using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Vulkan
{
class ShaderCollection : IProgram
private readonly PipelineShaderStageCreateInfo[] _infos;
private readonly Shader[] _shaders;
private readonly PipelineLayoutCacheEntry _plce;
public PipelineLayout PipelineLayout => _plce.PipelineLayout;
public bool HasMinimalLayout { get; }
public bool UsePushDescriptors { get; }
public bool IsCompute { get; }
public uint Stages { get; }
public int[][][] Bindings { get; }
public ProgramLinkStatus LinkStatus { get; private set; }
public readonly SpecDescription[] SpecDescriptions;
public bool IsLinked
get
if (LinkStatus == ProgramLinkStatus.Incomplete)
CheckProgramLink(true);
}
return LinkStatus == ProgramLinkStatus.Success;
private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
private HashTableSlim<SpecData, Auto<DisposablePipeline>> _computePipelineCache;
private VulkanRenderer _gd;
private Device _device;
private bool _initialized;
private ProgramPipelineState _state;
private DisposableRenderPass _dummyRenderPass;
private Task _compileTask;
private bool _firstBackgroundUse;
public ShaderCollection(VulkanRenderer gd, Device device, ShaderSource[] shaders, SpecDescription[] specDescription = null, bool isMinimal = false)
_gd = gd;
_device = device;
if (specDescription != null && specDescription.Length != shaders.Length)
throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided");
gd.Shaders.Add(this);
var internalShaders = new Shader[shaders.Length];
_infos = new PipelineShaderStageCreateInfo[shaders.Length];
SpecDescriptions = specDescription;
LinkStatus = ProgramLinkStatus.Incomplete;
uint stages = 0;
for (int i = 0; i < shaders.Length; i++)
var shader = new Shader(gd.Api, device, shaders[i]);
stages |= 1u << shader.StageFlags switch
ShaderStageFlags.ShaderStageFragmentBit => 1,
ShaderStageFlags.ShaderStageGeometryBit => 2,
ShaderStageFlags.ShaderStageTessellationControlBit => 3,
ShaderStageFlags.ShaderStageTessellationEvaluationBit => 4,
_ => 0
};
if (shader.StageFlags == ShaderStageFlags.ShaderStageComputeBit)
IsCompute = true;
internalShaders[i] = shader;
_shaders = internalShaders;
bool usePd = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
_plce = isMinimal
? gd.PipelineLayoutCache.Create(gd, device, shaders)
: gd.PipelineLayoutCache.GetOrCreate(gd, device, stages, usePd);
HasMinimalLayout = isMinimal;
UsePushDescriptors = usePd;
Stages = stages;
int[][] GrabAll(Func<ShaderBindings, IReadOnlyCollection<int>> selector)
bool hasAny = false;
int[][] bindings = new int[internalShaders.Length][];
for (int i = 0; i < internalShaders.Length; i++)
var collection = selector(internalShaders[i].Bindings);
hasAny |= collection.Count != 0;
bindings[i] = collection.ToArray();
return hasAny ? bindings : Array.Empty<int[]>();
Bindings = new[]
GrabAll(x => x.UniformBufferBindings),
GrabAll(x => x.StorageBufferBindings),
GrabAll(x => x.TextureBindings),
GrabAll(x => x.ImageBindings)
_compileTask = Task.CompletedTask;
_firstBackgroundUse = false;
public ShaderCollection(
VulkanRenderer gd,
Device device,
ShaderSource[] sources,
ProgramPipelineState state,
bool fromCache) : this(gd, device, sources)
_state = state;
_compileTask = BackgroundCompilation();
_firstBackgroundUse = !fromCache;
private async Task BackgroundCompilation()
await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));
if (_shaders.Any(shader => shader.CompileStatus == ProgramLinkStatus.Failure))
LinkStatus = ProgramLinkStatus.Failure;
return;
try
if (IsCompute)
CreateBackgroundComputePipeline();
else
CreateBackgroundGraphicsPipeline();
catch (VulkanException e)
Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");
private void EnsureShadersReady()
if (!_initialized)
ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
for (int i = 0; i < _shaders.Length; i++)
var shader = _shaders[i];
if (shader.CompileStatus != ProgramLinkStatus.Success)
resultStatus = ProgramLinkStatus.Failure;
_infos[i] = shader.GetInfo();
// If the link status was already set as failure by background compilation, prefer that decision.
if (LinkStatus != ProgramLinkStatus.Failure)
LinkStatus = resultStatus;
_initialized = true;
public PipelineShaderStageCreateInfo[] GetInfos()
EnsureShadersReady();
return _infos;
protected unsafe DisposableRenderPass CreateDummyRenderPass()
if (_dummyRenderPass.Value.Handle != 0)
return _dummyRenderPass;
return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
public void CreateBackgroundComputePipeline()
PipelineState pipeline = new PipelineState();
pipeline.Initialize();
pipeline.Stages[0] = _shaders[0].GetInfo();
pipeline.StagesCount = 1;
pipeline.PipelineLayout = PipelineLayout;
pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
pipeline.Dispose();
public void CreateBackgroundGraphicsPipeline()
// To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
// The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
// This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
// close enough that the GPU driver will reuse the compiled shader for the different state.
// First, we need to create a render pass object compatible with the one that will be used at runtime.
// The active attachment formats have been provided by the abstraction layer.
var renderPass = CreateDummyRenderPass();
PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
// Copy the shader stage info to the pipeline.
var stages = pipeline.Stages.AsSpan();
stages[i] = _shaders[i].GetInfo();
pipeline.StagesCount = (uint)_shaders.Length;
pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
public ProgramLinkStatus CheckProgramLink(bool blocking)
foreach (Shader shader in _shaders)
if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
if (blocking)
// Wait for this shader to finish compiling.
shader.WaitForCompile();
return ProgramLinkStatus.Incomplete;
if (!_compileTask.IsCompleted)
_compileTask.Wait();
if (LinkStatus == ProgramLinkStatus.Failure)
return ProgramLinkStatus.Failure;
return resultStatus;
return LinkStatus;
public byte[] GetBinary()
return null;
public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
(_computePipelineCache ??= new()).Add(ref key, pipeline);
public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
(_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> pipeline)
if (_computePipelineCache == null)
pipeline = default;
return false;
if (_computePipelineCache.TryGetValue(ref key, out pipeline))
return true;
public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
if (_graphicsPipelineCache == null)
if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
if (_firstBackgroundUse)
Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
int commandBufferIndex,
int setIndex,
out bool isNew)
return _plce.GetNewDescriptorSetCollection(gd, commandBufferIndex, setIndex, out isNew);
protected virtual unsafe void Dispose(bool disposing)
if (disposing)
if (!_gd.Shaders.Remove(this))
_shaders[i].Dispose();
if (_graphicsPipelineCache != null)
foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
if (_computePipelineCache != null)
foreach (Auto<DisposablePipeline> pipeline in _computePipelineCache.Values)
_dummyRenderPass.Dispose();
public void Dispose()
Dispose(true);