Migration.cs 12 KB

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  1. using Ryujinx.Common;
  2. using Ryujinx.Common.Logging;
  3. using Ryujinx.Common.Memory;
  4. using Ryujinx.Graphics.GAL;
  5. using Ryujinx.Graphics.Gpu.Engine.Threed;
  6. using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
  7. using Ryujinx.Graphics.Gpu.Shader.DiskCache;
  8. using Ryujinx.Graphics.Shader;
  9. using System;
  10. using System.Collections.Generic;
  11. using System.Diagnostics;
  12. using System.IO;
  13. using System.Runtime.InteropServices;
  14. namespace Ryujinx.Graphics.Gpu.Shader.Cache
  15. {
  16. /// <summary>
  17. /// Class handling shader cache migrations.
  18. /// </summary>
  19. static class Migration
  20. {
  21. // Last codegen version before the migration to the new cache.
  22. private const ulong ShaderCodeGenVersion = 3054;
  23. /// <summary>
  24. /// Migrates from the old cache format to the new one.
  25. /// </summary>
  26. /// <param name="context">GPU context</param>
  27. /// <param name="hostStorage">Disk cache host storage (used to create the new shader files)</param>
  28. /// <returns>Number of migrated shaders</returns>
  29. public static int MigrateFromLegacyCache(GpuContext context, DiskCacheHostStorage hostStorage)
  30. {
  31. string baseCacheDirectory = CacheHelper.GetBaseCacheDirectory(GraphicsConfig.TitleId);
  32. string cacheDirectory = CacheHelper.GenerateCachePath(baseCacheDirectory, CacheGraphicsApi.Guest, "", "program");
  33. // If the directory does not exist, we have no old cache.
  34. // Exist early as the CacheManager constructor will create the directories.
  35. if (!Directory.Exists(cacheDirectory))
  36. {
  37. return 0;
  38. }
  39. if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
  40. {
  41. CacheManager cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);
  42. bool isReadOnly = cacheManager.IsReadOnly;
  43. HashSet<Hash128> invalidEntries = null;
  44. if (isReadOnly)
  45. {
  46. Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
  47. }
  48. else
  49. {
  50. invalidEntries = new HashSet<Hash128>();
  51. }
  52. ReadOnlySpan<Hash128> guestProgramList = cacheManager.GetGuestProgramList();
  53. for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
  54. {
  55. Hash128 key = guestProgramList[programIndex];
  56. byte[] guestProgram = cacheManager.GetGuestProgramByHash(ref key);
  57. if (guestProgram == null)
  58. {
  59. Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
  60. continue;
  61. }
  62. ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
  63. ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
  64. if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
  65. {
  66. Debug.Assert(cachedShaderEntries.Length == 1);
  67. GuestShaderCacheEntry entry = cachedShaderEntries[0];
  68. byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
  69. Span<byte> codeSpan = entry.Code;
  70. byte[] cb1Data = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();
  71. ShaderProgramInfo info = new ShaderProgramInfo(
  72. Array.Empty<BufferDescriptor>(),
  73. Array.Empty<BufferDescriptor>(),
  74. Array.Empty<TextureDescriptor>(),
  75. Array.Empty<TextureDescriptor>(),
  76. ShaderStage.Compute,
  77. false,
  78. false,
  79. 0,
  80. 0);
  81. GpuChannelComputeState computeState = new GpuChannelComputeState(
  82. entry.Header.GpuAccessorHeader.ComputeLocalSizeX,
  83. entry.Header.GpuAccessorHeader.ComputeLocalSizeY,
  84. entry.Header.GpuAccessorHeader.ComputeLocalSizeZ,
  85. entry.Header.GpuAccessorHeader.ComputeLocalMemorySize,
  86. entry.Header.GpuAccessorHeader.ComputeSharedMemorySize);
  87. ShaderSpecializationState specState = new ShaderSpecializationState(computeState);
  88. foreach (var td in entry.TextureDescriptors)
  89. {
  90. var handle = td.Key;
  91. var data = td.Value;
  92. specState.RegisterTexture(
  93. 0,
  94. handle,
  95. -1,
  96. data.UnpackFormat(),
  97. data.UnpackSrgb(),
  98. data.UnpackTextureTarget(),
  99. data.UnpackTextureCoordNormalized());
  100. }
  101. CachedShaderStage shader = new CachedShaderStage(info, code, cb1Data);
  102. CachedShaderProgram program = new CachedShaderProgram(null, specState, shader);
  103. hostStorage.AddShader(context, program, ReadOnlySpan<byte>.Empty);
  104. }
  105. else
  106. {
  107. Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
  108. CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
  109. List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
  110. TransformFeedbackDescriptorOld[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
  111. GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
  112. GuestGpuAccessorHeader accessorHeader = entries[0].Header.GpuAccessorHeader;
  113. TessMode tessMode = new TessMode();
  114. int tessPatchType = accessorHeader.TessellationModePacked & 3;
  115. int tessSpacing = (accessorHeader.TessellationModePacked >> 2) & 3;
  116. bool tessCw = (accessorHeader.TessellationModePacked & 0x10) != 0;
  117. tessMode.Packed = (uint)tessPatchType;
  118. tessMode.Packed |= (uint)(tessSpacing << 4);
  119. if (tessCw)
  120. {
  121. tessMode.Packed |= 0x100;
  122. }
  123. PrimitiveTopology topology = accessorHeader.PrimitiveTopology switch
  124. {
  125. InputTopology.Lines => PrimitiveTopology.Lines,
  126. InputTopology.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
  127. InputTopology.Triangles => PrimitiveTopology.Triangles,
  128. InputTopology.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
  129. _ => PrimitiveTopology.Points
  130. };
  131. GpuChannelGraphicsState graphicsState = new GpuChannelGraphicsState(
  132. accessorHeader.StateFlags.HasFlag(GuestGpuStateFlags.EarlyZForce),
  133. topology,
  134. tessMode,
  135. false,
  136. false,
  137. false);
  138. TransformFeedbackDescriptor[] tfdNew = null;
  139. if (tfd != null)
  140. {
  141. tfdNew = new TransformFeedbackDescriptor[tfd.Length];
  142. for (int tfIndex = 0; tfIndex < tfd.Length; tfIndex++)
  143. {
  144. Array32<uint> varyingLocations = new Array32<uint>();
  145. Span<byte> varyingLocationsSpan = MemoryMarshal.Cast<uint, byte>(varyingLocations.ToSpan());
  146. tfd[tfIndex].VaryingLocations.CopyTo(varyingLocationsSpan.Slice(0, tfd[tfIndex].VaryingLocations.Length));
  147. tfdNew[tfIndex] = new TransformFeedbackDescriptor(
  148. tfd[tfIndex].BufferIndex,
  149. tfd[tfIndex].Stride,
  150. tfd[tfIndex].VaryingLocations.Length,
  151. ref varyingLocations);
  152. }
  153. }
  154. ShaderSpecializationState specState = new ShaderSpecializationState(graphicsState, tfdNew);
  155. for (int i = 0; i < entries.Length; i++)
  156. {
  157. GuestShaderCacheEntry entry = entries[i];
  158. if (entry == null)
  159. {
  160. continue;
  161. }
  162. ShaderProgramInfo info = new ShaderProgramInfo(
  163. Array.Empty<BufferDescriptor>(),
  164. Array.Empty<BufferDescriptor>(),
  165. Array.Empty<TextureDescriptor>(),
  166. Array.Empty<TextureDescriptor>(),
  167. (ShaderStage)(i + 1),
  168. false,
  169. false,
  170. 0,
  171. 0);
  172. // NOTE: Vertex B comes first in the shader cache.
  173. byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
  174. byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan(entry.Header.Size, entry.Header.SizeA).ToArray() : null;
  175. Span<byte> codeSpan = entry.Code;
  176. byte[] cb1Data = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();
  177. shaders[i + 1] = new CachedShaderStage(info, code, cb1Data);
  178. if (code2 != null)
  179. {
  180. shaders[0] = new CachedShaderStage(null, code2, cb1Data);
  181. }
  182. foreach (var td in entry.TextureDescriptors)
  183. {
  184. var handle = td.Key;
  185. var data = td.Value;
  186. specState.RegisterTexture(
  187. i,
  188. handle,
  189. -1,
  190. data.UnpackFormat(),
  191. data.UnpackSrgb(),
  192. data.UnpackTextureTarget(),
  193. data.UnpackTextureCoordNormalized());
  194. }
  195. }
  196. CachedShaderProgram program = new CachedShaderProgram(null, specState, shaders);
  197. hostStorage.AddShader(context, program, ReadOnlySpan<byte>.Empty);
  198. }
  199. }
  200. return guestProgramList.Length;
  201. }
  202. return 0;
  203. }
  204. }
  205. }