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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.Image;
- using Ryujinx.Graphics.Gpu.State;
- using Ryujinx.Graphics.Shader;
- using Ryujinx.Graphics.Shader.Translation;
- using System;
- using System.Collections.Generic;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Shader
- {
- using TextureDescriptor = Image.TextureDescriptor;
- /// <summary>
- /// Memory cache of shader code.
- /// </summary>
- class ShaderCache : IDisposable
- {
- private const int MaxProgramSize = 0x100000;
- private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
- private GpuContext _context;
- private ShaderDumper _dumper;
- private Dictionary<ulong, List<ComputeShader>> _cpPrograms;
- private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
- /// <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<ComputeShader>>();
- _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
- }
- /// <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="gpuVa">GPU virtual address of the binary shader code</param>
- /// <param name="sharedMemorySize">Shared memory size of the compute shader</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>
- /// <returns>Compiled compute shader code</returns>
- public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, 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, sharedMemorySize, localSizeX, localSizeY, localSizeZ);
- shader.HostShader = _context.Renderer.CompileShader(shader.Program);
- IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
- ComputeShader cpShader = new ComputeShader(hostProgram, shader);
- if (!isCached)
- {
- list = new List<ComputeShader>();
- _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">Current GPU state</param>
- /// <param name="addresses">Addresses of the shaders for each stage</param>
- /// <returns>Compiled graphics shader code</returns>
- public GraphicsShader GetGraphicsShader(GpuState state, 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.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
- }
- else
- {
- gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
- }
- gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
- gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
- gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
- gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
- BackpropQualifiers(gpShaders);
- List<IShader> hostShaders = new List<IShader>();
- for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
- {
- ShaderProgram program = gpShaders.Shaders[stage]?.Program;
- if (program == null)
- {
- continue;
- }
- IShader hostShader = _context.Renderer.CompileShader(program);
- gpShaders.Shaders[stage].HostShader = 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;
- }
- /// <summary>
- /// Checks if compute shader code in memory is different from the cached shader.
- /// </summary>
- /// <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 bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
- {
- return IsShaderDifferent(cpShader.Shader, gpuVa);
- }
- /// <summary>
- /// Checks if graphics shader code from all stages in memory is different from the cached shaders.
- /// </summary>
- /// <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 bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
- {
- for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
- {
- CachedShader 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 (IsShaderDifferent(shader, gpuVa))
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// Checks if the code of the specified cached shader is different from the code in memory.
- /// </summary>
- /// <param name="shader">Cached shader to compare with</param>
- /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
- /// <returns>True if the code is different, false otherwise</returns>
- private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
- {
- if (shader == null)
- {
- return false;
- }
- for (int index = 0; index < shader.Code.Length; index++)
- {
- if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)index * 4) != shader.Code[index])
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// Translates the binary Maxwell shader code to something that the host API accepts.
- /// </summary>
- /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
- /// <param name="sharedMemorySize">Shared memory size of the compute shader</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>
- /// <returns>Compiled compute shader code</returns>
- private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
- {
- if (gpuVa == 0)
- {
- return null;
- }
- int QueryInfo(QueryInfoName info, int index)
- {
- return info switch
- {
- QueryInfoName.ComputeLocalSizeX => localSizeX,
- QueryInfoName.ComputeLocalSizeY => localSizeY,
- QueryInfoName.ComputeLocalSizeZ => localSizeZ,
- QueryInfoName.ComputeSharedMemorySize => sharedMemorySize,
- _ => QueryInfoCommon(info)
- };
- }
- TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
- ShaderProgram program;
- ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
- program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute);
- int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
- _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);
- }
- /// <summary>
- /// Translates the binary Maxwell shader code to something that the host API accepts.
- /// </summary>
- /// <remarks>
- /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
- /// </remarks>
- /// <param name="state">Current GPU state</param>
- /// <param name="stage">Shader stage</param>
- /// <param name="gpuVa">GPU virtual address of the shader code</param>
- /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
- /// <returns>Compiled graphics shader code</returns>
- private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
- {
- if (gpuVa == 0)
- {
- return null;
- }
- int QueryInfo(QueryInfoName info, int index)
- {
- return info switch
- {
- QueryInfoName.IsTextureBuffer => Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index)),
- QueryInfoName.IsTextureRectangle => Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index)),
- QueryInfoName.PrimitiveTopology => (int)GetPrimitiveTopology(),
- _ => QueryInfoCommon(info)
- };
- }
- TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
- ShaderProgram program;
- int[] codeCached = null;
- if (gpuVaA != 0)
- {
- ReadOnlySpan<byte> codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize);
- ReadOnlySpan<byte> codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
- program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags);
- // TODO: We should also take "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
- {
- ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
- program = Translator.Translate(code, callbacks, DefaultFlags);
- 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);
- }
- }
- ulong address = _context.MemoryManager.Translate(gpuVa);
- return new CachedShader(program, codeCached);
- }
- /// <summary>
- /// Performs backwards propagation of interpolation qualifiers or later shader stages input,
- /// to ealier shader stages output.
- /// This is required by older versions of OpenGL (pre-4.3).
- /// </summary>
- /// <param name="program">Graphics shader cached code</param>
- private void BackpropQualifiers(GraphicsShader program)
- {
- ShaderProgram fragmentShader = program.Shaders[4]?.Program;
- bool isFirst = true;
- for (int stage = 3; stage >= 0; stage--)
- {
- if (program.Shaders[stage] == 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 && !string.IsNullOrEmpty(iq))
- {
- program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
- }
- else
- {
- program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
- }
- }
- isFirst = false;
- }
- }
- /// <summary>
- /// Gets the primitive topology for the current draw.
- /// This is required by geometry shaders.
- /// </summary>
- /// <returns>Primitive topology</returns>
- private InputTopology GetPrimitiveTopology()
- {
- switch (_context.Methods.PrimitiveType)
- {
- case PrimitiveType.Points:
- return InputTopology.Points;
- case PrimitiveType.Lines:
- case PrimitiveType.LineLoop:
- case PrimitiveType.LineStrip:
- return InputTopology.Lines;
- case PrimitiveType.LinesAdjacency:
- case PrimitiveType.LineStripAdjacency:
- return InputTopology.LinesAdjacency;
- case PrimitiveType.Triangles:
- case PrimitiveType.TriangleStrip:
- case PrimitiveType.TriangleFan:
- return InputTopology.Triangles;
- case PrimitiveType.TrianglesAdjacency:
- case PrimitiveType.TriangleStripAdjacency:
- return InputTopology.TrianglesAdjacency;
- }
- return InputTopology.Points;
- }
- /// <summary>
- /// Check if the target of a given texture is texture buffer.
- /// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
- /// but not on GLSL.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage</param>
- /// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
- /// <returns>True if the texture is a buffer texture, false otherwise</returns>
- private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
- {
- return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
- }
- /// <summary>
- /// Check if the target of a given texture is texture rectangle.
- /// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
- /// but not on GLSL.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage</param>
- /// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
- /// <returns>True if the texture is a rectangle texture, false otherwise</returns>
- private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
- {
- var descriptor = GetTextureDescriptor(state, stageIndex, index);
- TextureTarget target = descriptor.UnpackTextureTarget();
- bool is2DTexture = target == TextureTarget.Texture2D ||
- target == TextureTarget.Texture2DRect;
- return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
- }
- /// <summary>
- /// Gets the texture descriptor for a given texture on the pool.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage</param>
- /// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
- /// <returns>Texture descriptor</returns>
- private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
- {
- return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
- }
- /// <summary>
- /// Returns information required by both compute and graphics shader compilation.
- /// </summary>
- /// <param name="info">Information queried</param>
- /// <returns>Requested information</returns>
- private int QueryInfoCommon(QueryInfoName info)
- {
- return info switch
- {
- QueryInfoName.StorageBufferOffsetAlignment => _context.Capabilities.StorageBufferOffsetAlignment,
- QueryInfoName.SupportsNonConstantTextureOffset => Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset),
- _ => 0
- };
- }
- /// <summary>
- /// Prints a warning from the shader code translator.
- /// </summary>
- /// <param name="message">Warning message</param>
- private static void PrintLog(string message)
- {
- Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}");
- }
- /// <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<ComputeShader> list in _cpPrograms.Values)
- {
- foreach (ComputeShader shader in list)
- {
- shader.HostProgram.Dispose();
- shader.Shader?.HostShader.Dispose();
- }
- }
- foreach (List<GraphicsShader> list in _gpPrograms.Values)
- {
- foreach (GraphicsShader shader in list)
- {
- shader.HostProgram.Dispose();
- foreach (CachedShader cachedShader in shader.Shaders)
- {
- cachedShader?.HostShader.Dispose();
- }
- }
- }
- }
- }
- }
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