mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 18:35:47 +00:00
8d168574eb
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
421 lines
No EOL
16 KiB
C#
421 lines
No EOL
16 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.State;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader
|
|
{
|
|
/// <summary>
|
|
/// Memory cache of shader code.
|
|
/// </summary>
|
|
class ShaderCache : IDisposable
|
|
{
|
|
private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
|
|
|
|
private readonly GpuContext _context;
|
|
|
|
private readonly ShaderDumper _dumper;
|
|
|
|
private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms;
|
|
private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the shader cache.
|
|
/// </summary>
|
|
/// <param name="context">GPU context that the shader cache belongs to</param>
|
|
public ShaderCache(GpuContext context)
|
|
{
|
|
_context = context;
|
|
|
|
_dumper = new ShaderDumper();
|
|
|
|
_cpPrograms = new Dictionary<ulong, List<ShaderBundle>>();
|
|
_gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a compute shader from the cache.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This automatically translates, compiles and adds the code to the cache if not present.
|
|
/// </remarks>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
|
|
/// <param name="localSizeX">Local group size X of the computer shader</param>
|
|
/// <param name="localSizeY">Local group size Y of the computer shader</param>
|
|
/// <param name="localSizeZ">Local group size Z of the computer shader</param>
|
|
/// <param name="localMemorySize">Local memory size of the compute shader</param>
|
|
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
|
|
/// <returns>Compiled compute shader code</returns>
|
|
public ShaderBundle GetComputeShader(
|
|
GpuState state,
|
|
ulong gpuVa,
|
|
int localSizeX,
|
|
int localSizeY,
|
|
int localSizeZ,
|
|
int localMemorySize,
|
|
int sharedMemorySize)
|
|
{
|
|
bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ShaderBundle> list);
|
|
|
|
if (isCached)
|
|
{
|
|
foreach (ShaderBundle cachedCpShader in list)
|
|
{
|
|
if (IsShaderEqual(cachedCpShader, gpuVa))
|
|
{
|
|
return cachedCpShader;
|
|
}
|
|
}
|
|
}
|
|
|
|
ShaderCodeHolder shader = TranslateComputeShader(
|
|
state,
|
|
gpuVa,
|
|
localSizeX,
|
|
localSizeY,
|
|
localSizeZ,
|
|
localMemorySize,
|
|
sharedMemorySize);
|
|
|
|
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
|
|
|
|
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
|
|
|
|
ShaderBundle cpShader = new ShaderBundle(hostProgram, shader);
|
|
|
|
if (!isCached)
|
|
{
|
|
list = new List<ShaderBundle>();
|
|
|
|
_cpPrograms.Add(gpuVa, list);
|
|
}
|
|
|
|
list.Add(cpShader);
|
|
|
|
return cpShader;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a graphics shader program from the shader cache.
|
|
/// This includes all the specified shader stages.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This automatically translates, compiles and adds the code to the cache if not present.
|
|
/// </remarks>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="addresses">Addresses of the shaders for each stage</param>
|
|
/// <returns>Compiled graphics shader code</returns>
|
|
public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
|
|
{
|
|
bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
|
|
|
|
if (isCached)
|
|
{
|
|
foreach (ShaderBundle cachedGpShaders in list)
|
|
{
|
|
if (IsShaderEqual(cachedGpShaders, addresses))
|
|
{
|
|
return cachedGpShaders;
|
|
}
|
|
}
|
|
}
|
|
|
|
ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
|
|
|
|
var tfd = GetTransformFeedbackDescriptors(state);
|
|
|
|
TranslationFlags flags = DefaultFlags;
|
|
|
|
if (tfd != null)
|
|
{
|
|
flags |= TranslationFlags.Feedback;
|
|
}
|
|
|
|
TranslationCounts counts = new TranslationCounts();
|
|
|
|
if (addresses.VertexA != 0)
|
|
{
|
|
shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
|
|
}
|
|
else
|
|
{
|
|
shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
|
|
}
|
|
|
|
shaders[1] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
|
|
shaders[2] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
|
|
shaders[3] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
|
|
shaders[4] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
|
|
|
|
List<IShader> hostShaders = new List<IShader>();
|
|
|
|
for (int stage = 0; stage < Constants.ShaderStages; stage++)
|
|
{
|
|
ShaderProgram program = shaders[stage]?.Program;
|
|
|
|
if (program == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
|
|
|
|
shaders[stage].HostShader = hostShader;
|
|
|
|
hostShaders.Add(hostShader);
|
|
}
|
|
|
|
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
|
|
|
|
ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);
|
|
|
|
if (!isCached)
|
|
{
|
|
list = new List<ShaderBundle>();
|
|
|
|
_gpPrograms.Add(addresses, list);
|
|
}
|
|
|
|
list.Add(gpShaders);
|
|
|
|
return gpShaders;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets transform feedback state from the current GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
|
|
private TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(GpuState state)
|
|
{
|
|
bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
|
|
|
|
if (!tfEnable)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
|
|
|
|
for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
|
|
{
|
|
var tf = state.Get<TfState>(MethodOffset.TfState, i);
|
|
|
|
int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80);
|
|
|
|
var varyingLocations = state.GetSpan(MethodOffset.TfVaryingLocations + i * 0x80, length).ToArray();
|
|
|
|
descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations);
|
|
}
|
|
|
|
return descs;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if compute shader code in memory is equal to the cached shader.
|
|
/// </summary>
|
|
/// <param name="cpShader">Cached compute shader</param>
|
|
/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
|
|
/// <returns>True if the code is different, false otherwise</returns>
|
|
private bool IsShaderEqual(ShaderBundle cpShader, ulong gpuVa)
|
|
{
|
|
return IsShaderEqual(cpShader.Shaders[0], gpuVa);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
|
|
/// </summary>
|
|
/// <param name="gpShaders">Cached graphics shaders</param>
|
|
/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
|
|
/// <returns>True if the code is different, false otherwise</returns>
|
|
private bool IsShaderEqual(ShaderBundle gpShaders, ShaderAddresses addresses)
|
|
{
|
|
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
|
|
{
|
|
ShaderCodeHolder shader = gpShaders.Shaders[stage];
|
|
|
|
ulong gpuVa = 0;
|
|
|
|
switch (stage)
|
|
{
|
|
case 0: gpuVa = addresses.Vertex; break;
|
|
case 1: gpuVa = addresses.TessControl; break;
|
|
case 2: gpuVa = addresses.TessEvaluation; break;
|
|
case 3: gpuVa = addresses.Geometry; break;
|
|
case 4: gpuVa = addresses.Fragment; break;
|
|
}
|
|
|
|
if (!IsShaderEqual(shader, gpuVa, addresses.VertexA))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the code of the specified cached shader is different from the code in memory.
|
|
/// </summary>
|
|
/// <param name="shader">Cached shader to compare with</param>
|
|
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
|
|
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
|
|
/// <returns>True if the code is different, false otherwise</returns>
|
|
private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
|
|
{
|
|
if (shader == null)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
ReadOnlySpan<byte> memoryCode = _context.MemoryManager.GetSpan(gpuVa, shader.Code.Length);
|
|
|
|
bool equals = memoryCode.SequenceEqual(shader.Code);
|
|
|
|
if (equals && shader.Code2 != null)
|
|
{
|
|
memoryCode = _context.MemoryManager.GetSpan(gpuVaA, shader.Code2.Length);
|
|
|
|
equals = memoryCode.SequenceEqual(shader.Code2);
|
|
}
|
|
|
|
return equals;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Translates the binary Maxwell shader code to something that the host API accepts.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
|
|
/// <param name="localSizeX">Local group size X of the computer shader</param>
|
|
/// <param name="localSizeY">Local group size Y of the computer shader</param>
|
|
/// <param name="localSizeZ">Local group size Z of the computer shader</param>
|
|
/// <param name="localMemorySize">Local memory size of the compute shader</param>
|
|
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
|
|
/// <returns>Compiled compute shader code</returns>
|
|
private ShaderCodeHolder TranslateComputeShader(
|
|
GpuState state,
|
|
ulong gpuVa,
|
|
int localSizeX,
|
|
int localSizeY,
|
|
int localSizeZ,
|
|
int localMemorySize,
|
|
int sharedMemorySize)
|
|
{
|
|
if (gpuVa == 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
|
|
|
|
ShaderProgram program;
|
|
|
|
program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute);
|
|
|
|
byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
|
|
|
|
_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
|
|
|
|
if (fullPath != null && codePath != null)
|
|
{
|
|
program.Prepend("// " + codePath);
|
|
program.Prepend("// " + fullPath);
|
|
}
|
|
|
|
return new ShaderCodeHolder(program, code);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Translates the binary Maxwell shader code to something that the host API accepts.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
|
|
/// </remarks>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="counts">Cumulative shader resource counts</param>
|
|
/// <param name="flags">Flags that controls shader translation</param>
|
|
/// <param name="stage">Shader stage</param>
|
|
/// <param name="gpuVa">GPU virtual address of the shader code</param>
|
|
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
|
|
/// <returns>Compiled graphics shader code</returns>
|
|
private ShaderCodeHolder TranslateGraphicsShader(
|
|
GpuState state,
|
|
TranslationCounts counts,
|
|
TranslationFlags flags,
|
|
ShaderStage stage,
|
|
ulong gpuVa,
|
|
ulong gpuVaA = 0)
|
|
{
|
|
if (gpuVa == 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
|
|
|
|
if (gpuVaA != 0)
|
|
{
|
|
ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags, counts);
|
|
|
|
byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray();
|
|
byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
|
|
|
|
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
|
|
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
|
|
|
|
if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
|
|
{
|
|
program.Prepend("// " + codePathB);
|
|
program.Prepend("// " + fullPathB);
|
|
program.Prepend("// " + codePathA);
|
|
program.Prepend("// " + fullPathA);
|
|
}
|
|
|
|
return new ShaderCodeHolder(program, codeB, codeA);
|
|
}
|
|
else
|
|
{
|
|
ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags, counts);
|
|
|
|
byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
|
|
|
|
_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
|
|
|
|
if (fullPath != null && codePath != null)
|
|
{
|
|
program.Prepend("// " + codePath);
|
|
program.Prepend("// " + fullPath);
|
|
}
|
|
|
|
return new ShaderCodeHolder(program, code);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes the shader cache, deleting all the cached shaders.
|
|
/// It's an error to use the shader cache after disposal.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
foreach (List<ShaderBundle> list in _cpPrograms.Values)
|
|
{
|
|
foreach (ShaderBundle bundle in list)
|
|
{
|
|
bundle.Dispose();
|
|
}
|
|
}
|
|
|
|
foreach (List<ShaderBundle> list in _gpPrograms.Values)
|
|
{
|
|
foreach (ShaderBundle bundle in list)
|
|
{
|
|
bundle.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |