Simplify handling of shader vertex A (#1999)
* Simplify handling of shader vertex A * Theres no transformation feedback, its transform * Merge TextureHandlesForCache
This commit is contained in:
parent
1319eda8b7
commit
4047477866
6 changed files with 52 additions and 94 deletions
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@ -280,7 +280,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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}
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}
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// Transformation feedback
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// Transform feedback
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if (tfd != null)
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{
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foreach (TransformFeedbackDescriptor transform in tfd)
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@ -311,7 +311,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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/// <param name="data">The raw guest transform feedback descriptors</param>
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/// <param name="header">The guest shader program header</param>
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/// <returns>The transform feedback descriptors read from guest</returns>
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public static TransformFeedbackDescriptor[] ReadTransformationFeedbackInformations(ref ReadOnlySpan<byte> data, GuestShaderCacheHeader header)
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public static TransformFeedbackDescriptor[] ReadTransformFeedbackInformation(ref ReadOnlySpan<byte> data, GuestShaderCacheHeader header)
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{
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if (header.TransformFeedbackCount != 0)
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{
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@ -376,9 +376,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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/// <returns>Guest shader cahe entries from the runtime contexts</returns>
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public static GuestShaderCacheEntry[] CreateShaderCacheEntries(MemoryManager memoryManager, ReadOnlySpan<TranslatorContext> shaderContexts)
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{
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GuestShaderCacheEntry[] entries = new GuestShaderCacheEntry[shaderContexts.Length];
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int startIndex = shaderContexts.Length > 1 ? 1 : 0;
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for (int i = 0; i < shaderContexts.Length; i++)
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GuestShaderCacheEntry[] entries = new GuestShaderCacheEntry[shaderContexts.Length - startIndex];
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for (int i = startIndex; i < shaderContexts.Length; i++)
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{
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TranslatorContext context = shaderContexts[i];
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@ -387,15 +389,17 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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continue;
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}
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int sizeA = context.AddressA == 0 ? 0 : context.SizeA;
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TranslatorContext translatorContext2 = i == 1 ? shaderContexts[0] : null;
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int sizeA = translatorContext2 != null ? translatorContext2.Size : 0;
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byte[] code = new byte[context.Size + sizeA];
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memoryManager.GetSpan(context.Address, context.Size).CopyTo(code);
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if (context.AddressA != 0)
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if (translatorContext2 != null)
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{
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memoryManager.GetSpan(context.AddressA, context.SizeA).CopyTo(code.AsSpan().Slice(context.Size, context.SizeA));
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memoryManager.GetSpan(translatorContext2.Address, sizeA).CopyTo(code.AsSpan().Slice(context.Size, sizeA));
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}
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GuestGpuAccessorHeader gpuAccessorHeader = CreateGuestGpuAccessorCache(context.GpuAccessor);
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@ -421,7 +425,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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}
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}
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entries[i] = entry;
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entries[i - startIndex] = entry;
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}
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return entries;
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@ -103,7 +103,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
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ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
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TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformationFeedbackInformations(ref guestProgramReadOnlySpan, fileHeader);
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TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
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Hash128 newHash = CacheHelper.ComputeGuestHashFromCache(cachedShaderEntries, tfd);
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@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// Reconstruct code holder.
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if (isHostProgramValid)
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{
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program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
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program = new ShaderProgram(entry.Header.Stage, "");
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shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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}
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else
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@ -176,7 +176,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
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List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
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TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformationFeedbackInformations(ref guestProgramReadOnlySpan, fileHeader);
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TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
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TranslationFlags flags = DefaultFlags;
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@ -217,14 +217,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (isHostProgramValid)
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{
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program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
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program = new ShaderProgram(entry.Header.Stage, "");
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shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
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}
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else
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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program = Translator.CreateContext((ulong)entry.Header.Size, 0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
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TranslatorContext translatorContext = Translator.CreateContext(0, gpuAccessor, flags, counts);
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TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);
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program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
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}
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// NOTE: Vertex B comes first in the shader cache.
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@ -239,7 +242,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (isHostProgramValid)
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{
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program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
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program = new ShaderProgram(entry.Header.Stage, "");
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shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
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}
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else
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@ -446,7 +449,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages];
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TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];
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TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);
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@ -461,17 +464,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (addresses.VertexA != 0)
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{
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shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
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shaderContexts[0] = DecodeGraphicsShader(state, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
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}
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shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
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shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
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shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
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shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
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shaderContexts[5] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
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bool isShaderCacheEnabled = _cacheManager != null;
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bool isShaderCacheReadOnly = false;
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@ -501,11 +501,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// The shader isn't currently cached, translate it and compile it.
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ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
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shaders[0] = TranslateShader(shaderContexts[0]);
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shaders[1] = TranslateShader(shaderContexts[1]);
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shaders[2] = TranslateShader(shaderContexts[2]);
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shaders[3] = TranslateShader(shaderContexts[3]);
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shaders[4] = TranslateShader(shaderContexts[4]);
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shaders[0] = TranslateShader(shaderContexts[1], shaderContexts[0]);
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shaders[1] = TranslateShader(shaderContexts[2]);
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shaders[2] = TranslateShader(shaderContexts[3]);
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shaders[3] = TranslateShader(shaderContexts[4]);
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shaders[4] = TranslateShader(shaderContexts[5]);
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List<IShader> hostShaders = new List<IShader>();
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@ -696,15 +696,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="flags">Flags that controls shader translation</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
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/// <returns>The generated translator context</returns>
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private TranslatorContext DecodeGraphicsShader(
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GpuState state,
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TranslationCounts counts,
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TranslationFlags flags,
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ShaderStage stage,
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ulong gpuVa,
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ulong gpuVaA = 0)
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ulong gpuVa)
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{
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if (gpuVa == 0)
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{
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@ -713,37 +711,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
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GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
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if (gpuVaA != 0)
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{
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return Translator.CreateContext(gpuVaA, gpuVa, gpuAccessor, flags, counts);
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}
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else
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{
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return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
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}
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return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
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}
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/// <summary>
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/// Translates a previously generated translator context to something that the host API accepts.
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/// </summary>
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/// <param name="translatorContext">Current translator context to translate</param>
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/// <param name="translatorContext2">Optional translator context of the shader that should be combined</param>
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/// <returns>Compiled graphics shader code</returns>
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private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext)
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private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext, TranslatorContext translatorContext2 = null)
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{
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if (translatorContext == null)
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{
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return null;
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}
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if (translatorContext.AddressA != 0)
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if (translatorContext2 != null)
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{
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byte[] codeA = _context.MemoryManager.GetSpan(translatorContext.AddressA, translatorContext.SizeA).ToArray();
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byte[] codeA = _context.MemoryManager.GetSpan(translatorContext2.Address, translatorContext2.Size).ToArray();
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byte[] codeB = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();
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_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
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_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
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ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo);
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ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo, translatorContext2);
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if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
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{
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@ -8,15 +8,10 @@ namespace Ryujinx.Graphics.Shader
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public string Code { get; private set; }
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public int SizeA { get; }
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public int Size { get; }
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public ShaderProgram(ShaderStage stage, string code, int size, int sizeA)
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public ShaderProgram(ShaderStage stage, string code)
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{
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Stage = stage;
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Code = code;
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SizeA = sizeA;
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Size = size;
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}
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public void Prepend(string line)
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@ -36,22 +36,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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return new TranslatorContext(address, cfg, config);
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}
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public static TranslatorContext CreateContext(
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ulong addressA,
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ulong addressB,
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IGpuAccessor gpuAccessor,
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TranslationFlags flags,
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TranslationCounts counts = null)
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{
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counts ??= new TranslationCounts();
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Block[][] cfgA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, counts, out ShaderConfig configA);
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Block[][] cfgB = DecodeShader(addressB, gpuAccessor, flags, counts, out ShaderConfig configB);
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return new TranslatorContext(addressA, addressB, cfgA, cfgB, configA, configB);
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}
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internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo, int sizeA = 0)
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internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo)
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{
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var cfgs = new ControlFlowGraph[functions.Length];
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var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
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@ -113,7 +98,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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string glslCode = program.Code;
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return new ShaderProgram(config.Stage, glslCode, config.Size, sizeA);
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return new ShaderProgram(config.Stage, glslCode);
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}
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private static Block[][] DecodeShader(
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@ -10,16 +10,12 @@ namespace Ryujinx.Graphics.Shader.Translation
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public class TranslatorContext
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{
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private readonly Block[][] _cfg;
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private readonly Block[][] _cfgA;
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private ShaderConfig _config;
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private ShaderConfig _configA;
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public ulong Address { get; }
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public ulong AddressA { get; }
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public ShaderStage Stage => _config.Stage;
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public int Size => _config.Size;
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public int SizeA => _configA != null ? _configA.Size : 0;
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public HashSet<int> TextureHandlesForCache => _config.TextureHandlesForCache;
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@ -27,22 +23,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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internal TranslatorContext(ulong address, Block[][] cfg, ShaderConfig config)
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{
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Address = address;
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AddressA = 0;
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_config = config;
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_configA = null;
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_cfg = cfg;
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_cfgA = null;
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}
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internal TranslatorContext(ulong addressA, ulong addressB, Block[][] cfgA, Block[][] cfgB, ShaderConfig configA, ShaderConfig configB)
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{
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Address = addressB;
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AddressA = addressA;
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_config = configB;
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_configA = configA;
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_cfg = cfgB;
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_cfgA = cfgA;
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Address = address;
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_config = config;
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_cfg = cfg;
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}
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private static bool IsUserAttribute(Operand operand)
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@ -141,20 +124,19 @@ namespace Ryujinx.Graphics.Shader.Translation
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return output;
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}
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public ShaderProgram Translate(out ShaderProgramInfo shaderProgramInfo)
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public ShaderProgram Translate(out ShaderProgramInfo shaderProgramInfo, TranslatorContext other = null)
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{
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FunctionCode[] code = EmitShader(_cfg, _config);
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if (_configA != null)
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if (other != null)
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{
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FunctionCode[] codeA = EmitShader(_cfgA, _configA);
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_config.SetUsedFeature(other._config.UsedFeatures);
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TextureHandlesForCache.UnionWith(other.TextureHandlesForCache);
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_config.SetUsedFeature(_configA.UsedFeatures);
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code = Combine(codeA, code);
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code = Combine(EmitShader(other._cfg, other._config), code);
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}
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return Translator.Translate(code, _config, out shaderProgramInfo, SizeA);
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return Translator.Translate(code, _config, out shaderProgramInfo);
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}
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}
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}
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