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authorgdkchan <gab.dark.100@gmail.com>2021-08-11 15:59:42 -0300
committerGitHub <noreply@github.com>2021-08-11 20:59:42 +0200
commitd9d18439f6900fd9f05bde41998526281f7638c5 (patch)
tree14e8cd74e10ca9c92d1b85ccf17cecad00e3a8f7 /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
parent70f79e689bc947313aab11c41e59928ce43be517 (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.cs59
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);
}