mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-23 18:27:01 +01:00
501 lines
No EOL
20 KiB
C#
501 lines
No EOL
20 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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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.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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using TextureDescriptor = Image.TextureDescriptor;
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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
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{
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private const int MaxProgramSize = 0x100000;
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private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
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private GpuContext _context;
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private ShaderDumper _dumper;
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private Dictionary<ulong, List<ComputeShader>> _cpPrograms;
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private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
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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, List<ComputeShader>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
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}
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/// <summary>
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/// Gets a compute shader from the cache.
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
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if (isCached)
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{
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foreach (ComputeShader cachedCpShader in list)
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{
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if (!IsShaderDifferent(cachedCpShader, gpuVa))
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{
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return cachedCpShader;
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}
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}
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}
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CachedShader shader = TranslateComputeShader(gpuVa, sharedMemorySize, localSizeX, localSizeY, localSizeZ);
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IShader hostShader = _context.Renderer.CompileShader(shader.Program);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { hostShader });
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ulong address = _context.MemoryManager.Translate(gpuVa);
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ComputeShader cpShader = new ComputeShader(hostProgram, shader);
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if (!isCached)
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{
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list = new List<ComputeShader>();
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_cpPrograms.Add(gpuVa, list);
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}
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list.Add(cpShader);
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return cpShader;
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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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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </summary>
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/// <param name="state">Current GPU 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 GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
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if (isCached)
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{
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foreach (GraphicsShader cachedGpShaders in list)
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{
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if (!IsShaderDifferent(cachedGpShaders, addresses))
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{
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return cachedGpShaders;
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}
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}
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}
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GraphicsShader gpShaders = new GraphicsShader();
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if (addresses.VertexA != 0)
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
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}
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gpShaders.Shader[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
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gpShaders.Shader[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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gpShaders.Shader[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shader[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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BackpropQualifiers(gpShaders);
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
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{
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ShaderProgram program = gpShaders.Shader[stage].Program;
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if (program == null)
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{
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continue;
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}
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IShader hostShader = _context.Renderer.CompileShader(program);
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gpShaders.Shader[stage].Shader = hostShader;
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hostShaders.Add(hostShader);
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}
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gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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if (!isCached)
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{
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list = new List<GraphicsShader>();
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_gpPrograms.Add(addresses, list);
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}
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list.Add(gpShaders);
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return gpShaders;
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}
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/// <summary>
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/// Checks if compute shader code in memory is different from the cached shader.
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/// </summary>
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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 bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
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{
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return IsShaderDifferent(cpShader.Shader, gpuVa);
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}
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/// <summary>
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/// Checks if graphics shader code from all stages in memory is different from the cached shaders.
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/// </summary>
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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 bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
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{
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for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
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{
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CachedShader shader = gpShaders.Shader[stage];
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if (shader.Code == null)
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{
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continue;
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}
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ulong gpuVa = 0;
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switch (stage)
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{
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case 0: gpuVa = addresses.Vertex; break;
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case 1: gpuVa = addresses.TessControl; break;
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case 2: gpuVa = addresses.TessEvaluation; break;
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case 3: gpuVa = addresses.Geometry; break;
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case 4: gpuVa = addresses.Fragment; break;
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}
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if (IsShaderDifferent(shader, gpuVa))
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{
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return true;
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}
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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 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="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 bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
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{
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for (int index = 0; index < shader.Code.Length; index++)
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{
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if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)index * 4) != shader.Code[index])
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <returns>Compiled compute shader code</returns>
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private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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{
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if (gpuVa == 0)
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{
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return null;
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}
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QueryInfoCallback queryInfo = (QueryInfoName info, int index) =>
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{
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switch (info)
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{
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case QueryInfoName.ComputeLocalSizeX:
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return localSizeX;
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case QueryInfoName.ComputeLocalSizeY:
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return localSizeY;
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case QueryInfoName.ComputeLocalSizeZ:
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return localSizeZ;
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case QueryInfoName.ComputeSharedMemorySize:
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return sharedMemorySize;
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}
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return QueryInfoCommon(info);
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};
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ShaderProgram program;
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, queryInfo, DefaultFlags | TranslationFlags.Compute);
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int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
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/// <returns></returns>
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private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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{
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return new CachedShader(null, null);
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}
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QueryInfoCallback queryInfo = (QueryInfoName info, int index) =>
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{
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switch (info)
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{
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case QueryInfoName.IsTextureBuffer:
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return Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index));
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case QueryInfoName.IsTextureRectangle:
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return Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index));
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case QueryInfoName.PrimitiveTopology:
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return (int)GetPrimitiveTopology();
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case QueryInfoName.ViewportTransformEnable:
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return Convert.ToInt32(_context.Methods.GetViewportTransformEnable(state));
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}
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return QueryInfoCommon(info);
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};
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ShaderProgram program;
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int[] codeCached = null;
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if (gpuVaA != 0)
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{
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Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
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Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(codeA, codeB, queryInfo, DefaultFlags);
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// TODO: We should also take "codeA" into account.
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codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
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_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
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_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
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if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
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{
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program.Prepend("// " + codePathB);
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program.Prepend("// " + fullPathB);
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program.Prepend("// " + codePathA);
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program.Prepend("// " + fullPathA);
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}
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}
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else
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{
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, queryInfo, DefaultFlags);
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codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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}
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ulong address = _context.MemoryManager.Translate(gpuVa);
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
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/// to ealier shader stages output.
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/// This is required by older versions of OpenGL (pre-4.3).
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/// </summary>
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/// <param name="program">Graphics shader cached code</param>
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shader[4].Program;
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bool isFirst = true;
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for (int stage = 3; stage >= 0; stage--)
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{
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if (program.Shader[stage].Program == null)
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{
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continue;
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}
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// We need to iterate backwards, since we do name replacement,
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// and it would otherwise replace a subset of the longer names.
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for (int attr = 31; attr >= 0; attr--)
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{
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string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
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if (isFirst && iq != string.Empty)
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{
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program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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}
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else
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{
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program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
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}
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}
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isFirst = false;
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}
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}
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/// <summary>
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/// Gets the primitive topology for the current draw.
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/// This is required by geometry shaders.
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/// </summary>
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/// <returns>Primitive topology</returns>
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private InputTopology GetPrimitiveTopology()
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{
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switch (_context.Methods.PrimitiveType)
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{
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case PrimitiveType.Points:
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return InputTopology.Points;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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return InputTopology.Lines;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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return InputTopology.LinesAdjacency;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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return InputTopology.Triangles;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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return InputTopology.TrianglesAdjacency;
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}
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return InputTopology.Points;
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}
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/// <summary>
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/// Check if the target of a given texture is texture buffer.
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/// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
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{
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return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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/// Check if the target of a given texture is texture rectangle.
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/// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
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{
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var descriptor = GetTextureDescriptor(state, stageIndex, index);
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TextureTarget target = descriptor.UnpackTextureTarget();
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bool is2DTexture = target == TextureTarget.Texture2D ||
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target == TextureTarget.Texture2DRect;
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return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>Texture descriptor</returns>
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private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
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}
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/// <summary>
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/// Returns information required by both compute and graphics shader compilation.
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/// </summary>
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/// <param name="info">Information queried</param>
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/// <returns>Requested information</returns>
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private int QueryInfoCommon(QueryInfoName info)
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{
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switch (info)
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{
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case QueryInfoName.MaximumViewportDimensions:
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return _context.Capabilities.MaximumViewportDimensions;
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case QueryInfoName.StorageBufferOffsetAlignment:
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return _context.Capabilities.StorageBufferOffsetAlignment;
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case QueryInfoName.SupportsNonConstantTextureOffset:
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return Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset);
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}
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return 0;
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}
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}
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} |