mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-01 14:02:27 +01:00
48f6570557
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
160 lines
5.2 KiB
C#
160 lines
5.2 KiB
C#
using Ryujinx.Graphics.Shader.Decoders;
|
|
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using System.Collections.Generic;
|
|
|
|
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
|
using static Ryujinx.Graphics.Shader.Translation.Translator;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Translation
|
|
{
|
|
public class TranslatorContext
|
|
{
|
|
private readonly Block[][] _cfg;
|
|
private readonly Block[][] _cfgA;
|
|
private ShaderConfig _config;
|
|
private ShaderConfig _configA;
|
|
|
|
public ulong Address { get; }
|
|
public ulong AddressA { get; }
|
|
|
|
public ShaderStage Stage => _config.Stage;
|
|
public int Size => _config.Size;
|
|
public int SizeA => _configA != null ? _configA.Size : 0;
|
|
|
|
public HashSet<int> TextureHandlesForCache => _config.TextureHandlesForCache;
|
|
|
|
public IGpuAccessor GpuAccessor => _config.GpuAccessor;
|
|
|
|
internal TranslatorContext(ulong address, Block[][] cfg, ShaderConfig config)
|
|
{
|
|
Address = address;
|
|
AddressA = 0;
|
|
_config = config;
|
|
_configA = null;
|
|
_cfg = cfg;
|
|
_cfgA = null;
|
|
}
|
|
|
|
internal TranslatorContext(ulong addressA, ulong addressB, Block[][] cfgA, Block[][] cfgB, ShaderConfig configA, ShaderConfig configB)
|
|
{
|
|
Address = addressB;
|
|
AddressA = addressA;
|
|
_config = configB;
|
|
_configA = configA;
|
|
_cfg = cfgB;
|
|
_cfgA = cfgA;
|
|
}
|
|
|
|
private static bool IsUserAttribute(Operand operand)
|
|
{
|
|
return operand != null &&
|
|
operand.Type == OperandType.Attribute &&
|
|
operand.Value >= AttributeConsts.UserAttributeBase &&
|
|
operand.Value < AttributeConsts.UserAttributeEnd;
|
|
}
|
|
|
|
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b)
|
|
{
|
|
// Here we combine two shaders.
|
|
// For shader A:
|
|
// - All user attribute stores on shader A are turned into copies to a
|
|
// temporary variable. It's assumed that shader B will consume them.
|
|
// - All return instructions are turned into branch instructions, the
|
|
// branch target being the start of the shader B code.
|
|
// For shader B:
|
|
// - All user attribute loads on shader B are turned into copies from a
|
|
// temporary variable, as long that attribute is written by shader A.
|
|
FunctionCode[] output = new FunctionCode[a.Length + b.Length - 1];
|
|
|
|
List<Operation> ops = new List<Operation>(a.Length + b.Length);
|
|
|
|
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
|
|
|
|
Operand lblB = Label();
|
|
|
|
for (int index = 0; index < a[0].Code.Length; index++)
|
|
{
|
|
Operation operation = a[0].Code[index];
|
|
|
|
if (IsUserAttribute(operation.Dest))
|
|
{
|
|
int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
|
|
|
|
Operand temp = temps[tIndex];
|
|
|
|
if (temp == null)
|
|
{
|
|
temp = Local();
|
|
|
|
temps[tIndex] = temp;
|
|
}
|
|
|
|
operation.Dest = temp;
|
|
}
|
|
|
|
if (operation.Inst == Instruction.Return)
|
|
{
|
|
ops.Add(new Operation(Instruction.Branch, lblB));
|
|
}
|
|
else
|
|
{
|
|
ops.Add(operation);
|
|
}
|
|
}
|
|
|
|
ops.Add(new Operation(Instruction.MarkLabel, lblB));
|
|
|
|
for (int index = 0; index < b[0].Code.Length; index++)
|
|
{
|
|
Operation operation = b[0].Code[index];
|
|
|
|
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
|
|
{
|
|
Operand src = operation.GetSource(srcIndex);
|
|
|
|
if (IsUserAttribute(src))
|
|
{
|
|
Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
|
|
|
|
if (temp != null)
|
|
{
|
|
operation.SetSource(srcIndex, temp);
|
|
}
|
|
}
|
|
}
|
|
|
|
ops.Add(operation);
|
|
}
|
|
|
|
output[0] = new FunctionCode(ops.ToArray());
|
|
|
|
for (int i = 1; i < a.Length; i++)
|
|
{
|
|
output[i] = a[i];
|
|
}
|
|
|
|
for (int i = 1; i < b.Length; i++)
|
|
{
|
|
output[a.Length + i - 1] = b[i];
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
public ShaderProgram Translate(out ShaderProgramInfo shaderProgramInfo)
|
|
{
|
|
FunctionCode[] code = EmitShader(_cfg, _config);
|
|
|
|
if (_configA != null)
|
|
{
|
|
FunctionCode[] codeA = EmitShader(_cfgA, _configA);
|
|
|
|
_config.SetUsedFeature(_configA.UsedFeatures);
|
|
|
|
code = Combine(codeA, code);
|
|
}
|
|
|
|
return Translator.Translate(code, _config, out shaderProgramInfo, SizeA);
|
|
}
|
|
}
|
|
}
|