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Merge pull request #2177 from riperiperi/feature/parallel-shader-cache

Allow parallel shader compilation when loading a shader cache
This commit is contained in:
EmulationFanatic 2021-05-19 11:39:19 -07:00 committed by GitHub
commit b5c72b44de
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 785 additions and 251 deletions

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@ -0,0 +1,22 @@
using System;
namespace Ryujinx.Common.GraphicsDriver
{
public static class DriverUtilities
{
public static void ToggleOGLThreading(bool enabled)
{
Environment.SetEnvironmentVariable("mesa_glthread", enabled.ToString());
Environment.SetEnvironmentVariable("__GL_THREADED_OPTIMIZATIONS", enabled ? "1" : "0");
try
{
NVThreadedOptimization.SetThreadedOptimization(enabled);
}
catch
{
// NVAPI is not available, or couldn't change the application profile.
}
}
}
}

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@ -0,0 +1,11 @@
namespace Ryujinx.Common.GraphicsDriver.NVAPI
{
enum Nvapi : uint
{
OglThreadControlId = 0x20C1221E,
OglThreadControlDefault = 0,
OglThreadControlEnable = 1,
OglThreadControlDisable = 2
}
}

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@ -0,0 +1,42 @@
using System.Runtime.InteropServices;
using System.Text;
namespace Ryujinx.Common.GraphicsDriver.NVAPI
{
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public unsafe struct NvapiUnicodeString
{
private fixed byte _data[4096];
public NvapiUnicodeString(string text)
{
Set(text);
}
public string Get()
{
fixed (byte* data = _data)
{
string text = Encoding.Unicode.GetString(data, 4096);
int index = text.IndexOf('\0');
if (index > -1)
{
text = text.Remove(index);
}
return text;
}
}
public void Set(string text)
{
text += '\0';
fixed (char* textPtr = text)
fixed (byte* data = _data)
{
int written = Encoding.Unicode.GetBytes(textPtr, text.Length, data, 4096);
}
}
}
}

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@ -0,0 +1,17 @@
using System.Runtime.InteropServices;
namespace Ryujinx.Common.GraphicsDriver.NVAPI
{
[StructLayout(LayoutKind.Sequential, Pack = 4)]
unsafe struct NvdrsApplicationV4
{
public uint Version;
public uint IsPredefined;
public NvapiUnicodeString AppName;
public NvapiUnicodeString UserFriendlyName;
public NvapiUnicodeString Launcher;
public NvapiUnicodeString FileInFolder;
public uint Flags;
public NvapiUnicodeString CommandLine;
}
}

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@ -0,0 +1,16 @@
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Common.GraphicsDriver.NVAPI
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
unsafe struct NvdrsProfile
{
public uint Version;
public NvapiUnicodeString ProfileName;
public uint GpuSupport;
public uint IsPredefined;
public uint NumOfApps;
public uint NumOfSettings;
}
}

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@ -0,0 +1,49 @@
using System.Runtime.InteropServices;
namespace Ryujinx.Common.GraphicsDriver.NVAPI
{
enum NvdrsSettingType : uint
{
NvdrsDwordType,
NvdrsBinaryType,
NvdrsStringType,
NvdrsWstringType,
}
enum NvdrsSettingLocation : uint
{
NvdrsCurrentProfileLocation,
NvdrsGlobalProfileLocation,
NvdrsBaseProfileLocation,
NvdrsDefaultProfileLocation,
}
[StructLayout(LayoutKind.Explicit, Size = 0x3020)]
unsafe struct NvdrsSetting
{
[FieldOffset(0x0)]
public uint Version;
[FieldOffset(0x4)]
public NvapiUnicodeString SettingName;
[FieldOffset(0x1004)]
public Nvapi SettingId;
[FieldOffset(0x1008)]
public NvdrsSettingType SettingType;
[FieldOffset(0x100C)]
public NvdrsSettingLocation SettingLocation;
[FieldOffset(0x1010)]
public uint IsCurrentPredefined;
[FieldOffset(0x1014)]
public uint IsPredefinedValid;
[FieldOffset(0x1018)]
public uint PredefinedValue;
[FieldOffset(0x1018)]
public NvapiUnicodeString PredefinedString;
[FieldOffset(0x201C)]
public uint CurrentValue;
[FieldOffset(0x201C)]
public NvapiUnicodeString CurrentString;
}
}

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@ -0,0 +1,163 @@
using Ryujinx.Common.GraphicsDriver.NVAPI;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Common.GraphicsDriver
{
static class NVThreadedOptimization
{
private const string ProfileName = "Ryujinx Nvidia Profile";
private const uint NvAPI_Initialize_ID = 0x0150E828;
private const uint NvAPI_DRS_CreateSession_ID = 0x0694D52E;
private const uint NvAPI_DRS_LoadSettings_ID = 0x375DBD6B;
private const uint NvAPI_DRS_FindProfileByName_ID = 0x7E4A9A0B;
private const uint NvAPI_DRS_CreateProfile_ID = 0x0CC176068;
private const uint NvAPI_DRS_CreateApplication_ID = 0x4347A9DE;
private const uint NvAPI_DRS_SetSetting_ID = 0x577DD202;
private const uint NvAPI_DRS_SaveSettings_ID = 0xFCBC7E14;
private const uint NvAPI_DRS_DestroySession_ID = 0x0DAD9CFF8;
[DllImport("nvapi64")]
private static extern IntPtr nvapi_QueryInterface(uint id);
private delegate int NvAPI_InitializeDelegate();
private static NvAPI_InitializeDelegate NvAPI_Initialize;
private delegate int NvAPI_DRS_CreateSessionDelegate(out IntPtr handle);
private static NvAPI_DRS_CreateSessionDelegate NvAPI_DRS_CreateSession;
private delegate int NvAPI_DRS_LoadSettingsDelegate(IntPtr handle);
private static NvAPI_DRS_LoadSettingsDelegate NvAPI_DRS_LoadSettings;
private delegate int NvAPI_DRS_FindProfileByNameDelegate(IntPtr handle, NvapiUnicodeString profileName, out IntPtr profileHandle);
private static NvAPI_DRS_FindProfileByNameDelegate NvAPI_DRS_FindProfileByName;
private delegate int NvAPI_DRS_CreateProfileDelegate(IntPtr handle, ref NvdrsProfile profileInfo, out IntPtr profileHandle);
private static NvAPI_DRS_CreateProfileDelegate NvAPI_DRS_CreateProfile;
private delegate int NvAPI_DRS_CreateApplicationDelegate(IntPtr handle, IntPtr profileHandle, ref NvdrsApplicationV4 app);
private static NvAPI_DRS_CreateApplicationDelegate NvAPI_DRS_CreateApplication;
private delegate int NvAPI_DRS_SetSettingDelegate(IntPtr handle, IntPtr profileHandle, ref NvdrsSetting setting);
private static NvAPI_DRS_SetSettingDelegate NvAPI_DRS_SetSetting;
private delegate int NvAPI_DRS_SaveSettingsDelegate(IntPtr handle);
private static NvAPI_DRS_SaveSettingsDelegate NvAPI_DRS_SaveSettings;
private delegate int NvAPI_DRS_DestroySessionDelegate(IntPtr handle);
private static NvAPI_DRS_DestroySessionDelegate NvAPI_DRS_DestroySession;
private static bool _initialized;
private static void Check(int status)
{
if (status != 0)
{
throw new Exception($"NVAPI Error: {status}");
}
}
private static void Initialize()
{
if (!_initialized)
{
NvAPI_Initialize = NvAPI_Delegate<NvAPI_InitializeDelegate>(NvAPI_Initialize_ID);
Check(NvAPI_Initialize());
NvAPI_DRS_CreateSession = NvAPI_Delegate<NvAPI_DRS_CreateSessionDelegate>(NvAPI_DRS_CreateSession_ID);
NvAPI_DRS_LoadSettings = NvAPI_Delegate<NvAPI_DRS_LoadSettingsDelegate>(NvAPI_DRS_LoadSettings_ID);
NvAPI_DRS_FindProfileByName = NvAPI_Delegate<NvAPI_DRS_FindProfileByNameDelegate>(NvAPI_DRS_FindProfileByName_ID);
NvAPI_DRS_CreateProfile = NvAPI_Delegate<NvAPI_DRS_CreateProfileDelegate>(NvAPI_DRS_CreateProfile_ID);
NvAPI_DRS_CreateApplication = NvAPI_Delegate<NvAPI_DRS_CreateApplicationDelegate>(NvAPI_DRS_CreateApplication_ID);
NvAPI_DRS_SetSetting = NvAPI_Delegate<NvAPI_DRS_SetSettingDelegate>(NvAPI_DRS_SetSetting_ID);
NvAPI_DRS_SaveSettings = NvAPI_Delegate<NvAPI_DRS_SaveSettingsDelegate>(NvAPI_DRS_SaveSettings_ID);
NvAPI_DRS_DestroySession = NvAPI_Delegate<NvAPI_DRS_DestroySessionDelegate>(NvAPI_DRS_DestroySession_ID);
_initialized = true;
}
}
private static uint MakeVersion<T>(uint version) where T : unmanaged
{
return (uint)Unsafe.SizeOf<T>() | version << 16;
}
public static void SetThreadedOptimization(bool enabled)
{
Initialize();
uint targetValue = (uint)(enabled ? Nvapi.OglThreadControlEnable : Nvapi.OglThreadControlDisable);
Check(NvAPI_Initialize());
Check(NvAPI_DRS_CreateSession(out IntPtr handle));
Check(NvAPI_DRS_LoadSettings(handle));
IntPtr profileHandle;
// Check if the profile already exists.
int status = NvAPI_DRS_FindProfileByName(handle, new NvapiUnicodeString(ProfileName), out profileHandle);
if (status != 0)
{
NvdrsProfile profile = new NvdrsProfile {
Version = MakeVersion<NvdrsProfile>(1),
IsPredefined = 0,
GpuSupport = uint.MaxValue
};
profile.ProfileName.Set(ProfileName);
Check(NvAPI_DRS_CreateProfile(handle, ref profile, out profileHandle));
NvdrsApplicationV4 application = new NvdrsApplicationV4
{
Version = MakeVersion<NvdrsApplicationV4>(4),
IsPredefined = 0,
Flags = 3 // IsMetro, IsCommandLine
};
application.AppName.Set("Ryujinx.exe");
application.UserFriendlyName.Set("Ryujinx");
application.Launcher.Set("");
application.FileInFolder.Set("");
Check(NvAPI_DRS_CreateApplication(handle, profileHandle, ref application));
}
NvdrsSetting setting = new NvdrsSetting
{
Version = MakeVersion<NvdrsSetting>(1),
SettingId = Nvapi.OglThreadControlId,
SettingType = NvdrsSettingType.NvdrsDwordType,
SettingLocation = NvdrsSettingLocation.NvdrsCurrentProfileLocation,
IsCurrentPredefined = 0,
IsPredefinedValid = 0,
CurrentValue = targetValue,
PredefinedValue = targetValue
};
Check(NvAPI_DRS_SetSetting(handle, profileHandle, ref setting));
Check(NvAPI_DRS_SaveSettings(handle));
NvAPI_DRS_DestroySession(handle);
}
private static T NvAPI_Delegate<T>(uint id) where T : class
{
IntPtr ptr = nvapi_QueryInterface(id);
if (ptr != IntPtr.Zero)
{
return Marshal.GetDelegateForFunctionPointer(ptr, typeof(T)) as T;
}
else
{
return null;
}
}
}
}

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@ -1,16 +0,0 @@
using System.Runtime.InteropServices;
namespace Ryujinx.Common.System
{
public static class ForceDedicatedGpu
{
public static void Nvidia()
{
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
{
// NOTE: If the DLL exists, we can load it to force the usage of the dedicated Nvidia Gpu.
NativeLibrary.TryLoad("nvapi64.dll", out _);
}
}
}
}

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@ -4,6 +4,8 @@ namespace Ryujinx.Graphics.GAL
{
public interface IProgram : IDisposable
{
ProgramLinkStatus CheckProgramLink(bool blocking);
byte[] GetBinary();
}
}

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@ -0,0 +1,9 @@
namespace Ryujinx.Graphics.GAL
{
public enum ProgramLinkStatus
{
Incomplete,
Success,
Failure
}
}

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@ -10,6 +10,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Gpu.Shader
{
@ -102,234 +103,323 @@ namespace Ryujinx.Graphics.Gpu.Shader
progressReportThread.Start(progressReportEvent);
}
for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
// Make sure these are initialized before doing compilation.
Capabilities caps = _context.Capabilities;
int maxTaskCount = Math.Min(Environment.ProcessorCount, 8);
int programIndex = 0;
List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
AutoResetEvent taskDoneEvent = new AutoResetEvent(false);
// This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
// The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
{
Hash128 key = guestProgramList[programIndex];
byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
bool hasHostCache = hostProgramBinary != null;
IProgram hostProgram = null;
// If the program sources aren't in the cache, compile from saved guest program.
byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);
if (guestProgram == null)
if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
{
Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
// Begin a new shader compilation.
Hash128 key = guestProgramList[programIndex];
// Should not happen, but if someone messed with the cache it's better to catch it.
invalidEntries?.Add(key);
byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
bool hasHostCache = hostProgramBinary != null;
continue;
}
IProgram hostProgram = null;
ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
// If the program sources aren't in the cache, compile from saved guest program.
byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);
ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
{
Debug.Assert(cachedShaderEntries.Length == 1);
GuestShaderCacheEntry entry = cachedShaderEntries[0];
HostShaderCacheEntry[] hostShaderEntries = null;
// Try loading host shader binary.
if (hasHostCache)
if (guestProgram == null)
{
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
hostProgramBinary = hostProgramBinarySpan.ToArray();
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
// Should not happen, but if someone messed with the cache it's better to catch it.
invalidEntries?.Add(key);
_shaderCount = ++programIndex;
continue;
}
bool isHostProgramValid = hostProgram != null;
ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
ShaderProgram program;
ShaderProgramInfo shaderProgramInfo;
ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
// Reconstruct code holder.
if (isHostProgramValid)
if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
{
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
Debug.Assert(cachedShaderEntries.Length == 1);
GuestShaderCacheEntry entry = cachedShaderEntries[0];
HostShaderCacheEntry[] hostShaderEntries = null;
// Try loading host shader binary.
if (hasHostCache)
{
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
hostProgramBinary = hostProgramBinarySpan.ToArray();
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
}
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
activeTasks.Add(task);
task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
{
ShaderProgram program = null;
ShaderProgramInfo shaderProgramInfo = null;
if (isHostProgramValid)
{
// Reconstruct code holder.
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
return true;
}
else
{
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
Task compileTask = Task.Run(() =>
{
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
});
task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
{
ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
// Compile shader and create program as the shader program binary got invalidated.
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
{
// As the host program was invalidated, save the new entry in the cache.
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
if (!isReadOnly)
{
if (hasHostCache)
{
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
}
else
{
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
}
}
_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
return true;
});
return false; // Not finished: still need to compile the host program.
});
return false; // Not finished: translating the program.
}
});
}
else
{
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
}
ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
if (hostProgram == null)
{
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
TranslationFlags flags = DefaultFlags;
// Compile shader and create program as the shader program binary got invalidated.
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
// As the host program was invalidated, save the new entry in the cache.
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
if (!isReadOnly)
if (tfd != null)
{
if (hasHostCache)
{
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
}
else
{
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
}
flags |= TranslationFlags.Feedback;
}
TranslationCounts counts = new TranslationCounts();
HostShaderCacheEntry[] hostShaderEntries = null;
// Try loading host shader binary.
if (hasHostCache)
{
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
hostProgramBinary = hostProgramBinarySpan.ToArray();
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
}
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
activeTasks.Add(task);
GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
{
Task compileTask = Task.Run(() =>
{
// Reconstruct code holder.
for (int i = 0; i < entries.Length; i++)
{
GuestShaderCacheEntry entry = entries[i];
if (entry == null)
{
continue;
}
ShaderProgram program;
if (entry.Header.SizeA != 0)
{
ShaderProgramInfo shaderProgramInfo;
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
}
else
{
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
TranslatorContext translatorContext = Translator.CreateContext(0, gpuAccessor, flags, counts);
TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);
program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
}
// NOTE: Vertex B comes first in the shader cache.
byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray();
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
}
else
{
ShaderProgramInfo shaderProgramInfo;
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
}
else
{
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
program = Translator.CreateContext(0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
}
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
}
shaderPrograms.Add(program);
}
});
task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
{
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
if (!isHostProgramValid)
{
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
List<IShader> hostShaders = new List<IShader>();
// Compile shaders and create program as the shader program binary got invalidated.
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);
}
hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
{
// As the host program was invalidated, save the new entry in the cache.
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
if (!isReadOnly)
{
if (hasHostCache)
{
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
}
else
{
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
}
}
_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
return true;
});
return false; // Not finished: still need to compile the host program.
}
else
{
_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
return true;
}
});
return false; // Not finished: translating the program.
});
}
_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
_shaderCount = ++programIndex;
}
else
// Process the queue.
for (int i = 0; i < activeTasks.Count; i++)
{
Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
ShaderCompileTask task = activeTasks[i];
ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
TranslationFlags flags = DefaultFlags;
if (tfd != null)
if (task.IsDone())
{
flags |= TranslationFlags.Feedback;
activeTasks.RemoveAt(i--);
}
TranslationCounts counts = new TranslationCounts();
HostShaderCacheEntry[] hostShaderEntries = null;
// Try loading host shader binary.
if (hasHostCache)
{
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
hostProgramBinary = hostProgramBinarySpan.ToArray();
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
}
bool isHostProgramValid = hostProgram != null;
// Reconstruct code holder.
for (int i = 0; i < cachedShaderEntries.Length; i++)
{
GuestShaderCacheEntry entry = cachedShaderEntries[i];
if (entry == null)
{
continue;
}
ShaderProgram program;
if (entry.Header.SizeA != 0)
{
ShaderProgramInfo shaderProgramInfo;
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
}
else
{
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
TranslatorContext translatorContext = Translator.CreateContext(0, gpuAccessor, flags, counts);
TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);
program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
}
// NOTE: Vertex B comes first in the shader cache.
byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray();
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
}
else
{
ShaderProgramInfo shaderProgramInfo;
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
}
else
{
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
program = Translator.CreateContext(0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
}
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
}
shaderPrograms.Add(program);
}
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
if (!isHostProgramValid)
{
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
List<IShader> hostShaders = new List<IShader>();
// Compile shaders and create program as the shader program binary got invalidated.
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);
}
hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
// As the host program was invalidated, save the new entry in the cache.
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
if (!isReadOnly)
{
if (hasHostCache)
{
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
}
else
{
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
}
}
}
_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
}
_shaderCount = programIndex + 1;
if (activeTasks.Count == maxTaskCount)
{
// Wait for a task to be done, or for 1ms.
// Host shader compilation cannot signal when it is done,
// so the 1ms timeout is required to poll status.
taskDoneEvent.WaitOne(1);
}
}
if (!isReadOnly)
@ -458,6 +548,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
hostProgram.CheckProgramLink(true);
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
cpShader = new ShaderBundle(hostProgram, shader);
@ -598,6 +690,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
hostProgram.CheckProgramLink(true);
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
gpShaders = new ShaderBundle(hostProgram, shaders);

View file

@ -0,0 +1,94 @@
using Ryujinx.Graphics.GAL;
using System;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Gpu.Shader
{
delegate bool ShaderCompileTaskCallback(bool success, ShaderCompileTask task);
/// <summary>
/// A class that represents a shader compilation.
/// </summary>
class ShaderCompileTask
{
private bool _compiling;
private Task _programsTask;
private IProgram _program;
private ShaderCompileTaskCallback _action;
private AutoResetEvent _taskDoneEvent;
/// <summary>
/// Create a new shader compile task, with an event to signal whenever a subtask completes.
/// </summary>
/// <param name="taskDoneEvent">Event to signal when a subtask completes</param>
public ShaderCompileTask(AutoResetEvent taskDoneEvent)
{
_taskDoneEvent = taskDoneEvent;
}
/// <summary>
/// Check the completion status of the shader compile task, and run callbacks on step completion.
/// Calling this periodically is required to progress through steps of the compilation.
/// </summary>
/// <returns>True if the task is complete, false if it is in progress</returns>
public bool IsDone()
{
if (_compiling)
{
ProgramLinkStatus status = _program.CheckProgramLink(false);
if (status != ProgramLinkStatus.Incomplete)
{
return _action(status == ProgramLinkStatus.Success, this);
}
}
else
{
// Waiting on the task.
if (_programsTask.IsCompleted)
{
return _action(true, this);
}
}
return false;
}
/// <summary>
/// Run a callback when the specified task has completed.
/// </summary>
/// <param name="task">The task object that needs to complete</param>
/// <param name="action">The action to perform when it is complete</param>
public void OnTask(Task task, ShaderCompileTaskCallback action)
{
_compiling = false;
_programsTask = task;
_action = action;
task.ContinueWith(task => _taskDoneEvent.Set());
}
/// <summary>
/// Run a callback when the specified program has been linked.
/// </summary>
/// <param name="task">The program that needs to be linked</param>
/// <param name="action">The action to perform when linking is complete</param>
public void OnCompiled(IProgram program, ShaderCompileTaskCallback action)
{
_compiling = true;
_program = program;
_action = action;
if (program == null)
{
action(false, this);
}
}
}
}

View file

@ -10,6 +10,7 @@ namespace Ryujinx.Graphics.OpenGL
private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
@ -34,6 +35,7 @@ namespace Ryujinx.Graphics.OpenGL
public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;

View file

@ -13,11 +13,26 @@ namespace Ryujinx.Graphics.OpenGL
{
public int Handle { get; private set; }
public int FragmentIsBgraUniform { get; }
public int FragmentRenderScaleUniform { get; }
public int ComputeRenderScaleUniform { get; }
public int FragmentIsBgraUniform { get; private set; }
public int FragmentRenderScaleUniform { get; private set; }
public int ComputeRenderScaleUniform { get; private set; }
public bool IsLinked { get; private set; }
public bool IsLinked
{
get
{
if (_status == ProgramLinkStatus.Incomplete)
{
CheckProgramLink(true);
}
return _status == ProgramLinkStatus.Success;
}
}
private bool _initialized;
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
private IShader[] _shaders;
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
{
@ -82,18 +97,7 @@ namespace Ryujinx.Graphics.OpenGL
GL.LinkProgram(Handle);
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
GL.DetachShader(Handle, shaderHandle);
}
CheckProgramLink();
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
_shaders = shaders;
}
public Program(ReadOnlySpan<byte> code)
@ -109,32 +113,60 @@ namespace Ryujinx.Graphics.OpenGL
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
}
}
CheckProgramLink();
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
}
public void Bind()
{
if (!_initialized)
{
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
_initialized = true;
}
GL.UseProgram(Handle);
}
private void CheckProgramLink()
public ProgramLinkStatus CheckProgramLink(bool blocking)
{
if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
{
GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
if (completed == 0)
{
return ProgramLinkStatus.Incomplete;
}
}
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
if (_shaders != null)
{
for (int index = 0; index < _shaders.Length; index++)
{
int shaderHandle = ((Shader)_shaders[index]).Handle;
GL.DetachShader(Handle, shaderHandle);
}
_shaders = null;
}
if (status == 0)
{
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
_status = ProgramLinkStatus.Failure;
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
}
else
{
IsLinked = true;
_status = ProgramLinkStatus.Success;
}
return _status;
}
public byte[] GetBinary()

View file

@ -131,6 +131,11 @@ namespace Ryujinx.Graphics.OpenGL
PrintGpuInformation();
if (HwCapabilities.SupportsParallelShaderCompile)
{
GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
}
_counters.Initialize();
}
@ -178,16 +183,7 @@ namespace Ryujinx.Graphics.OpenGL
public IProgram LoadProgramBinary(byte[] programBinary)
{
Program program = new Program(programBinary);
if (program.IsLinked)
{
return program;
}
program.Dispose();
return null;
return new Program(programBinary);
}
public void CreateSync(ulong id)

View file

@ -2,6 +2,7 @@ using ARMeilleure.Translation.PTC;
using FFmpeg.AutoGen;
using Gtk;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.GraphicsDriver;
using Ryujinx.Common.Logging;
using Ryujinx.Common.System;
using Ryujinx.Common.SystemInfo;
@ -147,6 +148,9 @@ namespace Ryujinx
// Logging system information.
PrintSystemInfo();
// Enable OGL multithreading on the driver, when available.
DriverUtilities.ToggleOGLThreading(true);
// Initialize Gtk.
Application.Init();
@ -158,9 +162,6 @@ namespace Ryujinx
UserErrorDialog.CreateUserErrorDialog(UserError.NoKeys);
}
// Force dedicated GPU if we can.
ForceDedicatedGpu.Nvidia();
// Show the main window UI.
MainWindow mainWindow = new MainWindow();
mainWindow.Show();