using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Silk.NET.Vulkan; using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using System.Threading.Tasks; namespace Ryujinx.Graphics.Vulkan { class ShaderCollection : IProgram { private readonly PipelineShaderStageCreateInfo[] _infos; private readonly Shader[] _shaders; private readonly PipelineLayoutCacheEntry _plce; public PipelineLayout PipelineLayout => _plce.PipelineLayout; public bool HasMinimalLayout { get; } public bool UsePushDescriptors { get; } public bool IsCompute { get; } public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0; public uint Stages { get; } public ResourceBindingSegment[][] ClearSegments { get; } public ResourceBindingSegment[][] BindingSegments { get; } public DescriptorSetTemplate[] Templates { get; } public ProgramLinkStatus LinkStatus { get; private set; } public readonly SpecDescription[] SpecDescriptions; public bool IsLinked { get { if (LinkStatus == ProgramLinkStatus.Incomplete) { CheckProgramLink(true); } return LinkStatus == ProgramLinkStatus.Success; } } private HashTableSlim> _graphicsPipelineCache; private HashTableSlim> _computePipelineCache; private readonly VulkanRenderer _gd; private Device _device; private bool _initialized; private ProgramPipelineState _state; private DisposableRenderPass _dummyRenderPass; private readonly Task _compileTask; private bool _firstBackgroundUse; public ShaderCollection( VulkanRenderer gd, Device device, ShaderSource[] shaders, ResourceLayout resourceLayout, SpecDescription[] specDescription = null, bool isMinimal = false) { _gd = gd; _device = device; if (specDescription != null && specDescription.Length != shaders.Length) { throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided"); } gd.Shaders.Add(this); var internalShaders = new Shader[shaders.Length]; _infos = new PipelineShaderStageCreateInfo[shaders.Length]; SpecDescriptions = specDescription; LinkStatus = ProgramLinkStatus.Incomplete; uint stages = 0; for (int i = 0; i < shaders.Length; i++) { var shader = new Shader(gd.Api, device, shaders[i]); stages |= 1u << shader.StageFlags switch { ShaderStageFlags.FragmentBit => 1, ShaderStageFlags.GeometryBit => 2, ShaderStageFlags.TessellationControlBit => 3, ShaderStageFlags.TessellationEvaluationBit => 4, _ => 0, }; if (shader.StageFlags == ShaderStageFlags.ComputeBit) { IsCompute = true; } internalShaders[i] = shader; } _shaders = internalShaders; bool usePushDescriptors = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors && !IsCompute && !HasPushDescriptorsBug(gd) && CanUsePushDescriptors(gd, resourceLayout, IsCompute); ReadOnlyCollection sets = usePushDescriptors ? BuildPushDescriptorSets(gd, resourceLayout.Sets) : resourceLayout.Sets; _plce = gd.PipelineLayoutCache.GetOrCreate(gd, device, sets, usePushDescriptors); HasMinimalLayout = isMinimal; UsePushDescriptors = usePushDescriptors; Stages = stages; ClearSegments = BuildClearSegments(sets); BindingSegments = BuildBindingSegments(resourceLayout.SetUsages); Templates = BuildTemplates(usePushDescriptors); _compileTask = Task.CompletedTask; _firstBackgroundUse = false; } public ShaderCollection( VulkanRenderer gd, Device device, ShaderSource[] sources, ResourceLayout resourceLayout, ProgramPipelineState state, bool fromCache) : this(gd, device, sources, resourceLayout) { _state = state; _compileTask = BackgroundCompilation(); _firstBackgroundUse = !fromCache; } private static bool HasPushDescriptorsBug(VulkanRenderer gd) { // Those GPUs/drivers do not work properly with push descriptors, so we must force disable them. return gd.IsNvidiaPreTuring || (gd.IsIntelArc && gd.IsIntelWindows); } private static bool CanUsePushDescriptors(VulkanRenderer gd, ResourceLayout layout, bool isCompute) { // If binding 3 is immediately used, use an alternate set of reserved bindings. ReadOnlyCollection uniformUsage = layout.SetUsages[0].Usages; bool hasBinding3 = uniformUsage.Any(x => x.Binding == 3); int[] reserved = isCompute ? Array.Empty() : gd.GetPushDescriptorReservedBindings(hasBinding3); // Can't use any of the reserved usages. for (int i = 0; i < uniformUsage.Count; i++) { var binding = uniformUsage[i].Binding; if (reserved.Contains(binding) || binding >= Constants.MaxPushDescriptorBinding || binding >= gd.Capabilities.MaxPushDescriptors + reserved.Count(id => id < binding)) { return false; } } return true; } private static ReadOnlyCollection BuildPushDescriptorSets( VulkanRenderer gd, ReadOnlyCollection sets) { // The reserved bindings were selected when determining if push descriptors could be used. int[] reserved = gd.GetPushDescriptorReservedBindings(false); var result = new ResourceDescriptorCollection[sets.Count]; for (int i = 0; i < sets.Count; i++) { if (i == 0) { // Push descriptors apply here. Remove reserved bindings. ResourceDescriptorCollection original = sets[i]; var pdUniforms = new ResourceDescriptor[original.Descriptors.Count]; int j = 0; foreach (ResourceDescriptor descriptor in original.Descriptors) { if (reserved.Contains(descriptor.Binding)) { // If the binding is reserved, set its descriptor count to 0. pdUniforms[j++] = new ResourceDescriptor( descriptor.Binding, 0, descriptor.Type, descriptor.Stages); } else { pdUniforms[j++] = descriptor; } } result[i] = new ResourceDescriptorCollection(new(pdUniforms)); } else { result[i] = sets[i]; } } return new(result); } private static ResourceBindingSegment[][] BuildClearSegments(ReadOnlyCollection sets) { ResourceBindingSegment[][] segments = new ResourceBindingSegment[sets.Count][]; for (int setIndex = 0; setIndex < sets.Count; setIndex++) { List currentSegments = new(); ResourceDescriptor currentDescriptor = default; int currentCount = 0; for (int index = 0; index < sets[setIndex].Descriptors.Count; index++) { ResourceDescriptor descriptor = sets[setIndex].Descriptors[index]; if (currentDescriptor.Binding + currentCount != descriptor.Binding || currentDescriptor.Type != descriptor.Type || currentDescriptor.Stages != descriptor.Stages) { if (currentCount != 0) { currentSegments.Add(new ResourceBindingSegment( currentDescriptor.Binding, currentCount, currentDescriptor.Type, currentDescriptor.Stages)); } currentDescriptor = descriptor; currentCount = descriptor.Count; } else { currentCount += descriptor.Count; } } if (currentCount != 0) { currentSegments.Add(new ResourceBindingSegment( currentDescriptor.Binding, currentCount, currentDescriptor.Type, currentDescriptor.Stages)); } segments[setIndex] = currentSegments.ToArray(); } return segments; } private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection setUsages) { ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][]; for (int setIndex = 0; setIndex < setUsages.Count; setIndex++) { List currentSegments = new(); ResourceUsage currentUsage = default; int currentCount = 0; for (int index = 0; index < setUsages[setIndex].Usages.Count; index++) { ResourceUsage usage = setUsages[setIndex].Usages[index]; if (currentUsage.Binding + currentCount != usage.Binding || currentUsage.Type != usage.Type || currentUsage.Stages != usage.Stages) { if (currentCount != 0) { currentSegments.Add(new ResourceBindingSegment( currentUsage.Binding, currentCount, currentUsage.Type, currentUsage.Stages)); } currentUsage = usage; currentCount = 1; } else { currentCount++; } } if (currentCount != 0) { currentSegments.Add(new ResourceBindingSegment( currentUsage.Binding, currentCount, currentUsage.Type, currentUsage.Stages)); } segments[setIndex] = currentSegments.ToArray(); } return segments; } private DescriptorSetTemplate[] BuildTemplates(bool usePushDescriptors) { var templates = new DescriptorSetTemplate[BindingSegments.Length]; for (int setIndex = 0; setIndex < BindingSegments.Length; setIndex++) { if (usePushDescriptors && setIndex == 0) { // Push descriptors get updated using templates owned by the pipeline layout. continue; } ResourceBindingSegment[] segments = BindingSegments[setIndex]; if (segments != null && segments.Length > 0) { templates[setIndex] = new DescriptorSetTemplate(_gd, _device, segments, _plce, IsCompute ? PipelineBindPoint.Compute : PipelineBindPoint.Graphics, setIndex); } } return templates; } private async Task BackgroundCompilation() { await Task.WhenAll(_shaders.Select(shader => shader.CompileTask)); if (Array.Exists(_shaders, shader => shader.CompileStatus == ProgramLinkStatus.Failure)) { LinkStatus = ProgramLinkStatus.Failure; return; } try { if (IsCompute) { CreateBackgroundComputePipeline(); } else { CreateBackgroundGraphicsPipeline(); } } catch (VulkanException e) { Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}"); LinkStatus = ProgramLinkStatus.Failure; } } private void EnsureShadersReady() { if (!_initialized) { CheckProgramLink(true); ProgramLinkStatus resultStatus = ProgramLinkStatus.Success; for (int i = 0; i < _shaders.Length; i++) { var shader = _shaders[i]; if (shader.CompileStatus != ProgramLinkStatus.Success) { resultStatus = ProgramLinkStatus.Failure; } _infos[i] = shader.GetInfo(); } // If the link status was already set as failure by background compilation, prefer that decision. if (LinkStatus != ProgramLinkStatus.Failure) { LinkStatus = resultStatus; } _initialized = true; } } public PipelineShaderStageCreateInfo[] GetInfos() { EnsureShadersReady(); return _infos; } protected DisposableRenderPass CreateDummyRenderPass() { if (_dummyRenderPass.Value.Handle != 0) { return _dummyRenderPass; } return _dummyRenderPass = _state.ToRenderPass(_gd, _device); } public void CreateBackgroundComputePipeline() { PipelineState pipeline = new(); pipeline.Initialize(); pipeline.Stages[0] = _shaders[0].GetInfo(); pipeline.StagesCount = 1; pipeline.PipelineLayout = PipelineLayout; pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache); pipeline.Dispose(); } public void CreateBackgroundGraphicsPipeline() { // To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules. // The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state. // This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be // close enough that the GPU driver will reuse the compiled shader for the different state. // First, we need to create a render pass object compatible with the one that will be used at runtime. // The active attachment formats have been provided by the abstraction layer. var renderPass = CreateDummyRenderPass(); PipelineState pipeline = _state.ToVulkanPipelineState(_gd); // Copy the shader stage info to the pipeline. var stages = pipeline.Stages.AsSpan(); for (int i = 0; i < _shaders.Length; i++) { stages[i] = _shaders[i].GetInfo(); } pipeline.HasTessellationControlShader = HasTessellationControlShader; pipeline.StagesCount = (uint)_shaders.Length; pipeline.PipelineLayout = PipelineLayout; pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value, throwOnError: true); pipeline.Dispose(); } public ProgramLinkStatus CheckProgramLink(bool blocking) { if (LinkStatus == ProgramLinkStatus.Incomplete) { ProgramLinkStatus resultStatus = ProgramLinkStatus.Success; foreach (Shader shader in _shaders) { if (shader.CompileStatus == ProgramLinkStatus.Incomplete) { if (blocking) { // Wait for this shader to finish compiling. shader.WaitForCompile(); if (shader.CompileStatus != ProgramLinkStatus.Success) { resultStatus = ProgramLinkStatus.Failure; } } else { return ProgramLinkStatus.Incomplete; } } } if (!_compileTask.IsCompleted) { if (blocking) { _compileTask.Wait(); if (LinkStatus == ProgramLinkStatus.Failure) { return ProgramLinkStatus.Failure; } } else { return ProgramLinkStatus.Incomplete; } } return resultStatus; } return LinkStatus; } public byte[] GetBinary() { return null; } public DescriptorSetTemplate GetPushDescriptorTemplate(long updateMask) { return _plce.GetPushDescriptorTemplate(IsCompute ? PipelineBindPoint.Compute : PipelineBindPoint.Graphics, updateMask); } public void AddComputePipeline(ref SpecData key, Auto pipeline) { (_computePipelineCache ??= new()).Add(ref key, pipeline); } public void AddGraphicsPipeline(ref PipelineUid key, Auto pipeline) { (_graphicsPipelineCache ??= new()).Add(ref key, pipeline); } public bool TryGetComputePipeline(ref SpecData key, out Auto pipeline) { if (_computePipelineCache == null) { pipeline = default; return false; } if (_computePipelineCache.TryGetValue(ref key, out pipeline)) { return true; } return false; } public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto pipeline) { if (_graphicsPipelineCache == null) { pipeline = default; return false; } if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline)) { if (_firstBackgroundUse) { Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?"); _firstBackgroundUse = false; } return false; } _firstBackgroundUse = false; return true; } public void UpdateDescriptorCacheCommandBufferIndex(int commandBufferIndex) { _plce.UpdateCommandBufferIndex(commandBufferIndex); } public Auto GetNewDescriptorSetCollection(int setIndex, out bool isNew) { return _plce.GetNewDescriptorSetCollection(setIndex, out isNew); } public bool HasSameLayout(ShaderCollection other) { return other != null && _plce == other._plce; } protected virtual void Dispose(bool disposing) { if (disposing) { if (!_gd.Shaders.Remove(this)) { return; } for (int i = 0; i < _shaders.Length; i++) { _shaders[i].Dispose(); } if (_graphicsPipelineCache != null) { foreach (Auto pipeline in _graphicsPipelineCache.Values) { pipeline?.Dispose(); } } if (_computePipelineCache != null) { foreach (Auto pipeline in _computePipelineCache.Values) { pipeline.Dispose(); } } for (int i = 0; i < Templates.Length; i++) { Templates[i]?.Dispose(); } if (_dummyRenderPass.Value.Handle != 0) { _dummyRenderPass.Dispose(); } } } public void Dispose() { Dispose(true); } } }