diff options
author | Mary <me@thog.eu> | 2020-11-13 00:15:34 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-11-13 00:15:34 +0100 |
commit | 48f6570557fc76496936514d94e3ccddf55ec633 (patch) | |
tree | ce455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | |
parent | 7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff) |
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | 639 |
1 files changed, 587 insertions, 52 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index 131aa6b7..ac5aedbe 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -1,9 +1,17 @@ +using Ryujinx.Common; +using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; +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.IO; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; namespace Ryujinx.Graphics.Gpu.Shader { @@ -21,6 +29,16 @@ namespace Ryujinx.Graphics.Gpu.Shader private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms; private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms; + private CacheManager _cacheManager; + + private Dictionary<Hash128, ShaderBundle> _gpProgramsDiskCache; + private Dictionary<Hash128, ShaderBundle> _cpProgramsDiskCache; + + /// <summary> + /// Version of the codegen (to be incremented when codegen changes). + /// </summary> + private const ulong ShaderCodeGenVersion = 1; + /// <summary> /// Creates a new instance of the shader cache. /// </summary> @@ -33,6 +51,251 @@ namespace Ryujinx.Graphics.Gpu.Shader _cpPrograms = new Dictionary<ulong, List<ShaderBundle>>(); _gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>(); + _gpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>(); + _cpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>(); + } + + /// <summary> + /// Initialize the cache. + /// </summary> + internal void Initialize() + { + if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null) + { + _cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion); + + HashSet<Hash128> invalidEntries = new HashSet<Hash128>(); + + ReadOnlySpan<Hash128> guestProgramList = _cacheManager.GetGuestProgramList(); + + for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++) + { + Hash128 key = guestProgramList[programIndex]; + + Logger.Info?.Print(LogClass.Gpu, $"Compiling shader {key} ({programIndex + 1} / {guestProgramList.Length})"); + + byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key); + bool hasHostCache = hostProgramBinary != null; + + IProgram hostProgram = null; + + // If the program sources aren't in the cache, compile from saved guest program. + byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key); + + if (guestProgram == null) + { + Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)"); + + // Should not happen, but if someone messed with the cache it's better to catch it. + invalidEntries.Add(key); + + continue; + } + + ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram; + + ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader); + + if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute) + { + Debug.Assert(cachedShaderEntries.Length == 1); + + GuestShaderCacheEntry entry = cachedShaderEntries[0]; + + HostShaderCacheEntry[] hostShaderEntries = null; + + // Try loading host shader binary. + if (hasHostCache) + { + hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan); + hostProgramBinary = hostProgramBinarySpan.ToArray(); + hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary); + } + + bool isHostProgramValid = hostProgram != null; + + ShaderProgram program; + ShaderProgramInfo shaderProgramInfo; + + // Reconstruct code holder. + if (isHostProgramValid) + { + program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA); + shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo(); + } + else + { + IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors); + + program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo); + } + + ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code); + + // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again. + if (hostProgram == null) + { + 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); + hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null); + + // As the host program was invalidated, save the new entry in the cache. + hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader }); + + if (hasHostCache) + { + _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary); + } + else + { + Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)"); + + _cacheManager.AddHostProgram(ref key, hostProgramBinary); + } + } + + _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader)); + } + else + { + Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages); + + ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length]; + List<ShaderProgram> shaderPrograms = new List<ShaderProgram>(); + + TransformFeedbackDescriptor[] tfd = ReadTransformationFeedbackInformations(ref guestProgramReadOnlySpan, fileHeader); + + TranslationFlags flags = DefaultFlags; + + if (tfd != null) + { + flags = TranslationFlags.Feedback; + } + + TranslationCounts counts = new TranslationCounts(); + + HostShaderCacheEntry[] hostShaderEntries = null; + + // Try loading host shader binary. + if (hasHostCache) + { + hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan); + hostProgramBinary = hostProgramBinarySpan.ToArray(); + hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary); + } + + bool isHostProgramValid = hostProgram != null; + + // Reconstruct code holder. + for (int i = 0; i < cachedShaderEntries.Length; i++) + { + GuestShaderCacheEntry entry = cachedShaderEntries[i]; + + if (entry == null) + { + continue; + } + + ShaderProgram program; + + if (entry.Header.SizeA != 0) + { + ShaderProgramInfo shaderProgramInfo; + + if (isHostProgramValid) + { + program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA); + shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo(); + } + else + { + IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors); + + program = Translator.CreateContext((ulong)entry.Header.Size, 0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo); + } + + // NOTE: Vertex B comes first in the shader cache. + byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray(); + byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray(); + + shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2); + } + else + { + ShaderProgramInfo shaderProgramInfo; + + if (isHostProgramValid) + { + program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA); + shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo(); + } + else + { + IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors); + + program = Translator.CreateContext(0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo); + } + + shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code); + } + + shaderPrograms.Add(program); + } + + // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again. + if (!isHostProgramValid) + { + Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest..."); + + List<IShader> hostShaders = new List<IShader>(); + + // Compile shaders and create program as the shader program binary got invalidated. + for (int stage = 0; stage < Constants.ShaderStages; stage++) + { + ShaderProgram program = shaders[stage]?.Program; + + if (program == null) + { + continue; + } + + IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code); + + shaders[stage].HostShader = hostShader; + + hostShaders.Add(hostShader); + } + + hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd); + + // As the host program was invalidated, save the new entry in the cache. + hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders); + + if (hasHostCache) + { + _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary); + } + else + { + Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)"); + + _cacheManager.AddHostProgram(ref key, hostProgramBinary); + } + } + + _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders)); + } + } + + // Remove entries that are broken in the cache + _cacheManager.RemoveManifestEntries(invalidEntries); + _cacheManager.FlushToArchive(); + _cacheManager.Synchronize(); + + Logger.Info?.Print(LogClass.Gpu, "Shader cache loaded."); + } } /// <summary> @@ -71,7 +334,9 @@ namespace Ryujinx.Graphics.Gpu.Shader } } - ShaderCodeHolder shader = TranslateComputeShader( + TranslatorContext[] shaderContexts = new TranslatorContext[1]; + + shaderContexts[0] = DecodeComputeShader( state, gpuVa, localSizeX, @@ -80,11 +345,45 @@ namespace Ryujinx.Graphics.Gpu.Shader localMemorySize, sharedMemorySize); - shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code); + bool isShaderCacheEnabled = _cacheManager != null; + + byte[] programCode = null; + Hash128 programCodeHash = default; + GuestShaderCacheEntryHeader[] shaderCacheEntries = null; + + if (isShaderCacheEnabled) + { + // Compute hash and prepare data for shader disk cache comparison. + GetProgramInformations(null, shaderContexts, out programCode, out programCodeHash, out shaderCacheEntries); + } + + ShaderBundle cpShader; + + // Search for the program hash in loaded shaders. + if (!isShaderCacheEnabled || !_cpProgramsDiskCache.TryGetValue(programCodeHash, out cpShader)) + { + if (isShaderCacheEnabled) + { + Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!"); + } + + // The shader isn't currently cached, translate it and compile it. + ShaderCodeHolder shader = TranslateShader(shaderContexts[0]); + + shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code); + + IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null); - IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null); + byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader }); - ShaderBundle cpShader = new ShaderBundle(hostProgram, shader); + cpShader = new ShaderBundle(hostProgram, shader); + + if (isShaderCacheEnabled) + { + _cpProgramsDiskCache.Add(programCodeHash, cpShader); + _cacheManager.SaveProgram(ref programCodeHash, CreateGuestProgramDump(programCode, shaderCacheEntries, null), hostProgramBinary); + } + } if (!isCached) { @@ -123,9 +422,9 @@ namespace Ryujinx.Graphics.Gpu.Shader } } - ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages]; + TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages]; - var tfd = GetTransformFeedbackDescriptors(state); + TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state); TranslationFlags flags = DefaultFlags; @@ -138,39 +437,79 @@ namespace Ryujinx.Graphics.Gpu.Shader if (addresses.VertexA != 0) { - shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA); + shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA); } else { - shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex); + shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex); } - shaders[1] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl); - shaders[2] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation); - shaders[3] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry); - shaders[4] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment); + shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl); + shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation); + shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry); + shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment); - List<IShader> hostShaders = new List<IShader>(); + bool isShaderCacheEnabled = _cacheManager != null; - for (int stage = 0; stage < Constants.ShaderStages; stage++) + byte[] programCode = null; + Hash128 programCodeHash = default; + GuestShaderCacheEntryHeader[] shaderCacheEntries = null; + + if (isShaderCacheEnabled) { - ShaderProgram program = shaders[stage]?.Program; + // Compute hash and prepare data for shader disk cache comparison. + GetProgramInformations(tfd, shaderContexts, out programCode, out programCodeHash, out shaderCacheEntries); + } - if (program == null) + ShaderBundle gpShaders; + + // Search for the program hash in loaded shaders. + if (!isShaderCacheEnabled || !_gpProgramsDiskCache.TryGetValue(programCodeHash, out gpShaders)) + { + if (isShaderCacheEnabled) { - continue; + Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!"); } - IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code); + // The shader isn't currently cached, translate it and compile it. + ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages]; - shaders[stage].HostShader = hostShader; + shaders[0] = TranslateShader(shaderContexts[0]); + shaders[1] = TranslateShader(shaderContexts[1]); + shaders[2] = TranslateShader(shaderContexts[2]); + shaders[3] = TranslateShader(shaderContexts[3]); + shaders[4] = TranslateShader(shaderContexts[4]); - hostShaders.Add(hostShader); - } + List<IShader> hostShaders = new List<IShader>(); - IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd); + for (int stage = 0; stage < Constants.ShaderStages; stage++) + { + ShaderProgram program = shaders[stage]?.Program; - ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders); + if (program == null) + { + continue; + } + + IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code); + + shaders[stage].HostShader = hostShader; + + hostShaders.Add(hostShader); + } + + IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd); + + byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders); + + gpShaders = new ShaderBundle(hostProgram, shaders); + + if (isShaderCacheEnabled) + { + _gpProgramsDiskCache.Add(programCodeHash, gpShaders); + _cacheManager.SaveProgram(ref programCodeHash, CreateGuestProgramDump(programCode, shaderCacheEntries, tfd), hostProgramBinary); + } + } if (!isCached) { @@ -286,7 +625,7 @@ namespace Ryujinx.Graphics.Gpu.Shader } /// <summary> - /// Translates the binary Maxwell shader code to something that the host API accepts. + /// Decode the binary Maxwell shader code to a translator context. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="gpuVa">GPU virtual address of the binary shader code</param> @@ -295,8 +634,8 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="localSizeZ">Local group size Z of the computer shader</param> /// <param name="localMemorySize">Local memory size of the compute shader</param> /// <param name="sharedMemorySize">Shared memory size of the compute shader</param> - /// <returns>Compiled compute shader code</returns> - private ShaderCodeHolder TranslateComputeShader( + /// <returns>The generated translator context</returns> + private TranslatorContext DecodeComputeShader( GpuState state, ulong gpuVa, int localSizeX, @@ -312,25 +651,11 @@ namespace Ryujinx.Graphics.Gpu.Shader GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize); - ShaderProgram program; - - program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute); - - byte[] code = _context.MemoryManager.GetSpan(gpuVa, 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 ShaderCodeHolder(program, code); + return Translator.CreateContext(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute); } /// <summary> - /// Translates the binary Maxwell shader code to something that the host API accepts. + /// Decode the binary Maxwell shader code to a translator context. /// </summary> /// <remarks> /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader. @@ -341,8 +666,8 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <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 ShaderCodeHolder TranslateGraphicsShader( + /// <returns>The generated translator context</returns> + private TranslatorContext DecodeGraphicsShader( GpuState state, TranslationCounts counts, TranslationFlags flags, @@ -359,14 +684,36 @@ namespace Ryujinx.Graphics.Gpu.Shader if (gpuVaA != 0) { - ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags, counts); + return Translator.CreateContext(gpuVaA, gpuVa, gpuAccessor, flags, counts); + } + else + { + return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts); + } + } - byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray(); - byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray(); + /// <summary> + /// Translates a previously generated translator context to something that the host API accepts. + /// </summary> + /// <param name="translatorContext">Current translator context to translate</param> + /// <returns>Compiled graphics shader code</returns> + private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext) + { + if (translatorContext == null) + { + return null; + } + + if (translatorContext.AddressA != 0) + { + byte[] codeA = _context.MemoryManager.GetSpan(translatorContext.AddressA, translatorContext.SizeA).ToArray(); + byte[] codeB = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray(); _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA); _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB); + ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo); + if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null) { program.Prepend("// " + codePathB); @@ -375,23 +722,23 @@ namespace Ryujinx.Graphics.Gpu.Shader program.Prepend("// " + fullPathA); } - return new ShaderCodeHolder(program, codeB, codeA); + return new ShaderCodeHolder(program, shaderProgramInfo, codeB, codeA); } else { - ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags, counts); - - byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray(); + byte[] code = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray(); _dumper.Dump(code, compute: false, out string fullPath, out string codePath); + ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo); + if (fullPath != null && codePath != null) { program.Prepend("// " + codePath); program.Prepend("// " + fullPath); } - return new ShaderCodeHolder(program, code); + return new ShaderCodeHolder(program, shaderProgramInfo, code); } } @@ -416,6 +763,194 @@ namespace Ryujinx.Graphics.Gpu.Shader bundle.Dispose(); } } + + _cacheManager?.Dispose(); + } + + /// <summary> + /// Create a guest shader program. + /// </summary> + /// <param name="programCode">The program code of the shader code</param> + /// <param name="shaderCacheEntries">The resulting guest shader entries header</param> + /// <param name="tfd">The transform feedback descriptors in use</param> + /// <returns>The resulting guest shader program</returns> + private static byte[] CreateGuestProgramDump(ReadOnlySpan<byte> programCode, GuestShaderCacheEntryHeader[] shaderCacheEntries, TransformFeedbackDescriptor[] tfd) + { + using (MemoryStream resultStream = new MemoryStream()) + { + BinaryWriter resultStreamWriter = new BinaryWriter(resultStream); + + byte transformFeedbackCount = 0; + + if (tfd != null) + { + transformFeedbackCount = (byte)tfd.Length; + } + + // Header + resultStreamWriter.WriteStruct(new GuestShaderCacheHeader((byte)shaderCacheEntries.Length, transformFeedbackCount)); + + // Write all entries header + foreach (GuestShaderCacheEntryHeader entry in shaderCacheEntries) + { + resultStreamWriter.WriteStruct(entry); + } + + // Finally, write all program code and all transform feedback information. + resultStreamWriter.Write(programCode); + + return resultStream.ToArray(); + } + } + + /// <summary> + /// Write transform feedback guest information to the given stream. + /// </summary> + /// <param name="stream">The stream to write data to</param> + /// <param name="tfd">The current transform feedback descriptors used</param> + private static void WriteTransformationFeedbackInformation(Stream stream, TransformFeedbackDescriptor[] tfd) + { + if (tfd != null) + { + BinaryWriter writer = new BinaryWriter(stream); + + foreach (TransformFeedbackDescriptor transform in tfd) + { + writer.WriteStruct(new GuestShaderCacheTransformFeedbackHeader(transform.BufferIndex, transform.Stride, transform.VaryingLocations.Length)); + writer.Write(transform.VaryingLocations); + } + } + } + + /// <summary> + /// Read transform feedback descriptors from guest. + /// </summary> + /// <param name="data">The raw guest transform feedback descriptors</param> + /// <param name="header">The guest shader program header</param> + /// <returns>The transform feedback descriptors read from guest</returns> + private static TransformFeedbackDescriptor[] ReadTransformationFeedbackInformations(ref ReadOnlySpan<byte> data, GuestShaderCacheHeader header) + { + if (header.TransformFeedbackCount != 0) + { + TransformFeedbackDescriptor[] result = new TransformFeedbackDescriptor[header.TransformFeedbackCount]; + + for (int i = 0; i < result.Length; i++) + { + GuestShaderCacheTransformFeedbackHeader feedbackHeader = MemoryMarshal.Read<GuestShaderCacheTransformFeedbackHeader>(data); + + result[i] = new TransformFeedbackDescriptor(feedbackHeader.BufferIndex, feedbackHeader.Stride, data.Slice(Unsafe.SizeOf<GuestShaderCacheTransformFeedbackHeader>(), feedbackHeader.VaryingLocationsLength).ToArray()); + + data = data.Slice(Unsafe.SizeOf<GuestShaderCacheTransformFeedbackHeader>() + feedbackHeader.VaryingLocationsLength); + } + + return result; + } + + return null; + } + + /// <summary> + /// Create a new instance of <see cref="GuestGpuAccessorHeader"/> from an gpu accessor. + /// </summary> + /// <param name="gpuAccessor">The gpu accessor</param> + /// <returns>a new instance of <see cref="GuestGpuAccessorHeader"/></returns> + private static GuestGpuAccessorHeader CreateGuestGpuAccessorCache(IGpuAccessor gpuAccessor) + { + return new GuestGpuAccessorHeader + { + ComputeLocalSizeX = gpuAccessor.QueryComputeLocalSizeX(), + ComputeLocalSizeY = gpuAccessor.QueryComputeLocalSizeY(), + ComputeLocalSizeZ = gpuAccessor.QueryComputeLocalSizeZ(), + ComputeLocalMemorySize = gpuAccessor.QueryComputeLocalMemorySize(), + ComputeSharedMemorySize = gpuAccessor.QueryComputeSharedMemorySize(), + PrimitiveTopology = gpuAccessor.QueryPrimitiveTopology(), + }; + } + + /// <summary> + /// Write the guest GpuAccessor informations to the given stream. + /// </summary> + /// <param name="stream">The stream to write the guest GpuAcessor</param> + /// <param name="shaderContext">The shader tranlator context in use</param> + /// <returns>The guest gpu accessor header</returns> + private static GuestGpuAccessorHeader WriteGuestGpuAccessorCache(Stream stream, TranslatorContext shaderContext) + { + BinaryWriter writer = new BinaryWriter(stream); + + GuestGpuAccessorHeader header = CreateGuestGpuAccessorCache(shaderContext.GpuAccessor); + + // If we have a full gpu accessor, cache textures descriptors + if (shaderContext.GpuAccessor is GpuAccessor gpuAccessor) + { + HashSet<int> textureHandlesInUse = shaderContext.TextureHandlesForCache; + + header.TextureDescriptorCount = textureHandlesInUse.Count; + + foreach (int textureHandle in textureHandlesInUse) + { + GuestTextureDescriptor textureDescriptor = gpuAccessor.GetTextureDescriptor(textureHandle).ToCache(); + + textureDescriptor.Handle = (uint)textureHandle; + + writer.WriteStruct(textureDescriptor); + } + } + + return header; + } + + /// <summary> + /// Get the shader program information for use on the shader cache. + /// </summary> + /// <param name="tfd">The current transform feedback descriptors used</param> + /// <param name="shaderContexts">The shader translators context in use</param> + /// <param name="programCode">The resulting raw shader program code</param> + /// <param name="programCodeHash">The resulting raw shader program code hash</param> + /// <param name="entries">The resulting guest shader entries header</param> + private void GetProgramInformations(TransformFeedbackDescriptor[] tfd, ReadOnlySpan<TranslatorContext> shaderContexts, out byte[] programCode, out Hash128 programCodeHash, out GuestShaderCacheEntryHeader[] entries) + { + GuestShaderCacheEntryHeader ComputeStage(Stream stream, TranslatorContext context) + { + if (context == null) + { + return new GuestShaderCacheEntryHeader(); + } + + ReadOnlySpan<byte> data = _context.MemoryManager.GetSpan(context.Address, context.Size); + + stream.Write(data); + + int size = data.Length; + int sizeA = 0; + + if (context.AddressA != 0) + { + data = _context.MemoryManager.GetSpan(context.AddressA, context.SizeA); + + sizeA = data.Length; + + stream.Write(data); + } + + GuestGpuAccessorHeader gpuAccessorHeader = WriteGuestGpuAccessorCache(stream, context); + + return new GuestShaderCacheEntryHeader(context.Stage, size, sizeA, gpuAccessorHeader); + } + + entries = new GuestShaderCacheEntryHeader[shaderContexts.Length]; + + using (MemoryStream stream = new MemoryStream()) + { + for (int i = 0; i < shaderContexts.Length; i++) + { + entries[i] = ComputeStage(stream, shaderContexts[i]); + } + + WriteTransformationFeedbackInformation(stream, tfd); + + programCode = stream.ToArray(); + programCodeHash = _cacheManager.ComputeHash(programCode); + } } } }
\ No newline at end of file |