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authorgdkchan <gab.dark.100@gmail.com>2023-08-29 21:10:34 -0300
committerGitHub <noreply@github.com>2023-08-29 21:10:34 -0300
commitf09bba82b9366e5912b639a610ae89cbb1cf352c (patch)
tree4811ffa52206eed7cf8aa200c64deb7410e5c56b /src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
parent93d78f9ac4a37a50f0cc2e57addd330d072af742 (diff)
Geometry shader emulation for macOS (#5551)1.1.1002
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs156
1 files changed, 118 insertions, 38 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index 97d7a720..38be262a 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -215,9 +215,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
ShaderSpecializationState specState = new(ref computeState);
GpuAccessorState gpuAccessorState = new(poolState, computeState, default, specState);
GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState);
+ gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
- TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
+ TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode, asCompute: false);
ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
@@ -321,6 +322,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
+ GpuAccessor[] gpuAccessors = new GpuAccessor[Constants.ShaderStages];
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
TranslatorContext nextStage = null;
@@ -345,22 +347,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
}
+ gpuAccessors[stageIndex] = gpuAccessor;
translatorContexts[stageIndex + 1] = currentStage;
nextStage = currentStage;
}
}
- if (!_context.Capabilities.SupportsGeometryShader)
- {
- TryRemoveGeometryStage(translatorContexts);
- }
+ bool hasGeometryShader = translatorContexts[4] != null;
+ bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
+ bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
+ bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
+ bool geometryToCompute = ShouldConvertGeometryToCompute(_context, geometryHasStore);
CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
List<ShaderSource> shaderSources = new();
TranslatorContext previousStage = null;
+ ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null, vertexToCompute);
+
+ if (geometryToCompute && translatorContexts[4] != null)
+ {
+ translatorContexts[4].SetVertexOutputMapForGeometryAsCompute(translatorContexts[1]);
+ }
- ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null);
+ ShaderAsCompute vertexAsCompute = null;
+ ShaderAsCompute geometryAsCompute = null;
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
{
@@ -368,8 +379,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (currentStage != null)
{
+ gpuAccessors[stageIndex].InitializeReservedCounts(transformFeedbackDescriptors != null, vertexToCompute);
+
ShaderProgram program;
+ bool asCompute = (stageIndex == 0 && vertexToCompute) || (stageIndex == 3 && geometryToCompute);
+
if (stageIndex == 0 && translatorContexts[0] != null)
{
TranslatedShaderVertexPair translatedShader = TranslateShader(
@@ -378,7 +393,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
currentStage,
translatorContexts[0],
cachedGuestCode.VertexACode,
- cachedGuestCode.VertexBCode);
+ cachedGuestCode.VertexBCode,
+ asCompute);
shaders[0] = translatedShader.VertexA;
shaders[1] = translatedShader.VertexB;
@@ -388,12 +404,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
byte[] code = cachedGuestCode.GetByIndex(stageIndex);
- TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code);
+ TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code, asCompute);
shaders[stageIndex + 1] = translatedShader.Shader;
program = translatedShader.Program;
}
+ if (asCompute)
+ {
+ bool tfEnabled = transformFeedbackDescriptors != null;
+
+ if (stageIndex == 0)
+ {
+ vertexAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
+
+ TranslatorContext lastInVertexPipeline = geometryToCompute ? translatorContexts[4] ?? currentStage : currentStage;
+
+ program = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
+ }
+ else
+ {
+ geometryAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
+ program = null;
+ }
+ }
+
if (program != null)
{
shaderSources.Add(CreateShaderSource(program));
@@ -418,46 +453,81 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
- gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
+ gpShaders = new(hostProgram, vertexAsCompute, geometryAsCompute, specState, shaders);
_graphicsShaderCache.Add(gpShaders);
- EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
+
+ // We don't currently support caching shaders that have been converted to compute.
+ if (vertexAsCompute == null)
+ {
+ EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
+ }
+
_gpPrograms[addresses] = gpShaders;
return gpShaders;
}
/// <summary>
- /// Tries to eliminate the geometry stage from the array of translator contexts.
+ /// Checks if a vertex shader should be converted to a compute shader due to it making use of
+ /// features that are not supported on the host.
/// </summary>
- /// <param name="translatorContexts">Array of translator contexts</param>
- public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
+ /// <param name="context">GPU context of the shader</param>
+ /// <param name="vertexHasStore">Whether the vertex shader has image or storage buffer store operations</param>
+ /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
+ /// <param name="hasGeometryShader">Whether a geometry shader exists</param>
+ /// <returns>True if the vertex shader should be converted to compute, false otherwise</returns>
+ public static bool ShouldConvertVertexToCompute(GpuContext context, bool vertexHasStore, bool geometryHasStore, bool hasGeometryShader)
{
- if (translatorContexts[4] != null)
+ // If the host does not support store operations on vertex,
+ // we need to emulate it on a compute shader.
+ if (!context.Capabilities.SupportsVertexStoreAndAtomics && vertexHasStore)
{
- // We have a geometry shader, but geometry shaders are not supported.
- // Try to eliminate the geometry shader.
+ return true;
+ }
- ShaderProgramInfo info = translatorContexts[4].Translate().Info;
+ // If any stage after the vertex stage is converted to compute,
+ // we need to convert vertex to compute too.
+ return hasGeometryShader && ShouldConvertGeometryToCompute(context, geometryHasStore);
+ }
- if (info.Identification == ShaderIdentification.GeometryLayerPassthrough)
- {
- // We managed to identify that this geometry shader is only used to set the output Layer value,
- // we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it.
+ /// <summary>
+ /// Checks if a geometry shader should be converted to a compute shader due to it making use of
+ /// features that are not supported on the host.
+ /// </summary>
+ /// <param name="context">GPU context of the shader</param>
+ /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
+ /// <returns>True if the geometry shader should be converted to compute, false otherwise</returns>
+ public static bool ShouldConvertGeometryToCompute(GpuContext context, bool geometryHasStore)
+ {
+ return (!context.Capabilities.SupportsVertexStoreAndAtomics && geometryHasStore) ||
+ !context.Capabilities.SupportsGeometryShader;
+ }
- for (int i = 3; i >= 1; i--)
- {
- if (translatorContexts[i] != null)
- {
- translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
- translatorContexts[i].SetLastInVertexPipeline();
- break;
- }
- }
+ /// <summary>
+ /// Checks if it might be necessary for any vertex, tessellation or geometry shader to be converted to compute,
+ /// based on the supported host features.
+ /// </summary>
+ /// <param name="capabilities">Host capabilities</param>
+ /// <returns>True if the possibility of a shader being converted to compute exists, false otherwise</returns>
+ public static bool MayConvertVtgToCompute(ref Capabilities capabilities)
+ {
+ return !capabilities.SupportsVertexStoreAndAtomics || !capabilities.SupportsGeometryShader;
+ }
- translatorContexts[4] = null;
- }
- }
+ /// <summary>
+ /// Creates a compute shader from a vertex, tessellation or geometry shader that has been converted to compute.
+ /// </summary>
+ /// <param name="program">Shader program</param>
+ /// <param name="context">Translation context of the shader</param>
+ /// <param name="tfEnabled">Whether transform feedback is enabled</param>
+ /// <returns>Compute shader</returns>
+ private ShaderAsCompute CreateHostVertexAsComputeProgram(ShaderProgram program, TranslatorContext context, bool tfEnabled)
+ {
+ ShaderSource source = new(program.Code, program.BinaryCode, ShaderStage.Compute, program.Language);
+ ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, tfEnabled);
+
+ return new(_context.Renderer.CreateProgram(new[] { source }, info), program.Info, context.GetResourceReservations());
}
/// <summary>
@@ -573,9 +643,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
+ bool vertexAsCompute = gpShaders.VertexAsCompute != null;
bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
- return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
+ return gpShaders.SpecializationState.MatchesGraphics(
+ channel,
+ ref poolState,
+ ref graphicsState,
+ vertexAsCompute,
+ usesDrawParameters,
+ checkTextures: true);
}
/// <summary>
@@ -636,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="vertexA">Optional translator context of the shader that should be combined</param>
/// <param name="codeA">Optional Maxwell binary code of the Vertex A shader, if present</param>
/// <param name="codeB">Optional Maxwell binary code of the Vertex B or current stage shader, if present on cache</param>
+ /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
/// <returns>Compiled graphics shader code</returns>
private static TranslatedShaderVertexPair TranslateShader(
ShaderDumper dumper,
@@ -643,7 +721,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
TranslatorContext currentStage,
TranslatorContext vertexA,
byte[] codeA,
- byte[] codeB)
+ byte[] codeB,
+ bool asCompute)
{
ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
@@ -663,7 +742,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
pathsB = dumper.Dump(codeB, compute: false);
}
- ShaderProgram program = currentStage.Translate(vertexA);
+ ShaderProgram program = currentStage.Translate(vertexA, asCompute);
pathsB.Prepend(program);
pathsA.Prepend(program);
@@ -681,8 +760,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel using the shader</param>
/// <param name="context">Translator context of the stage to be translated</param>
/// <param name="code">Optional Maxwell binary code of the current stage shader, if present on cache</param>
+ /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
/// <returns>Compiled graphics shader code</returns>
- private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code)
+ private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code, bool asCompute)
{
var memoryManager = channel.MemoryManager;
@@ -694,7 +774,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
- ShaderProgram program = context.Translate();
+ ShaderProgram program = context.Translate(asCompute);
paths.Prepend(program);