mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-11 18:49:55 +01:00
4da44e09cb
* 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
736 lines
31 KiB
C#
736 lines
31 KiB
C#
using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader.DiskCache;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache : IDisposable
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{
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/// <summary>
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/// Default flags used on the shader translation process.
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/// </summary>
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public const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
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private readonly struct TranslatedShader
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{
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public readonly CachedShaderStage Shader;
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public readonly ShaderProgram Program;
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public TranslatedShader(CachedShaderStage shader, ShaderProgram program)
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{
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Shader = shader;
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Program = program;
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}
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}
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private readonly struct TranslatedShaderVertexPair
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{
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public readonly CachedShaderStage VertexA;
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public readonly CachedShaderStage VertexB;
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public readonly ShaderProgram Program;
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public TranslatedShaderVertexPair(CachedShaderStage vertexA, CachedShaderStage vertexB, ShaderProgram program)
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{
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VertexA = vertexA;
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VertexB = vertexB;
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Program = program;
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}
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}
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private readonly GpuContext _context;
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private readonly ShaderDumper _dumper;
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private readonly Dictionary<ulong, CachedShaderProgram> _cpPrograms;
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private readonly Dictionary<ShaderAddresses, CachedShaderProgram> _gpPrograms;
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private readonly struct ProgramToSave
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{
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public readonly CachedShaderProgram CachedProgram;
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public readonly IProgram HostProgram;
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public readonly byte[] BinaryCode;
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public ProgramToSave(CachedShaderProgram cachedProgram, IProgram hostProgram, byte[] binaryCode)
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{
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CachedProgram = cachedProgram;
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HostProgram = hostProgram;
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BinaryCode = binaryCode;
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}
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}
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private Queue<ProgramToSave> _programsToSaveQueue;
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private readonly ComputeShaderCacheHashTable _computeShaderCache;
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private readonly ShaderCacheHashTable _graphicsShaderCache;
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private readonly DiskCacheHostStorage _diskCacheHostStorage;
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private readonly BackgroundDiskCacheWriter _cacheWriter;
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/// <summary>
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/// Event for signalling shader cache loading progress.
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/// </summary>
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public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
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/// <summary>
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/// Creates a new instance of the shader cache.
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/// </summary>
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/// <param name="context">GPU context that the shader cache belongs to</param>
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public ShaderCache(GpuContext context)
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{
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_context = context;
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_dumper = new ShaderDumper();
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_cpPrograms = new Dictionary<ulong, CachedShaderProgram>();
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_gpPrograms = new Dictionary<ShaderAddresses, CachedShaderProgram>();
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_programsToSaveQueue = new Queue<ProgramToSave>();
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string diskCacheTitleId = GetDiskCachePath();
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_computeShaderCache = new ComputeShaderCacheHashTable();
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_graphicsShaderCache = new ShaderCacheHashTable();
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_diskCacheHostStorage = new DiskCacheHostStorage(diskCacheTitleId);
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if (_diskCacheHostStorage.CacheEnabled)
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{
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_cacheWriter = new BackgroundDiskCacheWriter(context, _diskCacheHostStorage);
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}
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}
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/// <summary>
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/// Gets the path where the disk cache for the current application is stored.
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/// </summary>
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private static string GetDiskCachePath()
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{
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return GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null
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? Path.Combine(AppDataManager.GamesDirPath, GraphicsConfig.TitleId, "cache", "shader")
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: null;
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}
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/// <summary>
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/// Processes the queue of shaders that must save their binaries to the disk cache.
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/// </summary>
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public void ProcessShaderCacheQueue()
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{
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// Check to see if the binaries for previously compiled shaders are ready, and save them out.
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while (_programsToSaveQueue.TryPeek(out ProgramToSave programToSave))
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{
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ProgramLinkStatus result = programToSave.HostProgram.CheckProgramLink(false);
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if (result != ProgramLinkStatus.Incomplete)
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{
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if (result == ProgramLinkStatus.Success)
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{
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_cacheWriter.AddShader(programToSave.CachedProgram, programToSave.BinaryCode ?? programToSave.HostProgram.GetBinary());
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}
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_programsToSaveQueue.Dequeue();
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}
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else
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{
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break;
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}
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}
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}
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/// <summary>
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/// Initialize the cache.
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/// </summary>
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/// <param name="cancellationToken">Cancellation token to cancel the shader cache initialization process</param>
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internal void Initialize(CancellationToken cancellationToken)
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{
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if (_diskCacheHostStorage.CacheEnabled)
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{
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ParallelDiskCacheLoader loader = new ParallelDiskCacheLoader(
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_context,
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_graphicsShaderCache,
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_computeShaderCache,
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_diskCacheHostStorage,
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cancellationToken,
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ShaderCacheStateUpdate);
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loader.LoadShaders();
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int errorCount = loader.ErrorCount;
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if (errorCount != 0)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Failed to load {errorCount} shaders from the disk cache.");
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}
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}
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}
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/// <summary>
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/// Shader cache state update handler.
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/// </summary>
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/// <param name="state">Current state of the shader cache load process</param>
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/// <param name="current">Number of the current shader being processed</param>
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/// <param name="total">Total number of shaders to process</param>
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private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
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{
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ShaderCacheStateChanged?.Invoke(state, current, total);
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}
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/// <summary>
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/// Gets a compute shader from the cache.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="computeState">Compute engine state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <returns>Compiled compute shader code</returns>
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public CachedShaderProgram GetComputeShader(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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GpuChannelComputeState computeState,
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ulong gpuVa)
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{
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if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
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{
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return cpShader;
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}
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if (_computeShaderCache.TryFind(channel, poolState, computeState, gpuVa, out cpShader, out byte[] cachedGuestCode))
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{
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_cpPrograms[gpuVa] = cpShader;
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return cpShader;
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}
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ShaderSpecializationState specState = new ShaderSpecializationState(ref computeState);
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GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, computeState, default, specState);
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GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState);
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
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ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
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IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(-1));
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cpShader = new CachedShaderProgram(hostProgram, specState, translatedShader.Shader);
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_computeShaderCache.Add(cpShader);
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EnqueueProgramToSave(cpShader, hostProgram, shaderSourcesArray);
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_cpPrograms[gpuVa] = cpShader;
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return cpShader;
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}
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/// <summary>
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/// Updates the shader pipeline state based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU 3D engine state</param>
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/// <param name="pipeline">Shader pipeline state to be updated</param>
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/// <param name="graphicsState">Current graphics state</param>
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/// <param name="channel">Current GPU channel</param>
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private void UpdatePipelineInfo(
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ref ThreedClassState state,
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ref ProgramPipelineState pipeline,
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GpuChannelGraphicsState graphicsState,
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GpuChannel channel)
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{
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channel.TextureManager.UpdateRenderTargets();
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var rtControl = state.RtControl;
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var msaaMode = state.RtMsaaMode;
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pipeline.SamplesCount = msaaMode.SamplesInX() * msaaMode.SamplesInY();
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int count = rtControl.UnpackCount();
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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int rtIndex = rtControl.UnpackPermutationIndex(index);
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var colorState = state.RtColorState[rtIndex];
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if (index >= count || colorState.Format == 0 || colorState.WidthOrStride == 0)
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{
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pipeline.AttachmentEnable[index] = false;
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pipeline.AttachmentFormats[index] = Format.R8G8B8A8Unorm;
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}
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else
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{
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pipeline.AttachmentEnable[index] = true;
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pipeline.AttachmentFormats[index] = colorState.Format.Convert().Format;
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}
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}
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pipeline.DepthStencilEnable = state.RtDepthStencilEnable;
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pipeline.DepthStencilFormat = pipeline.DepthStencilEnable ? state.RtDepthStencilState.Format.Convert().Format : Format.D24UnormS8Uint;
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pipeline.VertexBufferCount = Constants.TotalVertexBuffers;
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pipeline.Topology = graphicsState.Topology;
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}
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/// <summary>
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/// Gets a graphics shader program from the shader cache.
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/// This includes all the specified shader stages.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">GPU state</param>
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/// <param name="pipeline">Pipeline state</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="graphicsState">3D engine state</param>
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/// <param name="addresses">Addresses of the shaders for each stage</param>
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/// <returns>Compiled graphics shader code</returns>
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public CachedShaderProgram GetGraphicsShader(
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ref ThreedClassState state,
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ref ProgramPipelineState pipeline,
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GpuChannel channel,
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ref GpuChannelPoolState poolState,
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ref GpuChannelGraphicsState graphicsState,
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ShaderAddresses addresses)
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{
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if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
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{
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return gpShaders;
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}
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if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out var cachedGuestCode))
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{
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_gpPrograms[addresses] = gpShaders;
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return gpShaders;
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}
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TransformFeedbackDescriptor[] transformFeedbackDescriptors = GetTransformFeedbackDescriptors(ref state);
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UpdatePipelineInfo(ref state, ref pipeline, graphicsState, channel);
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ShaderSpecializationState specState = new ShaderSpecializationState(ref graphicsState, ref pipeline, transformFeedbackDescriptors);
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GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, default, graphicsState, specState, transformFeedbackDescriptors);
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ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
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TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
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TranslatorContext nextStage = null;
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TargetApi api = _context.Capabilities.Api;
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for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
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{
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ulong gpuVa = addressesSpan[stageIndex + 1];
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if (gpuVa != 0)
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{
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GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState, stageIndex);
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TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, gpuVa);
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if (nextStage != null)
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{
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currentStage.SetNextStage(nextStage);
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}
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if (stageIndex == 0 && addresses.VertexA != 0)
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{
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translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
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}
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translatorContexts[stageIndex + 1] = currentStage;
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nextStage = currentStage;
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}
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}
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CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
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List<ShaderSource> shaderSources = new List<ShaderSource>();
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TranslatorContext previousStage = null;
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for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
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{
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TranslatorContext currentStage = translatorContexts[stageIndex + 1];
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if (currentStage != null)
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{
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ShaderProgram program;
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if (stageIndex == 0 && translatorContexts[0] != null)
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{
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TranslatedShaderVertexPair translatedShader = TranslateShader(
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_dumper,
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channel,
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currentStage,
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translatorContexts[0],
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cachedGuestCode.VertexACode,
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cachedGuestCode.VertexBCode);
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shaders[0] = translatedShader.VertexA;
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shaders[1] = translatedShader.VertexB;
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program = translatedShader.Program;
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}
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else
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{
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byte[] code = cachedGuestCode.GetByIndex(stageIndex);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code);
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shaders[stageIndex + 1] = translatedShader.Shader;
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program = translatedShader.Program;
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}
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if (program != null)
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{
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shaderSources.Add(CreateShaderSource(program));
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}
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previousStage = currentStage;
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}
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else if (
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previousStage != null &&
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previousStage.LayerOutputWritten &&
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stageIndex == 3 &&
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!_context.Capabilities.SupportsLayerVertexTessellation)
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{
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shaderSources.Add(CreateShaderSource(previousStage.GenerateGeometryPassthrough()));
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}
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}
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ShaderSource[] shaderSourcesArray = shaderSources.ToArray();
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int fragmentOutputMap = shaders[5]?.Info.FragmentOutputMap ?? -1;
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IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(fragmentOutputMap, pipeline));
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gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
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_graphicsShaderCache.Add(gpShaders);
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EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
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_gpPrograms[addresses] = gpShaders;
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return gpShaders;
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}
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/// <summary>
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/// Creates a shader source for use with the backend from a translated shader program.
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/// </summary>
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/// <param name="program">Translated shader program</param>
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/// <returns>Shader source</returns>
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public static ShaderSource CreateShaderSource(ShaderProgram program)
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{
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return new ShaderSource(program.Code, program.BinaryCode, GetBindings(program.Info), program.Info.Stage, program.Language);
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}
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/// <summary>
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/// Puts a program on the queue of programs to be saved on the disk cache.
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/// </summary>
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/// <remarks>
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/// This will not do anything if disk shader cache is disabled.
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/// </remarks>
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/// <param name="program">Cached shader program</param>
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/// <param name="hostProgram">Host program</param>
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/// <param name="sources">Source for each shader stage</param>
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private void EnqueueProgramToSave(CachedShaderProgram program, IProgram hostProgram, ShaderSource[] sources)
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{
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if (_diskCacheHostStorage.CacheEnabled)
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{
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byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(sources) : null;
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ProgramToSave programToSave = new ProgramToSave(program, hostProgram, binaryCode);
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_programsToSaveQueue.Enqueue(programToSave);
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}
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}
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/// <summary>
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/// Gets transform feedback state from the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
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private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(ref ThreedClassState state)
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{
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bool tfEnable = state.TfEnable;
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if (!tfEnable)
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{
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return null;
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}
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TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
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for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
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{
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var tf = state.TfState[i];
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descs[i] = new TransformFeedbackDescriptor(
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tf.BufferIndex,
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tf.Stride,
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tf.VaryingsCount,
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ref state.TfVaryingLocations[i]);
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}
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return descs;
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}
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/// <summary>
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/// Checks if compute shader code in memory is equal to the cached shader.
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/// </summary>
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/// <param name="channel">GPU channel using the shader</param>
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/// <param name="poolState">GPU channel state to verify shader compatibility</param>
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/// <param name="computeState">GPU channel compute state to verify shader compatibility</param>
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/// <param name="cpShader">Cached compute shader</param>
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/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private static bool IsShaderEqual(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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GpuChannelComputeState computeState,
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CachedShaderProgram cpShader,
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ulong gpuVa)
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{
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if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
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{
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return cpShader.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true);
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}
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return false;
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}
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/// <summary>
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/// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
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/// </summary>
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/// <param name="channel">GPU channel using the shader</param>
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/// <param name="poolState">GPU channel state to verify shader compatibility</param>
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/// <param name="graphicsState">GPU channel graphics state to verify shader compatibility</param>
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/// <param name="gpShaders">Cached graphics shaders</param>
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/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private static bool IsShaderEqual(
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GpuChannel channel,
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ref GpuChannelPoolState poolState,
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ref GpuChannelGraphicsState graphicsState,
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CachedShaderProgram gpShaders,
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ShaderAddresses addresses)
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{
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ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
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for (int stageIndex = 0; stageIndex < gpShaders.Shaders.Length; stageIndex++)
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{
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CachedShaderStage shader = gpShaders.Shaders[stageIndex];
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ulong gpuVa = addressesSpan[stageIndex];
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if (!IsShaderEqual(channel.MemoryManager, shader, gpuVa))
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{
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return false;
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}
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}
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bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
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return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
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}
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/// <summary>
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/// Checks if the code of the specified cached shader is different from the code in memory.
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/// </summary>
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/// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
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/// <param name="shader">Cached shader to compare with</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private static bool IsShaderEqual(MemoryManager memoryManager, CachedShaderStage shader, ulong gpuVa)
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{
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if (shader == null)
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{
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return true;
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}
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ReadOnlySpan<byte> memoryCode = memoryManager.GetSpan(gpuVa, shader.Code.Length);
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return memoryCode.SequenceEqual(shader.Code);
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}
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/// <summary>
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/// Decode the binary Maxwell shader code to a translator context.
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/// </summary>
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/// <param name="gpuAccessor">GPU state accessor</param>
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/// <param name="api">Graphics API that will be used with the shader</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <returns>The generated translator context</returns>
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public static TranslatorContext DecodeComputeShader(IGpuAccessor gpuAccessor, TargetApi api, ulong gpuVa)
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{
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var options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
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return Translator.CreateContext(gpuVa, gpuAccessor, options);
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}
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/// <summary>
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/// Decode the binary Maxwell shader code to a translator context.
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/// </summary>
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/// <remarks>
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </remarks>
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/// <param name="gpuAccessor">GPU state accessor</param>
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/// <param name="api">Graphics API that will be used with the shader</param>
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/// <param name="flags">Flags that controls shader translation</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <returns>The generated translator context</returns>
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public static TranslatorContext DecodeGraphicsShader(IGpuAccessor gpuAccessor, TargetApi api, TranslationFlags flags, ulong gpuVa)
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{
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var options = CreateTranslationOptions(api, flags);
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return Translator.CreateContext(gpuVa, gpuAccessor, options);
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}
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/// <summary>
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/// Translates a previously generated translator context to something that the host API accepts.
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/// </summary>
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/// <param name="dumper">Optional shader code dumper</param>
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/// <param name="channel">GPU channel using the shader</param>
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/// <param name="currentStage">Translator context of the stage to be translated</param>
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/// <param name="vertexA">Optional translator context of the shader that should be combined</param>
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/// <param name="codeA">Optional Maxwell binary code of the Vertex A shader, if present</param>
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/// <param name="codeB">Optional Maxwell binary code of the Vertex B or current stage shader, if present on cache</param>
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/// <returns>Compiled graphics shader code</returns>
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private static TranslatedShaderVertexPair TranslateShader(
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ShaderDumper dumper,
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GpuChannel channel,
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TranslatorContext currentStage,
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TranslatorContext vertexA,
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byte[] codeA,
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byte[] codeB)
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{
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ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
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var memoryManager = channel.MemoryManager;
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codeA ??= memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
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codeB ??= memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
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byte[] cb1DataA = memoryManager.Physical.GetSpan(cb1DataAddress, vertexA.Cb1DataSize).ToArray();
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byte[] cb1DataB = memoryManager.Physical.GetSpan(cb1DataAddress, currentStage.Cb1DataSize).ToArray();
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ShaderDumpPaths pathsA = default;
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ShaderDumpPaths pathsB = default;
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|
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if (dumper != null)
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{
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pathsA = dumper.Dump(codeA, compute: false);
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pathsB = dumper.Dump(codeB, compute: false);
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}
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ShaderProgram program = currentStage.Translate(vertexA);
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pathsB.Prepend(program);
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pathsA.Prepend(program);
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CachedShaderStage vertexAStage = new CachedShaderStage(null, codeA, cb1DataA);
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CachedShaderStage vertexBStage = new CachedShaderStage(program.Info, codeB, cb1DataB);
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return new TranslatedShaderVertexPair(vertexAStage, vertexBStage, program);
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}
|
|
|
|
/// <summary>
|
|
/// Translates a previously generated translator context to something that the host API accepts.
|
|
/// </summary>
|
|
/// <param name="dumper">Optional shader code dumper</param>
|
|
/// <param name="channel">GPU channel using the shader</param>
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/// <param name="context">Translator context of the stage to be translated</param>
|
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/// <param name="code">Optional Maxwell binary code of the current stage shader, if present on cache</param>
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/// <returns>Compiled graphics shader code</returns>
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private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code)
|
|
{
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var memoryManager = channel.MemoryManager;
|
|
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ulong cb1DataAddress = context.Stage == ShaderStage.Compute
|
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? channel.BufferManager.GetComputeUniformBufferAddress(1)
|
|
: channel.BufferManager.GetGraphicsUniformBufferAddress(StageToStageIndex(context.Stage), 1);
|
|
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byte[] cb1Data = memoryManager.Physical.GetSpan(cb1DataAddress, context.Cb1DataSize).ToArray();
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code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
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|
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ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
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ShaderProgram program = context.Translate();
|
|
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paths.Prepend(program);
|
|
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|
return new TranslatedShader(new CachedShaderStage(program.Info, code, cb1Data), program);
|
|
}
|
|
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|
/// <summary>
|
|
/// Gets the index of a stage from a <see cref="ShaderStage"/>.
|
|
/// </summary>
|
|
/// <param name="stage">Stage to get the index from</param>
|
|
/// <returns>Stage index</returns>
|
|
private static int StageToStageIndex(ShaderStage stage)
|
|
{
|
|
return stage switch
|
|
{
|
|
ShaderStage.TessellationControl => 1,
|
|
ShaderStage.TessellationEvaluation => 2,
|
|
ShaderStage.Geometry => 3,
|
|
ShaderStage.Fragment => 4,
|
|
_ => 0
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets information about the bindings used by a shader program.
|
|
/// </summary>
|
|
/// <param name="info">Shader program information to get the information from</param>
|
|
/// <returns>Shader bindings</returns>
|
|
public static ShaderBindings GetBindings(ShaderProgramInfo info)
|
|
{
|
|
var uniformBufferBindings = info.CBuffers.Select(x => x.Binding).ToArray();
|
|
var storageBufferBindings = info.SBuffers.Select(x => x.Binding).ToArray();
|
|
var textureBindings = info.Textures.Select(x => x.Binding).ToArray();
|
|
var imageBindings = info.Images.Select(x => x.Binding).ToArray();
|
|
|
|
return new ShaderBindings(
|
|
uniformBufferBindings,
|
|
storageBufferBindings,
|
|
textureBindings,
|
|
imageBindings);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates shader translation options with the requested graphics API and flags.
|
|
/// The shader language is choosen based on the current configuration and graphics API.
|
|
/// </summary>
|
|
/// <param name="api">Target graphics API</param>
|
|
/// <param name="flags">Translation flags</param>
|
|
/// <returns>Translation options</returns>
|
|
private static TranslationOptions CreateTranslationOptions(TargetApi api, TranslationFlags flags)
|
|
{
|
|
TargetLanguage lang = GraphicsConfig.EnableSpirvCompilationOnVulkan && api == TargetApi.Vulkan
|
|
? TargetLanguage.Spirv
|
|
: TargetLanguage.Glsl;
|
|
|
|
return new TranslationOptions(lang, api, flags);
|
|
}
|
|
|
|
/// <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 (CachedShaderProgram program in _graphicsShaderCache.GetPrograms())
|
|
{
|
|
program.Dispose();
|
|
}
|
|
|
|
foreach (CachedShaderProgram program in _computeShaderCache.GetPrograms())
|
|
{
|
|
program.Dispose();
|
|
}
|
|
|
|
_cacheWriter?.Dispose();
|
|
}
|
|
}
|
|
}
|