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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Silk.NET.Vulkan;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Threading.Tasks;
- namespace Ryujinx.Graphics.Vulkan
- {
- class ShaderCollection : IProgram
- {
- private readonly PipelineShaderStageCreateInfo[] _infos;
- private readonly Shader[] _shaders;
- private readonly PipelineLayoutCacheEntry _plce;
- public PipelineLayout PipelineLayout => _plce.PipelineLayout;
- public bool HasMinimalLayout { get; }
- public bool UsePushDescriptors { get; }
- public bool IsCompute { get; }
- public uint Stages { get; }
- public int[][][] Bindings { get; }
- public ProgramLinkStatus LinkStatus { get; private set; }
- public readonly SpecDescription[] SpecDescriptions;
- public bool IsLinked
- {
- get
- {
- if (LinkStatus == ProgramLinkStatus.Incomplete)
- {
- CheckProgramLink(true);
- }
- return LinkStatus == ProgramLinkStatus.Success;
- }
- }
- private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
- private HashTableSlim<SpecData, Auto<DisposablePipeline>> _computePipelineCache;
- private VulkanRenderer _gd;
- private Device _device;
- private bool _initialized;
- private ProgramPipelineState _state;
- private DisposableRenderPass _dummyRenderPass;
- private Task _compileTask;
- private bool _firstBackgroundUse;
- public ShaderCollection(VulkanRenderer gd, Device device, ShaderSource[] shaders, SpecDescription[] specDescription = null, bool isMinimal = false)
- {
- _gd = gd;
- _device = device;
- if (specDescription != null && specDescription.Length != shaders.Length)
- {
- throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided");
- }
- gd.Shaders.Add(this);
- var internalShaders = new Shader[shaders.Length];
- _infos = new PipelineShaderStageCreateInfo[shaders.Length];
- SpecDescriptions = specDescription;
- LinkStatus = ProgramLinkStatus.Incomplete;
- uint stages = 0;
- for (int i = 0; i < shaders.Length; i++)
- {
- var shader = new Shader(gd.Api, device, shaders[i]);
- stages |= 1u << shader.StageFlags switch
- {
- ShaderStageFlags.FragmentBit => 1,
- ShaderStageFlags.GeometryBit => 2,
- ShaderStageFlags.TessellationControlBit => 3,
- ShaderStageFlags.TessellationEvaluationBit => 4,
- _ => 0
- };
- if (shader.StageFlags == ShaderStageFlags.ComputeBit)
- {
- IsCompute = true;
- }
- internalShaders[i] = shader;
- }
- _shaders = internalShaders;
- bool usePd = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
- _plce = isMinimal
- ? gd.PipelineLayoutCache.Create(gd, device, shaders)
- : gd.PipelineLayoutCache.GetOrCreate(gd, device, stages, usePd);
- HasMinimalLayout = isMinimal;
- UsePushDescriptors = usePd;
- Stages = stages;
- int[][] GrabAll(Func<ShaderBindings, IReadOnlyCollection<int>> selector)
- {
- bool hasAny = false;
- int[][] bindings = new int[internalShaders.Length][];
- for (int i = 0; i < internalShaders.Length; i++)
- {
- var collection = selector(internalShaders[i].Bindings);
- hasAny |= collection.Count != 0;
- bindings[i] = collection.ToArray();
- }
- return hasAny ? bindings : Array.Empty<int[]>();
- }
- Bindings = new[]
- {
- GrabAll(x => x.UniformBufferBindings),
- GrabAll(x => x.StorageBufferBindings),
- GrabAll(x => x.TextureBindings),
- GrabAll(x => x.ImageBindings)
- };
- _compileTask = Task.CompletedTask;
- _firstBackgroundUse = false;
- }
- public ShaderCollection(
- VulkanRenderer gd,
- Device device,
- ShaderSource[] sources,
- ProgramPipelineState state,
- bool fromCache) : this(gd, device, sources)
- {
- _state = state;
- _compileTask = BackgroundCompilation();
- _firstBackgroundUse = !fromCache;
- }
- private async Task BackgroundCompilation()
- {
- await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));
- if (_shaders.Any(shader => shader.CompileStatus == ProgramLinkStatus.Failure))
- {
- LinkStatus = ProgramLinkStatus.Failure;
- return;
- }
- try
- {
- if (IsCompute)
- {
- CreateBackgroundComputePipeline();
- }
- else
- {
- CreateBackgroundGraphicsPipeline();
- }
- }
- catch (VulkanException e)
- {
- Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");
- LinkStatus = ProgramLinkStatus.Failure;
- }
- }
- private void EnsureShadersReady()
- {
- if (!_initialized)
- {
- CheckProgramLink(true);
- ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
- for (int i = 0; i < _shaders.Length; i++)
- {
- var shader = _shaders[i];
- if (shader.CompileStatus != ProgramLinkStatus.Success)
- {
- resultStatus = ProgramLinkStatus.Failure;
- }
- _infos[i] = shader.GetInfo();
- }
- // If the link status was already set as failure by background compilation, prefer that decision.
- if (LinkStatus != ProgramLinkStatus.Failure)
- {
- LinkStatus = resultStatus;
- }
- _initialized = true;
- }
- }
- public PipelineShaderStageCreateInfo[] GetInfos()
- {
- EnsureShadersReady();
- return _infos;
- }
- protected unsafe DisposableRenderPass CreateDummyRenderPass()
- {
- if (_dummyRenderPass.Value.Handle != 0)
- {
- return _dummyRenderPass;
- }
- return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
- }
- public void CreateBackgroundComputePipeline()
- {
- PipelineState pipeline = new PipelineState();
- pipeline.Initialize();
- pipeline.Stages[0] = _shaders[0].GetInfo();
- pipeline.StagesCount = 1;
- pipeline.PipelineLayout = PipelineLayout;
- pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
- pipeline.Dispose();
- }
- public void CreateBackgroundGraphicsPipeline()
- {
- // To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
- // The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
- // This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
- // close enough that the GPU driver will reuse the compiled shader for the different state.
- // First, we need to create a render pass object compatible with the one that will be used at runtime.
- // The active attachment formats have been provided by the abstraction layer.
- var renderPass = CreateDummyRenderPass();
- PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
- // Copy the shader stage info to the pipeline.
- var stages = pipeline.Stages.AsSpan();
- for (int i = 0; i < _shaders.Length; i++)
- {
- stages[i] = _shaders[i].GetInfo();
- }
- pipeline.StagesCount = (uint)_shaders.Length;
- pipeline.PipelineLayout = PipelineLayout;
- pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
- pipeline.Dispose();
- }
- public ProgramLinkStatus CheckProgramLink(bool blocking)
- {
- if (LinkStatus == ProgramLinkStatus.Incomplete)
- {
- ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
- foreach (Shader shader in _shaders)
- {
- if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
- {
- if (blocking)
- {
- // Wait for this shader to finish compiling.
- shader.WaitForCompile();
- if (shader.CompileStatus != ProgramLinkStatus.Success)
- {
- resultStatus = ProgramLinkStatus.Failure;
- }
- }
- else
- {
- return ProgramLinkStatus.Incomplete;
- }
- }
- }
- if (!_compileTask.IsCompleted)
- {
- if (blocking)
- {
- _compileTask.Wait();
- if (LinkStatus == ProgramLinkStatus.Failure)
- {
- return ProgramLinkStatus.Failure;
- }
- }
- else
- {
- return ProgramLinkStatus.Incomplete;
- }
- }
- return resultStatus;
- }
- return LinkStatus;
- }
- public byte[] GetBinary()
- {
- return null;
- }
- public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
- {
- (_computePipelineCache ??= new()).Add(ref key, pipeline);
- }
- public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
- {
- (_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
- }
- public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> pipeline)
- {
- if (_computePipelineCache == null)
- {
- pipeline = default;
- return false;
- }
- if (_computePipelineCache.TryGetValue(ref key, out pipeline))
- {
- return true;
- }
- return false;
- }
- public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
- {
- if (_graphicsPipelineCache == null)
- {
- pipeline = default;
- return false;
- }
- if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
- {
- if (_firstBackgroundUse)
- {
- Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
- _firstBackgroundUse = false;
- }
- return false;
- }
- _firstBackgroundUse = false;
- return true;
- }
- public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
- VulkanRenderer gd,
- int commandBufferIndex,
- int setIndex,
- out bool isNew)
- {
- return _plce.GetNewDescriptorSetCollection(gd, commandBufferIndex, setIndex, out isNew);
- }
- protected virtual unsafe void Dispose(bool disposing)
- {
- if (disposing)
- {
- if (!_gd.Shaders.Remove(this))
- {
- return;
- }
- for (int i = 0; i < _shaders.Length; i++)
- {
- _shaders[i].Dispose();
- }
- if (_graphicsPipelineCache != null)
- {
- foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
- {
- pipeline.Dispose();
- }
- }
- if (_computePipelineCache != null)
- {
- foreach (Auto<DisposablePipeline> pipeline in _computePipelineCache.Values)
- {
- pipeline.Dispose();
- }
- }
- if (_dummyRenderPass.Value.Handle != 0)
- {
- _dummyRenderPass.Dispose();
- }
- }
- }
- public void Dispose()
- {
- Dispose(true);
- }
- }
- }
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