mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-22 18:15:11 +00:00
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;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.Threed;
|
|
using Ryujinx.Graphics.Gpu.Engine.Types;
|
|
using Ryujinx.Graphics.Gpu.Image;
|
|
using Ryujinx.Graphics.Gpu.Memory;
|
|
using Ryujinx.Graphics.Gpu.Shader.DiskCache;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader
|
|
{
|
|
/// <summary>
|
|
/// Memory cache of shader code.
|
|
/// </summary>
|
|
class ShaderCache : IDisposable
|
|
{
|
|
/// <summary>
|
|
/// Default flags used on the shader translation process.
|
|
/// </summary>
|
|
public const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
|
|
|
|
private readonly struct TranslatedShader
|
|
{
|
|
public readonly CachedShaderStage Shader;
|
|
public readonly ShaderProgram Program;
|
|
|
|
public TranslatedShader(CachedShaderStage shader, ShaderProgram program)
|
|
{
|
|
Shader = shader;
|
|
Program = program;
|
|
}
|
|
}
|
|
|
|
private readonly struct TranslatedShaderVertexPair
|
|
{
|
|
public readonly CachedShaderStage VertexA;
|
|
public readonly CachedShaderStage VertexB;
|
|
public readonly ShaderProgram Program;
|
|
|
|
public TranslatedShaderVertexPair(CachedShaderStage vertexA, CachedShaderStage vertexB, ShaderProgram program)
|
|
{
|
|
VertexA = vertexA;
|
|
VertexB = vertexB;
|
|
Program = program;
|
|
}
|
|
}
|
|
|
|
private readonly GpuContext _context;
|
|
|
|
private readonly ShaderDumper _dumper;
|
|
|
|
private readonly Dictionary<ulong, CachedShaderProgram> _cpPrograms;
|
|
private readonly Dictionary<ShaderAddresses, CachedShaderProgram> _gpPrograms;
|
|
|
|
private readonly struct ProgramToSave
|
|
{
|
|
public readonly CachedShaderProgram CachedProgram;
|
|
public readonly IProgram HostProgram;
|
|
public readonly byte[] BinaryCode;
|
|
|
|
public ProgramToSave(CachedShaderProgram cachedProgram, IProgram hostProgram, byte[] binaryCode)
|
|
{
|
|
CachedProgram = cachedProgram;
|
|
HostProgram = hostProgram;
|
|
BinaryCode = binaryCode;
|
|
}
|
|
}
|
|
|
|
private Queue<ProgramToSave> _programsToSaveQueue;
|
|
|
|
private readonly ComputeShaderCacheHashTable _computeShaderCache;
|
|
private readonly ShaderCacheHashTable _graphicsShaderCache;
|
|
private readonly DiskCacheHostStorage _diskCacheHostStorage;
|
|
private readonly BackgroundDiskCacheWriter _cacheWriter;
|
|
|
|
/// <summary>
|
|
/// Event for signalling shader cache loading progress.
|
|
/// </summary>
|
|
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the shader cache.
|
|
/// </summary>
|
|
/// <param name="context">GPU context that the shader cache belongs to</param>
|
|
public ShaderCache(GpuContext context)
|
|
{
|
|
_context = context;
|
|
|
|
_dumper = new ShaderDumper();
|
|
|
|
_cpPrograms = new Dictionary<ulong, CachedShaderProgram>();
|
|
_gpPrograms = new Dictionary<ShaderAddresses, CachedShaderProgram>();
|
|
|
|
_programsToSaveQueue = new Queue<ProgramToSave>();
|
|
|
|
string diskCacheTitleId = GetDiskCachePath();
|
|
|
|
_computeShaderCache = new ComputeShaderCacheHashTable();
|
|
_graphicsShaderCache = new ShaderCacheHashTable();
|
|
_diskCacheHostStorage = new DiskCacheHostStorage(diskCacheTitleId);
|
|
|
|
if (_diskCacheHostStorage.CacheEnabled)
|
|
{
|
|
_cacheWriter = new BackgroundDiskCacheWriter(context, _diskCacheHostStorage);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the path where the disk cache for the current application is stored.
|
|
/// </summary>
|
|
private static string GetDiskCachePath()
|
|
{
|
|
return GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null
|
|
? Path.Combine(AppDataManager.GamesDirPath, GraphicsConfig.TitleId, "cache", "shader")
|
|
: null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes the queue of shaders that must save their binaries to the disk cache.
|
|
/// </summary>
|
|
public void ProcessShaderCacheQueue()
|
|
{
|
|
// Check to see if the binaries for previously compiled shaders are ready, and save them out.
|
|
|
|
while (_programsToSaveQueue.TryPeek(out ProgramToSave programToSave))
|
|
{
|
|
ProgramLinkStatus result = programToSave.HostProgram.CheckProgramLink(false);
|
|
|
|
if (result != ProgramLinkStatus.Incomplete)
|
|
{
|
|
if (result == ProgramLinkStatus.Success)
|
|
{
|
|
_cacheWriter.AddShader(programToSave.CachedProgram, programToSave.BinaryCode ?? programToSave.HostProgram.GetBinary());
|
|
}
|
|
|
|
_programsToSaveQueue.Dequeue();
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize the cache.
|
|
/// </summary>
|
|
/// <param name="cancellationToken">Cancellation token to cancel the shader cache initialization process</param>
|
|
internal void Initialize(CancellationToken cancellationToken)
|
|
{
|
|
if (_diskCacheHostStorage.CacheEnabled)
|
|
{
|
|
ParallelDiskCacheLoader loader = new ParallelDiskCacheLoader(
|
|
_context,
|
|
_graphicsShaderCache,
|
|
_computeShaderCache,
|
|
_diskCacheHostStorage,
|
|
cancellationToken,
|
|
ShaderCacheStateUpdate);
|
|
|
|
loader.LoadShaders();
|
|
|
|
int errorCount = loader.ErrorCount;
|
|
if (errorCount != 0)
|
|
{
|
|
Logger.Warning?.Print(LogClass.Gpu, $"Failed to load {errorCount} shaders from the disk cache.");
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shader cache state update handler.
|
|
/// </summary>
|
|
/// <param name="state">Current state of the shader cache load process</param>
|
|
/// <param name="current">Number of the current shader being processed</param>
|
|
/// <param name="total">Total number of shaders to process</param>
|
|
private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
|
|
{
|
|
ShaderCacheStateChanged?.Invoke(state, current, total);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a compute shader from the cache.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This automatically translates, compiles and adds the code to the cache if not present.
|
|
/// </remarks>
|
|
/// <param name="channel">GPU channel</param>
|
|
/// <param name="poolState">Texture pool state</param>
|
|
/// <param name="computeState">Compute engine state</param>
|
|
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
|
|
/// <returns>Compiled compute shader code</returns>
|
|
public CachedShaderProgram GetComputeShader(
|
|
GpuChannel channel,
|
|
GpuChannelPoolState poolState,
|
|
GpuChannelComputeState computeState,
|
|
ulong gpuVa)
|
|
{
|
|
if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
|
|
{
|
|
return cpShader;
|
|
}
|
|
|
|
if (_computeShaderCache.TryFind(channel, poolState, computeState, gpuVa, out cpShader, out byte[] cachedGuestCode))
|
|
{
|
|
_cpPrograms[gpuVa] = cpShader;
|
|
return cpShader;
|
|
}
|
|
|
|
ShaderSpecializationState specState = new ShaderSpecializationState(ref computeState);
|
|
GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, computeState, default, specState);
|
|
GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState);
|
|
|
|
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
|
|
|
|
TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
|
|
|
|
ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
|
|
|
|
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(-1));
|
|
|
|
cpShader = new CachedShaderProgram(hostProgram, specState, translatedShader.Shader);
|
|
|
|
_computeShaderCache.Add(cpShader);
|
|
EnqueueProgramToSave(cpShader, hostProgram, shaderSourcesArray);
|
|
_cpPrograms[gpuVa] = cpShader;
|
|
|
|
return cpShader;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the shader pipeline state based on the current GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU 3D engine state</param>
|
|
/// <param name="pipeline">Shader pipeline state to be updated</param>
|
|
/// <param name="graphicsState">Current graphics state</param>
|
|
/// <param name="channel">Current GPU channel</param>
|
|
private void UpdatePipelineInfo(
|
|
ref ThreedClassState state,
|
|
ref ProgramPipelineState pipeline,
|
|
GpuChannelGraphicsState graphicsState,
|
|
GpuChannel channel)
|
|
{
|
|
channel.TextureManager.UpdateRenderTargets();
|
|
|
|
var rtControl = state.RtControl;
|
|
var msaaMode = state.RtMsaaMode;
|
|
|
|
pipeline.SamplesCount = msaaMode.SamplesInX() * msaaMode.SamplesInY();
|
|
|
|
int count = rtControl.UnpackCount();
|
|
|
|
for (int index = 0; index < Constants.TotalRenderTargets; index++)
|
|
{
|
|
int rtIndex = rtControl.UnpackPermutationIndex(index);
|
|
|
|
var colorState = state.RtColorState[rtIndex];
|
|
|
|
if (index >= count || colorState.Format == 0 || colorState.WidthOrStride == 0)
|
|
{
|
|
pipeline.AttachmentEnable[index] = false;
|
|
pipeline.AttachmentFormats[index] = Format.R8G8B8A8Unorm;
|
|
}
|
|
else
|
|
{
|
|
pipeline.AttachmentEnable[index] = true;
|
|
pipeline.AttachmentFormats[index] = colorState.Format.Convert().Format;
|
|
}
|
|
}
|
|
|
|
pipeline.DepthStencilEnable = state.RtDepthStencilEnable;
|
|
pipeline.DepthStencilFormat = pipeline.DepthStencilEnable ? state.RtDepthStencilState.Format.Convert().Format : Format.D24UnormS8Uint;
|
|
|
|
pipeline.VertexBufferCount = Constants.TotalVertexBuffers;
|
|
pipeline.Topology = graphicsState.Topology;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a graphics shader program from the shader cache.
|
|
/// This includes all the specified shader stages.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This automatically translates, compiles and adds the code to the cache if not present.
|
|
/// </remarks>
|
|
/// <param name="state">GPU state</param>
|
|
/// <param name="pipeline">Pipeline state</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
/// <param name="poolState">Texture pool state</param>
|
|
/// <param name="graphicsState">3D engine state</param>
|
|
/// <param name="addresses">Addresses of the shaders for each stage</param>
|
|
/// <returns>Compiled graphics shader code</returns>
|
|
public CachedShaderProgram GetGraphicsShader(
|
|
ref ThreedClassState state,
|
|
ref ProgramPipelineState pipeline,
|
|
GpuChannel channel,
|
|
ref GpuChannelPoolState poolState,
|
|
ref GpuChannelGraphicsState graphicsState,
|
|
ShaderAddresses addresses)
|
|
{
|
|
if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
|
|
{
|
|
return gpShaders;
|
|
}
|
|
|
|
if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out var cachedGuestCode))
|
|
{
|
|
_gpPrograms[addresses] = gpShaders;
|
|
return gpShaders;
|
|
}
|
|
|
|
TransformFeedbackDescriptor[] transformFeedbackDescriptors = GetTransformFeedbackDescriptors(ref state);
|
|
|
|
UpdatePipelineInfo(ref state, ref pipeline, graphicsState, channel);
|
|
|
|
ShaderSpecializationState specState = new ShaderSpecializationState(ref graphicsState, ref pipeline, transformFeedbackDescriptors);
|
|
GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, default, graphicsState, specState, transformFeedbackDescriptors);
|
|
|
|
ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
|
|
|
|
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
|
|
TranslatorContext nextStage = null;
|
|
|
|
TargetApi api = _context.Capabilities.Api;
|
|
|
|
for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
|
|
{
|
|
ulong gpuVa = addressesSpan[stageIndex + 1];
|
|
|
|
if (gpuVa != 0)
|
|
{
|
|
GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState, stageIndex);
|
|
TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, gpuVa);
|
|
|
|
if (nextStage != null)
|
|
{
|
|
currentStage.SetNextStage(nextStage);
|
|
}
|
|
|
|
if (stageIndex == 0 && addresses.VertexA != 0)
|
|
{
|
|
translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
|
|
}
|
|
|
|
translatorContexts[stageIndex + 1] = currentStage;
|
|
nextStage = currentStage;
|
|
}
|
|
}
|
|
|
|
CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
|
|
List<ShaderSource> shaderSources = new List<ShaderSource>();
|
|
|
|
TranslatorContext previousStage = null;
|
|
|
|
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
|
|
{
|
|
TranslatorContext currentStage = translatorContexts[stageIndex + 1];
|
|
|
|
if (currentStage != null)
|
|
{
|
|
ShaderProgram program;
|
|
|
|
if (stageIndex == 0 && translatorContexts[0] != null)
|
|
{
|
|
TranslatedShaderVertexPair translatedShader = TranslateShader(
|
|
_dumper,
|
|
channel,
|
|
currentStage,
|
|
translatorContexts[0],
|
|
cachedGuestCode.VertexACode,
|
|
cachedGuestCode.VertexBCode);
|
|
|
|
shaders[0] = translatedShader.VertexA;
|
|
shaders[1] = translatedShader.VertexB;
|
|
program = translatedShader.Program;
|
|
}
|
|
else
|
|
{
|
|
byte[] code = cachedGuestCode.GetByIndex(stageIndex);
|
|
|
|
TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code);
|
|
|
|
shaders[stageIndex + 1] = translatedShader.Shader;
|
|
program = translatedShader.Program;
|
|
}
|
|
|
|
if (program != null)
|
|
{
|
|
shaderSources.Add(CreateShaderSource(program));
|
|
}
|
|
|
|
previousStage = currentStage;
|
|
}
|
|
else if (
|
|
previousStage != null &&
|
|
previousStage.LayerOutputWritten &&
|
|
stageIndex == 3 &&
|
|
!_context.Capabilities.SupportsLayerVertexTessellation)
|
|
{
|
|
shaderSources.Add(CreateShaderSource(previousStage.GenerateGeometryPassthrough()));
|
|
}
|
|
}
|
|
|
|
ShaderSource[] shaderSourcesArray = shaderSources.ToArray();
|
|
|
|
int fragmentOutputMap = shaders[5]?.Info.FragmentOutputMap ?? -1;
|
|
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(fragmentOutputMap, pipeline));
|
|
|
|
gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
|
|
|
|
_graphicsShaderCache.Add(gpShaders);
|
|
EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
|
|
_gpPrograms[addresses] = gpShaders;
|
|
|
|
return gpShaders;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a shader source for use with the backend from a translated shader program.
|
|
/// </summary>
|
|
/// <param name="program">Translated shader program</param>
|
|
/// <returns>Shader source</returns>
|
|
public static ShaderSource CreateShaderSource(ShaderProgram program)
|
|
{
|
|
return new ShaderSource(program.Code, program.BinaryCode, GetBindings(program.Info), program.Info.Stage, program.Language);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Puts a program on the queue of programs to be saved on the disk cache.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This will not do anything if disk shader cache is disabled.
|
|
/// </remarks>
|
|
/// <param name="program">Cached shader program</param>
|
|
/// <param name="hostProgram">Host program</param>
|
|
/// <param name="sources">Source for each shader stage</param>
|
|
private void EnqueueProgramToSave(CachedShaderProgram program, IProgram hostProgram, ShaderSource[] sources)
|
|
{
|
|
if (_diskCacheHostStorage.CacheEnabled)
|
|
{
|
|
byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(sources) : null;
|
|
ProgramToSave programToSave = new ProgramToSave(program, hostProgram, binaryCode);
|
|
|
|
_programsToSaveQueue.Enqueue(programToSave);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets transform feedback state from the current GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
|
|
private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(ref ThreedClassState state)
|
|
{
|
|
bool tfEnable = state.TfEnable;
|
|
if (!tfEnable)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
|
|
|
|
for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
|
|
{
|
|
var tf = state.TfState[i];
|
|
|
|
descs[i] = new TransformFeedbackDescriptor(
|
|
tf.BufferIndex,
|
|
tf.Stride,
|
|
tf.VaryingsCount,
|
|
ref state.TfVaryingLocations[i]);
|
|
}
|
|
|
|
return descs;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if compute shader code in memory is equal to the cached shader.
|
|
/// </summary>
|
|
/// <param name="channel">GPU channel using the shader</param>
|
|
/// <param name="poolState">GPU channel state to verify shader compatibility</param>
|
|
/// <param name="computeState">GPU channel compute state to verify shader compatibility</param>
|
|
/// <param name="cpShader">Cached compute shader</param>
|
|
/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
|
|
/// <returns>True if the code is different, false otherwise</returns>
|
|
private static bool IsShaderEqual(
|
|
GpuChannel channel,
|
|
GpuChannelPoolState poolState,
|
|
GpuChannelComputeState computeState,
|
|
CachedShaderProgram cpShader,
|
|
ulong gpuVa)
|
|
{
|
|
if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
|
|
{
|
|
return cpShader.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
|
|
/// </summary>
|
|
/// <param name="channel">GPU channel using the shader</param>
|
|
/// <param name="poolState">GPU channel state to verify shader compatibility</param>
|
|
/// <param name="graphicsState">GPU channel graphics state to verify shader compatibility</param>
|
|
/// <param name="gpShaders">Cached graphics shaders</param>
|
|
/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
|
|
/// <returns>True if the code is different, false otherwise</returns>
|
|
private static bool IsShaderEqual(
|
|
GpuChannel channel,
|
|
ref GpuChannelPoolState poolState,
|
|
ref GpuChannelGraphicsState graphicsState,
|
|
CachedShaderProgram gpShaders,
|
|
ShaderAddresses addresses)
|
|
{
|
|
ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
|
|
|
|
for (int stageIndex = 0; stageIndex < gpShaders.Shaders.Length; stageIndex++)
|
|
{
|
|
CachedShaderStage shader = gpShaders.Shaders[stageIndex];
|
|
|
|
ulong gpuVa = addressesSpan[stageIndex];
|
|
|
|
if (!IsShaderEqual(channel.MemoryManager, shader, gpuVa))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
|
|
|
|
return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the code of the specified cached shader is different from the code in memory.
|
|
/// </summary>
|
|
/// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
|
|
/// <param name="shader">Cached shader to compare with</param>
|
|
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
|
|
/// <returns>True if the code is different, false otherwise</returns>
|
|
private static bool IsShaderEqual(MemoryManager memoryManager, CachedShaderStage shader, ulong gpuVa)
|
|
{
|
|
if (shader == null)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
ReadOnlySpan<byte> memoryCode = memoryManager.GetSpan(gpuVa, shader.Code.Length);
|
|
|
|
return memoryCode.SequenceEqual(shader.Code);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decode the binary Maxwell shader code to a translator context.
|
|
/// </summary>
|
|
/// <param name="gpuAccessor">GPU state accessor</param>
|
|
/// <param name="api">Graphics API that will be used with the shader</param>
|
|
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
|
|
/// <returns>The generated translator context</returns>
|
|
public static TranslatorContext DecodeComputeShader(IGpuAccessor gpuAccessor, TargetApi api, ulong gpuVa)
|
|
{
|
|
var options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
|
|
return Translator.CreateContext(gpuVa, gpuAccessor, options);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decode the binary Maxwell shader code to a translator context.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
|
|
/// </remarks>
|
|
/// <param name="gpuAccessor">GPU state accessor</param>
|
|
/// <param name="api">Graphics API that will be used with the shader</param>
|
|
/// <param name="flags">Flags that controls shader translation</param>
|
|
/// <param name="gpuVa">GPU virtual address of the shader code</param>
|
|
/// <returns>The generated translator context</returns>
|
|
public static TranslatorContext DecodeGraphicsShader(IGpuAccessor gpuAccessor, TargetApi api, TranslationFlags flags, ulong gpuVa)
|
|
{
|
|
var options = CreateTranslationOptions(api, flags);
|
|
return Translator.CreateContext(gpuVa, gpuAccessor, options);
|
|
}
|
|
|
|
/// <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>
|
|
/// <param name="currentStage">Translator context of the stage to be translated</param>
|
|
/// <param name="vertexA">Optional translator context of the shader that should be combined</param>
|
|
/// <param name="codeA">Optional Maxwell binary code of the Vertex A shader, if present</param>
|
|
/// <param name="codeB">Optional Maxwell binary code of the Vertex B or current stage shader, if present on cache</param>
|
|
/// <returns>Compiled graphics shader code</returns>
|
|
private static TranslatedShaderVertexPair TranslateShader(
|
|
ShaderDumper dumper,
|
|
GpuChannel channel,
|
|
TranslatorContext currentStage,
|
|
TranslatorContext vertexA,
|
|
byte[] codeA,
|
|
byte[] codeB)
|
|
{
|
|
ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
|
|
|
|
var memoryManager = channel.MemoryManager;
|
|
|
|
codeA ??= memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
|
|
codeB ??= memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
|
|
byte[] cb1DataA = memoryManager.Physical.GetSpan(cb1DataAddress, vertexA.Cb1DataSize).ToArray();
|
|
byte[] cb1DataB = memoryManager.Physical.GetSpan(cb1DataAddress, currentStage.Cb1DataSize).ToArray();
|
|
|
|
ShaderDumpPaths pathsA = default;
|
|
ShaderDumpPaths pathsB = default;
|
|
|
|
if (dumper != null)
|
|
{
|
|
pathsA = dumper.Dump(codeA, compute: false);
|
|
pathsB = dumper.Dump(codeB, compute: false);
|
|
}
|
|
|
|
ShaderProgram program = currentStage.Translate(vertexA);
|
|
|
|
pathsB.Prepend(program);
|
|
pathsA.Prepend(program);
|
|
|
|
CachedShaderStage vertexAStage = new CachedShaderStage(null, codeA, cb1DataA);
|
|
CachedShaderStage vertexBStage = new CachedShaderStage(program.Info, codeB, cb1DataB);
|
|
|
|
return new TranslatedShaderVertexPair(vertexAStage, vertexBStage, program);
|
|
}
|
|
|
|
/// <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>
|
|
/// <param name="context">Translator context of the stage to be translated</param>
|
|
/// <param name="code">Optional Maxwell binary code of the current stage shader, if present on cache</param>
|
|
/// <returns>Compiled graphics shader code</returns>
|
|
private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code)
|
|
{
|
|
var memoryManager = channel.MemoryManager;
|
|
|
|
ulong cb1DataAddress = context.Stage == ShaderStage.Compute
|
|
? channel.BufferManager.GetComputeUniformBufferAddress(1)
|
|
: channel.BufferManager.GetGraphicsUniformBufferAddress(StageToStageIndex(context.Stage), 1);
|
|
|
|
byte[] cb1Data = memoryManager.Physical.GetSpan(cb1DataAddress, context.Cb1DataSize).ToArray();
|
|
code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
|
|
|
|
ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
|
|
ShaderProgram program = context.Translate();
|
|
|
|
paths.Prepend(program);
|
|
|
|
return new TranslatedShader(new CachedShaderStage(program.Info, code, cb1Data), program);
|
|
}
|
|
|
|
/// <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();
|
|
}
|
|
}
|
|
}
|