diff options
author | gdkchan <gab.dark.100@gmail.com> | 2021-08-11 15:59:42 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-08-11 20:59:42 +0200 |
commit | d9d18439f6900fd9f05bde41998526281f7638c5 (patch) | |
tree | 14e8cd74e10ca9c92d1b85ccf17cecad00e3a8f7 /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | |
parent | 70f79e689bc947313aab11c41e59928ce43be517 (diff) |
Use a new approach for shader BRX targets (#2532)
* Use a new approach for shader BRX targets
* Make shader cache actually work
* Improve the shader pattern matching a bit
* Extend LDC search to predecessor blocks, catches more cases
* Nit
* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers
* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | 59 |
1 files changed, 49 insertions, 10 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index a5712a14..754449fb 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <summary> /// Version of the codegen (to be changed when codegen or guest format change). /// </summary> - private const ulong ShaderCodeGenVersion = 2469; + private const ulong ShaderCodeGenVersion = 2530; // Progress reporting helpers private volatile int _shaderCount; @@ -112,7 +112,7 @@ namespace Ryujinx.Graphics.Gpu.Shader int programIndex = 0; List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>(); - AutoResetEvent taskDoneEvent = new AutoResetEvent(false); + 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. @@ -191,7 +191,14 @@ namespace Ryujinx.Graphics.Gpu.Shader Task compileTask = Task.Run(() => { - IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors); + 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); @@ -199,12 +206,20 @@ namespace Ryujinx.Graphics.Gpu.Shader 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. + } + ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.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, shader.Program.Code); + 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) => @@ -298,7 +313,14 @@ namespace Ryujinx.Graphics.Gpu.Shader } else { - IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors); + 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); var options2 = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags | TranslationFlags.VertexA); @@ -310,7 +332,7 @@ namespace Ryujinx.Graphics.Gpu.Shader } // NOTE: Vertex B comes first in the shader cache. - byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray(); + byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray(); byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray(); shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2); @@ -326,13 +348,22 @@ namespace Ryujinx.Graphics.Gpu.Shader } else { - IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors); + 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); program = Translator.CreateContext(0, gpuAccessor, options, counts).Translate(out shaderProgramInfo); } - shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code); + byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray(); + + shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code); } shaderPrograms.Add(program); @@ -341,6 +372,14 @@ namespace Ryujinx.Graphics.Gpu.Shader 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) { @@ -537,7 +576,7 @@ namespace Ryujinx.Graphics.Gpu.Shader isShaderCacheReadOnly = _cacheManager.IsReadOnly; // Compute hash and prepare data for shader disk cache comparison. - shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts); + shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel, shaderContexts); programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries); } @@ -659,7 +698,7 @@ namespace Ryujinx.Graphics.Gpu.Shader isShaderCacheReadOnly = _cacheManager.IsReadOnly; // Compute hash and prepare data for shader disk cache comparison. - shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts); + shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel, shaderContexts); programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd); } |