mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-23 02:06:55 +01:00
88a0e720cb
* Use RGBA16 vertex format if RGB16 is not supported on Vulkan * Catch all shader compilation exceptions
708 lines
No EOL
29 KiB
C#
708 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 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 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 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>();
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
_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);
|
|
}
|
|
}
|
|
} |