ShaderCache.cs 12 KB

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  1. using Ryujinx.Graphics.GAL;
  2. using Ryujinx.Graphics.Gpu.State;
  3. using Ryujinx.Graphics.Shader;
  4. using Ryujinx.Graphics.Shader.Translation;
  5. using System;
  6. using System.Collections.Generic;
  7. using System.Globalization;
  8. using System.Runtime.InteropServices;
  9. namespace Ryujinx.Graphics.Gpu.Shader
  10. {
  11. class ShaderCache
  12. {
  13. private const int MaxProgramSize = 0x100000;
  14. private GpuContext _context;
  15. private ShaderDumper _dumper;
  16. private Dictionary<ulong, List<ComputeShader>> _cpPrograms;
  17. private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
  18. public ShaderCache(GpuContext context)
  19. {
  20. _context = context;
  21. _dumper = new ShaderDumper(context);
  22. _cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
  23. _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
  24. }
  25. public ComputeShader GetComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
  26. {
  27. bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
  28. if (isCached)
  29. {
  30. foreach (ComputeShader cachedCpShader in list)
  31. {
  32. if (!IsShaderDifferent(cachedCpShader, gpuVa))
  33. {
  34. return cachedCpShader;
  35. }
  36. }
  37. }
  38. CachedShader shader = TranslateComputeShader(gpuVa, localSizeX, localSizeY, localSizeZ);
  39. IShader hostShader = _context.Renderer.CompileShader(shader.Program);
  40. IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { hostShader });
  41. ulong address = _context.MemoryManager.Translate(gpuVa);
  42. ComputeShader cpShader = new ComputeShader(hostProgram, shader);
  43. if (!isCached)
  44. {
  45. list = new List<ComputeShader>();
  46. _cpPrograms.Add(gpuVa, list);
  47. }
  48. list.Add(cpShader);
  49. return cpShader;
  50. }
  51. public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
  52. {
  53. bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
  54. if (isCached)
  55. {
  56. foreach (GraphicsShader cachedGpShaders in list)
  57. {
  58. if (!IsShaderDifferent(cachedGpShaders, addresses))
  59. {
  60. return cachedGpShaders;
  61. }
  62. }
  63. }
  64. GraphicsShader gpShaders = new GraphicsShader();
  65. if (addresses.VertexA != 0)
  66. {
  67. gpShaders.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
  68. }
  69. else
  70. {
  71. gpShaders.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
  72. }
  73. gpShaders.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
  74. gpShaders.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
  75. gpShaders.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
  76. gpShaders.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
  77. BackpropQualifiers(gpShaders);
  78. List<IShader> hostShaders = new List<IShader>();
  79. for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
  80. {
  81. ShaderProgram program = gpShaders.Shader[stage].Program;
  82. if (program == null)
  83. {
  84. continue;
  85. }
  86. IShader hostShader = _context.Renderer.CompileShader(program);
  87. gpShaders.Shader[stage].Shader = hostShader;
  88. hostShaders.Add(hostShader);
  89. }
  90. gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
  91. if (!isCached)
  92. {
  93. list = new List<GraphicsShader>();
  94. _gpPrograms.Add(addresses, list);
  95. }
  96. list.Add(gpShaders);
  97. return gpShaders;
  98. }
  99. private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
  100. {
  101. return IsShaderDifferent(cpShader.Shader, gpuVa);
  102. }
  103. private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
  104. {
  105. for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
  106. {
  107. CachedShader shader = gpShaders.Shader[stage];
  108. if (shader.Code == null)
  109. {
  110. continue;
  111. }
  112. ulong gpuVa = 0;
  113. switch (stage)
  114. {
  115. case 0: gpuVa = addresses.Vertex; break;
  116. case 1: gpuVa = addresses.TessControl; break;
  117. case 2: gpuVa = addresses.TessEvaluation; break;
  118. case 3: gpuVa = addresses.Geometry; break;
  119. case 4: gpuVa = addresses.Fragment; break;
  120. }
  121. if (IsShaderDifferent(shader, gpuVa))
  122. {
  123. return true;
  124. }
  125. }
  126. return false;
  127. }
  128. private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
  129. {
  130. for (int offset = 0; offset < shader.Code.Length; offset += 4)
  131. {
  132. if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)offset) != shader.Code[offset / 4])
  133. {
  134. return true;
  135. }
  136. }
  137. return false;
  138. }
  139. private CachedShader TranslateComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
  140. {
  141. if (gpuVa == 0)
  142. {
  143. return null;
  144. }
  145. ShaderProgram program;
  146. const TranslationFlags flags =
  147. TranslationFlags.Compute |
  148. TranslationFlags.DebugMode |
  149. TranslationFlags.Unspecialized;
  150. TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
  151. Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
  152. program = Translator.Translate(code, translationConfig);
  153. int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
  154. program.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
  155. program.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
  156. program.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
  157. _dumper.Dump(code, compute: true, out string fullPath, out string codePath);
  158. if (fullPath != null && codePath != null)
  159. {
  160. program.Prepend("// " + codePath);
  161. program.Prepend("// " + fullPath);
  162. }
  163. return new CachedShader(program, codeCached);
  164. }
  165. private CachedShader TranslateGraphicsShader(ulong gpuVa, ulong gpuVaA = 0)
  166. {
  167. if (gpuVa == 0)
  168. {
  169. return new CachedShader(null, null);
  170. }
  171. ShaderProgram program;
  172. const TranslationFlags flags =
  173. TranslationFlags.DebugMode |
  174. TranslationFlags.Unspecialized;
  175. TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
  176. int[] codeCached = null;
  177. if (gpuVaA != 0)
  178. {
  179. Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
  180. Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
  181. program = Translator.Translate(codeA, codeB, translationConfig);
  182. // TODO: We should also check "codeA" into account.
  183. codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
  184. _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
  185. _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
  186. if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
  187. {
  188. program.Prepend("// " + codePathB);
  189. program.Prepend("// " + fullPathB);
  190. program.Prepend("// " + codePathA);
  191. program.Prepend("// " + fullPathA);
  192. }
  193. }
  194. else
  195. {
  196. Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
  197. program = Translator.Translate(code, translationConfig);
  198. codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
  199. _dumper.Dump(code, compute: false, out string fullPath, out string codePath);
  200. if (fullPath != null && codePath != null)
  201. {
  202. program.Prepend("// " + codePath);
  203. program.Prepend("// " + fullPath);
  204. }
  205. }
  206. if (program.Stage == ShaderStage.Geometry)
  207. {
  208. PrimitiveType primitiveType = _context.Methods.PrimitiveType;
  209. string inPrimitive = "points";
  210. switch (primitiveType)
  211. {
  212. case PrimitiveType.Points:
  213. inPrimitive = "points";
  214. break;
  215. case PrimitiveType.Lines:
  216. case PrimitiveType.LineLoop:
  217. case PrimitiveType.LineStrip:
  218. inPrimitive = "lines";
  219. break;
  220. case PrimitiveType.LinesAdjacency:
  221. case PrimitiveType.LineStripAdjacency:
  222. inPrimitive = "lines_adjacency";
  223. break;
  224. case PrimitiveType.Triangles:
  225. case PrimitiveType.TriangleStrip:
  226. case PrimitiveType.TriangleFan:
  227. inPrimitive = "triangles";
  228. break;
  229. case PrimitiveType.TrianglesAdjacency:
  230. case PrimitiveType.TriangleStripAdjacency:
  231. inPrimitive = "triangles_adjacency";
  232. break;
  233. }
  234. program.Replace(DefineNames.InputTopologyName, inPrimitive);
  235. }
  236. ulong address = _context.MemoryManager.Translate(gpuVa);
  237. return new CachedShader(program, codeCached);
  238. }
  239. private void BackpropQualifiers(GraphicsShader program)
  240. {
  241. ShaderProgram fragmentShader = program.Shader[4].Program;
  242. bool isFirst = true;
  243. for (int stage = 3; stage >= 0; stage--)
  244. {
  245. if (program.Shader[stage].Program == null)
  246. {
  247. continue;
  248. }
  249. // We need to iterate backwards, since we do name replacement,
  250. // and it would otherwise replace a subset of the longer names.
  251. for (int attr = 31; attr >= 0; attr--)
  252. {
  253. string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
  254. if (isFirst && iq != string.Empty)
  255. {
  256. program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
  257. }
  258. else
  259. {
  260. program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
  261. }
  262. }
  263. isFirst = false;
  264. }
  265. }
  266. }
  267. }