diff options
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs | 146 |
1 files changed, 89 insertions, 57 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs index af7579d5..7bf1cf4b 100644 --- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs +++ b/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs @@ -45,9 +45,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache public readonly CachedShaderProgram CachedProgram; /// <summary> - /// Host program. + /// Optional binary code. If not null, it is used instead of the backend host binary. /// </summary> - public readonly IProgram HostProgram; + public readonly byte[] BinaryCode; /// <summary> /// Program index. @@ -68,19 +68,19 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache /// Creates a new program validation entry. /// </summary> /// <param name="cachedProgram">Cached shader program</param> - /// <param name="hostProgram">Host program</param> + /// <param name="binaryCode">Optional binary code. If not null, it is used instead of the backend host binary</param> /// <param name="programIndex">Program index</param> /// <param name="isCompute">Indicates if the program is a compute shader</param> /// <param name="isBinary">Indicates if the program is a host binary shader</param> public ProgramEntry( CachedShaderProgram cachedProgram, - IProgram hostProgram, + byte[] binaryCode, int programIndex, bool isCompute, bool isBinary) { CachedProgram = cachedProgram; - HostProgram = hostProgram; + BinaryCode = binaryCode; ProgramIndex = programIndex; IsCompute = isCompute; IsBinary = isBinary; @@ -146,9 +146,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache private struct AsyncProgramTranslation { /// <summary> - /// Cached shader stages. + /// Guest code for each active stage. /// </summary> - public readonly CachedShaderStage[] Shaders; + public readonly GuestCodeAndCbData?[] GuestShaders; /// <summary> /// Specialization state. @@ -168,17 +168,17 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache /// <summary> /// Creates a new program translation entry. /// </summary> - /// <param name="shaders">Cached shader stages</param> + /// <param name="guestShaders">Guest code for each active stage</param> /// <param name="specState">Specialization state</param> /// <param name="programIndex">Program index</param> /// <param name="isCompute">Indicates if the program is a compute shader</param> public AsyncProgramTranslation( - CachedShaderStage[] shaders, + GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute) { - Shaders = shaders; + GuestShaders = guestShaders; SpecializationState = specState; ProgramIndex = programIndex; IsCompute = isCompute; @@ -188,7 +188,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache private readonly Queue<ProgramEntry> _validationQueue; private readonly ConcurrentQueue<ProgramCompilation> _compilationQueue; private readonly BlockingCollection<AsyncProgramTranslation> _asyncTranslationQueue; - private readonly SortedList<int, CachedShaderProgram> _programList; + private readonly SortedList<int, (CachedShaderProgram, byte[])> _programList; private int _backendParallelCompileThreads; private int _compiledCount; @@ -220,7 +220,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache _validationQueue = new Queue<ProgramEntry>(); _compilationQueue = new ConcurrentQueue<ProgramCompilation>(); _asyncTranslationQueue = new BlockingCollection<AsyncProgramTranslation>(ThreadCount); - _programList = new SortedList<int, CachedShaderProgram>(); + _programList = new SortedList<int, (CachedShaderProgram, byte[])>(); _backendParallelCompileThreads = Math.Min(Environment.ProcessorCount, 8); // Must be kept in sync with the backend code. } @@ -235,7 +235,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache { workThreads[index] = new Thread(ProcessAsyncQueue) { - Name = $"Gpu.AsyncTranslationThread.{index}" + Name = $"GPU.AsyncTranslationThread.{index}" }; } @@ -287,7 +287,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache CheckCompilationBlocking(); - if (_needsHostRegen) + if (_needsHostRegen && Active) { // Rebuild both shared and host cache files. // Rebuilding shared is required because the shader information returned by the translator @@ -310,8 +310,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache break; } - CachedShaderProgram program = kv.Value; - _hostStorage.AddShader(_context, program, program.HostProgram.GetBinary(), streams); + (CachedShaderProgram program, byte[] binaryCode) = kv.Value; + _hostStorage.AddShader(_context, program, binaryCode, streams); } Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully."); @@ -342,24 +342,31 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache /// Enqueues a host program for compilation. /// </summary> /// <param name="cachedProgram">Cached program</param> - /// <param name="hostProgram">Host program to be compiled</param> + /// <param name="binaryCode">Host binary code</param> /// <param name="programIndex">Program index</param> /// <param name="isCompute">Indicates if the program is a compute shader</param> - public void QueueHostProgram(CachedShaderProgram cachedProgram, IProgram hostProgram, int programIndex, bool isCompute) + public void QueueHostProgram(CachedShaderProgram cachedProgram, byte[] binaryCode, int programIndex, bool isCompute) { - EnqueueForValidation(new ProgramEntry(cachedProgram, hostProgram, programIndex, isCompute, isBinary: true)); + EnqueueForValidation(new ProgramEntry(cachedProgram, binaryCode, programIndex, isCompute, isBinary: true)); } /// <summary> /// Enqueues a guest program for compilation. /// </summary> - /// <param name="shaders">Cached shader stages</param> + /// <param name="guestShaders">Guest code for each active stage</param> /// <param name="specState">Specialization state</param> /// <param name="programIndex">Program index</param> /// <param name="isCompute">Indicates if the program is a compute shader</param> - public void QueueGuestProgram(CachedShaderStage[] shaders, ShaderSpecializationState specState, int programIndex, bool isCompute) + public void QueueGuestProgram(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute) { - _asyncTranslationQueue.Add(new AsyncProgramTranslation(shaders, specState, programIndex, isCompute)); + try + { + AsyncProgramTranslation asyncTranslation = new AsyncProgramTranslation(guestShaders, specState, programIndex, isCompute); + _asyncTranslationQueue.Add(asyncTranslation, _cancellationToken); + } + catch (OperationCanceledException) + { + } } /// <summary> @@ -374,7 +381,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache // If not yet compiled, do nothing. This avoids blocking to wait for shader compilation. while (_validationQueue.TryPeek(out ProgramEntry entry)) { - ProgramLinkStatus result = entry.HostProgram.CheckProgramLink(false); + ProgramLinkStatus result = entry.CachedProgram.HostProgram.CheckProgramLink(false); if (result != ProgramLinkStatus.Incomplete) { @@ -398,7 +405,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache while (_validationQueue.TryDequeue(out ProgramEntry entry) && Active) { - ProcessCompiledProgram(ref entry, entry.HostProgram.CheckProgramLink(true), asyncCompile: false); + ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false); } } @@ -427,7 +434,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache _needsHostRegen = true; } - _programList.Add(entry.ProgramIndex, entry.CachedProgram); + _programList.Add(entry.ProgramIndex, (entry.CachedProgram, entry.BinaryCode)); SignalCompiled(); } else if (entry.IsBinary) @@ -436,13 +443,25 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache // we still have a chance to recompile from the guest binary. CachedShaderProgram program = entry.CachedProgram; + GuestCodeAndCbData?[] guestShaders = new GuestCodeAndCbData?[program.Shaders.Length]; + + for (int index = 0; index < program.Shaders.Length; index++) + { + CachedShaderStage shader = program.Shaders[index]; + + if (shader != null) + { + guestShaders[index] = new GuestCodeAndCbData(shader.Code, shader.Cb1Data); + } + } + if (asyncCompile) { - QueueGuestProgram(program.Shaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute); + QueueGuestProgram(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute); } else { - RecompileFromGuestCode(program.Shaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute); + RecompileFromGuestCode(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute); ProcessCompilationQueue(); } } @@ -476,10 +495,16 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache } } - IProgram hostProgram = _context.Renderer.CreateProgram(shaderSources, new ShaderInfo(fragmentOutputMap)); + ShaderInfo shaderInfo = compilation.SpecializationState.PipelineState.HasValue + ? new ShaderInfo(fragmentOutputMap, compilation.SpecializationState.PipelineState.Value, fromCache: true) + : new ShaderInfo(fragmentOutputMap, fromCache: true); + + IProgram hostProgram = _context.Renderer.CreateProgram(shaderSources, shaderInfo); CachedShaderProgram program = new CachedShaderProgram(hostProgram, compilation.SpecializationState, compilation.Shaders); - EnqueueForValidation(new ProgramEntry(program, hostProgram, compilation.ProgramIndex, compilation.IsCompute, isBinary: false)); + byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(shaderSources) : hostProgram.GetBinary(); + + EnqueueForValidation(new ProgramEntry(program, binaryCode, compilation.ProgramIndex, compilation.IsCompute, isBinary: false)); } } @@ -496,7 +521,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache // Submitting more seems to cause NVIDIA OpenGL driver to crash. if (_validationQueue.Count >= _backendParallelCompileThreads && _validationQueue.TryDequeue(out ProgramEntry entry)) { - ProcessCompiledProgram(ref entry, entry.HostProgram.CheckProgramLink(true), asyncCompile: false); + ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false); } } @@ -513,7 +538,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache foreach (AsyncProgramTranslation asyncCompilation in _asyncTranslationQueue.GetConsumingEnumerable(ct)) { RecompileFromGuestCode( - asyncCompilation.Shaders, + asyncCompilation.GuestShaders, asyncCompilation.SpecializationState, asyncCompilation.ProgramIndex, asyncCompilation.IsCompute); @@ -527,21 +552,21 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache /// <summary> /// Recompiles a program from guest code. /// </summary> - /// <param name="shaders">Shader stages</param> + /// <param name="guestShaders">Guest code for each active stage</param> /// <param name="specState">Specialization state</param> /// <param name="programIndex">Program index</param> /// <param name="isCompute">Indicates if the program is a compute shader</param> - private void RecompileFromGuestCode(CachedShaderStage[] shaders, ShaderSpecializationState specState, int programIndex, bool isCompute) + private void RecompileFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute) { try { if (isCompute) { - RecompileComputeFromGuestCode(shaders, specState, programIndex); + RecompileComputeFromGuestCode(guestShaders, specState, programIndex); } else { - RecompileGraphicsFromGuestCode(shaders, specState, programIndex); + RecompileGraphicsFromGuestCode(guestShaders, specState, programIndex); } } catch (DiskCacheLoadException diskCacheLoadException) @@ -556,41 +581,47 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache /// <summary> /// Recompiles a graphics program from guest code. /// </summary> - /// <param name="shaders">Shader stages</param> + /// <param name="guestShaders">Guest code for each active stage</param> /// <param name="specState">Specialization state</param> /// <param name="programIndex">Program index</param> - private void RecompileGraphicsFromGuestCode(CachedShaderStage[] shaders, ShaderSpecializationState specState, int programIndex) + private void RecompileGraphicsFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex) { - ShaderSpecializationState newSpecState = new ShaderSpecializationState(specState.GraphicsState, specState.TransformFeedbackDescriptors); + ShaderSpecializationState newSpecState = new ShaderSpecializationState( + ref specState.GraphicsState, + specState.PipelineState, + specState.TransformFeedbackDescriptors); + ResourceCounts counts = new ResourceCounts(); TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1]; TranslatorContext nextStage = null; + TargetApi api = _context.Capabilities.Api; + for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--) { - CachedShaderStage shader = shaders[stageIndex + 1]; - - if (shader != null) + if (guestShaders[stageIndex + 1].HasValue) { + GuestCodeAndCbData shader = guestShaders[stageIndex + 1].Value; + byte[] guestCode = shader.Code; byte[] cb1Data = shader.Cb1Data; DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex); - TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, DefaultFlags, 0); + TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, 0); if (nextStage != null) { currentStage.SetNextStage(nextStage); } - if (stageIndex == 0 && shaders[0] != null) + if (stageIndex == 0 && guestShaders[0].HasValue) { - byte[] guestCodeA = shaders[0].Code; - byte[] cb1DataA = shaders[0].Cb1Data; + byte[] guestCodeA = guestShaders[0].Value.Code; + byte[] cb1DataA = guestShaders[0].Value.Cb1Data; DiskCacheGpuAccessor gpuAccessorA = new DiskCacheGpuAccessor(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0); - translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, DefaultFlags | TranslationFlags.VertexA, 0); + translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0); } translatorContexts[stageIndex + 1] = currentStage; @@ -598,6 +629,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache } } + CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length]; List<ShaderProgram> translatedStages = new List<ShaderProgram>(); for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++) @@ -608,15 +640,15 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache { ShaderProgram program; - byte[] guestCode = shaders[stageIndex + 1].Code; - byte[] cb1Data = shaders[stageIndex + 1].Cb1Data; + byte[] guestCode = guestShaders[stageIndex + 1].Value.Code; + byte[] cb1Data = guestShaders[stageIndex + 1].Value.Cb1Data; - if (stageIndex == 0 && shaders[0] != null) + if (stageIndex == 0 && guestShaders[0].HasValue) { program = currentStage.Translate(translatorContexts[0]); - byte[] guestCodeA = shaders[0].Code; - byte[] cb1DataA = shaders[0].Cb1Data; + byte[] guestCodeA = guestShaders[0].Value.Code; + byte[] cb1DataA = guestShaders[0].Value.Cb1Data; shaders[0] = new CachedShaderStage(null, guestCodeA, cb1DataA); shaders[1] = new CachedShaderStage(program.Info, guestCode, cb1Data); @@ -641,21 +673,21 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache /// <summary> /// Recompiles a compute program from guest code. /// </summary> - /// <param name="shaders">Shader stages</param> + /// <param name="guestShaders">Guest code for each active stage</param> /// <param name="specState">Specialization state</param> /// <param name="programIndex">Program index</param> - private void RecompileComputeFromGuestCode(CachedShaderStage[] shaders, ShaderSpecializationState specState, int programIndex) + private void RecompileComputeFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex) { - CachedShaderStage shader = shaders[0]; + GuestCodeAndCbData shader = guestShaders[0].Value; ResourceCounts counts = new ResourceCounts(); - ShaderSpecializationState newSpecState = new ShaderSpecializationState(specState.ComputeState); + ShaderSpecializationState newSpecState = new ShaderSpecializationState(ref specState.ComputeState); DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0); - TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, 0); + TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0); ShaderProgram program = translatorContext.Translate(); - shaders[0] = new CachedShaderStage(program.Info, shader.Code, shader.Cb1Data); + CachedShaderStage[] shaders = new[] { new CachedShaderStage(program.Info, shader.Code, shader.Cb1Data) }; _compilationQueue.Enqueue(new ProgramCompilation(new[] { program }, shaders, newSpecState, programIndex, isCompute: true)); } |