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ryujinx-final/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
Andrey Sukharev 4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00

720 lines
No EOL
29 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using static Ryujinx.Graphics.Gpu.Shader.ShaderCache;
namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
{
class ParallelDiskCacheLoader
{
private const int ThreadCount = 8;
private readonly GpuContext _context;
private readonly ShaderCacheHashTable _graphicsCache;
private readonly ComputeShaderCacheHashTable _computeCache;
private readonly DiskCacheHostStorage _hostStorage;
private readonly CancellationToken _cancellationToken;
private readonly Action<ShaderCacheState, int, int> _stateChangeCallback;
/// <summary>
/// Indicates if the cache should be loaded.
/// </summary>
public bool Active => !_cancellationToken.IsCancellationRequested;
private bool _needsHostRegen;
/// <summary>
/// Number of shaders that failed to compile from the cache.
/// </summary>
public int ErrorCount { get; private set; }
/// <summary>
/// Program validation entry.
/// </summary>
private readonly struct ProgramEntry
{
/// <summary>
/// Cached shader program.
/// </summary>
public readonly CachedShaderProgram CachedProgram;
/// <summary>
/// Optional binary code. If not null, it is used instead of the backend host binary.
/// </summary>
public readonly byte[] BinaryCode;
/// <summary>
/// Program index.
/// </summary>
public readonly int ProgramIndex;
/// <summary>
/// Indicates if the program is a compute shader.
/// </summary>
public readonly bool IsCompute;
/// <summary>
/// Indicates if the program is a host binary shader.
/// </summary>
public readonly bool IsBinary;
/// <summary>
/// Creates a new program validation entry.
/// </summary>
/// <param name="cachedProgram">Cached shader program</param>
/// <param name="binaryCode">Optional binary code. If not null, it is used instead of the backend host binary</param>
/// <param name="programIndex">Program index</param>
/// <param name="isCompute">Indicates if the program is a compute shader</param>
/// <param name="isBinary">Indicates if the program is a host binary shader</param>
public ProgramEntry(
CachedShaderProgram cachedProgram,
byte[] binaryCode,
int programIndex,
bool isCompute,
bool isBinary)
{
CachedProgram = cachedProgram;
BinaryCode = binaryCode;
ProgramIndex = programIndex;
IsCompute = isCompute;
IsBinary = isBinary;
}
}
/// <summary>
/// Translated shader compilation entry.
/// </summary>
private readonly struct ProgramCompilation
{
/// <summary>
/// Translated shader stages.
/// </summary>
public readonly ShaderProgram[] TranslatedStages;
/// <summary>
/// Cached shaders.
/// </summary>
public readonly CachedShaderStage[] Shaders;
/// <summary>
/// Specialization state.
/// </summary>
public readonly ShaderSpecializationState SpecializationState;
/// <summary>
/// Program index.
/// </summary>
public readonly int ProgramIndex;
/// <summary>
/// Indicates if the program is a compute shader.
/// </summary>
public readonly bool IsCompute;
/// <summary>
/// Creates a new translated shader compilation entry.
/// </summary>
/// <param name="translatedStages">Translated shader stages</param>
/// <param name="shaders">Cached shaders</param>
/// <param name="specState">Specialization state</param>
/// <param name="programIndex">Program index</param>
/// <param name="isCompute">Indicates if the program is a compute shader</param>
public ProgramCompilation(
ShaderProgram[] translatedStages,
CachedShaderStage[] shaders,
ShaderSpecializationState specState,
int programIndex,
bool isCompute)
{
TranslatedStages = translatedStages;
Shaders = shaders;
SpecializationState = specState;
ProgramIndex = programIndex;
IsCompute = isCompute;
}
}
/// <summary>
/// Program translation entry.
/// </summary>
private readonly struct AsyncProgramTranslation
{
/// <summary>
/// Guest code for each active stage.
/// </summary>
public readonly GuestCodeAndCbData?[] GuestShaders;
/// <summary>
/// Specialization state.
/// </summary>
public readonly ShaderSpecializationState SpecializationState;
/// <summary>
/// Program index.
/// </summary>
public readonly int ProgramIndex;
/// <summary>
/// Indicates if the program is a compute shader.
/// </summary>
public readonly bool IsCompute;
/// <summary>
/// Creates a new program translation entry.
/// </summary>
/// <param name="guestShaders">Guest code for each active stage</param>
/// <param name="specState">Specialization state</param>
/// <param name="programIndex">Program index</param>
/// <param name="isCompute">Indicates if the program is a compute shader</param>
public AsyncProgramTranslation(
GuestCodeAndCbData?[] guestShaders,
ShaderSpecializationState specState,
int programIndex,
bool isCompute)
{
GuestShaders = guestShaders;
SpecializationState = specState;
ProgramIndex = programIndex;
IsCompute = isCompute;
}
}
private readonly Queue<ProgramEntry> _validationQueue;
private readonly ConcurrentQueue<ProgramCompilation> _compilationQueue;
private readonly BlockingCollection<AsyncProgramTranslation> _asyncTranslationQueue;
private readonly SortedList<int, (CachedShaderProgram, byte[])> _programList;
private int _backendParallelCompileThreads;
private int _compiledCount;
private int _totalCount;
/// <summary>
/// Creates a new parallel disk cache loader.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="graphicsCache">Graphics shader cache</param>
/// <param name="computeCache">Compute shader cache</param>
/// <param name="hostStorage">Disk cache host storage</param>
/// <param name="cancellationToken">Cancellation token</param>
/// <param name="stateChangeCallback">Function to be called when there is a state change, reporting state, compiled and total shaders count</param>
public ParallelDiskCacheLoader(
GpuContext context,
ShaderCacheHashTable graphicsCache,
ComputeShaderCacheHashTable computeCache,
DiskCacheHostStorage hostStorage,
CancellationToken cancellationToken,
Action<ShaderCacheState, int, int> stateChangeCallback)
{
_context = context;
_graphicsCache = graphicsCache;
_computeCache = computeCache;
_hostStorage = hostStorage;
_cancellationToken = cancellationToken;
_stateChangeCallback = stateChangeCallback;
_validationQueue = new Queue<ProgramEntry>();
_compilationQueue = new ConcurrentQueue<ProgramCompilation>();
_asyncTranslationQueue = new BlockingCollection<AsyncProgramTranslation>(ThreadCount);
_programList = new SortedList<int, (CachedShaderProgram, byte[])>();
_backendParallelCompileThreads = Math.Min(Environment.ProcessorCount, 8); // Must be kept in sync with the backend code.
}
/// <summary>
/// Loads all shaders from the cache.
/// </summary>
public void LoadShaders()
{
Thread[] workThreads = new Thread[ThreadCount];
for (int index = 0; index < ThreadCount; index++)
{
workThreads[index] = new Thread(ProcessAsyncQueue)
{
Name = $"GPU.AsyncTranslationThread.{index}"
};
}
int programCount = _hostStorage.GetProgramCount();
_compiledCount = 0;
_totalCount = programCount;
_stateChangeCallback(ShaderCacheState.Start, 0, programCount);
Logger.Info?.Print(LogClass.Gpu, $"Loading {programCount} shaders from the cache...");
for (int index = 0; index < ThreadCount; index++)
{
workThreads[index].Start(_cancellationToken);
}
try
{
_hostStorage.LoadShaders(_context, this);
}
catch (DiskCacheLoadException diskCacheLoadException)
{
Logger.Warning?.Print(LogClass.Gpu, $"Error loading the shader cache. {diskCacheLoadException.Message}");
// If we can't even access the file, then we also can't rebuild.
if (diskCacheLoadException.Result != DiskCacheLoadResult.NoAccess)
{
_needsHostRegen = true;
}
}
catch (InvalidDataException invalidDataException)
{
Logger.Warning?.Print(LogClass.Gpu, $"Error decompressing the shader cache file. {invalidDataException.Message}");
_needsHostRegen = true;
}
catch (IOException ioException)
{
Logger.Warning?.Print(LogClass.Gpu, $"Error reading the shader cache file. {ioException.Message}");
_needsHostRegen = true;
}
_asyncTranslationQueue.CompleteAdding();
for (int index = 0; index < ThreadCount; index++)
{
workThreads[index].Join();
}
CheckCompilationBlocking();
if (_needsHostRegen && Active)
{
// Rebuild both shared and host cache files.
// Rebuilding shared is required because the shader information returned by the translator
// might have changed, and so we have to reconstruct the file with the new information.
try
{
_hostStorage.ClearSharedCache();
_hostStorage.ClearHostCache(_context);
if (_programList.Count != 0)
{
Logger.Info?.Print(LogClass.Gpu, $"Rebuilding {_programList.Count} shaders...");
using var streams = _hostStorage.GetOutputStreams(_context);
foreach (var kv in _programList)
{
if (!Active)
{
break;
}
(CachedShaderProgram program, byte[] binaryCode) = kv.Value;
_hostStorage.AddShader(_context, program, binaryCode, streams);
}
Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully.");
}
else
{
_hostStorage.ClearGuestCache();
Logger.Info?.Print(LogClass.Gpu, "Shader cache deleted due to corruption.");
}
}
catch (DiskCacheLoadException diskCacheLoadException)
{
Logger.Warning?.Print(LogClass.Gpu, $"Error deleting the shader cache. {diskCacheLoadException.Message}");
}
catch (IOException ioException)
{
Logger.Warning?.Print(LogClass.Gpu, $"Error deleting the shader cache file. {ioException.Message}");
}
}
Logger.Info?.Print(LogClass.Gpu, "Shader cache loaded.");
_stateChangeCallback(ShaderCacheState.Loaded, programCount, programCount);
}
/// <summary>
/// Enqueues a host program for compilation.
/// </summary>
/// <param name="cachedProgram">Cached program</param>
/// <param name="binaryCode">Host binary code</param>
/// <param name="programIndex">Program index</param>
/// <param name="isCompute">Indicates if the program is a compute shader</param>
public void QueueHostProgram(CachedShaderProgram cachedProgram, byte[] binaryCode, int programIndex, bool isCompute)
{
EnqueueForValidation(new ProgramEntry(cachedProgram, binaryCode, programIndex, isCompute, isBinary: true));
}
/// <summary>
/// Enqueues a guest program for compilation.
/// </summary>
/// <param name="guestShaders">Guest code for each active stage</param>
/// <param name="specState">Specialization state</param>
/// <param name="programIndex">Program index</param>
/// <param name="isCompute">Indicates if the program is a compute shader</param>
public void QueueGuestProgram(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute)
{
try
{
AsyncProgramTranslation asyncTranslation = new AsyncProgramTranslation(guestShaders, specState, programIndex, isCompute);
_asyncTranslationQueue.Add(asyncTranslation, _cancellationToken);
}
catch (OperationCanceledException)
{
}
}
/// <summary>
/// Check the state of programs that have already been compiled,
/// and add to the cache if the compilation was successful.
/// </summary>
public void CheckCompilation()
{
ProcessCompilationQueue();
// Process programs that already finished compiling.
// If not yet compiled, do nothing. This avoids blocking to wait for shader compilation.
while (_validationQueue.TryPeek(out ProgramEntry entry))
{
ProgramLinkStatus result = entry.CachedProgram.HostProgram.CheckProgramLink(false);
if (result != ProgramLinkStatus.Incomplete)
{
ProcessCompiledProgram(ref entry, result);
_validationQueue.Dequeue();
}
else
{
break;
}
}
}
/// <summary>
/// Waits until all programs finishes compiling, then adds the ones
/// with successful compilation to the cache.
/// </summary>
private void CheckCompilationBlocking()
{
ProcessCompilationQueue();
while (_validationQueue.TryDequeue(out ProgramEntry entry) && Active)
{
ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false);
}
}
/// <summary>
/// Process a compiled program result.
/// </summary>
/// <param name="entry">Compiled program entry</param>
/// <param name="result">Compilation result</param>
/// <param name="asyncCompile">For failed host compilations, indicates if a guest compilation should be done asynchronously</param>
private void ProcessCompiledProgram(ref ProgramEntry entry, ProgramLinkStatus result, bool asyncCompile = true)
{
if (result == ProgramLinkStatus.Success)
{
// Compilation successful, add to memory cache.
if (entry.IsCompute)
{
_computeCache.Add(entry.CachedProgram);
}
else
{
_graphicsCache.Add(entry.CachedProgram);
}
if (!entry.IsBinary)
{
_needsHostRegen = true;
}
// Fetch the binary code from the backend if it isn't already present.
byte[] binaryCode = entry.BinaryCode ?? entry.CachedProgram.HostProgram.GetBinary();
_programList.Add(entry.ProgramIndex, (entry.CachedProgram, binaryCode));
SignalCompiled();
}
else if (entry.IsBinary)
{
// If this is a host binary and compilation failed,
// we still have a chance to recompile from the guest binary.
CachedShaderProgram program = entry.CachedProgram;
GuestCodeAndCbData?[] guestShaders = new GuestCodeAndCbData?[program.Shaders.Length];
for (int index = 0; index < program.Shaders.Length; index++)
{
CachedShaderStage shader = program.Shaders[index];
if (shader != null)
{
guestShaders[index] = new GuestCodeAndCbData(shader.Code, shader.Cb1Data);
}
}
if (asyncCompile)
{
QueueGuestProgram(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute);
}
else
{
RecompileFromGuestCode(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute);
ProcessCompilationQueue();
}
}
else
{
// Failed to compile from both host and guest binary.
ErrorCount++;
SignalCompiled();
}
}
/// <summary>
/// Processes the queue of translated guest programs that should be compiled on the host.
/// </summary>
private void ProcessCompilationQueue()
{
while (_compilationQueue.TryDequeue(out ProgramCompilation compilation) && Active)
{
ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
int fragmentOutputMap = -1;
for (int index = 0; index < compilation.TranslatedStages.Length; index++)
{
ShaderProgram shader = compilation.TranslatedStages[index];
shaderSources[index] = CreateShaderSource(shader);
if (shader.Info.Stage == ShaderStage.Fragment)
{
fragmentOutputMap = shader.Info.FragmentOutputMap;
}
}
ShaderInfo shaderInfo = compilation.SpecializationState.PipelineState.HasValue
? new ShaderInfo(fragmentOutputMap, compilation.SpecializationState.PipelineState.Value, fromCache: true)
: new ShaderInfo(fragmentOutputMap, fromCache: true);
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSources, shaderInfo);
CachedShaderProgram program = new CachedShaderProgram(hostProgram, compilation.SpecializationState, compilation.Shaders);
// Vulkan's binary code is the SPIR-V used for compilation, so it is ready immediately. Other APIs get this after compilation.
byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(shaderSources) : null;
EnqueueForValidation(new ProgramEntry(program, binaryCode, compilation.ProgramIndex, compilation.IsCompute, isBinary: false));
}
}
/// <summary>
/// Enqueues a program for validation, which will check if the program was compiled successfully.
/// </summary>
/// <param name="newEntry">Program entry to be validated</param>
private void EnqueueForValidation(ProgramEntry newEntry)
{
_validationQueue.Enqueue(newEntry);
// Do not allow more than N shader compilation in-flight, where N is the maximum number of threads
// the driver will be using for parallel compilation.
// Submitting more seems to cause NVIDIA OpenGL driver to crash.
if (_validationQueue.Count >= _backendParallelCompileThreads && _validationQueue.TryDequeue(out ProgramEntry entry))
{
ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false);
}
}
/// <summary>
/// Processses the queue of programs that should be translated from guest code.
/// </summary>
/// <param name="state">Cancellation token</param>
private void ProcessAsyncQueue(object state)
{
CancellationToken ct = (CancellationToken)state;
try
{
foreach (AsyncProgramTranslation asyncCompilation in _asyncTranslationQueue.GetConsumingEnumerable(ct))
{
RecompileFromGuestCode(
asyncCompilation.GuestShaders,
asyncCompilation.SpecializationState,
asyncCompilation.ProgramIndex,
asyncCompilation.IsCompute);
}
}
catch (OperationCanceledException)
{
}
}
/// <summary>
/// Recompiles a program from guest code.
/// </summary>
/// <param name="guestShaders">Guest code for each active stage</param>
/// <param name="specState">Specialization state</param>
/// <param name="programIndex">Program index</param>
/// <param name="isCompute">Indicates if the program is a compute shader</param>
private void RecompileFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute)
{
try
{
if (isCompute)
{
RecompileComputeFromGuestCode(guestShaders, specState, programIndex);
}
else
{
RecompileGraphicsFromGuestCode(guestShaders, specState, programIndex);
}
}
catch (Exception exception)
{
Logger.Error?.Print(LogClass.Gpu, $"Error translating guest shader. {exception.Message}");
ErrorCount++;
SignalCompiled();
}
}
/// <summary>
/// Recompiles a graphics program from guest code.
/// </summary>
/// <param name="guestShaders">Guest code for each active stage</param>
/// <param name="specState">Specialization state</param>
/// <param name="programIndex">Program index</param>
private void RecompileGraphicsFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
{
ShaderSpecializationState newSpecState = new ShaderSpecializationState(
ref specState.GraphicsState,
specState.PipelineState,
specState.TransformFeedbackDescriptors);
ResourceCounts counts = new ResourceCounts();
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
TranslatorContext nextStage = null;
TargetApi api = _context.Capabilities.Api;
for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
{
if (guestShaders[stageIndex + 1].HasValue)
{
GuestCodeAndCbData shader = guestShaders[stageIndex + 1].Value;
byte[] guestCode = shader.Code;
byte[] cb1Data = shader.Cb1Data;
DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex);
TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, 0);
if (nextStage != null)
{
currentStage.SetNextStage(nextStage);
}
if (stageIndex == 0 && guestShaders[0].HasValue)
{
byte[] guestCodeA = guestShaders[0].Value.Code;
byte[] cb1DataA = guestShaders[0].Value.Cb1Data;
DiskCacheGpuAccessor gpuAccessorA = new DiskCacheGpuAccessor(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0);
translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
}
translatorContexts[stageIndex + 1] = currentStage;
nextStage = currentStage;
}
}
CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
List<ShaderProgram> translatedStages = new List<ShaderProgram>();
TranslatorContext previousStage = null;
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
{
TranslatorContext currentStage = translatorContexts[stageIndex + 1];
if (currentStage != null)
{
ShaderProgram program;
byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
byte[] cb1Data = guestShaders[stageIndex + 1].Value.Cb1Data;
if (stageIndex == 0 && guestShaders[0].HasValue)
{
program = currentStage.Translate(translatorContexts[0]);
byte[] guestCodeA = guestShaders[0].Value.Code;
byte[] cb1DataA = guestShaders[0].Value.Cb1Data;
shaders[0] = new CachedShaderStage(null, guestCodeA, cb1DataA);
shaders[1] = new CachedShaderStage(program.Info, guestCode, cb1Data);
}
else
{
program = currentStage.Translate();
shaders[stageIndex + 1] = new CachedShaderStage(program.Info, guestCode, cb1Data);
}
if (program != null)
{
translatedStages.Add(program);
}
previousStage = currentStage;
}
else if (
previousStage != null &&
previousStage.LayerOutputWritten &&
stageIndex == 3 &&
!_context.Capabilities.SupportsLayerVertexTessellation)
{
translatedStages.Add(previousStage.GenerateGeometryPassthrough());
}
}
_compilationQueue.Enqueue(new ProgramCompilation(translatedStages.ToArray(), shaders, newSpecState, programIndex, isCompute: false));
}
/// <summary>
/// Recompiles a compute program from guest code.
/// </summary>
/// <param name="guestShaders">Guest code for each active stage</param>
/// <param name="specState">Specialization state</param>
/// <param name="programIndex">Program index</param>
private void RecompileComputeFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
{
GuestCodeAndCbData shader = guestShaders[0].Value;
ResourceCounts counts = new ResourceCounts();
ShaderSpecializationState newSpecState = new ShaderSpecializationState(ref specState.ComputeState);
DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
ShaderProgram program = translatorContext.Translate();
CachedShaderStage[] shaders = new[] { new CachedShaderStage(program.Info, shader.Code, shader.Cb1Data) };
_compilationQueue.Enqueue(new ProgramCompilation(new[] { program }, shaders, newSpecState, programIndex, isCompute: true));
}
/// <summary>
/// Signals that compilation of a program has been finished successfully,
/// or that it failed and guest recompilation has also been attempted.
/// </summary>
private void SignalCompiled()
{
_stateChangeCallback(ShaderCacheState.Loading, ++_compiledCount, _totalCount);
}
}
}