mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 03:25:46 +00:00
Improve shader sending method to GAL, use a memory interface instead of reading a fixed array size and sending every time
This commit is contained in:
parent
84996ccd36
commit
79e0070363
12 changed files with 72 additions and 63 deletions
|
@ -138,16 +138,11 @@ namespace Ryujinx.Core.Gpu
|
|||
|
||||
long Tag = BasePosition + (uint)Offset;
|
||||
|
||||
//TODO: Find a better way to calculate the size.
|
||||
int Size = 0x20000;
|
||||
|
||||
byte[] Code = Vmm.ReadBytes(Tag, Size);
|
||||
|
||||
GalShaderType ShaderType = GetTypeFromProgram(Index);
|
||||
|
||||
Tags[(int)ShaderType] = Tag;
|
||||
|
||||
Gpu.Renderer.CreateShader(Tag, ShaderType, Code);
|
||||
Gpu.Renderer.CreateShader(Vmm, Tag, ShaderType);
|
||||
Gpu.Renderer.BindShader(Tag);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,9 +1,11 @@
|
|||
using ChocolArm64.Memory;
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
using Ryujinx.Graphics.Gal;
|
||||
|
||||
namespace Ryujinx.Core.Gpu
|
||||
{
|
||||
public class NvGpuVmm : IAMemory
|
||||
public class NvGpuVmm : IAMemory, IGalMemory
|
||||
{
|
||||
public const long AddrSize = 1L << 40;
|
||||
|
||||
|
|
7
Ryujinx.Graphics/Gal/IGalMemory.cs
Normal file
7
Ryujinx.Graphics/Gal/IGalMemory.cs
Normal file
|
@ -0,0 +1,7 @@
|
|||
namespace Ryujinx.Graphics.Gal
|
||||
{
|
||||
public unsafe interface IGalMemory
|
||||
{
|
||||
int ReadInt32(long Position);
|
||||
}
|
||||
}
|
|
@ -58,7 +58,7 @@ namespace Ryujinx.Graphics.Gal
|
|||
void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType);
|
||||
|
||||
//Shader
|
||||
void CreateShader(long Tag, GalShaderType Type, byte[] Data);
|
||||
void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type);
|
||||
|
||||
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag);
|
||||
|
||||
|
|
|
@ -3,7 +3,6 @@ using Ryujinx.Graphics.Gal.Shader;
|
|||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
|
@ -85,14 +84,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
Programs = new Dictionary<ShaderProgram, int>();
|
||||
}
|
||||
|
||||
public void Create(long Tag, GalShaderType Type, byte[] Data)
|
||||
public void Create(IGalMemory Memory, long Tag, GalShaderType Type)
|
||||
{
|
||||
Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Type, Tag, Data));
|
||||
Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Memory, Tag, Type));
|
||||
}
|
||||
|
||||
private ShaderStage ShaderStageFactory(GalShaderType Type, long Tag, byte[] Data)
|
||||
private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
|
||||
{
|
||||
GlslProgram Program = GetGlslProgram(Data, Type);
|
||||
GlslProgram Program = GetGlslProgram(Memory, Position, Type);
|
||||
|
||||
return new ShaderStage(
|
||||
Type,
|
||||
|
@ -101,25 +100,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
Program.Uniforms);
|
||||
}
|
||||
|
||||
private GlslProgram GetGlslProgram(byte[] Data, GalShaderType Type)
|
||||
private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
|
||||
{
|
||||
int[] Code = new int[(Data.Length - 0x50) >> 2];
|
||||
|
||||
using (MemoryStream MS = new MemoryStream(Data))
|
||||
{
|
||||
MS.Seek(0x50, SeekOrigin.Begin);
|
||||
|
||||
BinaryReader Reader = new BinaryReader(MS);
|
||||
|
||||
for (int Index = 0; Index < Code.Length; Index++)
|
||||
{
|
||||
Code[Index] = Reader.ReadInt32();
|
||||
}
|
||||
}
|
||||
|
||||
GlslDecompiler Decompiler = new GlslDecompiler();
|
||||
|
||||
return Decompiler.Decompile(Code, Type);
|
||||
return Decompiler.Decompile(Memory, Position + 0x50, Type);
|
||||
}
|
||||
|
||||
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
|
||||
|
|
|
@ -198,14 +198,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
ActionsQueue.Enqueue(() => Rasterizer.DrawElements(VbIndex, First, PrimType));
|
||||
}
|
||||
|
||||
public void CreateShader(long Tag, GalShaderType Type, byte[] Data)
|
||||
public void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type)
|
||||
{
|
||||
if (Data == null)
|
||||
if (Memory == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(Data));
|
||||
throw new ArgumentNullException(nameof(Memory));
|
||||
}
|
||||
|
||||
Shader.Create(Tag, Type, Data);
|
||||
Shader.Create(Memory, Tag, Type);
|
||||
}
|
||||
|
||||
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
|
||||
|
|
|
@ -89,9 +89,9 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
};
|
||||
}
|
||||
|
||||
public GlslProgram Decompile(int[] Code, GalShaderType ShaderType)
|
||||
public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
|
||||
{
|
||||
ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Code, 0);
|
||||
ShaderIrBlock Block = ShaderDecoder.DecodeBasicBlock(Memory, Position);
|
||||
|
||||
ShaderIrNode[] Nodes = Block.GetNodes();
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
int Target = ((int)(OpCode >> 20) << 8) >> 8;
|
||||
long Target = ((int)(OpCode >> 20) << 8) >> 8;
|
||||
|
||||
Target += Block.Position + 8;
|
||||
|
||||
|
|
|
@ -4,28 +4,28 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
private const bool AddDbgComments = true;
|
||||
|
||||
public static ShaderIrBlock DecodeBasicBlock(int[] Code, int Offset)
|
||||
public static ShaderIrBlock DecodeBasicBlock(IGalMemory Memory, long Position)
|
||||
{
|
||||
ShaderIrBlock Block = new ShaderIrBlock();
|
||||
|
||||
while (Offset + 2 <= Code.Length)
|
||||
while (true)
|
||||
{
|
||||
int InstPos = Offset * 4;
|
||||
Block.Position = Position;
|
||||
|
||||
Block.Position = InstPos;
|
||||
|
||||
Block.MarkLabel(InstPos);
|
||||
Block.MarkLabel(Position);
|
||||
|
||||
//Ignore scheduling instructions, which are written every 32 bytes.
|
||||
if ((Offset & 7) == 0)
|
||||
if ((Position & 0x1f) == 0)
|
||||
{
|
||||
Offset += 2;
|
||||
Position += 8;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
uint Word0 = (uint)Code[Offset++];
|
||||
uint Word1 = (uint)Code[Offset++];
|
||||
uint Word0 = (uint)Memory.ReadInt32(Position + 0);
|
||||
uint Word1 = (uint)Memory.ReadInt32(Position + 4);
|
||||
|
||||
Position += 8;
|
||||
|
||||
long OpCode = Word0 | (long)Word1 << 32;
|
||||
|
||||
|
@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
if (AddDbgComments)
|
||||
{
|
||||
string DbgOpCode = $"0x{InstPos:x8}: 0x{OpCode:x16} ";
|
||||
string DbgOpCode = $"0x{Position:x16}: 0x{OpCode:x16} ";
|
||||
|
||||
Block.AddNode(new ShaderIrCmnt(DbgOpCode + (Decode?.Method.Name ?? "???")));
|
||||
}
|
||||
|
|
|
@ -6,15 +6,15 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
private List<ShaderIrNode> Nodes;
|
||||
|
||||
private Dictionary<int, ShaderIrLabel> LabelsToInsert;
|
||||
private Dictionary<long, ShaderIrLabel> LabelsToInsert;
|
||||
|
||||
public int Position;
|
||||
public long Position;
|
||||
|
||||
public ShaderIrBlock()
|
||||
{
|
||||
Nodes = new List<ShaderIrNode>();
|
||||
|
||||
LabelsToInsert = new Dictionary<int, ShaderIrLabel>();
|
||||
LabelsToInsert = new Dictionary<long, ShaderIrLabel>();
|
||||
}
|
||||
|
||||
public void AddNode(ShaderIrNode Node)
|
||||
|
@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Nodes.Add(Node);
|
||||
}
|
||||
|
||||
public ShaderIrLabel GetLabel(int Position)
|
||||
public ShaderIrLabel GetLabel(long Position)
|
||||
{
|
||||
if (LabelsToInsert.TryGetValue(Position, out ShaderIrLabel Label))
|
||||
{
|
||||
|
@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
return Label;
|
||||
}
|
||||
|
||||
public void MarkLabel(int Position)
|
||||
public void MarkLabel(long Position)
|
||||
{
|
||||
if (LabelsToInsert.TryGetValue(Position, out ShaderIrLabel Label))
|
||||
{
|
||||
|
|
26
Ryushader/Memory.cs
Normal file
26
Ryushader/Memory.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
using Ryujinx.Graphics.Gal;
|
||||
using System.IO;
|
||||
|
||||
namespace Ryushader
|
||||
{
|
||||
class Memory : IGalMemory
|
||||
{
|
||||
private Stream BaseStream;
|
||||
|
||||
private BinaryReader Reader;
|
||||
|
||||
public Memory(Stream BaseStream)
|
||||
{
|
||||
this.BaseStream = BaseStream;
|
||||
|
||||
Reader = new BinaryReader(BaseStream);
|
||||
}
|
||||
|
||||
public int ReadInt32(long Position)
|
||||
{
|
||||
BaseStream.Seek(Position, SeekOrigin.Begin);
|
||||
|
||||
return Reader.ReadInt32();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -24,20 +24,14 @@ namespace Ryushader
|
|||
case "f": ShaderType = GalShaderType.Fragment; break;
|
||||
}
|
||||
|
||||
byte[] Data = File.ReadAllBytes(args[1]);
|
||||
|
||||
int[] Code = new int[Data.Length / 4];
|
||||
|
||||
for (int Offset = 0; Offset + 4 <= Data.Length; Offset += 4)
|
||||
using (FileStream FS = new FileStream(args[1], FileMode.Open, FileAccess.Read))
|
||||
{
|
||||
int Value = BitConverter.ToInt32(Data, Offset);
|
||||
Memory Mem = new Memory(FS);
|
||||
|
||||
Code[Offset >> 2] = Value;
|
||||
GlslProgram Program = Decompiler.Decompile(Mem, 0, ShaderType);
|
||||
|
||||
Console.WriteLine(Program.Code);
|
||||
}
|
||||
|
||||
GlslProgram Program = Decompiler.Decompile(Code, ShaderType);
|
||||
|
||||
Console.WriteLine(Program.Code);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue