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- using Ryujinx.Common;
- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Engine.Threed;
- using Ryujinx.Graphics.Gpu.Memory;
- using Ryujinx.Graphics.Gpu.Shader.Cache;
- using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
- using Ryujinx.Graphics.Shader;
- using Ryujinx.Graphics.Shader.Translation;
- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Runtime.InteropServices;
- using System.Threading;
- using System.Threading.Tasks;
- namespace Ryujinx.Graphics.Gpu.Shader
- {
- /// <summary>
- /// Memory cache of shader code.
- /// </summary>
- class ShaderCache : IDisposable
- {
- private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
- private readonly GpuContext _context;
- private readonly ShaderDumper _dumper;
- private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms;
- private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms;
- private CacheManager _cacheManager;
- private Dictionary<Hash128, ShaderBundle> _gpProgramsDiskCache;
- private Dictionary<Hash128, ShaderBundle> _cpProgramsDiskCache;
- private Queue<(IProgram, Action<byte[]>)> _programsToSaveQueue;
- /// <summary>
- /// Version of the codegen (to be changed when codegen or guest format change).
- /// </summary>
- private const ulong ShaderCodeGenVersion = 2741;
- // Progress reporting helpers
- private volatile int _shaderCount;
- private volatile int _totalShaderCount;
- 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, List<ShaderBundle>>();
- _gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
- _gpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
- _cpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
- _programsToSaveQueue = new Queue<(IProgram, Action<byte[]>)>();
- }
- /// <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.Count > 0)
- {
- (IProgram program, Action<byte[]> dataAction) = _programsToSaveQueue.Peek();
- if (program.CheckProgramLink(false) != ProgramLinkStatus.Incomplete)
- {
- dataAction(program.GetBinary());
- _programsToSaveQueue.Dequeue();
- }
- else
- {
- break;
- }
- }
- }
- /// <summary>
- /// Initialize the cache.
- /// </summary>
- internal void Initialize()
- {
- if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
- {
- _cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);
- bool isReadOnly = _cacheManager.IsReadOnly;
- HashSet<Hash128> invalidEntries = null;
- if (isReadOnly)
- {
- Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
- }
- else
- {
- invalidEntries = new HashSet<Hash128>();
- }
- ReadOnlySpan<Hash128> guestProgramList = _cacheManager.GetGuestProgramList();
- using AutoResetEvent progressReportEvent = new AutoResetEvent(false);
- _shaderCount = 0;
- _totalShaderCount = guestProgramList.Length;
- ShaderCacheStateChanged?.Invoke(ShaderCacheState.Start, _shaderCount, _totalShaderCount);
- Thread progressReportThread = null;
- if (guestProgramList.Length > 0)
- {
- progressReportThread = new Thread(ReportProgress)
- {
- Name = "ShaderCache.ProgressReporter",
- Priority = ThreadPriority.Lowest,
- IsBackground = true
- };
- progressReportThread.Start(progressReportEvent);
- }
- // Make sure these are initialized before doing compilation.
- Capabilities caps = _context.Capabilities;
- int maxTaskCount = Math.Min(Environment.ProcessorCount, 8);
- int programIndex = 0;
- List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
- using AutoResetEvent taskDoneEvent = new AutoResetEvent(false);
- // This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
- // The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
- while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
- {
- if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
- {
- // Begin a new shader compilation.
- Hash128 key = guestProgramList[programIndex];
- byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
- bool hasHostCache = hostProgramBinary != null;
- IProgram hostProgram = null;
- // If the program sources aren't in the cache, compile from saved guest program.
- byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);
- if (guestProgram == null)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
- // Should not happen, but if someone messed with the cache it's better to catch it.
- invalidEntries?.Add(key);
- _shaderCount = ++programIndex;
- continue;
- }
- ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
- ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
- if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
- {
- Debug.Assert(cachedShaderEntries.Length == 1);
- GuestShaderCacheEntry entry = cachedShaderEntries[0];
- HostShaderCacheEntry[] hostShaderEntries = null;
- // Try loading host shader binary.
- if (hasHostCache)
- {
- hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
- hostProgramBinary = hostProgramBinarySpan.ToArray();
- hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
- }
- ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
- activeTasks.Add(task);
- task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
- {
- ShaderProgram program = null;
- ShaderProgramInfo shaderProgramInfo = null;
- if (isHostProgramValid)
- {
- // Reconstruct code holder.
- program = new ShaderProgram(entry.Header.Stage, "");
- shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
- byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
- ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, code);
- _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
- return true;
- }
- else
- {
- // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
- Task compileTask = Task.Run(() =>
- {
- var binaryCode = new Memory<byte>(entry.Code);
- var gpuAccessor = new CachedGpuAccessor(
- _context,
- binaryCode,
- binaryCode.Slice(binaryCode.Length - entry.Header.Cb1DataSize),
- entry.Header.GpuAccessorHeader,
- entry.TextureDescriptors);
- var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.Compute);
- program = Translator.CreateContext(0, gpuAccessor, options).Translate(out shaderProgramInfo);
- });
- task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
- {
- if (task.IsFaulted)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Host shader {key} is corrupted or incompatible, discarding...");
- _cacheManager.RemoveProgram(ref key);
- return true; // Exit early, the decoding step failed.
- }
- byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
- ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, code);
- Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
- // Compile shader and create program as the shader program binary got invalidated.
- shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, program.Code);
- hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
- task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
- {
- // As the host program was invalidated, save the new entry in the cache.
- hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
- if (!isReadOnly)
- {
- if (hasHostCache)
- {
- _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
- }
- else
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
- _cacheManager.AddHostProgram(ref key, hostProgramBinary);
- }
- }
- _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
- return true;
- });
- return false; // Not finished: still need to compile the host program.
- });
- return false; // Not finished: translating the program.
- }
- });
- }
- else
- {
- Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
- ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
- List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
- TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
- TranslationFlags flags = DefaultFlags;
- if (tfd != null)
- {
- flags |= TranslationFlags.Feedback;
- }
- TranslationCounts counts = new TranslationCounts();
- HostShaderCacheEntry[] hostShaderEntries = null;
- // Try loading host shader binary.
- if (hasHostCache)
- {
- hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
- hostProgramBinary = hostProgramBinarySpan.ToArray();
- hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
- }
- ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
- activeTasks.Add(task);
- GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
- task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
- {
- Task compileTask = Task.Run(() =>
- {
- TranslatorContext[] shaderContexts = null;
- if (!isHostProgramValid)
- {
- shaderContexts = new TranslatorContext[1 + entries.Length];
- for (int i = 0; i < entries.Length; i++)
- {
- GuestShaderCacheEntry entry = entries[i];
- if (entry == null)
- {
- continue;
- }
- var binaryCode = new Memory<byte>(entry.Code);
- var gpuAccessor = new CachedGpuAccessor(
- _context,
- binaryCode,
- binaryCode.Slice(binaryCode.Length - entry.Header.Cb1DataSize),
- entry.Header.GpuAccessorHeader,
- entry.TextureDescriptors);
- var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
- shaderContexts[i + 1] = Translator.CreateContext(0, gpuAccessor, options, counts);
- if (entry.Header.SizeA != 0)
- {
- var options2 = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags | TranslationFlags.VertexA);
- shaderContexts[0] = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, options2, counts);
- }
- }
- }
- // Reconstruct code holder.
- for (int i = 0; i < entries.Length; i++)
- {
- GuestShaderCacheEntry entry = entries[i];
- if (entry == null)
- {
- continue;
- }
- ShaderProgram program;
- ShaderProgramInfo shaderProgramInfo;
- if (isHostProgramValid)
- {
- program = new ShaderProgram(entry.Header.Stage, "");
- shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
- }
- else
- {
- int stageIndex = i + 1;
- TranslatorContext currentStage = shaderContexts[stageIndex];
- TranslatorContext nextStage = GetNextStageContext(shaderContexts, stageIndex);
- TranslatorContext vertexA = stageIndex == 1 ? shaderContexts[0] : null;
- program = currentStage.Translate(out shaderProgramInfo, nextStage, vertexA);
- }
- // NOTE: Vertex B comes first in the shader cache.
- byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
- byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray() : null;
- shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
- shaderPrograms.Add(program);
- }
- });
- task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
- {
- if (task.IsFaulted)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Host shader {key} is corrupted or incompatible, discarding...");
- _cacheManager.RemoveProgram(ref key);
- return true; // Exit early, the decoding step failed.
- }
- // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
- if (!isHostProgramValid)
- {
- Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
- List<IShader> hostShaders = new List<IShader>();
- // Compile shaders and create program as the shader program binary got invalidated.
- for (int stage = 0; stage < Constants.ShaderStages; stage++)
- {
- ShaderProgram program = shaders[stage]?.Program;
- if (program == null)
- {
- continue;
- }
- IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
- shaders[stage].HostShader = hostShader;
- hostShaders.Add(hostShader);
- }
- hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
- task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
- {
- // As the host program was invalidated, save the new entry in the cache.
- hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
- if (!isReadOnly)
- {
- if (hasHostCache)
- {
- _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
- }
- else
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
- _cacheManager.AddHostProgram(ref key, hostProgramBinary);
- }
- }
- _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
- return true;
- });
- return false; // Not finished: still need to compile the host program.
- }
- else
- {
- _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
- return true;
- }
- });
- return false; // Not finished: translating the program.
- });
- }
- _shaderCount = ++programIndex;
- }
- // Process the queue.
- for (int i = 0; i < activeTasks.Count; i++)
- {
- ShaderCompileTask task = activeTasks[i];
- if (task.IsDone())
- {
- activeTasks.RemoveAt(i--);
- }
- }
- if (activeTasks.Count == maxTaskCount)
- {
- // Wait for a task to be done, or for 1ms.
- // Host shader compilation cannot signal when it is done,
- // so the 1ms timeout is required to poll status.
- taskDoneEvent.WaitOne(1);
- }
- }
- if (!isReadOnly)
- {
- // Remove entries that are broken in the cache
- _cacheManager.RemoveManifestEntries(invalidEntries);
- _cacheManager.FlushToArchive();
- _cacheManager.Synchronize();
- }
- progressReportEvent.Set();
- progressReportThread?.Join();
- ShaderCacheStateChanged?.Invoke(ShaderCacheState.Loaded, _shaderCount, _totalShaderCount);
- Logger.Info?.Print(LogClass.Gpu, $"Shader cache loaded {_shaderCount} entries.");
- }
- }
- /// <summary>
- /// Raises ShaderCacheStateChanged events periodically.
- /// </summary>
- private void ReportProgress(object state)
- {
- const int refreshRate = 50; // ms
- AutoResetEvent endEvent = (AutoResetEvent)state;
- int count = 0;
- do
- {
- int newCount = _shaderCount;
- if (count != newCount)
- {
- ShaderCacheStateChanged?.Invoke(ShaderCacheState.Loading, newCount, _totalShaderCount);
- count = newCount;
- }
- }
- while (!endEvent.WaitOne(refreshRate));
- }
- /// <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="gas">GPU accessor state</param>
- /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
- /// <param name="localSizeX">Local group size X of the computer shader</param>
- /// <param name="localSizeY">Local group size Y of the computer shader</param>
- /// <param name="localSizeZ">Local group size Z of the computer shader</param>
- /// <param name="localMemorySize">Local memory size of the compute shader</param>
- /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
- /// <returns>Compiled compute shader code</returns>
- public ShaderBundle GetComputeShader(
- GpuChannel channel,
- GpuAccessorState gas,
- ulong gpuVa,
- int localSizeX,
- int localSizeY,
- int localSizeZ,
- int localMemorySize,
- int sharedMemorySize)
- {
- bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ShaderBundle> list);
- if (isCached)
- {
- foreach (ShaderBundle cachedCpShader in list)
- {
- if (IsShaderEqual(channel.MemoryManager, cachedCpShader, gpuVa))
- {
- return cachedCpShader;
- }
- }
- }
- TranslatorContext[] shaderContexts = new TranslatorContext[1];
- shaderContexts[0] = DecodeComputeShader(
- channel,
- gas,
- gpuVa,
- localSizeX,
- localSizeY,
- localSizeZ,
- localMemorySize,
- sharedMemorySize);
- bool isShaderCacheEnabled = _cacheManager != null;
- bool isShaderCacheReadOnly = false;
- Hash128 programCodeHash = default;
- GuestShaderCacheEntry[] shaderCacheEntries = null;
- // Current shader cache doesn't support bindless textures
- if (shaderContexts[0].UsedFeatures.HasFlag(FeatureFlags.Bindless))
- {
- isShaderCacheEnabled = false;
- }
- if (isShaderCacheEnabled)
- {
- isShaderCacheReadOnly = _cacheManager.IsReadOnly;
- // Compute hash and prepare data for shader disk cache comparison.
- shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel, shaderContexts);
- programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries);
- }
- ShaderBundle cpShader;
- // Search for the program hash in loaded shaders.
- if (!isShaderCacheEnabled || !_cpProgramsDiskCache.TryGetValue(programCodeHash, out cpShader))
- {
- if (isShaderCacheEnabled)
- {
- Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
- }
- // The shader isn't currently cached, translate it and compile it.
- ShaderCodeHolder shader = TranslateShader(_dumper, channel.MemoryManager, shaderContexts[0], null, null);
- shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
- IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
- cpShader = new ShaderBundle(hostProgram, shader);
- if (isShaderCacheEnabled)
- {
- _cpProgramsDiskCache.Add(programCodeHash, cpShader);
- if (!isShaderCacheReadOnly)
- {
- byte[] guestProgramDump = CacheHelper.CreateGuestProgramDump(shaderCacheEntries);
- _programsToSaveQueue.Enqueue((hostProgram, (byte[] hostProgramBinary) =>
- {
- _cacheManager.SaveProgram(ref programCodeHash, guestProgramDump, HostShaderCacheEntry.Create(hostProgramBinary, new ShaderCodeHolder[] { shader }));
- }));
- }
- }
- }
- if (!isCached)
- {
- list = new List<ShaderBundle>();
- _cpPrograms.Add(gpuVa, list);
- }
- list.Add(cpShader);
- return cpShader;
- }
- /// <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="channel">GPU channel</param>
- /// <param name="gas">GPU accessor state</param>
- /// <param name="addresses">Addresses of the shaders for each stage</param>
- /// <returns>Compiled graphics shader code</returns>
- public ShaderBundle GetGraphicsShader(ref ThreedClassState state, GpuChannel channel, GpuAccessorState gas, ShaderAddresses addresses)
- {
- bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
- if (isCached)
- {
- foreach (ShaderBundle cachedGpShaders in list)
- {
- if (IsShaderEqual(channel.MemoryManager, cachedGpShaders, addresses))
- {
- return cachedGpShaders;
- }
- }
- }
- TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];
- TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(ref state);
- TranslationFlags flags = DefaultFlags;
- if (tfd != null)
- {
- flags |= TranslationFlags.Feedback;
- }
- TranslationCounts counts = new TranslationCounts();
- if (addresses.VertexA != 0)
- {
- shaderContexts[0] = DecodeGraphicsShader(channel, gas, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
- }
- shaderContexts[1] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Vertex, addresses.Vertex);
- shaderContexts[2] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
- shaderContexts[3] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
- shaderContexts[4] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Geometry, addresses.Geometry);
- shaderContexts[5] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Fragment, addresses.Fragment);
- bool isShaderCacheEnabled = _cacheManager != null;
- bool isShaderCacheReadOnly = false;
- Hash128 programCodeHash = default;
- GuestShaderCacheEntry[] shaderCacheEntries = null;
- // Current shader cache doesn't support bindless textures
- for (int i = 0; i < shaderContexts.Length; i++)
- {
- if (shaderContexts[i] != null && shaderContexts[i].UsedFeatures.HasFlag(FeatureFlags.Bindless))
- {
- isShaderCacheEnabled = false;
- break;
- }
- }
- if (isShaderCacheEnabled)
- {
- isShaderCacheReadOnly = _cacheManager.IsReadOnly;
- // Compute hash and prepare data for shader disk cache comparison.
- shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel, shaderContexts);
- programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd);
- }
- ShaderBundle gpShaders;
- // Search for the program hash in loaded shaders.
- if (!isShaderCacheEnabled || !_gpProgramsDiskCache.TryGetValue(programCodeHash, out gpShaders))
- {
- if (isShaderCacheEnabled)
- {
- Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
- }
- // The shader isn't currently cached, translate it and compile it.
- ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
- for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
- {
- shaders[stageIndex] = TranslateShader(_dumper, channel.MemoryManager, shaderContexts, stageIndex + 1);
- }
- List<IShader> hostShaders = new List<IShader>();
- for (int stage = 0; stage < Constants.ShaderStages; stage++)
- {
- ShaderProgram program = shaders[stage]?.Program;
- if (program == null)
- {
- continue;
- }
- IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
- shaders[stage].HostShader = hostShader;
- hostShaders.Add(hostShader);
- }
- IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
- gpShaders = new ShaderBundle(hostProgram, shaders);
- if (isShaderCacheEnabled)
- {
- _gpProgramsDiskCache.Add(programCodeHash, gpShaders);
- if (!isShaderCacheReadOnly)
- {
- byte[] guestProgramDump = CacheHelper.CreateGuestProgramDump(shaderCacheEntries, tfd);
- _programsToSaveQueue.Enqueue((hostProgram, (byte[] hostProgramBinary) =>
- {
- _cacheManager.SaveProgram(ref programCodeHash, guestProgramDump, HostShaderCacheEntry.Create(hostProgramBinary, shaders));
- }));
- }
- }
- }
- if (!isCached)
- {
- list = new List<ShaderBundle>();
- _gpPrograms.Add(addresses, list);
- }
- list.Add(gpShaders);
- return gpShaders;
- }
- /// <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];
- int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80);
- var varyingLocations = MemoryMarshal.Cast<uint, byte>(state.TfVaryingLocations[i].ToSpan()).Slice(0, length);
- descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations.ToArray());
- }
- return descs;
- }
- /// <summary>
- /// Checks if compute shader code in memory is equal to the cached shader.
- /// </summary>
- /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</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(MemoryManager memoryManager, ShaderBundle cpShader, ulong gpuVa)
- {
- return IsShaderEqual(memoryManager, cpShader.Shaders[0], gpuVa);
- }
- /// <summary>
- /// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
- /// </summary>
- /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</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(MemoryManager memoryManager, ShaderBundle gpShaders, ShaderAddresses addresses)
- {
- for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
- {
- ShaderCodeHolder shader = gpShaders.Shaders[stage];
- 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 (!IsShaderEqual(memoryManager, shader, gpuVa, addresses.VertexA))
- {
- return false;
- }
- }
- return 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>
- /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
- /// <returns>True if the code is different, false otherwise</returns>
- private static bool IsShaderEqual(MemoryManager memoryManager, ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
- {
- if (shader == null)
- {
- return true;
- }
- ReadOnlySpan<byte> memoryCode = memoryManager.GetSpan(gpuVa, shader.Code.Length);
- bool equals = memoryCode.SequenceEqual(shader.Code);
- if (equals && shader.Code2 != null)
- {
- memoryCode = memoryManager.GetSpan(gpuVaA, shader.Code2.Length);
- equals = memoryCode.SequenceEqual(shader.Code2);
- }
- return equals;
- }
- /// <summary>
- /// Decode the binary Maxwell shader code to a translator context.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="gas">GPU accessor state</param>
- /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
- /// <param name="localSizeX">Local group size X of the computer shader</param>
- /// <param name="localSizeY">Local group size Y of the computer shader</param>
- /// <param name="localSizeZ">Local group size Z of the computer shader</param>
- /// <param name="localMemorySize">Local memory size of the compute shader</param>
- /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
- /// <returns>The generated translator context</returns>
- private TranslatorContext DecodeComputeShader(
- GpuChannel channel,
- GpuAccessorState gas,
- ulong gpuVa,
- int localSizeX,
- int localSizeY,
- int localSizeZ,
- int localMemorySize,
- int sharedMemorySize)
- {
- if (gpuVa == 0)
- {
- return null;
- }
- GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
- var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, 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="channel">GPU channel</param>
- /// <param name="gas">GPU accessor state</param>
- /// <param name="counts">Cumulative shader resource counts</param>
- /// <param name="flags">Flags that controls shader translation</param>
- /// <param name="stage">Shader stage</param>
- /// <param name="gpuVa">GPU virtual address of the shader code</param>
- /// <returns>The generated translator context</returns>
- private TranslatorContext DecodeGraphicsShader(
- GpuChannel channel,
- GpuAccessorState gas,
- TranslationCounts counts,
- TranslationFlags flags,
- ShaderStage stage,
- ulong gpuVa)
- {
- if (gpuVa == 0)
- {
- return null;
- }
- GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, (int)stage - 1);
- var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
- return Translator.CreateContext(gpuVa, gpuAccessor, options, counts);
- }
- /// <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="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
- /// <param name="stages">Translator context of all available shader stages</param>
- /// <param name="stageIndex">Index on the stages array to translate</param>
- /// <returns>Compiled graphics shader code</returns>
- private static ShaderCodeHolder TranslateShader(
- ShaderDumper dumper,
- MemoryManager memoryManager,
- TranslatorContext[] stages,
- int stageIndex)
- {
- TranslatorContext currentStage = stages[stageIndex];
- TranslatorContext nextStage = GetNextStageContext(stages, stageIndex);
- TranslatorContext vertexA = stageIndex == 1 ? stages[0] : null;
- return TranslateShader(dumper, memoryManager, currentStage, nextStage, vertexA);
- }
- /// <summary>
- /// Gets the next shader stage context, from an array of contexts and index of the current stage.
- /// </summary>
- /// <param name="stages">Translator context of all available shader stages</param>
- /// <param name="stageIndex">Index on the stages array to translate</param>
- /// <returns>The translator context of the next stage, or null if inexistent</returns>
- private static TranslatorContext GetNextStageContext(TranslatorContext[] stages, int stageIndex)
- {
- for (int nextStageIndex = stageIndex + 1; nextStageIndex < stages.Length; nextStageIndex++)
- {
- if (stages[nextStageIndex] != null)
- {
- return stages[nextStageIndex];
- }
- }
- return null;
- }
- /// <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="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
- /// <param name="currentStage">Translator context of the stage to be translated</param>
- /// <param name="nextStage">Translator context of the next active stage, if existent</param>
- /// <param name="vertexA">Optional translator context of the shader that should be combined</param>
- /// <returns>Compiled graphics shader code</returns>
- private static ShaderCodeHolder TranslateShader(
- ShaderDumper dumper,
- MemoryManager memoryManager,
- TranslatorContext currentStage,
- TranslatorContext nextStage,
- TranslatorContext vertexA)
- {
- if (currentStage == null)
- {
- return null;
- }
- if (vertexA != null)
- {
- byte[] codeA = memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
- byte[] codeB = memoryManager.GetSpan(currentStage.Address, currentStage.Size).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(out ShaderProgramInfo shaderProgramInfo, nextStage, vertexA);
- pathsB.Prepend(program);
- pathsA.Prepend(program);
- return new ShaderCodeHolder(program, shaderProgramInfo, codeB, codeA);
- }
- else
- {
- byte[] code = memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
- ShaderDumpPaths paths = dumper?.Dump(code, currentStage.Stage == ShaderStage.Compute) ?? default;
- ShaderProgram program = currentStage.Translate(out ShaderProgramInfo shaderProgramInfo, nextStage);
- paths.Prepend(program);
- return new ShaderCodeHolder(program, shaderProgramInfo, code);
- }
- }
- /// <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 (List<ShaderBundle> list in _cpPrograms.Values)
- {
- foreach (ShaderBundle bundle in list)
- {
- bundle.Dispose();
- }
- }
- foreach (List<ShaderBundle> list in _gpPrograms.Values)
- {
- foreach (ShaderBundle bundle in list)
- {
- bundle.Dispose();
- }
- }
- _cacheManager?.Dispose();
- }
- }
- }
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