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Add XML documentation to Ryujinx.Graphics.Gpu.Shader

This commit is contained in:
gdkchan 2019-12-31 01:46:57 -03:00 committed by Thog
parent e58b540c4e
commit 430faeb8ef
9 changed files with 197 additions and 11 deletions

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@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="pa">CPU virtual address to map into</param> /// <param name="pa">CPU virtual address to map into</param>
/// <param name="va">GPU virtual address to be mapped</param> /// <param name="va">GPU virtual address to be mapped</param>
/// <param name="size">Size in bytes of the mapping</param> /// <param name="size">Size in bytes of the mapping</param>
/// <returns>The GPU virtual address of the mapping</returns> /// <returns>GPU virtual address of the mapping</returns>
public ulong Map(ulong pa, ulong va, ulong size) public ulong Map(ulong pa, ulong va, ulong size)
{ {
lock (_pageTable) lock (_pageTable)
@ -117,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Reserves memory at a fixed GPU memory location. /// Reserves memory at a fixed GPU memory location.
/// This prevents the reserved region from being used for memory allocation for map. /// This prevents the reserved region from being used for memory allocation for map.
/// </summary> /// </summary>
/// <param name="va">CPU virtual address to reserve</param> /// <param name="va">GPU virtual address to reserve</param>
/// <param name="size">Reservation size in bytes</param> /// <param name="size">Reservation size in bytes</param>
/// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns> /// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
public ulong ReserveFixed(ulong va, ulong size) public ulong ReserveFixed(ulong va, ulong size)

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@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary> /// <summary>
/// Represents physical memory, accessible from the GPU. /// Represents physical memory, accessible from the GPU.
/// This is actually working CPU virtual addresses, of memory mapped on the game process. /// This is actually working CPU virtual addresses, of memory mapped on the application process.
/// </summary> /// </summary>
class PhysicalMemory class PhysicalMemory
{ {

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@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Memory namespace Ryujinx.Graphics.Gpu.Memory
{ {
/// <summary> /// <summary>
/// Lists of GPU resources with data on guest memory. /// List of GPU resources with data on guest memory.
/// </summary> /// </summary>
/// <typeparam name="T">Type of the GPU resource</typeparam> /// <typeparam name="T">Type of the GPU resource</typeparam>
class RangeList<T> where T : IRange<T> class RangeList<T> where T : IRange<T>

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@ -3,13 +3,31 @@ using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader namespace Ryujinx.Graphics.Gpu.Shader
{ {
/// <summary>
/// Cached shader code for a single shader stage.
/// </summary>
class CachedShader class CachedShader
{ {
/// <summary>
/// Shader program containing translated code.
/// </summary>
public ShaderProgram Program { get; } public ShaderProgram Program { get; }
/// <summary>
/// Host shader object.
/// </summary>
public IShader Shader { get; set; } public IShader Shader { get; set; }
/// <summary>
/// Maxwell binary shader code.
/// </summary>
public int[] Code { get; } public int[] Code { get; }
/// <summary>
/// Creates a new instace of the cached shader.
/// </summary>
/// <param name="program">Shader program</param>
/// <param name="code">Maxwell binary shader code</param>
public CachedShader(ShaderProgram program, int[] code) public CachedShader(ShaderProgram program, int[] code)
{ {
Program = program; Program = program;

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@ -2,12 +2,26 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Shader namespace Ryujinx.Graphics.Gpu.Shader
{ {
/// <summary>
/// Cached compute shader code.
/// </summary>
class ComputeShader class ComputeShader
{ {
/// <summary>
/// Host shader program object.
/// </summary>
public IProgram HostProgram { get; set; } public IProgram HostProgram { get; set; }
/// <summary>
/// Cached shader.
/// </summary>
public CachedShader Shader { get; } public CachedShader Shader { get; }
/// <summary>
/// Creates a new instance of the compute shader.
/// </summary>
/// <param name="hostProgram">Host shader program</param>
/// <param name="shader">Cached shader</param>
public ComputeShader(IProgram hostProgram, CachedShader shader) public ComputeShader(IProgram hostProgram, CachedShader shader)
{ {
HostProgram = hostProgram; HostProgram = hostProgram;

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@ -2,12 +2,24 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Shader namespace Ryujinx.Graphics.Gpu.Shader
{ {
/// <summary>
/// Cached graphics shader code for all stages.
/// </summary>
class GraphicsShader class GraphicsShader
{ {
/// <summary>
/// Host shader program object.
/// </summary>
public IProgram HostProgram { get; set; } public IProgram HostProgram { get; set; }
/// <summary>
/// Compiled shader for each shader stage.
/// </summary>
public CachedShader[] Shader { get; } public CachedShader[] Shader { get; }
/// <summary>
/// Creates a new instance of cached graphics shader.
/// </summary>
public GraphicsShader() public GraphicsShader()
{ {
Shader = new CachedShader[5]; Shader = new CachedShader[5];

View file

@ -2,6 +2,9 @@ using System;
namespace Ryujinx.Graphics.Gpu.Shader namespace Ryujinx.Graphics.Gpu.Shader
{ {
/// <summary>
/// Shader code addresses in memory for each shader stage.
/// </summary>
struct ShaderAddresses : IEquatable<ShaderAddresses> struct ShaderAddresses : IEquatable<ShaderAddresses>
{ {
public ulong VertexA; public ulong VertexA;
@ -11,11 +14,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
public ulong Geometry; public ulong Geometry;
public ulong Fragment; public ulong Fragment;
/// <summary>
/// Check if the addresses are equal.
/// </summary>
/// <param name="other">Shader addresses structure to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
public override bool Equals(object other) public override bool Equals(object other)
{ {
return other is ShaderAddresses addresses && Equals(addresses); return other is ShaderAddresses addresses && Equals(addresses);
} }
/// <summary>
/// Check if the addresses are equal.
/// </summary>
/// <param name="other">Shader addresses structure to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
public bool Equals(ShaderAddresses other) public bool Equals(ShaderAddresses other)
{ {
return VertexA == other.VertexA && return VertexA == other.VertexA &&
@ -26,6 +39,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
Fragment == other.Fragment; Fragment == other.Fragment;
} }
/// <summary>
/// Computes hash code from the addresses.
/// </summary>
/// <returns>Hash code</returns>
public override int GetHashCode() public override int GetHashCode()
{ {
return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment); return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);

View file

@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
{ {
using TextureDescriptor = Image.TextureDescriptor; using TextureDescriptor = Image.TextureDescriptor;
/// <summary>
/// Memory cache of shader code.
/// </summary>
class ShaderCache class ShaderCache
{ {
private const int MaxProgramSize = 0x100000; private const int MaxProgramSize = 0x100000;
@ -25,17 +28,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms; private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
/// <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) public ShaderCache(GpuContext context)
{ {
_context = context; _context = context;
_dumper = new ShaderDumper(context); _dumper = new ShaderDumper();
_cpPrograms = new Dictionary<ulong, List<ComputeShader>>(); _cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
_gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>(); _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
} }
/// <summary>
/// Gets a compute shader from the cache.
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </summary>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</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>
/// <returns>Compiled compute shader code</returns>
public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ) public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
{ {
bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list); bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
@ -73,6 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
return cpShader; return cpShader;
} }
/// <summary>
/// Gets a graphics shader program from the shader cache.
/// This includes all the specified shader stages.
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </summary>
/// <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 GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses) public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
{ {
bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list); bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
@ -138,11 +163,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
return gpShaders; return gpShaders;
} }
/// <summary>
/// Checks if compute shader code in memory is different from 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 IsShaderDifferent(ComputeShader cpShader, ulong gpuVa) private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
{ {
return IsShaderDifferent(cpShader.Shader, gpuVa); return IsShaderDifferent(cpShader.Shader, gpuVa);
} }
/// <summary>
/// Checks if graphics shader code from all stages in memory is different from 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 IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses) private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
{ {
for (int stage = 0; stage < gpShaders.Shader.Length; stage++) for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
@ -174,6 +211,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false; return false;
} }
/// <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>
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderDifferent(CachedShader shader, ulong gpuVa) private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
{ {
for (int index = 0; index < shader.Code.Length; index++) for (int index = 0; index < shader.Code.Length; index++)
@ -187,6 +230,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false; return false;
} }
/// <summary>
/// Translates the binary Maxwell shader code to something that the host API accepts.
/// </summary>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</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>
/// <returns>Compiled compute shader code</returns>
private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ) private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
{ {
if (gpuVa == 0) if (gpuVa == 0)
@ -230,6 +282,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new CachedShader(program, codeCached); return new CachedShader(program, codeCached);
} }
/// <summary>
/// Translates the binary Maxwell shader code to something that the host API accepts.
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stage">Shader stage</param>
/// <param name="gpuVa">GPU virtual address of the shader code</param>
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
/// <returns></returns>
private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0) private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
{ {
if (gpuVa == 0) if (gpuVa == 0)
@ -301,6 +362,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new CachedShader(program, codeCached); return new CachedShader(program, codeCached);
} }
/// <summary>
/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
/// to ealier shader stages output.
/// This is required by older versions of OpenGL (pre-4.3).
/// </summary>
/// <param name="program">Graphics shader cached code</param>
private void BackpropQualifiers(GraphicsShader program) private void BackpropQualifiers(GraphicsShader program)
{ {
ShaderProgram fragmentShader = program.Shader[4].Program; ShaderProgram fragmentShader = program.Shader[4].Program;
@ -334,6 +401,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
} }
} }
/// <summary>
/// Gets the primitive topology for the current draw.
/// This is required by geometry shaders.
/// </summary>
/// <returns>Primitive topology</returns>
private InputTopology GetPrimitiveTopology() private InputTopology GetPrimitiveTopology()
{ {
switch (_context.Methods.PrimitiveType) switch (_context.Methods.PrimitiveType)
@ -359,11 +431,29 @@ namespace Ryujinx.Graphics.Gpu.Shader
return InputTopology.Points; return InputTopology.Points;
} }
/// <summary>
/// Check if the target of a given texture is texture buffer.
/// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
/// but not on GLSL.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>True if the texture is a buffer texture, false otherwise</returns>
private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index) private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
{ {
return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer; return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
} }
/// <summary>
/// Check if the target of a given texture is texture rectangle.
/// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
/// but not on GLSL.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index) private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
{ {
var descriptor = GetTextureDescriptor(state, stageIndex, index); var descriptor = GetTextureDescriptor(state, stageIndex, index);
@ -376,11 +466,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
return !descriptor.UnpackTextureCoordNormalized() && is2DTexture; return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
} }
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>Texture descriptor</returns>
private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index) private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
{ {
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index); return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
} }
/// <summary>
/// Returns information required by both compute and graphics shader compilation.
/// </summary>
/// <param name="info">Information queried</param>
/// <returns>Requested information</returns>
private int QueryInfoCommon(QueryInfoName info) private int QueryInfoCommon(QueryInfoName info)
{ {
switch (info) switch (info)

View file

@ -4,23 +4,29 @@ using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader namespace Ryujinx.Graphics.Gpu.Shader
{ {
/// <summary>
/// Shader dumper, writes binary shader code to disk.
/// </summary>
class ShaderDumper class ShaderDumper
{ {
private GpuContext _context;
private string _runtimeDir; private string _runtimeDir;
private string _dumpPath; private string _dumpPath;
private int _dumpIndex; private int _dumpIndex;
public int CurrentDumpIndex => _dumpIndex; public int CurrentDumpIndex => _dumpIndex;
public ShaderDumper(GpuContext context) public ShaderDumper()
{ {
_context = context;
_dumpIndex = 1; _dumpIndex = 1;
} }
/// <summary>
/// Dumps shader code to disk.
/// </summary>
/// <param name="code">Code to be dumped</param>
/// <param name="compute">True for compute shader code, false for graphics shader code</param>
/// <param name="fullPath">Output path for the shader code with header included</param>
/// <param name="codePath">Output path for the shader code without header</param>
public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath) public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath)
{ {
_dumpPath = GraphicsConfig.ShadersDumpPath; _dumpPath = GraphicsConfig.ShadersDumpPath;
@ -68,16 +74,28 @@ namespace Ryujinx.Graphics.Gpu.Shader
} }
} }
/// <summary>
/// Returns the output directory for shader code with header.
/// </summary>
/// <returns>Directory path</returns>
private string FullDir() private string FullDir()
{ {
return CreateAndReturn(Path.Combine(DumpDir(), "Full")); return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
} }
/// <summary>
/// Returns the output directory for shader code without header.
/// </summary>
/// <returns>Directory path</returns>
private string CodeDir() private string CodeDir()
{ {
return CreateAndReturn(Path.Combine(DumpDir(), "Code")); return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
} }
/// <summary>
/// Returns the full output directory for the current shader dump.
/// </summary>
/// <returns>Directory path</returns>
private string DumpDir() private string DumpDir()
{ {
if (string.IsNullOrEmpty(_runtimeDir)) if (string.IsNullOrEmpty(_runtimeDir))
@ -98,6 +116,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _runtimeDir; return _runtimeDir;
} }
/// <summary>
/// Creates a new specified directory if needed.
/// </summary>
/// <param name="dir">The directory to create</param>
/// <returns>The same directory passed to the method</returns>
private static string CreateAndReturn(string dir) private static string CreateAndReturn(string dir)
{ {
Directory.CreateDirectory(dir); Directory.CreateDirectory(dir);