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-rw-r--r--Ryujinx.Graphics.Gpu/Engine/ShaderCache.cs228
1 files changed, 228 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Engine/ShaderCache.cs
new file mode 100644
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+++ b/Ryujinx.Graphics.Gpu/Engine/ShaderCache.cs
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+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.State;
+using Ryujinx.Graphics.Shader;
+using Ryujinx.Graphics.Shader.Translation;
+using System;
+using System.Collections.Generic;
+using System.Globalization;
+
+namespace Ryujinx.Graphics.Gpu.Engine
+{
+ class ShaderCache
+ {
+ private const int MaxProgramSize = 0x100000;
+
+ private GpuContext _context;
+
+ private ShaderDumper _dumper;
+
+ private Dictionary<ulong, ComputeShader> _cpPrograms;
+
+ private Dictionary<ShaderAddresses, GraphicsShader> _gpPrograms;
+
+ public ShaderCache(GpuContext context)
+ {
+ _context = context;
+
+ _dumper = new ShaderDumper(context);
+
+ _cpPrograms = new Dictionary<ulong, ComputeShader>();
+
+ _gpPrograms = new Dictionary<ShaderAddresses, GraphicsShader>();
+ }
+
+ public ComputeShader GetComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
+ {
+ if (!_cpPrograms.TryGetValue(gpuVa, out ComputeShader cpShader))
+ {
+ ShaderProgram shader = TranslateComputeShader(gpuVa);
+
+ shader.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
+ shader.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
+ shader.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
+
+ IShader hostShader = _context.Renderer.CompileShader(shader);
+
+ IProgram program = _context.Renderer.CreateProgram(new IShader[] { hostShader });
+
+ cpShader = new ComputeShader(program, shader);
+
+ _cpPrograms.Add(gpuVa, cpShader);
+ }
+
+ return cpShader;
+ }
+
+ public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
+ {
+ if (!_gpPrograms.TryGetValue(addresses, out GraphicsShader gpShader))
+ {
+ gpShader = new GraphicsShader();
+
+ if (addresses.VertexA != 0)
+ {
+ gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
+ }
+ else
+ {
+ gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
+ }
+
+ gpShader.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
+ gpShader.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
+ gpShader.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
+ gpShader.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
+
+ BackpropQualifiers(gpShader);
+
+ List<IShader> shaders = new List<IShader>();
+
+ for (int stage = 0; stage < gpShader.Shader.Length; stage++)
+ {
+ if (gpShader.Shader[stage] == null)
+ {
+ continue;
+ }
+
+ IShader shader = _context.Renderer.CompileShader(gpShader.Shader[stage]);
+
+ shaders.Add(shader);
+ }
+
+ gpShader.Interface = _context.Renderer.CreateProgram(shaders.ToArray());
+
+ _gpPrograms.Add(addresses, gpShader);
+ }
+
+ return gpShader;
+ }
+
+ private ShaderProgram TranslateComputeShader(ulong gpuVa)
+ {
+ if (gpuVa == 0)
+ {
+ return null;
+ }
+
+ ShaderProgram program;
+
+ const TranslationFlags flags =
+ TranslationFlags.Compute |
+ TranslationFlags.Unspecialized;
+
+ TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
+
+ Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
+
+ program = Translator.Translate(code, translationConfig);
+
+ _dumper.Dump(gpuVa, compute : true);
+
+ return program;
+ }
+
+ private ShaderProgram TranslateGraphicsShader(ulong gpuVa, ulong gpuVaA = 0)
+ {
+ if (gpuVa == 0)
+ {
+ return null;
+ }
+
+ ShaderProgram program;
+
+ const TranslationFlags flags =
+ TranslationFlags.DebugMode |
+ TranslationFlags.Unspecialized;
+
+ TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
+
+ if (gpuVaA != 0)
+ {
+ Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
+ Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
+
+ program = Translator.Translate(codeA, codeB, translationConfig);
+
+ _dumper.Dump(gpuVaA, compute: false);
+ _dumper.Dump(gpuVa, compute: false);
+ }
+ else
+ {
+ Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
+
+ program = Translator.Translate(code, translationConfig);
+
+ _dumper.Dump(gpuVa, compute: false);
+ }
+
+ if (program.Stage == ShaderStage.Geometry)
+ {
+ PrimitiveType primitiveType = _context.Methods.PrimitiveType;
+
+ string inPrimitive = "points";
+
+ switch (primitiveType)
+ {
+ case PrimitiveType.Points:
+ inPrimitive = "points";
+ break;
+ case PrimitiveType.Lines:
+ case PrimitiveType.LineLoop:
+ case PrimitiveType.LineStrip:
+ inPrimitive = "lines";
+ break;
+ case PrimitiveType.LinesAdjacency:
+ case PrimitiveType.LineStripAdjacency:
+ inPrimitive = "lines_adjacency";
+ break;
+ case PrimitiveType.Triangles:
+ case PrimitiveType.TriangleStrip:
+ case PrimitiveType.TriangleFan:
+ inPrimitive = "triangles";
+ break;
+ case PrimitiveType.TrianglesAdjacency:
+ case PrimitiveType.TriangleStripAdjacency:
+ inPrimitive = "triangles_adjacency";
+ break;
+ }
+
+ program.Replace(DefineNames.InputTopologyName, inPrimitive);
+ }
+
+ return program;
+ }
+
+ private void BackpropQualifiers(GraphicsShader program)
+ {
+ ShaderProgram fragmentShader = program.Shader[4];
+
+ bool isFirst = true;
+
+ for (int stage = 3; stage >= 0; stage--)
+ {
+ if (program.Shader[stage] == null)
+ {
+ continue;
+ }
+
+ // We need to iterate backwards, since we do name replacement,
+ // and it would otherwise replace a subset of the longer names.
+ for (int attr = 31; attr >= 0; attr--)
+ {
+ string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
+
+ if (isFirst && iq != string.Empty)
+ {
+ program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
+ }
+ else
+ {
+ program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
+ }
+ }
+
+ isFirst = false;
+ }
+ }
+ }
+} \ No newline at end of file