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ryujinx-final/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
riperiperi 1623ab524f
Improve Buffer Textures and flush Image Stores (#2088)
* Improve Buffer Textures and flush Image Stores

Fixes a number of issues with buffer textures:

- Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later.
  - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use.
- Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16.
- Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high.

Fixes vertex explosions and flickering animations in UE4 games.

* Set ImageStore flag... for ImageStore.

* Check the offset and size.
2021-03-08 18:43:39 -03:00

827 lines
No EOL
35 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Shader.Cache;
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Memory cache of shader code.
/// </summary>
class ShaderCache : IDisposable
{
private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
private readonly GpuContext _context;
private readonly ShaderDumper _dumper;
private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms;
private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms;
private CacheManager _cacheManager;
private Dictionary<Hash128, ShaderBundle> _gpProgramsDiskCache;
private Dictionary<Hash128, ShaderBundle> _cpProgramsDiskCache;
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2088;
// Progress reporting helpers
private int _shaderCount;
private readonly AutoResetEvent _progressReportEvent;
public event Action<bool> ShaderCacheStateChanged;
public event Action<int, int> ShaderCacheProgressChanged;
/// <summary>
/// Creates a new instance of the shader cache.
/// </summary>
/// <param name="context">GPU context that the shader cache belongs to</param>
public ShaderCache(GpuContext context)
{
_context = context;
_dumper = new ShaderDumper();
_cpPrograms = new Dictionary<ulong, List<ShaderBundle>>();
_gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
_gpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
_cpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
_progressReportEvent = new AutoResetEvent(false);
}
/// <summary>
/// Initialize the cache.
/// </summary>
internal void Initialize()
{
if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
{
_cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);
bool isReadOnly = _cacheManager.IsReadOnly;
HashSet<Hash128> invalidEntries = null;
if (isReadOnly)
{
Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
}
else
{
invalidEntries = new HashSet<Hash128>();
}
ReadOnlySpan<Hash128> guestProgramList = _cacheManager.GetGuestProgramList();
_progressReportEvent.Reset();
_shaderCount = 0;
ShaderCacheStateChanged?.Invoke(true);
ThreadPool.QueueUserWorkItem(ProgressLogger, guestProgramList.Length);
for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
{
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)
{
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);
continue;
}
ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
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)
{
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
hostProgramBinary = hostProgramBinarySpan.ToArray();
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
}
bool isHostProgramValid = hostProgram != null;
ShaderProgram program;
ShaderProgramInfo shaderProgramInfo;
// 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);
}
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 (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.
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)
{
_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));
}
else
{
Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
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)
{
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);
}
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;
}
if (!isReadOnly)
{
// Remove entries that are broken in the cache
_cacheManager.RemoveManifestEntries(invalidEntries);
_cacheManager.FlushToArchive();
_cacheManager.Synchronize();
}
_progressReportEvent.Set();
ShaderCacheStateChanged?.Invoke(false);
Logger.Info?.Print(LogClass.Gpu, $"Shader cache loaded {_shaderCount} entries.");
}
}
/// <summary>
/// Raises ShaderCacheProgressChanged events periodically.
/// </summary>
private void ProgressLogger(object state)
{
const int refreshRate = 100; // ms
int totalCount = (int)state;
do
{
ShaderCacheProgressChanged?.Invoke(_shaderCount, totalCount);
}
while (!_progressReportEvent.WaitOne(refreshRate));
}
/// <summary>
/// Gets a compute shader from the cache.
/// </summary>
/// <remarks>
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </remarks>
/// <param name="state">Current GPU state</param>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <param name="localSizeX">Local group size X of the computer shader</param>
/// <param name="localSizeY">Local group size Y of the computer shader</param>
/// <param name="localSizeZ">Local group size Z of the computer shader</param>
/// <param name="localMemorySize">Local memory size of the compute shader</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <returns>Compiled compute shader code</returns>
public ShaderBundle GetComputeShader(
GpuState state,
ulong gpuVa,
int localSizeX,
int localSizeY,
int localSizeZ,
int localMemorySize,
int sharedMemorySize)
{
bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ShaderBundle> list);
if (isCached)
{
foreach (ShaderBundle cachedCpShader in list)
{
if (IsShaderEqual(cachedCpShader, gpuVa))
{
return cachedCpShader;
}
}
}
TranslatorContext[] shaderContexts = new TranslatorContext[1];
shaderContexts[0] = DecodeComputeShader(
state,
gpuVa,
localSizeX,
localSizeY,
localSizeZ,
localMemorySize,
sharedMemorySize);
bool isShaderCacheEnabled = _cacheManager != null;
bool isShaderCacheReadOnly = false;
Hash128 programCodeHash = default;
GuestShaderCacheEntry[] shaderCacheEntries = null;
if (isShaderCacheEnabled)
{
isShaderCacheReadOnly = _cacheManager.IsReadOnly;
// Compute hash and prepare data for shader disk cache comparison.
shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(_context.MemoryManager, shaderContexts);
programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries);
}
ShaderBundle cpShader;
// Search for the program hash in loaded shaders.
if (!isShaderCacheEnabled || !_cpProgramsDiskCache.TryGetValue(programCodeHash, out cpShader))
{
if (isShaderCacheEnabled)
{
Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
}
// The shader isn't currently cached, translate it and compile it.
ShaderCodeHolder shader = TranslateShader(shaderContexts[0]);
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
cpShader = new ShaderBundle(hostProgram, shader);
if (isShaderCacheEnabled)
{
_cpProgramsDiskCache.Add(programCodeHash, cpShader);
if (!isShaderCacheReadOnly)
{
_cacheManager.SaveProgram(ref programCodeHash, CacheHelper.CreateGuestProgramDump(shaderCacheEntries), hostProgramBinary);
}
}
}
if (!isCached)
{
list = new List<ShaderBundle>();
_cpPrograms.Add(gpuVa, list);
}
list.Add(cpShader);
return cpShader;
}
/// <summary>
/// Gets a graphics shader program from the shader cache.
/// This includes all the specified shader stages.
/// </summary>
/// <remarks>
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </remarks>
/// <param name="state">Current GPU state</param>
/// <param name="addresses">Addresses of the shaders for each stage</param>
/// <returns>Compiled graphics shader code</returns>
public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
{
bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
if (isCached)
{
foreach (ShaderBundle cachedGpShaders in list)
{
if (IsShaderEqual(cachedGpShaders, addresses))
{
return cachedGpShaders;
}
}
}
TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];
TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);
TranslationFlags flags = DefaultFlags;
if (tfd != null)
{
flags |= TranslationFlags.Feedback;
}
TranslationCounts counts = new TranslationCounts();
if (addresses.VertexA != 0)
{
shaderContexts[0] = DecodeGraphicsShader(state, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
}
shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
shaderContexts[5] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
bool isShaderCacheEnabled = _cacheManager != null;
bool isShaderCacheReadOnly = false;
Hash128 programCodeHash = default;
GuestShaderCacheEntry[] shaderCacheEntries = null;
if (isShaderCacheEnabled)
{
isShaderCacheReadOnly = _cacheManager.IsReadOnly;
// Compute hash and prepare data for shader disk cache comparison.
shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(_context.MemoryManager, shaderContexts);
programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd);
}
ShaderBundle gpShaders;
// Search for the program hash in loaded shaders.
if (!isShaderCacheEnabled || !_gpProgramsDiskCache.TryGetValue(programCodeHash, out gpShaders))
{
if (isShaderCacheEnabled)
{
Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
}
// The shader isn't currently cached, translate it and compile it.
ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
shaders[0] = TranslateShader(shaderContexts[1], shaderContexts[0]);
shaders[1] = TranslateShader(shaderContexts[2]);
shaders[2] = TranslateShader(shaderContexts[3]);
shaders[3] = TranslateShader(shaderContexts[4]);
shaders[4] = TranslateShader(shaderContexts[5]);
List<IShader> hostShaders = new List<IShader>();
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);
}
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
gpShaders = new ShaderBundle(hostProgram, shaders);
if (isShaderCacheEnabled)
{
_gpProgramsDiskCache.Add(programCodeHash, gpShaders);
if (!isShaderCacheReadOnly)
{
_cacheManager.SaveProgram(ref programCodeHash, CacheHelper.CreateGuestProgramDump(shaderCacheEntries, tfd), hostProgramBinary);
}
}
}
if (!isCached)
{
list = new List<ShaderBundle>();
_gpPrograms.Add(addresses, list);
}
list.Add(gpShaders);
return gpShaders;
}
/// <summary>
/// Gets transform feedback state from the current GPU state.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
private TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(GpuState state)
{
bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
if (!tfEnable)
{
return null;
}
TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
{
var tf = state.Get<TfState>(MethodOffset.TfState, i);
int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80);
var varyingLocations = state.GetSpan(MethodOffset.TfVaryingLocations + i * 0x80, length).ToArray();
descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations);
}
return descs;
}
/// <summary>
/// Checks if compute shader code in memory is equal to the cached shader.
/// </summary>
/// <param name="cpShader">Cached compute shader</param>
/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderEqual(ShaderBundle cpShader, ulong gpuVa)
{
return IsShaderEqual(cpShader.Shaders[0], gpuVa);
}
/// <summary>
/// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
/// </summary>
/// <param name="gpShaders">Cached graphics shaders</param>
/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderEqual(ShaderBundle gpShaders, ShaderAddresses addresses)
{
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
{
ShaderCodeHolder shader = gpShaders.Shaders[stage];
ulong gpuVa = 0;
switch (stage)
{
case 0: gpuVa = addresses.Vertex; break;
case 1: gpuVa = addresses.TessControl; break;
case 2: gpuVa = addresses.TessEvaluation; break;
case 3: gpuVa = addresses.Geometry; break;
case 4: gpuVa = addresses.Fragment; break;
}
if (!IsShaderEqual(shader, gpuVa, addresses.VertexA))
{
return false;
}
}
return true;
}
/// <summary>
/// Checks if the code of the specified cached shader is different from the code in memory.
/// </summary>
/// <param name="shader">Cached shader to compare with</param>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
{
if (shader == null)
{
return true;
}
ReadOnlySpan<byte> memoryCode = _context.MemoryManager.GetSpan(gpuVa, shader.Code.Length);
bool equals = memoryCode.SequenceEqual(shader.Code);
if (equals && shader.Code2 != null)
{
memoryCode = _context.MemoryManager.GetSpan(gpuVaA, shader.Code2.Length);
equals = memoryCode.SequenceEqual(shader.Code2);
}
return equals;
}
/// <summary>
/// Decode the binary Maxwell shader code to a translator context.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <param name="localSizeX">Local group size X of the computer shader</param>
/// <param name="localSizeY">Local group size Y of the computer shader</param>
/// <param name="localSizeZ">Local group size Z of the computer shader</param>
/// <param name="localMemorySize">Local memory size of the compute shader</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <returns>The generated translator context</returns>
private TranslatorContext DecodeComputeShader(
GpuState state,
ulong gpuVa,
int localSizeX,
int localSizeY,
int localSizeZ,
int localMemorySize,
int sharedMemorySize)
{
if (gpuVa == 0)
{
return null;
}
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
return Translator.CreateContext(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute);
}
/// <summary>
/// Decode the binary Maxwell shader code to a translator context.
/// </summary>
/// <remarks>
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
/// </remarks>
/// <param name="state">Current GPU state</param>
/// <param name="counts">Cumulative shader resource counts</param>
/// <param name="flags">Flags that controls shader translation</param>
/// <param name="stage">Shader stage</param>
/// <param name="gpuVa">GPU virtual address of the shader code</param>
/// <returns>The generated translator context</returns>
private TranslatorContext DecodeGraphicsShader(
GpuState state,
TranslationCounts counts,
TranslationFlags flags,
ShaderStage stage,
ulong gpuVa)
{
if (gpuVa == 0)
{
return null;
}
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
}
/// <summary>
/// Translates a previously generated translator context to something that the host API accepts.
/// </summary>
/// <param name="translatorContext">Current translator context to translate</param>
/// <param name="translatorContext2">Optional translator context of the shader that should be combined</param>
/// <returns>Compiled graphics shader code</returns>
private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext, TranslatorContext translatorContext2 = null)
{
if (translatorContext == null)
{
return null;
}
if (translatorContext2 != null)
{
byte[] codeA = _context.MemoryManager.GetSpan(translatorContext2.Address, translatorContext2.Size).ToArray();
byte[] codeB = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo, translatorContext2);
if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
{
program.Prepend("// " + codePathB);
program.Prepend("// " + fullPathB);
program.Prepend("// " + codePathA);
program.Prepend("// " + fullPathA);
}
return new ShaderCodeHolder(program, shaderProgramInfo, codeB, codeA);
}
else
{
byte[] code = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();
_dumper.Dump(code, translatorContext.Stage == ShaderStage.Compute, out string fullPath, out string codePath);
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo);
if (fullPath != null && codePath != null)
{
program.Prepend("// " + codePath);
program.Prepend("// " + fullPath);
}
return new ShaderCodeHolder(program, shaderProgramInfo, code);
}
}
/// <summary>
/// Disposes the shader cache, deleting all the cached shaders.
/// It's an error to use the shader cache after disposal.
/// </summary>
public void Dispose()
{
foreach (List<ShaderBundle> list in _cpPrograms.Values)
{
foreach (ShaderBundle bundle in list)
{
bundle.Dispose();
}
}
foreach (List<ShaderBundle> list in _gpPrograms.Values)
{
foreach (ShaderBundle bundle in list)
{
bundle.Dispose();
}
}
_progressReportEvent?.Dispose();
_cacheManager?.Dispose();
}
}
}