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authorgdkchan <gab.dark.100@gmail.com>2021-07-11 17:20:40 -0300
committerGitHub <noreply@github.com>2021-07-11 17:20:40 -0300
commit40b21cc3c4d2622bbd4f88d43073341854d9a671 (patch)
tree6e9dc6a42e7c0bae5b03db468481771d5a6937ef /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
parentb5190f16810eb77388c861d1d1773e19644808db (diff)
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs61
1 files changed, 30 insertions, 31 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index 031c95a9..e5c1fb83 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -1,15 +1,16 @@
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader.Cache;
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
-using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using System.Diagnostics;
+using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
@@ -593,10 +594,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <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="state">GPU state</param>
+ /// <param name="channel">GPU channel</param>
+ /// <param name="gas">GPU accessor state</param>
/// <param name="addresses">Addresses of the shaders for each stage</param>
/// <returns>Compiled graphics shader code</returns>
- public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
+ public ShaderBundle GetGraphicsShader(ref ThreedClassState state, GpuChannel channel, GpuAccessorState gas, ShaderAddresses addresses)
{
bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
@@ -604,7 +607,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
foreach (ShaderBundle cachedGpShaders in list)
{
- if (IsShaderEqual(state.Channel.MemoryManager, cachedGpShaders, addresses))
+ if (IsShaderEqual(channel.MemoryManager, cachedGpShaders, addresses))
{
return cachedGpShaders;
}
@@ -613,7 +616,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];
- TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);
+ TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(ref state);
TranslationFlags flags = DefaultFlags;
@@ -626,14 +629,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (addresses.VertexA != 0)
{
- shaderContexts[0] = DecodeGraphicsShader(state, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
+ shaderContexts[0] = DecodeGraphicsShader(channel, gas, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
}
- shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
- shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
- shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
- shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
- shaderContexts[5] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
+ shaderContexts[1] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Vertex, addresses.Vertex);
+ shaderContexts[2] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
+ shaderContexts[3] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
+ shaderContexts[4] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Geometry, addresses.Geometry);
+ shaderContexts[5] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Fragment, addresses.Fragment);
bool isShaderCacheEnabled = _cacheManager != null;
bool isShaderCacheReadOnly = false;
@@ -656,7 +659,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
isShaderCacheReadOnly = _cacheManager.IsReadOnly;
// Compute hash and prepare data for shader disk cache comparison.
- shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(state.Channel.MemoryManager, shaderContexts);
+ shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts);
programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd);
}
@@ -673,11 +676,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
// The shader isn't currently cached, translate it and compile it.
ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
- shaders[0] = TranslateShader(state.Channel.MemoryManager, shaderContexts[1], shaderContexts[0]);
- shaders[1] = TranslateShader(state.Channel.MemoryManager, shaderContexts[2]);
- shaders[2] = TranslateShader(state.Channel.MemoryManager, shaderContexts[3]);
- shaders[3] = TranslateShader(state.Channel.MemoryManager, shaderContexts[4]);
- shaders[4] = TranslateShader(state.Channel.MemoryManager, shaderContexts[5]);
+ shaders[0] = TranslateShader(channel.MemoryManager, shaderContexts[1], shaderContexts[0]);
+ shaders[1] = TranslateShader(channel.MemoryManager, shaderContexts[2]);
+ shaders[2] = TranslateShader(channel.MemoryManager, shaderContexts[3]);
+ shaders[3] = TranslateShader(channel.MemoryManager, shaderContexts[4]);
+ shaders[4] = TranslateShader(channel.MemoryManager, shaderContexts[5]);
List<IShader> hostShaders = new List<IShader>();
@@ -733,9 +736,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="state">Current GPU state</param>
/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
- private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(GpuState state)
+ private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(ref ThreedClassState state)
{
- bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
+ bool tfEnable = state.TfEnable;
if (!tfEnable)
{
@@ -746,13 +749,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
{
- var tf = state.Get<TfState>(MethodOffset.TfState, i);
+ var tf = state.TfState[i];
int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80);
- var varyingLocations = state.GetSpan(MethodOffset.TfVaryingLocations + i * 0x80, length).ToArray();
+ var varyingLocations = MemoryMarshal.Cast<uint, byte>(state.TfVaryingLocations[i].ToSpan()).Slice(0, length);
- descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations);
+ descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations.ToArray());
}
return descs;
@@ -871,14 +874,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <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="channel">GPU channel</param>
+ /// <param name="gas">GPU accessor state</param>
/// <param name="counts">Cumulative shader resource counts</param>
/// <param name="flags">Flags that controls shader translation</param>
/// <param name="stage">Shader stage</param>
/// <param name="gpuVa">GPU virtual address of the shader code</param>
/// <returns>The generated translator context</returns>
private TranslatorContext DecodeGraphicsShader(
- GpuState state,
+ GpuChannel channel,
+ GpuAccessorState gas,
TranslationCounts counts,
TranslationFlags flags,
ShaderStage stage,
@@ -889,13 +894,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
return null;
}
- GpuAccessorState gas = new GpuAccessorState(
- state.Get<PoolState>(MethodOffset.TexturePoolState).Address.Pack(),
- state.Get<PoolState>(MethodOffset.TexturePoolState).MaximumId,
- state.Get<int>(MethodOffset.TextureBufferIndex),
- state.Get<Boolean32>(MethodOffset.EarlyZForce));
-
- GpuAccessor gpuAccessor = new GpuAccessor(_context, state.Channel, gas, (int)stage - 1);
+ GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, (int)stage - 1);
var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
return Translator.CreateContext(gpuVa, gpuAccessor, options, counts);