From 51512d01d8e956b2afada91e51dfd7c0a6444ad6 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Wed, 20 Jan 2021 20:09:57 -0300 Subject: renderer_opengl: Avoid precompiled cache and force NV GL cache directory Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to be in yuzu's user directory to stop commonly distributed malware from deleting our driver shader cache. And by setting __GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader cache size. This has only been implemented on Windows, mostly because previous tests didn't seem to work on Linux. Disable the precompiled cache on Nvidia's driver. There's no need to hide information the driver already has in its own cache. --- src/video_core/renderer_opengl/gl_device.cpp | 1 + src/video_core/renderer_opengl/gl_device.h | 5 +++++ src/video_core/renderer_opengl/gl_shader_cache.cpp | 13 ++++++++----- 3 files changed, 14 insertions(+), 5 deletions(-) (limited to 'src/video_core') diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 81b71edfb..04c267ee4 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -246,6 +246,7 @@ Device::Device() GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2; use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue(); + use_driver_cache = is_nvidia; LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi); LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug); diff --git a/src/video_core/renderer_opengl/gl_device.h b/src/video_core/renderer_opengl/gl_device.h index 3e79d1e37..9141de635 100644 --- a/src/video_core/renderer_opengl/gl_device.h +++ b/src/video_core/renderer_opengl/gl_device.h @@ -120,6 +120,10 @@ public: return use_asynchronous_shaders; } + bool UseDriverCache() const { + return use_driver_cache; + } + private: static bool TestVariableAoffi(); static bool TestPreciseBug(); @@ -147,6 +151,7 @@ private: bool has_debugging_tool_attached{}; bool use_assembly_shaders{}; bool use_asynchronous_shaders{}; + bool use_driver_cache{}; }; } // namespace OpenGL diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp index d4841fdb7..529570ff0 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp @@ -159,6 +159,10 @@ std::unordered_set GetSupportedFormats() { ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 unique_identifier, const ShaderIR& ir, const Registry& registry, bool hint_retrievable) { + if (device.UseDriverCache()) { + // Ignore hint retrievable if we are using the driver cache + hint_retrievable = false; + } const std::string shader_id = MakeShaderID(unique_identifier, shader_type); LOG_INFO(Render_OpenGL, "{}", shader_id); @@ -336,7 +340,7 @@ void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, const std::atomic_bool& stop } std::vector gl_cache; - if (!device.UseAssemblyShaders()) { + if (!device.UseAssemblyShaders() && !device.UseDriverCache()) { // Only load precompiled cache when we are not using assembly shaders gl_cache = disk_cache.LoadPrecompiled(); } @@ -356,8 +360,7 @@ void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, const std::atomic_bool& stop std::atomic_bool gl_cache_failed = false; const auto find_precompiled = [&gl_cache](u64 id) { - return std::find_if(gl_cache.begin(), gl_cache.end(), - [id](const auto& entry) { return entry.unique_identifier == id; }); + return std::ranges::find(gl_cache, id, &ShaderDiskCachePrecompiled::unique_identifier); }; const auto worker = [&](Core::Frontend::GraphicsContext* context, std::size_t begin, @@ -432,8 +435,8 @@ void ShaderCacheOpenGL::LoadDiskCache(u64 title_id, const std::atomic_bool& stop return; } - if (device.UseAssemblyShaders()) { - // Don't store precompiled binaries for assembly shaders. + if (device.UseAssemblyShaders() || device.UseDriverCache()) { + // Don't store precompiled binaries for assembly shaders or when using the driver cache return; } -- cgit v1.2.3