|
|
@@ -0,0 +1,350 @@
|
|
|
+using Ryujinx.Graphics.GAL;
|
|
|
+using Ryujinx.Graphics.Gpu.State;
|
|
|
+using Ryujinx.Graphics.Shader;
|
|
|
+using Ryujinx.Graphics.Shader.Translation;
|
|
|
+using System;
|
|
|
+using System.Collections.Generic;
|
|
|
+using System.Globalization;
|
|
|
+using System.Runtime.InteropServices;
|
|
|
+
|
|
|
+namespace Ryujinx.Graphics.Gpu.Shader
|
|
|
+{
|
|
|
+ class ShaderCache
|
|
|
+ {
|
|
|
+ private const int MaxProgramSize = 0x100000;
|
|
|
+
|
|
|
+ private GpuContext _context;
|
|
|
+
|
|
|
+ private ShaderDumper _dumper;
|
|
|
+
|
|
|
+ private Dictionary<ulong, List<ComputeShader>> _cpPrograms;
|
|
|
+
|
|
|
+ private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
|
|
|
+
|
|
|
+ public ShaderCache(GpuContext context)
|
|
|
+ {
|
|
|
+ _context = context;
|
|
|
+
|
|
|
+ _dumper = new ShaderDumper(context);
|
|
|
+
|
|
|
+ _cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
|
|
|
+
|
|
|
+ _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
|
|
|
+ }
|
|
|
+
|
|
|
+ public ComputeShader GetComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
|
|
|
+ {
|
|
|
+ bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
|
|
|
+
|
|
|
+ if (isCached)
|
|
|
+ {
|
|
|
+ foreach (ComputeShader cachedCpShader in list)
|
|
|
+ {
|
|
|
+ if (!IsShaderDifferent(cachedCpShader, gpuVa))
|
|
|
+ {
|
|
|
+ return cachedCpShader;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ CachedShader shader = TranslateComputeShader(gpuVa, localSizeX, localSizeY, localSizeZ);
|
|
|
+
|
|
|
+ IShader hostShader = _context.Renderer.CompileShader(shader.Program);
|
|
|
+
|
|
|
+ IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { hostShader });
|
|
|
+
|
|
|
+ ulong address = _context.MemoryManager.Translate(gpuVa);
|
|
|
+
|
|
|
+ ComputeShader cpShader = new ComputeShader(hostProgram, shader);
|
|
|
+
|
|
|
+ if (!isCached)
|
|
|
+ {
|
|
|
+ list = new List<ComputeShader>();
|
|
|
+
|
|
|
+ _cpPrograms.Add(gpuVa, list);
|
|
|
+ }
|
|
|
+
|
|
|
+ list.Add(cpShader);
|
|
|
+
|
|
|
+ return cpShader;
|
|
|
+ }
|
|
|
+
|
|
|
+ public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
|
|
|
+ {
|
|
|
+ bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
|
|
|
+
|
|
|
+ if (isCached)
|
|
|
+ {
|
|
|
+ foreach (GraphicsShader cachedGpShaders in list)
|
|
|
+ {
|
|
|
+ if (!IsShaderDifferent(cachedGpShaders, addresses))
|
|
|
+ {
|
|
|
+ return cachedGpShaders;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ GraphicsShader gpShaders = new GraphicsShader();
|
|
|
+
|
|
|
+ if (addresses.VertexA != 0)
|
|
|
+ {
|
|
|
+ gpShaders.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ gpShaders.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
|
|
|
+ }
|
|
|
+
|
|
|
+ gpShaders.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
|
|
|
+ gpShaders.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
|
|
|
+ gpShaders.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
|
|
|
+ gpShaders.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
|
|
|
+
|
|
|
+ BackpropQualifiers(gpShaders);
|
|
|
+
|
|
|
+ List<IShader> hostShaders = new List<IShader>();
|
|
|
+
|
|
|
+ for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
|
|
|
+ {
|
|
|
+ ShaderProgram program = gpShaders.Shader[stage].Program;
|
|
|
+
|
|
|
+ if (program == null)
|
|
|
+ {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ IShader hostShader = _context.Renderer.CompileShader(program);
|
|
|
+
|
|
|
+ gpShaders.Shader[stage].Shader = hostShader;
|
|
|
+
|
|
|
+ hostShaders.Add(hostShader);
|
|
|
+ }
|
|
|
+
|
|
|
+ gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
|
|
|
+
|
|
|
+ if (!isCached)
|
|
|
+ {
|
|
|
+ list = new List<GraphicsShader>();
|
|
|
+
|
|
|
+ _gpPrograms.Add(addresses, list);
|
|
|
+ }
|
|
|
+
|
|
|
+ list.Add(gpShaders);
|
|
|
+
|
|
|
+ return gpShaders;
|
|
|
+ }
|
|
|
+
|
|
|
+ private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
|
|
|
+ {
|
|
|
+ return IsShaderDifferent(cpShader.Shader, gpuVa);
|
|
|
+ }
|
|
|
+
|
|
|
+ private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
|
|
|
+ {
|
|
|
+ for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
|
|
|
+ {
|
|
|
+ CachedShader shader = gpShaders.Shader[stage];
|
|
|
+
|
|
|
+ if (shader.Code == null)
|
|
|
+ {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ ulong gpuVa = 0;
|
|
|
+
|
|
|
+ switch (stage)
|
|
|
+ {
|
|
|
+ case 0: gpuVa = addresses.Vertex; break;
|
|
|
+ case 1: gpuVa = addresses.TessControl; break;
|
|
|
+ case 2: gpuVa = addresses.TessEvaluation; break;
|
|
|
+ case 3: gpuVa = addresses.Geometry; break;
|
|
|
+ case 4: gpuVa = addresses.Fragment; break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (IsShaderDifferent(shader, gpuVa))
|
|
|
+ {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
|
|
|
+ {
|
|
|
+ for (int offset = 0; offset < shader.Code.Length; offset += 4)
|
|
|
+ {
|
|
|
+ if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)offset) != shader.Code[offset / 4])
|
|
|
+ {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ private CachedShader TranslateComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
|
|
|
+ {
|
|
|
+ if (gpuVa == 0)
|
|
|
+ {
|
|
|
+ return null;
|
|
|
+ }
|
|
|
+
|
|
|
+ ShaderProgram program;
|
|
|
+
|
|
|
+ const TranslationFlags flags =
|
|
|
+ TranslationFlags.Compute |
|
|
|
+ TranslationFlags.DebugMode |
|
|
|
+ TranslationFlags.Unspecialized;
|
|
|
+
|
|
|
+ TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
|
|
|
+
|
|
|
+ Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
|
|
+
|
|
|
+ program = Translator.Translate(code, translationConfig);
|
|
|
+
|
|
|
+ int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
|
|
|
+
|
|
|
+ program.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
|
|
|
+ program.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
|
|
|
+ program.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
|
|
|
+
|
|
|
+ _dumper.Dump(code, compute: true, out string fullPath, out string codePath);
|
|
|
+
|
|
|
+ if (fullPath != null && codePath != null)
|
|
|
+ {
|
|
|
+ program.Prepend("// " + codePath);
|
|
|
+ program.Prepend("// " + fullPath);
|
|
|
+ }
|
|
|
+
|
|
|
+ return new CachedShader(program, codeCached);
|
|
|
+ }
|
|
|
+
|
|
|
+ private CachedShader TranslateGraphicsShader(ulong gpuVa, ulong gpuVaA = 0)
|
|
|
+ {
|
|
|
+ if (gpuVa == 0)
|
|
|
+ {
|
|
|
+ return new CachedShader(null, null);
|
|
|
+ }
|
|
|
+
|
|
|
+ ShaderProgram program;
|
|
|
+
|
|
|
+ const TranslationFlags flags =
|
|
|
+ TranslationFlags.DebugMode |
|
|
|
+ TranslationFlags.Unspecialized;
|
|
|
+
|
|
|
+ TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
|
|
|
+
|
|
|
+ int[] codeCached = null;
|
|
|
+
|
|
|
+ if (gpuVaA != 0)
|
|
|
+ {
|
|
|
+ Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
|
|
|
+ Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
|
|
+
|
|
|
+ program = Translator.Translate(codeA, codeB, translationConfig);
|
|
|
+
|
|
|
+ // TODO: We should also check "codeA" into account.
|
|
|
+ codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
|
|
|
+
|
|
|
+ _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
|
|
|
+ _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
|
|
|
+
|
|
|
+ if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
|
|
|
+ {
|
|
|
+ program.Prepend("// " + codePathB);
|
|
|
+ program.Prepend("// " + fullPathB);
|
|
|
+ program.Prepend("// " + codePathA);
|
|
|
+ program.Prepend("// " + fullPathA);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
|
|
+
|
|
|
+ program = Translator.Translate(code, translationConfig);
|
|
|
+
|
|
|
+ codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
|
|
|
+
|
|
|
+ _dumper.Dump(code, compute: false, out string fullPath, out string codePath);
|
|
|
+
|
|
|
+ if (fullPath != null && codePath != null)
|
|
|
+ {
|
|
|
+ program.Prepend("// " + codePath);
|
|
|
+ program.Prepend("// " + fullPath);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (program.Stage == ShaderStage.Geometry)
|
|
|
+ {
|
|
|
+ PrimitiveType primitiveType = _context.Methods.PrimitiveType;
|
|
|
+
|
|
|
+ string inPrimitive = "points";
|
|
|
+
|
|
|
+ switch (primitiveType)
|
|
|
+ {
|
|
|
+ case PrimitiveType.Points:
|
|
|
+ inPrimitive = "points";
|
|
|
+ break;
|
|
|
+ case PrimitiveType.Lines:
|
|
|
+ case PrimitiveType.LineLoop:
|
|
|
+ case PrimitiveType.LineStrip:
|
|
|
+ inPrimitive = "lines";
|
|
|
+ break;
|
|
|
+ case PrimitiveType.LinesAdjacency:
|
|
|
+ case PrimitiveType.LineStripAdjacency:
|
|
|
+ inPrimitive = "lines_adjacency";
|
|
|
+ break;
|
|
|
+ case PrimitiveType.Triangles:
|
|
|
+ case PrimitiveType.TriangleStrip:
|
|
|
+ case PrimitiveType.TriangleFan:
|
|
|
+ inPrimitive = "triangles";
|
|
|
+ break;
|
|
|
+ case PrimitiveType.TrianglesAdjacency:
|
|
|
+ case PrimitiveType.TriangleStripAdjacency:
|
|
|
+ inPrimitive = "triangles_adjacency";
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ program.Replace(DefineNames.InputTopologyName, inPrimitive);
|
|
|
+ }
|
|
|
+
|
|
|
+ ulong address = _context.MemoryManager.Translate(gpuVa);
|
|
|
+
|
|
|
+ return new CachedShader(program, codeCached);
|
|
|
+ }
|
|
|
+
|
|
|
+ private void BackpropQualifiers(GraphicsShader program)
|
|
|
+ {
|
|
|
+ ShaderProgram fragmentShader = program.Shader[4].Program;
|
|
|
+
|
|
|
+ bool isFirst = true;
|
|
|
+
|
|
|
+ for (int stage = 3; stage >= 0; stage--)
|
|
|
+ {
|
|
|
+ if (program.Shader[stage].Program == null)
|
|
|
+ {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ // We need to iterate backwards, since we do name replacement,
|
|
|
+ // and it would otherwise replace a subset of the longer names.
|
|
|
+ for (int attr = 31; attr >= 0; attr--)
|
|
|
+ {
|
|
|
+ string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
|
|
|
+
|
|
|
+ if (isFirst && iq != string.Empty)
|
|
|
+ {
|
|
|
+ program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ isFirst = false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|