// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include "common/assert.h" #include "shader_recompiler/frontend/maxwell/control_flow.h" #include "shader_recompiler/object_pool.h" #include "video_core/control/channel_state.h" #include "video_core/dirty_flags.h" #include "video_core/engines/kepler_compute.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/memory_manager.h" #include "video_core/shader_cache.h" #include "video_core/shader_environment.h" namespace VideoCommon { void ShaderCache::InvalidateRegion(VAddr addr, size_t size) { std::scoped_lock lock{invalidation_mutex}; InvalidatePagesInRegion(addr, size); RemovePendingShaders(); } void ShaderCache::OnCPUWrite(VAddr addr, size_t size) { std::scoped_lock lock{invalidation_mutex}; InvalidatePagesInRegion(addr, size); } void ShaderCache::SyncGuestHost() { std::scoped_lock lock{invalidation_mutex}; RemovePendingShaders(); } ShaderCache::ShaderCache(VideoCore::RasterizerInterface& rasterizer_) : rasterizer{rasterizer_} {} bool ShaderCache::RefreshStages(std::array& unique_hashes) { auto& dirty{maxwell3d->dirty.flags}; if (!dirty[VideoCommon::Dirty::Shaders]) { return last_shaders_valid; } dirty[VideoCommon::Dirty::Shaders] = false; const GPUVAddr base_addr{maxwell3d->regs.code_address.CodeAddress()}; for (size_t index = 0; index < Tegra::Engines::Maxwell3D::Regs::MaxShaderProgram; ++index) { if (!maxwell3d->regs.IsShaderConfigEnabled(index)) { unique_hashes[index] = 0; continue; } const auto& shader_config{maxwell3d->regs.shader_config[index]}; const auto program{static_cast(index)}; const GPUVAddr shader_addr{base_addr + shader_config.offset}; const std::optional cpu_shader_addr{gpu_memory->GpuToCpuAddress(shader_addr)}; if (!cpu_shader_addr) { LOG_ERROR(HW_GPU, "Invalid GPU address for shader 0x{:016x}", shader_addr); last_shaders_valid = false; return false; } const ShaderInfo* shader_info{TryGet(*cpu_shader_addr)}; if (!shader_info) { const u32 start_address{shader_config.offset}; GraphicsEnvironment env{*maxwell3d, *gpu_memory, program, base_addr, start_address}; shader_info = MakeShaderInfo(env, *cpu_shader_addr); } shader_infos[index] = shader_info; unique_hashes[index] = shader_info->unique_hash; } last_shaders_valid = true; return true; } const ShaderInfo* ShaderCache::ComputeShader() { const GPUVAddr program_base{kepler_compute->regs.code_loc.Address()}; const auto& qmd{kepler_compute->launch_description}; const GPUVAddr shader_addr{program_base + qmd.program_start}; const std::optional cpu_shader_addr{gpu_memory->GpuToCpuAddress(shader_addr)}; if (!cpu_shader_addr) { LOG_ERROR(HW_GPU, "Invalid GPU address for shader 0x{:016x}", shader_addr); return nullptr; } if (const ShaderInfo* const shader = TryGet(*cpu_shader_addr)) { return shader; } ComputeEnvironment env{*kepler_compute, *gpu_memory, program_base, qmd.program_start}; return MakeShaderInfo(env, *cpu_shader_addr); } void ShaderCache::GetGraphicsEnvironments(GraphicsEnvironments& result, const std::array& unique_hashes) { size_t env_index{}; const GPUVAddr base_addr{maxwell3d->regs.code_address.CodeAddress()}; for (size_t index = 0; index < NUM_PROGRAMS; ++index) { if (unique_hashes[index] == 0) { continue; } const auto program{static_cast(index)}; auto& env{result.envs[index]}; const u32 start_address{maxwell3d->regs.shader_config[index].offset}; env = GraphicsEnvironment{*maxwell3d, *gpu_memory, program, base_addr, start_address}; env.SetCachedSize(shader_infos[index]->size_bytes); result.env_ptrs[env_index++] = &env; } } ShaderInfo* ShaderCache::TryGet(VAddr addr) const { std::scoped_lock lock{lookup_mutex}; const auto it = lookup_cache.find(addr); if (it == lookup_cache.end()) { return nullptr; } return it->second->data; } void ShaderCache::Register(std::unique_ptr data, VAddr addr, size_t size) { std::scoped_lock lock{invalidation_mutex, lookup_mutex}; const VAddr addr_end = addr + size; Entry* const entry = NewEntry(addr, addr_end, data.get()); const u64 page_end = (addr_end + PAGE_SIZE - 1) >> PAGE_BITS; for (u64 page = addr >> PAGE_BITS; page < page_end; ++page) { invalidation_cache[page].push_back(entry); } storage.push_back(std::move(data)); rasterizer.UpdatePagesCachedCount(addr, size, 1); } void ShaderCache::InvalidatePagesInRegion(VAddr addr, size_t size) { const VAddr addr_end = addr + size; const u64 page_end = (addr_end + PAGE_SIZE - 1) >> PAGE_BITS; for (u64 page = addr >> PAGE_BITS; page < page_end; ++page) { auto it = invalidation_cache.find(page); if (it == invalidation_cache.end()) { continue; } InvalidatePageEntries(it->second, addr, addr_end); } } void ShaderCache::RemovePendingShaders() { if (marked_for_removal.empty()) { return; } // Remove duplicates std::ranges::sort(marked_for_removal); marked_for_removal.erase(std::unique(marked_for_removal.begin(), marked_for_removal.end()), marked_for_removal.end()); std::vector removed_shaders; removed_shaders.reserve(marked_for_removal.size()); std::scoped_lock lock{lookup_mutex}; for (Entry* const entry : marked_for_removal) { removed_shaders.push_back(entry->data); const auto it = lookup_cache.find(entry->addr_start); ASSERT(it != lookup_cache.end()); lookup_cache.erase(it); } marked_for_removal.clear(); if (!removed_shaders.empty()) { RemoveShadersFromStorage(removed_shaders); } } void ShaderCache::InvalidatePageEntries(std::vector& entries, VAddr addr, VAddr addr_end) { size_t index = 0; while (index < entries.size()) { Entry* const entry = entries[index]; if (!entry->Overlaps(addr, addr_end)) { ++index; continue; } UnmarkMemory(entry); RemoveEntryFromInvalidationCache(entry); marked_for_removal.push_back(entry); } } void ShaderCache::RemoveEntryFromInvalidationCache(const Entry* entry) { const u64 page_end = (entry->addr_end + PAGE_SIZE - 1) >> PAGE_BITS; for (u64 page = entry->addr_start >> PAGE_BITS; page < page_end; ++page) { const auto entries_it = invalidation_cache.find(page); ASSERT(entries_it != invalidation_cache.end()); std::vector& entries = entries_it->second; const auto entry_it = std::ranges::find(entries, entry); ASSERT(entry_it != entries.end()); entries.erase(entry_it); } } void ShaderCache::UnmarkMemory(Entry* entry) { if (!entry->is_memory_marked) { return; } entry->is_memory_marked = false; const VAddr addr = entry->addr_start; const size_t size = entry->addr_end - addr; rasterizer.UpdatePagesCachedCount(addr, size, -1); } void ShaderCache::RemoveShadersFromStorage(std::span removed_shaders) { // Remove them from the cache std::erase_if(storage, [&removed_shaders](const std::unique_ptr& shader) { return std::ranges::find(removed_shaders, shader.get()) != removed_shaders.end(); }); } ShaderCache::Entry* ShaderCache::NewEntry(VAddr addr, VAddr addr_end, ShaderInfo* data) { auto entry = std::make_unique(Entry{addr, addr_end, data}); Entry* const entry_pointer = entry.get(); lookup_cache.emplace(addr, std::move(entry)); return entry_pointer; } const ShaderInfo* ShaderCache::MakeShaderInfo(GenericEnvironment& env, VAddr cpu_addr) { auto info = std::make_unique(); if (const std::optional cached_hash{env.Analyze()}) { info->unique_hash = *cached_hash; info->size_bytes = env.CachedSize(); } else { // Slow path, not really hit on commercial games // Build a control flow graph to get the real shader size Shader::ObjectPool flow_block; Shader::Maxwell::Flow::CFG cfg{env, flow_block, env.StartAddress()}; info->unique_hash = env.CalculateHash(); info->size_bytes = env.ReadSize(); } const size_t size_bytes{info->size_bytes}; const ShaderInfo* const result{info.get()}; Register(std::move(info), cpu_addr, size_bytes); return result; } } // namespace VideoCommon