stream
{
uint32_t version;
uint32_t vendor_id;
uint32_t device_id;
uint32_t reserved;
uint64_t vkd3d_build;
uint64_t vkd3d_shader_interface_key;
/* Mostly irrelevant since we use GLOBAL_PIPELINE_CACHE by default for stream archives. */
uint8_t cache_uuid[VK_UUID_SIZE];
uint8_t entries[];
};
STATIC_ASSERT(sizeof(struct vkd3d_serialized_pipeline_library_stream) ==
offsetof(struct vkd3d_serialized_pipeline_library_stream, entries));
STATIC_ASSERT(sizeof(struct vkd3d_serialized_pipeline_library_stream) == 32 + VK_UUID_SIZE);
/* ID3D12PipelineLibrary */
static inline struct d3d12_pipeline_library *impl_from_ID3D12PipelineLibrary(d3d12_pipeline_library_iface *iface)
{
return CONTAINING_RECORD(iface, struct d3d12_pipeline_library, ID3D12PipelineLibrary_iface);
}
static void d3d12_pipeline_library_serialize_entry(
const struct vkd3d_cached_pipeline_entry *entry,
struct vkd3d_serialized_pipeline_toc_entry *header,
uint8_t *data, size_t name_offset, size_t blob_offset)
{
header->blob_offset = blob_offset;
header->name_length = entry->key.name_length;
header->blob_length = entry->data.blob_length;
if (entry->key.name_length)
memcpy(data + name_offset, entry->key.name, entry->key.name_length);
else
memcpy(data + name_offset, &entry->key.internal_key_hash, sizeof(entry->key.internal_key_hash));
memcpy(data + blob_offset, entry->data.blob, entry->data.blob_length);
}
static void d3d12_pipeline_library_cleanup_map(struct hash_map *map)
{
size_t i;
for (i = 0; i < map->entry_count; i++)
{
struct vkd3d_cached_pipeline_entry *e = (struct vkd3d_cached_pipeline_entry*)hash_map_get_entry(map, i);
if (e->entry.flags & HASH_MAP_ENTRY_OCCUPIED)
{
if (e->data.is_new)
{
vkd3d_free((void*)e->key.name);
vkd3d_free((void*)e->data.blob);
}
if (e->data.state)
d3d12_pipeline_state_dec_ref(e->data.state);
}
}
hash_map_clear(map);
}
static void d3d12_pipeline_library_cleanup(struct d3d12_pipeline_library *pipeline_library, struct d3d12_device *device)
{
d3d12_pipeline_library_cleanup_map(&pipeline_library->pso_map);
d3d12_pipeline_library_cleanup_map(&pipeline_library->driver_cache_map);
d3d12_pipeline_library_cleanup_map(&pipeline_library->spirv_cache_map);
vkd3d_private_store_destroy(&pipeline_library->private_store);
rwlock_destroy(&pipeline_library->mutex);
rwlock_destroy(&pipeline_library->internal_hashmap_mutex);
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_QueryInterface(d3d12_pipeline_library_iface *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_ID3D12PipelineLibrary)
|| IsEqualGUID(riid, &IID_ID3D12PipelineLibrary1)
|| IsEqualGUID(riid, &IID_ID3D12DeviceChild)
|| IsEqualGUID(riid, &IID_ID3D12Object)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D12PipelineLibrary_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
void d3d12_pipeline_library_inc_ref(struct d3d12_pipeline_library *pipeline_library)
{
InterlockedIncrement(&pipeline_library->internal_refcount);
}
void d3d12_pipeline_library_dec_ref(struct d3d12_pipeline_library *pipeline_library)
{
ULONG refcount = InterlockedDecrement(&pipeline_library->internal_refcount);
if (!refcount)
{
d3d12_pipeline_library_cleanup(pipeline_library, pipeline_library->device);
vkd3d_free(pipeline_library);
}
}
ULONG d3d12_pipeline_library_inc_public_ref(struct d3d12_pipeline_library *pipeline_library)
{
ULONG refcount = InterlockedIncrement(&pipeline_library->refcount);
if (refcount == 1)
d3d12_device_add_ref(pipeline_library->device);
TRACE("%p increasing refcount to %u.\n", pipeline_library, refcount);
return refcount;
}
ULONG d3d12_pipeline_library_dec_public_ref(struct d3d12_pipeline_library *pipeline_library)
{
struct d3d12_device *device = pipeline_library->device;
ULONG refcount = InterlockedDecrement(&pipeline_library->refcount);
TRACE("%p decreasing refcount to %u.\n", pipeline_library, refcount);
if (!refcount)
{
d3d12_pipeline_library_dec_ref(pipeline_library);
d3d12_device_release(device);
}
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d12_pipeline_library_AddRef(d3d12_pipeline_library_iface *iface)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
return d3d12_pipeline_library_inc_public_ref(pipeline_library);
}
static ULONG STDMETHODCALLTYPE d3d12_pipeline_library_Release(d3d12_pipeline_library_iface *iface)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
return d3d12_pipeline_library_dec_public_ref(pipeline_library);
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_GetPrivateData(d3d12_pipeline_library_iface *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_get_private_data(&pipeline_library->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_SetPrivateData(d3d12_pipeline_library_iface *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return vkd3d_set_private_data(&pipeline_library->private_store, guid, data_size, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_SetPrivateDataInterface(d3d12_pipeline_library_iface *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return vkd3d_set_private_data_interface(&pipeline_library->private_store, guid, data,
NULL, NULL);
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_GetDevice(d3d12_pipeline_library_iface *iface,
REFIID iid, void **device)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
TRACE("iface %p, iid %s, device %p.\n", iface, debugstr_guid(iid), device);
return d3d12_device_query_interface(pipeline_library->device, iid, device);
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_StorePipeline(d3d12_pipeline_library_iface *iface,
LPCWSTR name, ID3D12PipelineState *pipeline)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
struct d3d12_pipeline_state *pipeline_state = impl_from_ID3D12PipelineState(pipeline);
struct vkd3d_cached_pipeline_entry entry;
void *new_name, *new_blob;
VkResult vr;
HRESULT hr;
int rc;
TRACE("iface %p, name %s, pipeline %p.\n", iface, debugstr_w(name), pipeline);
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Serializing pipeline to library.\n");
if ((rc = rwlock_lock_read(&pipeline_library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return hresult_from_errno(rc);
}
entry.key.name_length = vkd3d_wcslen(name) * sizeof(WCHAR);
entry.key.name = name;
entry.key.internal_key_hash = 0;
if (hash_map_find(&pipeline_library->pso_map, &entry.key))
{
WARN("Pipeline %s already exists.\n", debugstr_w(name));
rwlock_unlock_read(&pipeline_library->mutex);
return E_INVALIDARG;
}
/* We need to allocate persistent storage for the name */
if (!(new_name = malloc(entry.key.name_length)))
{
rwlock_unlock_read(&pipeline_library->mutex);
return E_OUTOFMEMORY;
}
memcpy(new_name, name, entry.key.name_length);
entry.key.name = new_name;
if (FAILED(vr = vkd3d_serialize_pipeline_state(pipeline_library, pipeline_state, &entry.data.blob_length, NULL)))
{
vkd3d_free(new_name);
rwlock_unlock_read(&pipeline_library->mutex);
return hresult_from_vk_result(vr);
}
if (!(new_blob = malloc(entry.data.blob_length)))
{
vkd3d_free(new_name);
rwlock_unlock_read(&pipeline_library->mutex);
return E_OUTOFMEMORY;
}
if (FAILED(vr = vkd3d_serialize_pipeline_state(pipeline_library, pipeline_state, &entry.data.blob_length, new_blob)))
{
vkd3d_free(new_name);
vkd3d_free(new_blob);
rwlock_unlock_read(&pipeline_library->mutex);
return hresult_from_vk_result(vr);
}
rwlock_unlock_read(&pipeline_library->mutex);
entry.data.blob = new_blob;
entry.data.is_new = 1;
entry.data.state = pipeline_state;
/* Now is the time to promote to a writer lock. */
if ((rc = rwlock_lock_write(&pipeline_library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
vkd3d_free(new_name);
vkd3d_free(new_blob);
return hresult_from_errno(rc);
}
/* Detected duplicate late, but be accurate in how we report this. */
if (hash_map_find(&pipeline_library->pso_map, &entry.key))
{
WARN("Pipeline %s already exists.\n", debugstr_w(name));
hr = E_INVALIDARG;
}
else if (!d3d12_pipeline_library_insert_hash_map_blob_locked(pipeline_library, &pipeline_library->pso_map, &entry))
{
/* This path shouldn't happen unless there are OOM scenarios. */
hr = E_OUTOFMEMORY;
}
else
{
/* If we get a subsequent LoadLibrary, we have to hand it back out again.
* API tests inform us that we need internal ref-count here. */
d3d12_pipeline_state_inc_ref(pipeline_state);
hr = S_OK;
}
rwlock_unlock_write(&pipeline_library->mutex);
if (FAILED(hr))
{
vkd3d_free(new_name);
vkd3d_free(new_blob);
}
return hr;
}
static HRESULT d3d12_pipeline_library_load_pipeline(struct d3d12_pipeline_library *pipeline_library, LPCWSTR name,
VkPipelineBindPoint bind_point, struct d3d12_pipeline_state_desc *desc, struct d3d12_pipeline_state **state)
{
struct vkd3d_pipeline_cache_compatibility pipeline_cache_compat;
const struct vkd3d_cached_pipeline_entry *e;
struct d3d12_pipeline_state *existing_state;
struct d3d12_root_signature *root_signature;
struct d3d12_pipeline_state *cached_state;
struct vkd3d_cached_pipeline_key key;
HRESULT hr;
int rc;
if ((rc = rwlock_lock_read(&pipeline_library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return hresult_from_errno(rc);
}
key.name_length = vkd3d_wcslen(name) * sizeof(WCHAR);
key.name = name;
if (!(e = (const struct vkd3d_cached_pipeline_entry*)hash_map_find(&pipeline_library->pso_map, &key)))
{
WARN("Pipeline %s does not exist.\n", debugstr_w(name));
rwlock_unlock_read(&pipeline_library->mutex);
return E_INVALIDARG;
}
/* Docs say that applications have to consider thread safety here:
* https://docs.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device1-createpipelinelibrary#thread-safety.
* However, it seems questionable to rely on that, so just do cmpxchg replacements. */
cached_state = vkd3d_atomic_ptr_load_explicit(&e->data.state, vkd3d_memory_order_acquire);
if (cached_state)
{
rwlock_unlock_read(&pipeline_library->mutex);
/* If we have handed out the PSO once, just need to do a quick validation. */
memset(&pipeline_cache_compat, 0, sizeof(pipeline_cache_compat));
vkd3d_pipeline_cache_compat_from_state_desc(&pipeline_cache_compat, desc);
if (desc->root_signature)
{
root_signature = impl_from_ID3D12RootSignature(desc->root_signature);
if (root_signature)
pipeline_cache_compat.root_signature_compat_hash = root_signature->compatibility_hash;
}
else if (!cached_state->private_root_signature)
{
/* If we have no explicit root signature and the existing PSO didn't either,
* just inherit the compat hash from PSO to avoid comparing them. */
pipeline_cache_compat.root_signature_compat_hash = cached_state->pipeline_cache_compat.root_signature_compat_hash;
}
if (memcmp(&pipeline_cache_compat, &cached_state->pipeline_cache_compat, sizeof(pipeline_cache_compat)) != 0)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Attempt to load existing PSO from library, but failed argument validation.\n");
return E_INVALIDARG;
}
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Handing out existing pipeline state object.\n");
*state = cached_state;
d3d12_pipeline_state_inc_public_ref(cached_state);
return S_OK;
}
else
{
desc->cached_pso.blob.CachedBlobSizeInBytes = e->data.blob_length;
desc->cached_pso.blob.pCachedBlob = e->data.blob;
desc->cached_pso.library = pipeline_library;
rwlock_unlock_read(&pipeline_library->mutex);
/* Don't hold locks while creating pipeline, it takes *some* time to validate and decompress stuff,
* and in heavily multi-threaded scenarios we want to go as wide as we can. */
if (FAILED(hr = d3d12_pipeline_state_create(pipeline_library->device, bind_point, desc, &cached_state)))
return hr;
/* These really should not fail ... */
rwlock_lock_read(&pipeline_library->mutex);
e = (const struct vkd3d_cached_pipeline_entry*)hash_map_find(&pipeline_library->pso_map, &key);
existing_state = vkd3d_atomic_ptr_compare_exchange(&e->data.state, NULL, cached_state,
vkd3d_memory_order_acq_rel, vkd3d_memory_order_acquire);
rwlock_unlock_read(&pipeline_library->mutex);
if (!existing_state)
{
/* Successfully replaced. */
d3d12_pipeline_state_inc_ref(cached_state);
*state = cached_state;
}
else
{
/* Other thread ended up winning while we were creating the PSO.
* This shouldn't be legal D3D12 API usage according to docs, but be safe ... */
WARN("Race condition detected.\n");
d3d12_pipeline_state_dec_ref(cached_state);
d3d12_pipeline_state_inc_public_ref(existing_state);
*state = existing_state;
}
return S_OK;
}
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_LoadGraphicsPipeline(d3d12_pipeline_library_iface *iface,
LPCWSTR name, const D3D12_GRAPHICS_PIPELINE_STATE_DESC *desc, REFIID iid, void **pipeline_state)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
struct d3d12_pipeline_state_desc pipeline_desc;
struct d3d12_pipeline_state *object;
HRESULT hr;
TRACE("iface %p, name %s, desc %p, iid %s, pipeline_state %p.\n", iface,
debugstr_w(name), desc, debugstr_guid(iid), pipeline_state);
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Attempting LoadGraphicsPipeline.\n");
if (FAILED(hr = vkd3d_pipeline_state_desc_from_d3d12_graphics_desc(&pipeline_desc, desc)))
return hr;
if (FAILED(hr = d3d12_pipeline_library_load_pipeline(pipeline_library,
name, VK_PIPELINE_BIND_POINT_GRAPHICS, &pipeline_desc, &object)))
return hr;
return return_interface(&object->ID3D12PipelineState_iface,
&IID_ID3D12PipelineState, iid, pipeline_state);
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_LoadComputePipeline(d3d12_pipeline_library_iface *iface,
LPCWSTR name, const D3D12_COMPUTE_PIPELINE_STATE_DESC *desc, REFIID iid, void **pipeline_state)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
struct d3d12_pipeline_state_desc pipeline_desc;
struct d3d12_pipeline_state *object;
HRESULT hr;
TRACE("iface %p, name %s, desc %p, iid %s, pipeline_state %p.\n", iface,
debugstr_w(name), desc, debugstr_guid(iid), pipeline_state);
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Attempting LoadComputePipeline.\n");
if (FAILED(hr = vkd3d_pipeline_state_desc_from_d3d12_compute_desc(&pipeline_desc, desc)))
return hr;
if (FAILED(hr = d3d12_pipeline_library_load_pipeline(pipeline_library,
name, VK_PIPELINE_BIND_POINT_COMPUTE, &pipeline_desc, &object)))
return hr;
return return_interface(&object->ID3D12PipelineState_iface,
&IID_ID3D12PipelineState, iid, pipeline_state);
}
static size_t d3d12_pipeline_library_get_aligned_name_table_size(struct d3d12_pipeline_library *pipeline_library)
{
return align(pipeline_library->total_name_table_size, VKD3D_PIPELINE_BLOB_ALIGN);
}
static size_t d3d12_pipeline_library_get_serialized_size(struct d3d12_pipeline_library *pipeline_library)
{
size_t total_size = 0;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* Stream archives are not serialized as a monolithic blob. */
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE)
return 0;
total_size += sizeof(struct vkd3d_serialized_pipeline_library_toc);
total_size += sizeof(struct vkd3d_serialized_pipeline_toc_entry) * pipeline_library->pso_map.used_count;
total_size += sizeof(struct vkd3d_serialized_pipeline_toc_entry) * pipeline_library->spirv_cache_map.used_count;
total_size += sizeof(struct vkd3d_serialized_pipeline_toc_entry) * pipeline_library->driver_cache_map.used_count;
total_size += d3d12_pipeline_library_get_aligned_name_table_size(pipeline_library);
total_size += pipeline_library->total_blob_size;
return total_size;
}
static SIZE_T STDMETHODCALLTYPE d3d12_pipeline_library_GetSerializedSize(d3d12_pipeline_library_iface *iface)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
size_t total_size;
int rc;
TRACE("iface %p.\n", iface);
if ((rc = rwlock_lock_read(&pipeline_library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return 0;
}
if ((rc = rwlock_lock_read(&pipeline_library->internal_hashmap_mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
rwlock_unlock_read(&pipeline_library->mutex);
return 0;
}
total_size = d3d12_pipeline_library_get_serialized_size(pipeline_library);
rwlock_unlock_read(&pipeline_library->mutex);
rwlock_unlock_read(&pipeline_library->internal_hashmap_mutex);
return total_size;
}
static void d3d12_pipeline_library_serialize_hash_map(const struct hash_map *map,
struct vkd3d_serialized_pipeline_toc_entry **inout_toc_entries, uint8_t *serialized_data,
size_t *inout_name_offset, size_t *inout_blob_offset)
{
struct vkd3d_serialized_pipeline_toc_entry *toc_entries = *inout_toc_entries;
size_t name_offset = *inout_name_offset;
size_t blob_offset = *inout_blob_offset;
uint32_t i;
for (i = 0; i < map->entry_count; i++)
{
struct vkd3d_cached_pipeline_entry *e = (struct vkd3d_cached_pipeline_entry*)hash_map_get_entry(map, i);
if (e->entry.flags & HASH_MAP_ENTRY_OCCUPIED)
{
d3d12_pipeline_library_serialize_entry(e, toc_entries, serialized_data, name_offset, blob_offset);
toc_entries++;
name_offset += e->key.name_length ? e->key.name_length : sizeof(e->key.internal_key_hash);
blob_offset += align(e->data.blob_length, VKD3D_PIPELINE_BLOB_ALIGN);
}
}
*inout_toc_entries = toc_entries;
*inout_name_offset = name_offset;
*inout_blob_offset = blob_offset;
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
static void d3d12_pipeline_library_serialize_stream_archive_header(struct d3d12_pipeline_library *pipeline_library,
struct vkd3d_serialized_pipeline_library_stream *header)
{
const VkPhysicalDeviceProperties *device_properties = &pipeline_library->device->device_info.properties2.properties;
header->version = VKD3D_PIPELINE_LIBRARY_VERSION_STREAM;
header->vendor_id = device_properties->vendorID;
header->device_id = device_properties->deviceID;
header->reserved = 0;
header->vkd3d_build = vkd3d_build;
header->vkd3d_shader_interface_key = pipeline_library->device->shader_interface_key;
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_USE_PIPELINE_CACHE_UUID)
memcpy(header->cache_uuid, device_properties->pipelineCacheUUID, VK_UUID_SIZE);
else
memset(header->cache_uuid, 0, VK_UUID_SIZE);
}
static HRESULT d3d12_pipeline_library_serialize(struct d3d12_pipeline_library *pipeline_library,
void *data, size_t data_size)
{
const VkPhysicalDeviceProperties *device_properties = &pipeline_library->device->device_info.properties2.properties;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
struct vkd3d_serialized_pipeline_library_toc *header = data;
struct vkd3d_serialized_pipeline_toc_entry *toc_entries;
uint64_t driver_cache_size;
uint8_t *serialized_data;
size_t total_toc_entries;
size_t required_size;
uint64_t spirv_size;
size_t name_offset;
size_t blob_offset;
uint64_t pso_size;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* Stream archives are not serialized as a monolithic blob. */
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE)
return E_INVALIDARG;
required_size = d3d12_pipeline_library_get_serialized_size(pipeline_library);
if (data_size < required_size)
return E_INVALIDARG;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
header->version = VKD3D_PIPELINE_LIBRARY_VERSION_TOC;
header->vendor_id = device_properties->vendorID;
header->device_id = device_properties->deviceID;
header->pipeline_count = pipeline_library->pso_map.used_count;
header->spirv_count = pipeline_library->spirv_cache_map.used_count;
header->driver_cache_count = pipeline_library->driver_cache_map.used_count;
header->vkd3d_build = vkd3d_build;
header->vkd3d_shader_interface_key = pipeline_library->device->shader_interface_key;
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_USE_PIPELINE_CACHE_UUID)
memcpy(header->cache_uuid, device_properties->pipelineCacheUUID, VK_UUID_SIZE);
else
memset(header->cache_uuid, 0, VK_UUID_SIZE);
total_toc_entries = header->pipeline_count + header->spirv_count + header->driver_cache_count;
toc_entries = header->entries;
serialized_data = (uint8_t *)&toc_entries[total_toc_entries];
name_offset = 0;
blob_offset = d3d12_pipeline_library_get_aligned_name_table_size(pipeline_library);
spirv_size = blob_offset;
d3d12_pipeline_library_serialize_hash_map(&pipeline_library->spirv_cache_map, &toc_entries,
serialized_data, &name_offset, &blob_offset);
spirv_size = blob_offset - spirv_size;
driver_cache_size = blob_offset;
d3d12_pipeline_library_serialize_hash_map(&pipeline_library->driver_cache_map, &toc_entries,
serialized_data, &name_offset, &blob_offset);
driver_cache_size = blob_offset - driver_cache_size;
pso_size = blob_offset;
d3d12_pipeline_library_serialize_hash_map(&pipeline_library->pso_map, &toc_entries,
serialized_data, &name_offset, &blob_offset);
pso_size = blob_offset - pso_size;
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
{
INFO("Serializing pipeline library (%"PRIu64" bytes):\n"
" TOC overhead: %"PRIu64" bytes\n"
" Name table overhead: %"PRIu64" bytes\n"
" D3D12 PSO count: %u (%"PRIu64" bytes)\n"
" Unique SPIR-V count: %u (%"PRIu64" bytes)\n"
" Unique VkPipelineCache count: %u (%"PRIu64" bytes)\n",
(uint64_t)data_size,
(uint64_t)(serialized_data - (const uint8_t*)data),
(uint64_t)name_offset,
header->pipeline_count, pso_size,
header->spirv_count, spirv_size,
header->driver_cache_count, driver_cache_size);
}
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_Serialize(d3d12_pipeline_library_iface *iface,
void *data, SIZE_T data_size)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
HRESULT hr;
int rc;
TRACE("iface %p.\n", iface);
if ((rc = rwlock_lock_read(&pipeline_library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return E_FAIL;
}
if ((rc = rwlock_lock_read(&pipeline_library->internal_hashmap_mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
rwlock_unlock_read(&pipeline_library->mutex);
return E_FAIL;
}
hr = d3d12_pipeline_library_serialize(pipeline_library, data, data_size);
rwlock_unlock_read(&pipeline_library->mutex);
rwlock_unlock_read(&pipeline_library->internal_hashmap_mutex);
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d12_pipeline_library_LoadPipeline(d3d12_pipeline_library_iface *iface,
LPCWSTR name, const D3D12_PIPELINE_STATE_STREAM_DESC *desc, REFIID iid, void **pipeline_state)
{
struct d3d12_pipeline_library *pipeline_library = impl_from_ID3D12PipelineLibrary(iface);
struct d3d12_pipeline_state_desc pipeline_desc;
struct d3d12_pipeline_state *object;
VkPipelineBindPoint pipeline_type;
HRESULT hr;
TRACE("iface %p, name %s, desc %p, iid %s, pipeline_state %p.\n", iface,
debugstr_w(name), desc, debugstr_guid(iid), pipeline_state);
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Attempting LoadPipeline.\n");
if (FAILED(hr = vkd3d_pipeline_state_desc_from_d3d12_stream_desc(&pipeline_desc, desc, &pipeline_type)))
return hr;
if (FAILED(hr = d3d12_pipeline_library_load_pipeline(pipeline_library,
name, pipeline_type, &pipeline_desc, &object)))
return hr;
return return_interface(&object->ID3D12PipelineState_iface,
&IID_ID3D12PipelineState, iid, pipeline_state);
}
static CONST_VTBL struct ID3D12PipelineLibrary1Vtbl d3d12_pipeline_library_vtbl =
{
/* IUnknown methods */
d3d12_pipeline_library_QueryInterface,
d3d12_pipeline_library_AddRef,
d3d12_pipeline_library_Release,
/* ID3D12Object methods */
d3d12_pipeline_library_GetPrivateData,
d3d12_pipeline_library_SetPrivateData,
d3d12_pipeline_library_SetPrivateDataInterface,
(void *)d3d12_object_SetName,
/* ID3D12DeviceChild methods */
d3d12_pipeline_library_GetDevice,
/* ID3D12PipelineLibrary methods */
d3d12_pipeline_library_StorePipeline,
d3d12_pipeline_library_LoadGraphicsPipeline,
d3d12_pipeline_library_LoadComputePipeline,
d3d12_pipeline_library_GetSerializedSize,
d3d12_pipeline_library_Serialize,
/* ID3D12PipelineLibrary1 methods */
d3d12_pipeline_library_LoadPipeline,
};
static HRESULT d3d12_pipeline_library_unserialize_hash_map(
struct d3d12_pipeline_library *pipeline_library,
const struct vkd3d_serialized_pipeline_toc_entry *entries,
size_t entries_count, struct hash_map *map,
const uint8_t *serialized_data_base, size_t serialized_data_size,
const uint8_t **inout_name_table)
{
const uint8_t *name_table = *inout_name_table;
uint32_t i;
/* The application is not allowed to free the blob, so we
* can safely use pointers without copying the data first. */
for (i = 0; i < entries_count; i++)
{
const struct vkd3d_serialized_pipeline_toc_entry *toc_entry = &entries[i];
struct vkd3d_cached_pipeline_entry entry;
entry.key.name_length = toc_entry->name_length;
if (entry.key.name_length)
{
entry.key.name = name_table;
entry.key.internal_key_hash = 0;
/* Verify that name table entry does not overflow. */
if (name_table + entry.key.name_length > serialized_data_base + serialized_data_size)
return E_INVALIDARG;
name_table += entry.key.name_length;
}
else
{
entry.key.name = NULL;
entry.key.internal_key_hash = 0;
/* Verify that name table entry does not overflow. */
if (name_table + sizeof(entry.key.internal_key_hash) > serialized_data_base + serialized_data_size)
return E_INVALIDARG;
memcpy(&entry.key.internal_key_hash, name_table, sizeof(entry.key.internal_key_hash));
name_table += sizeof(entry.key.internal_key_hash);
}
/* Verify that blob entry does not overflow. */
if (toc_entry->blob_offset + toc_entry->blob_length > serialized_data_size)
return E_INVALIDARG;
entry.data.blob_length = toc_entry->blob_length;
entry.data.blob = serialized_data_base + toc_entry->blob_offset;
entry.data.is_new = 0;
entry.data.state = NULL;
if (!d3d12_pipeline_library_insert_hash_map_blob_locked(pipeline_library, map, &entry))
return E_OUTOFMEMORY;
}
*inout_name_table = name_table;
return S_OK;
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
static HRESULT d3d12_pipeline_library_validate_stream_format_header(struct d3d12_pipeline_library *pipeline_library,
struct d3d12_device *device, const void *blob, size_t blob_length)
{
const VkPhysicalDeviceProperties *device_properties = &device->device_info.properties2.properties;
const struct vkd3d_serialized_pipeline_library_stream *header = blob;
if (blob_length < sizeof(*header) || header->version != VKD3D_PIPELINE_LIBRARY_VERSION_STREAM)
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
if (header->device_id != device_properties->deviceID || header->vendor_id != device_properties->vendorID)
return D3D12_ERROR_ADAPTER_NOT_FOUND;
if (header->vkd3d_build != vkd3d_build)
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
if (header->vkd3d_shader_interface_key != device->shader_interface_key)
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
/* If we never store pipeline caches, we don't have to care about pipeline cache UUID. */
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_USE_PIPELINE_CACHE_UUID)
if (memcmp(header->cache_uuid, device_properties->pipelineCacheUUID, VK_UUID_SIZE) != 0)
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
return S_OK;
}
static HRESULT d3d12_pipeline_library_read_blob_stream_format(struct d3d12_pipeline_library *pipeline_library,
struct d3d12_device *device, const void *blob, size_t blob_length)
{
const struct vkd3d_serialized_pipeline_library_stream *header = blob;
const struct vkd3d_serialized_pipeline_stream_entry *entries;
struct vkd3d_cached_pipeline_entry entry;
uint64_t blob_length_saved = blob_length;
uint32_t driver_cache_count = 0;
uint32_t pipeline_count = 0;
bool early_teardown = false;
uint32_t spirv_count = 0;
uint32_t aligned_size;
struct hash_map *map;
HRESULT hr;
if (FAILED(hr = d3d12_pipeline_library_validate_stream_format_header(pipeline_library, device, blob, blob_length)))
return hr;
entries = (const struct vkd3d_serialized_pipeline_stream_entry *)header->entries;
blob_length -= offsetof(struct vkd3d_serialized_pipeline_library_stream, entries);
while (blob_length >= sizeof(*entries))
{
/* Parsing this can take a long time. Tear down as quick as we can. */
if (vkd3d_atomic_uint32_load_explicit(&pipeline_library->stream_archive_cancellation_point,
vkd3d_memory_order_relaxed))
{
INFO("Device teardown request received, stopping parse early.\n");
early_teardown = true;
break;
}
blob_length -= sizeof(*entries);
aligned_size = align(entries->size, VKD3D_PIPELINE_BLOB_ALIGN);
/* Sliced files are expected to work since application may terminate in the middle of writing. */
if (blob_length < aligned_size)
{
INFO("Sliced stream cache entry detected. Ignoring rest of archive.\n");
break;
}
if (!vkd3d_serialized_pipeline_stream_entry_validate(entries->data, entries))
{
INFO("Corrupt stream cache entry detected. Ignoring rest of archive.\n");
break;
}
entry.key.name_length = 0;
entry.key.name = NULL;
entry.key.internal_key_hash = entries->hash;
entry.data.blob_length = entries->size;
entry.data.blob = entries->data;
/* The read-only portion of the stream archive is backed by mmap so we avoid committing too much memory.
* Similar idea as normal application pipeline libraries. */
entry.data.is_new = 0;
entry.data.state = NULL;
switch (entries->type)
{
case VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_SPIRV:
map = &pipeline_library->spirv_cache_map;
spirv_count++;
break;
case VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_DRIVER_CACHE:
map = &pipeline_library->driver_cache_map;
driver_cache_count++;
break;
case VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_PIPELINE:
map = &pipeline_library->pso_map;
pipeline_count++;
break;
default:
FIXME("Unrecognized type %u.\n", entries->type);
map = NULL;
break;
}
if (map)
{
/* If async flag is set it means we're parsing from a thread, and we must lock since application
* might be busy trying to create pipelines at this time.
* If we're parsing at device init, we don't need to lock. */
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE_PARSE_ASYNC)
{
if (entries->type == VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_PIPELINE)
{
/* Pipeline entries are handled with the main mutex. */
rwlock_lock_write(&pipeline_library->mutex);
d3d12_pipeline_library_insert_hash_map_blob_locked(pipeline_library, map, &entry);
rwlock_unlock_write(&pipeline_library->mutex);
}
else
{
/* Non-PSO caches use the internal lock implicitly here. */
d3d12_pipeline_library_insert_hash_map_blob_internal(pipeline_library, map, &entry);
}
}
else
d3d12_pipeline_library_insert_hash_map_blob_locked(pipeline_library, map, &entry);
}
blob_length -= aligned_size;
entries = (const struct vkd3d_serialized_pipeline_stream_entry *)&entries->data[aligned_size];
}
if (!early_teardown && (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG))
{
INFO("Loading stream pipeline library (%"PRIu64" bytes):\n"
" D3D12 PSO count: %u\n"
" Unique SPIR-V count: %u\n"
" Unique VkPipelineCache count: %u\n",
blob_length_saved,
pipeline_count,
spirv_count,
driver_cache_count);
}
return S_OK;
}
static HRESULT d3d12_pipeline_library_read_blob_toc_format(struct d3d12_pipeline_library *pipeline_library,
struct d3d12_device *device, const void *blob, size_t blob_length)
{
const VkPhysicalDeviceProperties *device_properties = &device->device_info.properties2.properties;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
const struct vkd3d_serialized_pipeline_library_toc *header = blob;
const uint8_t *serialized_data_base;
size_t serialized_data_size;
const uint8_t *name_table;
size_t header_entry_size;
size_t total_toc_entries;
uint32_t i;
HRESULT hr;
/* Same logic as for pipeline blobs, indicate that the app needs
* to rebuild the pipeline library in case vkd3d itself or the
* underlying device/driver changed */
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
if (blob_length < sizeof(*header) || header->version != VKD3D_PIPELINE_LIBRARY_VERSION_TOC)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Rejecting pipeline library due to invalid header version.\n");
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
}
if (header->device_id != device_properties->deviceID || header->vendor_id != device_properties->vendorID)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Rejecting pipeline library due to vendorID/deviceID mismatch.\n");
return D3D12_ERROR_ADAPTER_NOT_FOUND;
}
if (header->vkd3d_build != vkd3d_build)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Rejecting pipeline library due to vkd3d-proton build mismatch.\n");
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
}
if (header->vkd3d_shader_interface_key != device->shader_interface_key)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Rejecting pipeline library due to vkd3d-proton shader interface key mismatch.\n");
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
}
/* If we never store pipeline caches, we don't have to care about pipeline cache UUID. */
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_USE_PIPELINE_CACHE_UUID)
{
if (memcmp(header->cache_uuid, device_properties->pipelineCacheUUID, VK_UUID_SIZE) != 0)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Rejecting pipeline library due to pipelineCacheUUID mismatch.\n");
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
}
}
total_toc_entries = header->pipeline_count + header->spirv_count + header->driver_cache_count;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
header_entry_size = offsetof(struct vkd3d_serialized_pipeline_library_toc, entries) +
total_toc_entries * sizeof(struct vkd3d_serialized_pipeline_toc_entry);
if (blob_length < header_entry_size)
{
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Rejecting pipeline library due to too small blob length compared to expected size.\n");
return D3D12_ERROR_DRIVER_VERSION_MISMATCH;
}
serialized_data_size = blob_length - header_entry_size;
serialized_data_base = (const uint8_t *)&header->entries[total_toc_entries];
name_table = serialized_data_base;
i = 0;
if (FAILED(hr = d3d12_pipeline_library_unserialize_hash_map(pipeline_library,
&header->entries[i], header->spirv_count,
&pipeline_library->spirv_cache_map, serialized_data_base, serialized_data_size,
&name_table)))
return hr;
i += header->spirv_count;
if (FAILED(hr = d3d12_pipeline_library_unserialize_hash_map(pipeline_library,
&header->entries[i], header->driver_cache_count,
&pipeline_library->driver_cache_map, serialized_data_base, serialized_data_size,
&name_table)))
return hr;
i += header->driver_cache_count;
if (FAILED(hr = d3d12_pipeline_library_unserialize_hash_map(pipeline_library,
&header->entries[i], header->pipeline_count,
&pipeline_library->pso_map, serialized_data_base, serialized_data_size,
&name_table)))
return hr;
i += header->pipeline_count;
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
{
INFO("Loading pipeline library (%"PRIu64" bytes):\n"
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
" D3D12 PSO count: %u\n"
" Unique SPIR-V count: %u\n"
" Unique VkPipelineCache count: %u\n",
(uint64_t)blob_length,
header->pipeline_count,
header->spirv_count,
header->driver_cache_count);
}
return S_OK;
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
static HRESULT d3d12_pipeline_library_read_blob(struct d3d12_pipeline_library *pipeline_library,
struct d3d12_device *device, const void *blob, size_t blob_length)
{
/* For stream archives, we are expected to call the appropriate parsing function after creation. */
if (pipeline_library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE)
return E_INVALIDARG;
/* For app-visible pipeline library, this format moves all TOC information to beginning of blob
* which optimizes for parsing speed. */
return d3d12_pipeline_library_read_blob_toc_format(pipeline_library, device, blob, blob_length);
}
static HRESULT d3d12_pipeline_library_init(struct d3d12_pipeline_library *pipeline_library,
struct d3d12_device *device, const void *blob, size_t blob_length, uint32_t flags)
{
bool internal_keys;
HRESULT hr;
int rc;
memset(pipeline_library, 0, sizeof(*pipeline_library));
pipeline_library->ID3D12PipelineLibrary_iface.lpVtbl = &d3d12_pipeline_library_vtbl;
pipeline_library->refcount = 1;
pipeline_library->internal_refcount = 1;
pipeline_library->flags = flags;
if (!blob_length && blob)
return E_INVALIDARG;
if ((rc = rwlock_init(&pipeline_library->mutex)))
return hresult_from_errno(rc);
if ((rc = rwlock_init(&pipeline_library->internal_hashmap_mutex)))
{
rwlock_destroy(&pipeline_library->mutex);
return hresult_from_errno(rc);
}
internal_keys = !!(flags & VKD3D_PIPELINE_LIBRARY_FLAG_INTERNAL_KEYS);
hash_map_init(&pipeline_library->spirv_cache_map, vkd3d_cached_pipeline_hash_internal,
vkd3d_cached_pipeline_compare_internal, sizeof(struct vkd3d_cached_pipeline_entry));
hash_map_init(&pipeline_library->driver_cache_map, vkd3d_cached_pipeline_hash_internal,
vkd3d_cached_pipeline_compare_internal, sizeof(struct vkd3d_cached_pipeline_entry));
hash_map_init(&pipeline_library->pso_map,
internal_keys ? vkd3d_cached_pipeline_hash_internal : vkd3d_cached_pipeline_hash_name,
internal_keys ? vkd3d_cached_pipeline_compare_internal : vkd3d_cached_pipeline_compare_name,
sizeof(struct vkd3d_cached_pipeline_entry));
if (blob_length)
{
hr = d3d12_pipeline_library_read_blob(pipeline_library, device, blob, blob_length);
if ((vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_IGNORE_MISMATCH_DRIVER) &&
(hr == D3D12_ERROR_ADAPTER_NOT_FOUND || hr == D3D12_ERROR_DRIVER_VERSION_MISMATCH))
{
/* Sigh ... Otherwise, certain games might never create a replacement
* pipeline library and never serialize out pipeline libraries. */
INFO("Application provided a pipeline library which does not match with what we expect.\n"
"Creating an empty pipeline library instead as a workaround.\n");
hr = S_OK;
}
if (FAILED(hr))
goto cleanup_hash_map;
}
else if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_LOG)
INFO("Creating empty pipeline library.\n");
if (FAILED(hr = vkd3d_private_store_init(&pipeline_library->private_store)))
goto cleanup_mutex;
d3d12_device_add_ref(pipeline_library->device = device);
return hr;
cleanup_hash_map:
hash_map_clear(&pipeline_library->pso_map);
hash_map_clear(&pipeline_library->spirv_cache_map);
hash_map_clear(&pipeline_library->driver_cache_map);
cleanup_mutex:
rwlock_destroy(&pipeline_library->mutex);
return hr;
}
HRESULT d3d12_pipeline_library_create(struct d3d12_device *device, const void *blob,
size_t blob_length, uint32_t flags, struct d3d12_pipeline_library **pipeline_library)
{
struct d3d12_pipeline_library *object;
HRESULT hr;
if (!(object = vkd3d_malloc(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d12_pipeline_library_init(object, device, blob, blob_length, flags)))
{
vkd3d_free(object);
return hr;
}
TRACE("Created pipeline library %p.\n", object);
*pipeline_library = object;
return S_OK;
}
void vkd3d_pipeline_cache_compat_from_state_desc(struct vkd3d_pipeline_cache_compatibility *compat,
const struct d3d12_pipeline_state_desc *desc)
{
const D3D12_SHADER_BYTECODE *code_list[] = {
&desc->vs,
&desc->hs,
&desc->ds,
&desc->gs,
&desc->ps,
&desc->cs,
};
unsigned int output_index = 0;
uint64_t state_hash;
unsigned int i;
state_hash = hash_fnv1_init();
/* Combined, all this information should serve as a unique key for a PSO.
* TODO: Use this to look up cached PSOs in on-disk caches. */
#define H8(v) state_hash = hash_fnv1_iterate_u8(state_hash, v)
#define H32(v) state_hash = hash_fnv1_iterate_u32(state_hash, v)
#define HF32(v) state_hash = hash_fnv1_iterate_f32(state_hash, v)
#define HS(v) state_hash = hash_fnv1_iterate_string(state_hash, v)
if (!desc->cs.BytecodeLength)
{
H32(desc->stream_output.RasterizedStream);
H32(desc->stream_output.NumEntries);
H32(desc->stream_output.NumStrides);
for (i = 0; i < desc->stream_output.NumStrides; i++)
H32(desc->stream_output.pBufferStrides[i]);
for (i = 0; i < desc->stream_output.NumEntries; i++)
{
H32(desc->stream_output.pSODeclaration[i].ComponentCount);
H32(desc->stream_output.pSODeclaration[i].OutputSlot);
H32(desc->stream_output.pSODeclaration[i].SemanticIndex);
H32(desc->stream_output.pSODeclaration[i].StartComponent);
H32(desc->stream_output.pSODeclaration[i].Stream);
HS(desc->stream_output.pSODeclaration[i].SemanticName);
}
H32(desc->blend_state.IndependentBlendEnable);
H32(desc->blend_state.AlphaToCoverageEnable);
/* Per-RT state */
H32(desc->rtv_formats.NumRenderTargets);
for (i = 0; i < desc->rtv_formats.NumRenderTargets; i++)
{
H32(desc->blend_state.RenderTarget[i].RenderTargetWriteMask);
H32(desc->blend_state.RenderTarget[i].BlendEnable);
H32(desc->blend_state.RenderTarget[i].LogicOpEnable);
H32(desc->blend_state.RenderTarget[i].DestBlend);
H32(desc->blend_state.RenderTarget[i].DestBlendAlpha);
H32(desc->blend_state.RenderTarget[i].SrcBlend);
H32(desc->blend_state.RenderTarget[i].SrcBlendAlpha);
H32(desc->blend_state.RenderTarget[i].BlendOp);
H32(desc->blend_state.RenderTarget[i].BlendOpAlpha);
H32(desc->blend_state.RenderTarget[i].LogicOpEnable);
H32(desc->blend_state.RenderTarget[i].LogicOp);
H32(desc->rtv_formats.RTFormats[i]);
}
H32(desc->sample_mask);
/* Raster state */
H32(desc->rasterizer_state.FillMode);
H32(desc->rasterizer_state.CullMode);
H32(desc->rasterizer_state.FrontCounterClockwise);
H32(desc->rasterizer_state.DepthBias);
HF32(desc->rasterizer_state.DepthBiasClamp);
HF32(desc->rasterizer_state.SlopeScaledDepthBias);
H32(desc->rasterizer_state.DepthClipEnable);
H32(desc->rasterizer_state.MultisampleEnable);
H32(desc->rasterizer_state.AntialiasedLineEnable);
H32(desc->rasterizer_state.ForcedSampleCount);
H32(desc->rasterizer_state.ConservativeRaster);
/* Depth-stencil state. */
H32(desc->depth_stencil_state.DepthEnable);
H32(desc->depth_stencil_state.DepthWriteMask);
H32(desc->depth_stencil_state.DepthFunc);
H32(desc->depth_stencil_state.StencilEnable);
H32(desc->depth_stencil_state.StencilReadMask);
H32(desc->depth_stencil_state.StencilWriteMask);
H32(desc->depth_stencil_state.FrontFace.StencilFailOp);
H32(desc->depth_stencil_state.FrontFace.StencilDepthFailOp);
H32(desc->depth_stencil_state.FrontFace.StencilPassOp);
H32(desc->depth_stencil_state.FrontFace.StencilFunc);
H32(desc->depth_stencil_state.BackFace.StencilFailOp);
H32(desc->depth_stencil_state.BackFace.StencilDepthFailOp);
H32(desc->depth_stencil_state.BackFace.StencilPassOp);
H32(desc->depth_stencil_state.BackFace.StencilFunc);
H32(desc->depth_stencil_state.DepthBoundsTestEnable);
/* Input layout. */
H32(desc->input_layout.NumElements);
for (i = 0; i < desc->input_layout.NumElements; i++)
{
HS(desc->input_layout.pInputElementDescs[i].SemanticName);
H32(desc->input_layout.pInputElementDescs[i].SemanticIndex);
H32(desc->input_layout.pInputElementDescs[i].Format);
H32(desc->input_layout.pInputElementDescs[i].InputSlot);
H32(desc->input_layout.pInputElementDescs[i].AlignedByteOffset);
H32(desc->input_layout.pInputElementDescs[i].InputSlotClass);
H32(desc->input_layout.pInputElementDescs[i].InstanceDataStepRate);
}
H32(desc->strip_cut_value);
H32(desc->primitive_topology_type);
H32(desc->dsv_format);
/* Sample desc */
H32(desc->sample_desc.Count);
H32(desc->sample_desc.Quality);
/* View instancing */
H32(desc->view_instancing_desc.ViewInstanceCount);
for (i = 0; i < desc->view_instancing_desc.ViewInstanceCount; i++)
{
H32(desc->view_instancing_desc.pViewInstanceLocations[i].RenderTargetArrayIndex);
H32(desc->view_instancing_desc.pViewInstanceLocations[i].ViewportArrayIndex);
}
H32(desc->view_instancing_desc.Flags);
}
H32(desc->node_mask);
H32(desc->flags);
#undef H8
#undef H32
#undef HF32
#undef HS
compat->state_desc_compat_hash = state_hash;
for (i = 0; i < ARRAY_SIZE(code_list) && output_index < ARRAY_SIZE(compat->dxbc_blob_hashes); i++)
{
if (code_list[i]->BytecodeLength)
{
const struct vkd3d_shader_code dxbc = { code_list[i]->pShaderBytecode, code_list[i]->BytecodeLength };
compat->dxbc_blob_hashes[output_index] = vkd3d_shader_hash(&dxbc);
compat->dxbc_blob_hashes[output_index] = hash_fnv1_iterate_u8(compat->dxbc_blob_hashes[output_index], i);
output_index++;
}
}
}
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
static uint64_t vkd3d_pipeline_cache_compatibility_condense(const struct vkd3d_pipeline_cache_compatibility *compat)
{
unsigned int i;
uint64_t h;
h = hash_fnv1_init();
h = hash_fnv1_iterate_u64(h, compat->state_desc_compat_hash);
h = hash_fnv1_iterate_u64(h, compat->root_signature_compat_hash);
for (i = 0; i < ARRAY_SIZE(compat->dxbc_blob_hashes); i++)
h = hash_fnv1_iterate_u64(h, compat->dxbc_blob_hashes[i]);
return h;
}
static HRESULT vkd3d_pipeline_library_disk_cache_save_pipeline_state(struct vkd3d_pipeline_library_disk_cache *cache,
const struct vkd3d_pipeline_library_disk_cache_item *item)
{
struct d3d12_pipeline_library *library = cache->library;
struct vkd3d_cached_pipeline_entry entry;
void *new_blob;
VkResult vr;
int rc;
/* Try to avoid taking writer locks until we're absolutely forced to.
* It's fairly likely we'll see duplicates here, so we should avoid stalling
* when multiple threads are hammering us with PSO creation. */
entry.key.name_length = 0;
entry.key.name = NULL;
entry.key.internal_key_hash = vkd3d_pipeline_cache_compatibility_condense(&item->state->pipeline_cache_compat);
if ((rc = rwlock_lock_read(&library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return hresult_from_errno(rc);
}
if (hash_map_find(&library->pso_map, &entry.key))
{
/* This could happen if a parallel thread tried to create the same PSO.
* In a single threaded scenario we would find the PSO when creating the PSO,
* and we would never try to enter this path. */
rwlock_unlock_read(&library->mutex);
return E_INVALIDARG;
}
if (FAILED(vr = vkd3d_serialize_pipeline_state(library, item->state, &entry.data.blob_length, NULL)))
{
rwlock_unlock_read(&library->mutex);
return hresult_from_vk_result(vr);
}
if (!(new_blob = malloc(entry.data.blob_length)))
{
rwlock_unlock_read(&library->mutex);
return E_OUTOFMEMORY;
}
if (FAILED(vr = vkd3d_serialize_pipeline_state(library, item->state, &entry.data.blob_length, new_blob)))
{
vkd3d_free(new_blob);
rwlock_unlock_read(&library->mutex);
return hresult_from_vk_result(vr);
}
entry.data.blob = new_blob;
entry.data.is_new = 1;
/* We cannot hand the same object out again, since this is not part of the ID3D12PipelineLibrary interface. */
entry.data.state = NULL;
/* Now is the time to promote to a writer lock. */
rwlock_unlock_read(&library->mutex);
if ((rc = rwlock_lock_write(&library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
vkd3d_free(new_blob);
return hresult_from_errno(rc);
}
if (!d3d12_pipeline_library_insert_hash_map_blob_locked(library, &library->pso_map, &entry))
{
/* Found duplicate. */
vkd3d_free(new_blob);
rwlock_unlock_write(&library->mutex);
return E_OUTOFMEMORY;
}
rwlock_unlock_write(&library->mutex);
if (library->disk_cache_listener)
{
vkd3d_pipeline_library_disk_cache_notify_blob_insert(library->disk_cache_listener,
entry.key.internal_key_hash,
VKD3D_SERIALIZED_PIPELINE_STREAM_ENTRY_PIPELINE,
entry.data.blob, entry.data.blob_length);
}
return S_OK;
}
HRESULT vkd3d_pipeline_library_store_pipeline_to_disk_cache(
struct vkd3d_pipeline_library_disk_cache *cache,
struct d3d12_pipeline_state *state)
{
/* Push new work to disk cache thread. */
d3d12_pipeline_state_inc_ref(state);
pthread_mutex_lock(&cache->lock);
vkd3d_array_reserve((void**)&cache->items, &cache->items_size,
cache->items_count + 1, sizeof(*cache->items));
cache->items[cache->items_count].state = state;
cache->items_count++;
condvar_reltime_signal(&cache->cond);
pthread_mutex_unlock(&cache->lock);
return S_OK;
}
HRESULT vkd3d_pipeline_library_find_cached_blob_from_disk_cache(struct vkd3d_pipeline_library_disk_cache *cache,
const struct vkd3d_pipeline_cache_compatibility *compat,
struct d3d12_cached_pipeline_state *cached_state)
{
struct d3d12_pipeline_library *library = cache->library;
const struct vkd3d_cached_pipeline_entry *e;
struct vkd3d_cached_pipeline_key key;
int rc;
if ((rc = rwlock_lock_read(&library->mutex)))
{
ERR("Failed to lock mutex, rc %d.\n", rc);
return hresult_from_errno(rc);
}
key.name_length = 0;
key.name = NULL;
key.internal_key_hash = vkd3d_pipeline_cache_compatibility_condense(compat);
if (!(e = (const struct vkd3d_cached_pipeline_entry*)hash_map_find(&library->pso_map, &key)))
{
rwlock_unlock_read(&library->mutex);
return E_INVALIDARG;
}
cached_state->blob.CachedBlobSizeInBytes = e->data.blob_length;
cached_state->blob.pCachedBlob = e->data.blob;
cached_state->library = library;
rwlock_unlock_read(&library->mutex);
return S_OK;
}
static void *vkd3d_pipeline_library_disk_thread_main(void *userarg);
struct disk_cache_entry_key
{
uint64_t hash;
enum vkd3d_serialized_pipeline_stream_entry_type type;
};
struct disk_cache_entry
{
struct hash_map_entry entry;
struct disk_cache_entry_key key;
};
static uint32_t disk_cache_entry_key_cb(const void *key_)
{
const struct disk_cache_entry_key *key = key_;
return hash_combine(hash_uint64(key->hash), key->type);
}
static bool disk_cache_entry_compare_cb(const void *key, const struct hash_map_entry *entry)
{
const struct disk_cache_entry_key *new_key = key;
const struct disk_cache_entry_key *old_key = &((const struct disk_cache_entry *)entry)->key;
return new_key->hash == old_key->hash && new_key->type == old_key->type;
}
static void vkd3d_pipeline_library_disk_cache_merge(struct vkd3d_pipeline_library_disk_cache *cache,
const char *read_path, const char *write_path)
{
const struct vkd3d_serialized_pipeline_library_stream *write_cache_header;
const struct vkd3d_serialized_pipeline_stream_entry *write_entries;
struct vkd3d_serialized_pipeline_stream_entry stream_entry;
struct vkd3d_serialized_pipeline_library_stream header;
struct vkd3d_memory_mapped_file mapped_write_cache;
char merge_path[VKD3D_PATH_MAX];
unsigned int existing_entries;
struct disk_cache_entry entry;
uint8_t *tmp_buffer = NULL;
size_t tmp_buffer_size = 0;
unsigned int new_entries;
size_t write_cache_size;
struct hash_map map;
size_t aligned_size;
FILE *merge_file;
int64_t off;
HRESULT hr;
memset(&mapped_write_cache, 0, sizeof(mapped_write_cache));
snprintf(merge_path, sizeof(merge_path), "%s.merge", read_path);
hash_map_init(&map, disk_cache_entry_key_cb, disk_cache_entry_compare_cb, sizeof(struct disk_cache_entry));
merge_file = NULL;
/* If we only have a write-only cache, but no read-only one, this will succeed.
* We're done. */
if (vkd3d_file_rename_no_replace(write_path, read_path))
{
INFO("Promoting write cache to read cache. No need to merge any disk caches.\n");
goto out;
}
/* We're going to fwrite the mapped data directly. */
if (!vkd3d_file_map_read_only(write_path, &mapped_write_cache))
{
INFO("No write cache exists. No need to merge any disk caches.\n");
goto out;
}
/* If the write cache is out of date, just nuke it and move on. Nothing to do. */
if (FAILED(hr = d3d12_pipeline_library_validate_stream_format_header(cache->library,
cache->library->device, mapped_write_cache.mapped, mapped_write_cache.mapped_size)))
{
INFO("Write cache is invalid (hr #%x), nuking it.\n", hr);
goto out;
}
/* If we fail here, there is either a stale merge file lying around (which we will clean up at the end),
* or some other process is merging caches concurrently.
* It is somewhat unpredictable what will happen with all the atomic renames and deletions in flight,
* but we'll end up in a consistent state either way.
* The expectation is that games are loaded with one instance. */
if (vkd3d_file_rename_no_replace(read_path, merge_path))
{
INFO("Merging disk caches.\n");
merge_file = fopen(merge_path, "rb+");
/* Shouldn't happen, but can happen if another process races us and deletes the merge file
* in the interim. */
if (!merge_file)
{
INFO("Cannot re-open merge cache. Likely a race condition with multiple processes.\n");
goto out;
}
existing_entries = 0;
new_entries = 0;
/* If we have a read-only cache, atomically move to the merge path.
* If we win, the merge-only file is "owned" by this thread, and we consider it safe to append to it.
* Here, we will open the file in append mode, seek to the last whole blob entry,
* and then append the write-only portion. */
if (fread(&header, sizeof(header), 1, merge_file) != 1 ||
FAILED(hr = d3d12_pipeline_library_validate_stream_format_header(cache->library,
cache->library->device, &header, sizeof(header))))
{
INFO("Read-only cache is out of date, discarding it.\n");
/* Just promote the write cache to read cache and call it a day. */
fclose(merge_file);
merge_file = NULL;
vkd3d_file_delete(merge_path);
if (vkd3d_file_rename_overwrite(write_path, read_path))
INFO("Successfully promoted write cache to read cache.\n");
}
else
{
/* Find the end of the read cache which contains whole and sane entries.
* At the same time, add entries to the hash map, so that we don't insert duplicates. */
off = _ftelli64(merge_file);
/* From a cold disk cache, this can be quite slow. Poll the teardown atomic. */
while (fread(&stream_entry, sizeof(stream_entry), 1, merge_file) == 1)
{
/* Don't want to throw away the disk caches here. Try again next time. */
if (vkd3d_atomic_uint32_load_explicit(&cache->library->stream_archive_cancellation_point,
vkd3d_memory_order_relaxed))
{
INFO("Device teardown request received, stopping parse early.\n");
/* Move the file back, don't delete anything. */
fclose(merge_file);
merge_file = NULL;
vkd3d_file_rename_overwrite(merge_path, read_path);
goto out_cancellation;
}
aligned_size = align(stream_entry.size, VKD3D_PIPELINE_BLOB_ALIGN);
/* Before accepting this as a valid entry, ensure checksums are correct.
* Ideally we'd have mmap going here, but appending while mmaping a file is ... dubious :) */
if (!vkd3d_array_reserve((void**)&tmp_buffer, &tmp_buffer_size,
aligned_size, 1))
break;
if (fread(tmp_buffer, 1, aligned_size, merge_file) != aligned_size)
{
INFO("Read-only archive entry is sliced. Ignoring rest of archive.\n");
break;
}
if (!vkd3d_serialized_pipeline_stream_entry_validate(tmp_buffer, &stream_entry))
{
INFO("Found corrupt entry in read-only archive. Ignoring rest of archive.\n");
break;
}
entry.key.hash = stream_entry.hash;
entry.key.type = stream_entry.type;
if (!hash_map_find(&map, &entry.key) && hash_map_insert(&map, &entry.key, &entry.entry))
existing_entries++;
off = _ftelli64(merge_file);
}
if (_fseeki64(merge_file, off, SEEK_SET) == 0)
{
/* Merge entries. */
write_cache_header = mapped_write_cache.mapped;
write_cache_size = mapped_write_cache.mapped_size;
write_entries = (const struct vkd3d_serialized_pipeline_stream_entry *)write_cache_header->entries;
write_cache_size -= sizeof(*write_cache_header);
while (write_cache_size >= sizeof(*write_entries))
{
/* Don't want to throw away the disk caches here. Try again next time. */
if (vkd3d_atomic_uint32_load_explicit(&cache->library->stream_archive_cancellation_point,
vkd3d_memory_order_relaxed))
{
INFO("Device teardown request received, stopping parse early.\n");
/* Move the file back, don't delete anything. */
fclose(merge_file);
merge_file = NULL;
vkd3d_file_rename_overwrite(merge_path, read_path);
goto out_cancellation;
}
write_cache_size -= sizeof(*write_entries);
aligned_size = align(write_entries->size, VKD3D_PIPELINE_BLOB_ALIGN);
if (write_cache_size < aligned_size)
{
INFO("Write-only archive entry is sliced. Ignoring rest of archive.\n");
break;
}
if (!vkd3d_serialized_pipeline_stream_entry_validate(write_entries->data, write_entries))
{
INFO("Found corrupt entry in write-only archive. Ignoring rest of archive.\n");
break;
}
entry.key.hash = write_entries->hash;
entry.key.type = write_entries->type;
if (!hash_map_find(&map, &entry.key) && hash_map_insert(&map, &entry.key, &entry.entry))
{
if (fwrite(write_entries, sizeof(*write_entries), 1, merge_file) != 1 ||
fwrite(write_entries->data, 1, aligned_size, merge_file) != aligned_size)
{
ERR("Failed to append blob to read-cache.\n");
break;
}
new_entries++;
}
write_cache_size -= aligned_size;
write_entries = (const struct vkd3d_serialized_pipeline_stream_entry *)&write_entries->data[aligned_size];
}
}
INFO("Done merging shader caches, existing entries: %u, new entries: %u.\n",
existing_entries, new_entries);
fclose(merge_file);
merge_file = NULL;
if (vkd3d_file_rename_overwrite(merge_path, read_path))
INFO("Successfully replaced shader cache with merged cache.\n");
else
INFO("Failed to replace shader cache.\n");
}
}
out:
/* There shouldn't be any write cache left after merging. */
vkd3d_file_unmap(&mapped_write_cache);
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
vkd3d_file_delete(write_path);
/* If we have a stale merge file lying around, we might have been killed at some point
* when we tried to merge the read-only cache earlier.
* We might lose cache data this way, but this shouldn't happen except in extreme circumstances.
* We need to ensure that some thread will eventually be able exclusively create the merge file,
* otherwise, we'll never be able to promote new blobs to the read-only cache.
* In a normal situation, merge_path will never exist at this point. */
vkd3d_file_delete(merge_path);
out_cancellation:
vkd3d_file_unmap(&mapped_write_cache);
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
if (merge_file)
fclose(merge_file);
hash_map_clear(&map);
vkd3d_free(tmp_buffer);
}
static void vkd3d_pipeline_library_disk_cache_initial_setup(struct vkd3d_pipeline_library_disk_cache *cache)
{
uint64_t begin_ts;
uint64_t end_ts;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
HRESULT hr;
begin_ts = vkd3d_get_current_time_ns();
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
/* Fairly complex operation. Ideally, Steam handles this.
* After this operation, only read_path should remain, and write_path (and temporary merge path) is deleted. */
vkd3d_pipeline_library_disk_cache_merge(cache, cache->read_path, cache->write_path);
end_ts = vkd3d_get_current_time_ns();
INFO("Merging pipeline libraries took %.3f ms.\n", 1e-6 * (double)(end_ts - begin_ts));
begin_ts = vkd3d_get_current_time_ns();
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
if (!vkd3d_file_map_read_only(cache->read_path, &cache->mapped_file))
{
INFO("Failed to map read-only cache: %s.\n", cache->read_path);
}
else
{
end_ts = vkd3d_get_current_time_ns();
INFO("Mapping read-only cache took %.3f ms.\n", 1e-6 * (double)(end_ts - begin_ts));
begin_ts = vkd3d_get_current_time_ns();
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
hr = d3d12_pipeline_library_read_blob_stream_format(cache->library, cache->library->device,
cache->mapped_file.mapped, cache->mapped_file.mapped_size);
end_ts = vkd3d_get_current_time_ns();
INFO("Parsing stream archive took %.3f ms.\n", 1e-6 * (double)(end_ts - begin_ts));
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
if (hr == D3D12_ERROR_DRIVER_VERSION_MISMATCH)
INFO("Cannot load existing on-disk cache due to driver version mismatch.\n");
else if (hr == D3D12_ERROR_ADAPTER_NOT_FOUND)
INFO("Cannot load existing on-disk cache due to driver version mismatch.\n");
else if (FAILED(hr))
INFO("Failed to load driver cache with hr #%x, falling back to empty cache.\n", hr);
}
/* When we add new internal blobs from this point,
* we'll be notified where we can write out a stream blob to disk.
* This all happens within the disk$ thread. */
cache->library->disk_cache_listener = cache;
}
HRESULT vkd3d_pipeline_library_init_disk_cache(struct vkd3d_pipeline_library_disk_cache *cache,
struct d3d12_device *device)
{
char path_buf[VKD3D_PATH_MAX];
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
VKD3D_UNUSED size_t i, n;
const char *separator;
const char *path;
uint32_t flags;
HRESULT hr;
int rc;
memset(cache, 0, sizeof(*cache));
if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_APP_CACHE_ONLY)
return S_OK;
/* Match DXVK style here. The environment variable is a directory.
* If not set, it is in current working directory. */
vkd3d_get_env_var("VKD3D_SHADER_CACHE_PATH", path_buf, sizeof(path_buf));
path = *path_buf != '\0' ? path_buf : NULL;
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
if (path)
{
separator = &path[strlen(path) - 1];
separator = (*separator == '/' || *separator == '\\') ? "" : "/";
}
else
separator = "";
#ifdef _WIN32
/* Wine has some curious bugs when it comes to MoveFileA, DeleteFileA and RenameFileA.
* RenameFileA only works if we use Windows style paths with back-slashes (not forward slashes) for whatever reason.
* Seems to be related to drive detection (Rename fails with drive mismatch in some cases for example).
* Manually remap Unix style paths to conservative Win32.
* Normally Wine accepts Unix style paths, but not here for whatever reason. */
if (path && path[0] == '/')
snprintf(cache->read_path, sizeof(cache->read_path), "Z:\\%s%svkd3d-proton.cache", path + 1, separator);
else if (path)
snprintf(cache->read_path, sizeof(cache->read_path), "%s%svkd3d-proton.cache", path, separator);
else
strcpy(cache->read_path, "vkd3d-proton.cache");
cache: Implement an on-disk pipeline library. With VKD3D_SHADER_CACHE_PATH, we can add automatic serialization of pipeline blobs to disk, even for games which do not make any use of GetCachedBlob of ID3D12PipelineLibrary interfaces. Most applications expect drivers to have some kind of internal caching. This is implemented as a system where a disk thread will manage a private ID3D12PipelineLibrary, and new PSOs are automatically committed to this library. PSO creation will also consult this internal pipeline library if applications do not provide their own blob. The strategy for updating the cache is based on a read-only cache which is mmaped from disk, with an exclusive write-only portion for new blobs, which ensures some degree of safety if there are multiple concurrent processes using the same cache. The memory layout of the disk cache is optimized to be very efficient for appending new blobs, just simple fwrites + fflush. The format is also robust against sliced files, which solves the problem where applications tear down without destroying the D3D12 device properly. This structure is very similar to Fossilize, and in fact the idea is to move towards actually using the Fossilize format directly later. This implementation prepares us for this scenario where e.g. Steam could potentially manage the vkd3d-proton cache. The main complication in this implementation is that we have to merge the read-only and write caches. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2022-02-02 13:12:20 +00:00
for (i = 0, n = strlen(cache->read_path); i < n; i++)
if (cache->read_path[i] == '/')
cache->read_path[i] = '\\';
INFO("Remapping VKD3D_SHADER_CACHE to: %s.\n", cache->read_path);
#else
if (path)
snprintf(cache->read_path, sizeof(cache->read_path), "%s%svkd3d-proton.cache", path, separator);
else
strcpy(cache->read_path, "vkd3d-proton.cache");
#endif
INFO("Attempting to load disk cache from: %s.\n", cache->read_path);
/* Split the reader and writer. */
snprintf(cache->write_path, sizeof(cache->write_path), "%s.write", cache->read_path);
flags = VKD3D_PIPELINE_LIBRARY_FLAG_INTERNAL_KEYS | VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE;
/* This flag is mostly for debug. Normally we want to do shader cache management in disk thread. */
if (!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_SHADER_CACHE_SYNC))
flags |= VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE_PARSE_ASYNC;
if (!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_NO_SERIALIZE_SPIRV))
flags |= VKD3D_PIPELINE_LIBRARY_FLAG_SAVE_FULL_SPIRV;
/* For internal caches, we're mostly just concerned with caching SPIR-V.
* We expect the driver cache deals with PSO blobs. */
hr = d3d12_pipeline_library_create(device, NULL, 0, flags, &cache->library);
/* Start with an empty pipeline library, we'll parse stream archive and append. */
if (SUCCEEDED(hr))
{
/* This is held internally, so make sure it's held alive by private references. */
d3d12_pipeline_library_inc_ref(cache->library);
d3d12_pipeline_library_dec_public_ref(cache->library);
if (!(flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE_PARSE_ASYNC))
vkd3d_pipeline_library_disk_cache_initial_setup(cache);
cache->thread_active = true;
if ((rc = pthread_mutex_init(&cache->lock, NULL)) < 0)
goto mutex_fail;
if ((rc = condvar_reltime_init(&cache->cond)) < 0)
goto cond_fail;
if ((rc = pthread_create(&cache->thread, NULL, vkd3d_pipeline_library_disk_thread_main, cache)) < 0)
goto thread_fail;
}
return hr;
thread_fail:
condvar_reltime_destroy(&cache->cond);
cond_fail:
pthread_mutex_destroy(&cache->lock);
mutex_fail:
ERR("Failed to start pipeline library disk thread.\n");
if (cache->library)
d3d12_pipeline_library_dec_ref(cache->library);
cache->library = NULL;
cache->thread_active = false;
return hr;
}
void vkd3d_pipeline_library_flush_disk_cache(struct vkd3d_pipeline_library_disk_cache *cache)
{
/* Ask disk thread to tear down as quick as possible if it's busy parsing stuff
* in the disk$ thread. */
if (cache->library)
{
vkd3d_atomic_uint32_store_explicit(&cache->library->stream_archive_cancellation_point, 1,
vkd3d_memory_order_relaxed);
}
if (cache->thread_active)
{
pthread_mutex_lock(&cache->lock);
cache->thread_active = false;
condvar_reltime_signal(&cache->cond);
pthread_mutex_unlock(&cache->lock);
pthread_join(cache->thread, NULL);
condvar_reltime_destroy(&cache->cond);
pthread_mutex_destroy(&cache->lock);
}
vkd3d_free(cache->items);
cache->items = NULL;
cache->items_count = 0;
cache->items_size = 0;
if (cache->library)
{
cache->library->stream_archive_cancellation_point = 0;
d3d12_pipeline_library_dec_ref(cache->library);
}
vkd3d_file_unmap(&cache->mapped_file);
}
void vkd3d_pipeline_library_disk_cache_notify_blob_insert(struct vkd3d_pipeline_library_disk_cache *disk_cache,
uint64_t hash, uint32_t type /* vkd3d_serialized_pipeline_stream_entry_type */,
const void *data, size_t size)
{
/* Always called from disk$ thread, so we don't have to consider thread safety. */
struct vkd3d_serialized_pipeline_library_stream header;
struct vkd3d_serialized_pipeline_stream_entry entry;
uint8_t zero_array[VKD3D_PIPELINE_BLOB_ALIGN];
uint32_t padding_size;
/* On first write (new blob), create a new file. */
if (!disk_cache->stream_archive_attempted_write)
{
disk_cache->stream_archive_attempted_write = true;
/* Fails if multiple processes run the same application, but this doesn't really happen in practice. */
disk_cache->stream_archive_write_file = vkd3d_file_open_exclusive_write(disk_cache->write_path);
if (disk_cache->stream_archive_write_file)
{
d3d12_pipeline_library_serialize_stream_archive_header(disk_cache->library, &header);
if (fwrite(&header, sizeof(header), 1, disk_cache->stream_archive_write_file) != 1)
{
ERR("Failed to write stream archive header.\n");
fclose(disk_cache->stream_archive_write_file);
disk_cache->stream_archive_write_file = NULL;
}
}
else
ERR("Failed to open stream archive write file exclusively: %s.\n", disk_cache->write_path);
}
if (disk_cache->stream_archive_write_file)
{
entry.hash = hash;
entry.type = type;
entry.size = size;
entry.checksum = vkd3d_serialized_pipeline_stream_entry_compute_checksum(data, &entry);
if (fwrite(&entry, sizeof(entry), 1, disk_cache->stream_archive_write_file) != 1)
ERR("Failed to write entry header.\n");
if (fwrite(data, 1, size, disk_cache->stream_archive_write_file) != size)
ERR("Failed to write blob data.\n");
/* Write padding data. */
padding_size = align(size, VKD3D_PIPELINE_BLOB_ALIGN) - size;
if (padding_size)
{
memset(zero_array, 0, padding_size);
if (fwrite(zero_array, 1, padding_size, disk_cache->stream_archive_write_file) != padding_size)
ERR("Failed to write padding.\n");
}
/* Defer fflush until things quiet down. No need to spam fflush 1000s of times per second. */
}
}
static void *vkd3d_pipeline_library_disk_thread_main(void *userarg)
{
struct vkd3d_pipeline_library_disk_cache_item *tmp_items = NULL;
struct vkd3d_pipeline_library_disk_cache *cache = userarg;
unsigned int wakeup_counter = 0;
size_t tmp_items_count = 0;
size_t tmp_items_size = 0;
bool active = true;
bool dirty = false;
HRESULT hr;
size_t i;
int rc;
vkd3d_set_thread_name("vkd3d-disk$");
if (cache->library->flags & VKD3D_PIPELINE_LIBRARY_FLAG_STREAM_ARCHIVE_PARSE_ASYNC)
{
/* If device is nuked while parsing, we will return early since we poll an atomic. */
INFO("Performing async setup of stream archive ...\n");
vkd3d_pipeline_library_disk_cache_initial_setup(cache);
INFO("Done performing async setup of stream archive.\n");
}
while (active)
{
pthread_mutex_lock(&cache->lock);
/* If new pipelines haven't been queued up for a while, flush out the disk cache. */
active = cache->thread_active;
if (active)
rc = condvar_reltime_wait_timeout_seconds(&cache->cond, &cache->lock, 1);
else
rc = 0;
/* For debug purposes, it's useful to know how hard we're being hammered. */
wakeup_counter++;
/* Should have a local array so we can serialize without being in a lock. */
if (cache->items_count > 0)
{
vkd3d_array_reserve((void**)&tmp_items, &tmp_items_size,
tmp_items_count + cache->items_count, sizeof(*tmp_items));
memcpy(tmp_items + tmp_items_count, cache->items, cache->items_count * sizeof(*cache->items));
tmp_items_count += cache->items_count;
cache->items_count = 0;
}
pthread_mutex_unlock(&cache->lock);
for (i = 0; i < tmp_items_count; i++)
{
if (FAILED(hr = vkd3d_pipeline_library_disk_cache_save_pipeline_state(cache, &tmp_items[i])))
{
/* INVALIDARG is expected for duplicates. */
if (hr != E_INVALIDARG)
ERR("Failed to serialize pipeline to disk cache, hr #%x.\n", hr);
}
else if (!dirty)
{
dirty = true;
INFO("Pipeline cache marked dirty. Flush is scheduled.\n");
}
d3d12_pipeline_state_dec_ref(tmp_items[i].state);
}
tmp_items_count = 0;
if (rc > 0)
{
/* Timeout, try to flush. */
if (dirty)
{
INFO("Flushing disk cache (wakeup counter since last flush = %u). "
"It seems like application has stopped creating new PSOs for the time being.\n",
wakeup_counter);
if (cache->stream_archive_write_file)
fflush(cache->stream_archive_write_file);
wakeup_counter = 0;
dirty = false;
}
}
else if (rc < 0)
{
ERR("Error waiting for condition variable in library disk thread.\n");
break;
}
}
/* Teardown path. */
for (i = 0; i < tmp_items_count; i++)
{
if (FAILED(hr = vkd3d_pipeline_library_disk_cache_save_pipeline_state(cache, &tmp_items[i])))
{
/* INVALIDARG is expected for duplicates. */
if (hr != E_INVALIDARG)
ERR("Failed to serialize pipeline to disk cache, hr #%x.\n", hr);
}
else
dirty = true;
d3d12_pipeline_state_dec_ref(tmp_items[i].state);
}
for (i = 0; i < cache->items_count; i++)
{
if (FAILED(hr = vkd3d_pipeline_library_disk_cache_save_pipeline_state(cache, &cache->items[i])))
{
/* INVALIDARG is expected for duplicates. */
if (hr != E_INVALIDARG)
ERR("Failed to serialize pipeline to disk cache, hr #%x.\n", hr);
}
else
dirty = true;
d3d12_pipeline_state_dec_ref(cache->items[i].state);
}
if (cache->stream_archive_write_file)
{
fclose(cache->stream_archive_write_file);
cache->stream_archive_write_file = NULL;
}
vkd3d_free(tmp_items);
return NULL;
}