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Implement parallel host shader cache compilation.

This commit is contained in:
riperiperi 2021-03-29 21:52:25 +01:00
parent bb43219f1d
commit ddf4b92a9c
7 changed files with 452 additions and 232 deletions

View file

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

View file

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

View file

@ -10,6 +10,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Threading; using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Gpu.Shader namespace Ryujinx.Graphics.Gpu.Shader
{ {
@ -102,234 +103,327 @@ namespace Ryujinx.Graphics.Gpu.Shader
progressReportThread.Start(progressReportEvent); 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>();
// 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]; if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
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)
{ {
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. byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
invalidEntries?.Add(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 (guestProgram == null)
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)
{ {
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan); Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
hostProgramBinary = hostProgramBinarySpan.ToArray();
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary); // Should not happen, but if someone messed with the cache it's better to catch it.
invalidEntries?.Add(key);
continue;
} }
bool isHostProgramValid = hostProgram != null; ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
ShaderProgram program; ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
ShaderProgramInfo shaderProgramInfo;
// Reconstruct code holder. if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
if (isHostProgramValid)
{ {
program = new ShaderProgram(entry.Header.Stage, ""); Debug.Assert(cachedShaderEntries.Length == 1);
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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();
activeTasks.Add(task);
task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
{
ShaderProgram program = null;
ShaderProgramInfo shaderProgramInfo = null;
Task compileTask = Task.Run(() =>
{
// Reconstruct code holder.
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
}
else
{
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);
// 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...");
// 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) =>
{
if (!isNewProgramValid)
{
return true;
}
// 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.
}
else
{
_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
return true;
}
});
return false; // Not finished: translating the shaders.
});
} }
else 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. TranslationFlags flags = DefaultFlags;
if (hostProgram == null)
{
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. if (tfd != null)
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 (hasHostCache) flags |= TranslationFlags.Feedback;
{
_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);
}
} }
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();
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) =>
{
if (!isNewProgramValid)
{
return true;
}
// 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 shaders.
});
} }
_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]; if (task.IsDone())
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
TranslationFlags flags = DefaultFlags;
if (tfd != null)
{ {
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)
{
Thread.Sleep(1);
}
} }
if (!isReadOnly) if (!isReadOnly)
@ -458,6 +552,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null); IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
hostProgram.CheckProgramLink(true);
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader }); byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
cpShader = new ShaderBundle(hostProgram, shader); cpShader = new ShaderBundle(hostProgram, shader);
@ -598,6 +694,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd); IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
hostProgram.CheckProgramLink(true);
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders); byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
gpShaders = new ShaderBundle(hostProgram, shaders); gpShaders = new ShaderBundle(hostProgram, shaders);

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@ -0,0 +1,81 @@
using Ryujinx.Graphics.GAL;
using System;
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;
/// <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;
}
/// <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);
}
}
}
}

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@ -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> _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> _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> _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> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment)); 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 SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value; public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value; public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia; 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 RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;

View file

@ -13,11 +13,26 @@ namespace Ryujinx.Graphics.OpenGL
{ {
public int Handle { get; private set; } public int Handle { get; private set; }
public int FragmentIsBgraUniform { get; } public int FragmentIsBgraUniform { get; private set; }
public int FragmentRenderScaleUniform { get; } public int FragmentRenderScaleUniform { get; private set; }
public int ComputeRenderScaleUniform { get; } 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) public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
{ {
@ -82,18 +97,7 @@ namespace Ryujinx.Graphics.OpenGL
GL.LinkProgram(Handle); GL.LinkProgram(Handle);
for (int index = 0; index < shaders.Length; index++) _shaders = shaders;
{
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");
} }
public Program(ReadOnlySpan<byte> code) public Program(ReadOnlySpan<byte> code)
@ -109,32 +113,60 @@ namespace Ryujinx.Graphics.OpenGL
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4); 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() 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); 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); 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) if (status == 0)
{ {
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log. // 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."); Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
} }
else else
{ {
IsLinked = true; _status = ProgramLinkStatus.Success;
} }
return _status;
} }
public byte[] GetBinary() public byte[] GetBinary()

View file

@ -130,6 +130,11 @@ namespace Ryujinx.Graphics.OpenGL
PrintGpuInformation(); PrintGpuInformation();
if (HwCapabilities.SupportsParallelShaderCompile)
{
GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
}
_counters.Initialize(); _counters.Initialize();
} }
@ -177,16 +182,7 @@ namespace Ryujinx.Graphics.OpenGL
public IProgram LoadProgramBinary(byte[] programBinary) public IProgram LoadProgramBinary(byte[] programBinary)
{ {
Program program = new Program(programBinary); return new Program(programBinary);
if (program.IsLinked)
{
return program;
}
program.Dispose();
return null;
} }
public void CreateSync(ulong id) public void CreateSync(ulong id)