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Ryujinx/Ryujinx.Graphics.Gpu/Engine/ShaderCache.cs

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8.6 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;
using System.Globalization;
namespace Ryujinx.Graphics.Gpu.Engine
{
class ShaderCache
{
private const int MaxProgramSize = 0x100000;
private GpuContext _context;
private ShaderDumper _dumper;
private Dictionary<ulong, ComputeShader> _cpPrograms;
private Dictionary<ShaderAddresses, GraphicsShader> _gpPrograms;
public ShaderCache(GpuContext context)
{
_context = context;
_dumper = new ShaderDumper(context);
_cpPrograms = new Dictionary<ulong, ComputeShader>();
_gpPrograms = new Dictionary<ShaderAddresses, GraphicsShader>();
}
public ComputeShader GetComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
{
if (!_cpPrograms.TryGetValue(gpuVa, out ComputeShader cpShader))
{
ShaderProgram shader = TranslateComputeShader(gpuVa);
shader.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
shader.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
shader.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
IShader hostShader = _context.Renderer.CompileShader(shader);
IProgram program = _context.Renderer.CreateProgram(new IShader[] { hostShader });
cpShader = new ComputeShader(program, shader);
_cpPrograms.Add(gpuVa, cpShader);
}
return cpShader;
}
public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
{
if (!_gpPrograms.TryGetValue(addresses, out GraphicsShader gpShader))
{
gpShader = new GraphicsShader();
if (addresses.VertexA != 0)
{
gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
}
else
{
gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
}
gpShader.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
gpShader.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
gpShader.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
gpShader.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
BackpropQualifiers(gpShader);
List<IShader> shaders = new List<IShader>();
for (int stage = 0; stage < gpShader.Shader.Length; stage++)
{
if (gpShader.Shader[stage] == null)
{
continue;
}
IShader shader = _context.Renderer.CompileShader(gpShader.Shader[stage]);
shaders.Add(shader);
}
gpShader.Interface = _context.Renderer.CreateProgram(shaders.ToArray());
_gpPrograms.Add(addresses, gpShader);
}
return gpShader;
}
private ShaderProgram TranslateComputeShader(ulong gpuVa)
{
if (gpuVa == 0)
{
return null;
}
ShaderProgram program;
const TranslationFlags flags =
TranslationFlags.Compute |
TranslationFlags.DebugMode |
TranslationFlags.Unspecialized;
TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
program = Translator.Translate(code, translationConfig);
_dumper.Dump(code, compute : true, out string fullPath, out string codePath);
if (fullPath != null && codePath != null)
{
program.Prepend("// " + codePath);
program.Prepend("// " + fullPath);
}
return program;
}
private ShaderProgram TranslateGraphicsShader(ulong gpuVa, ulong gpuVaA = 0)
{
if (gpuVa == 0)
{
return null;
}
ShaderProgram program;
const TranslationFlags flags =
TranslationFlags.DebugMode |
TranslationFlags.Unspecialized;
TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
if (gpuVaA != 0)
{
Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
program = Translator.Translate(codeA, codeB, translationConfig);
_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);
}
}
else
{
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
program = Translator.Translate(code, translationConfig);
_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
if (fullPath != null && codePath != null)
{
program.Prepend("// " + codePath);
program.Prepend("// " + fullPath);
}
}
if (program.Stage == ShaderStage.Geometry)
{
PrimitiveType primitiveType = _context.Methods.PrimitiveType;
string inPrimitive = "points";
switch (primitiveType)
{
case PrimitiveType.Points:
inPrimitive = "points";
break;
case PrimitiveType.Lines:
case PrimitiveType.LineLoop:
case PrimitiveType.LineStrip:
inPrimitive = "lines";
break;
case PrimitiveType.LinesAdjacency:
case PrimitiveType.LineStripAdjacency:
inPrimitive = "lines_adjacency";
break;
case PrimitiveType.Triangles:
case PrimitiveType.TriangleStrip:
case PrimitiveType.TriangleFan:
inPrimitive = "triangles";
break;
case PrimitiveType.TrianglesAdjacency:
case PrimitiveType.TriangleStripAdjacency:
inPrimitive = "triangles_adjacency";
break;
}
program.Replace(DefineNames.InputTopologyName, inPrimitive);
}
return program;
}
private void BackpropQualifiers(GraphicsShader program)
{
ShaderProgram fragmentShader = program.Shader[4];
bool isFirst = true;
for (int stage = 3; stage >= 0; stage--)
{
if (program.Shader[stage] == null)
{
continue;
}
// We need to iterate backwards, since we do name replacement,
// and it would otherwise replace a subset of the longer names.
for (int attr = 31; attr >= 0; attr--)
{
string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
if (isFirst && iq != string.Empty)
{
program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
}
else
{
program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
}
}
isFirst = false;
}
}
}
}