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using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
using Ryujinx.Graphics.Gpu.Shader.DiskCache;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache
{
/// <summary>
/// Class handling shader cache migrations.
/// </summary>
static class Migration
{
// Last codegen version before the migration to the new cache.
private const ulong ShaderCodeGenVersion = 3054;
/// <summary>
/// Migrates from the old cache format to the new one.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="hostStorage">Disk cache host storage (used to create the new shader files)</param>
/// <returns>Number of migrated shaders</returns>
public static int MigrateFromLegacyCache(GpuContext context, DiskCacheHostStorage hostStorage)
{
string baseCacheDirectory = CacheHelper.GetBaseCacheDirectory(GraphicsConfig.TitleId);
string cacheDirectory = CacheHelper.GenerateCachePath(baseCacheDirectory, CacheGraphicsApi.Guest, "", "program");
// If the directory does not exist, we have no old cache.
// Exist early as the CacheManager constructor will create the directories.
if (!Directory.Exists(cacheDirectory))
{
return 0;
}
if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
{
CacheManager cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);
bool isReadOnly = cacheManager.IsReadOnly;
HashSet<Hash128> invalidEntries = null;
if (isReadOnly)
{
Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
}
else
{
invalidEntries = new HashSet<Hash128>();
}
ReadOnlySpan<Hash128> guestProgramList = cacheManager.GetGuestProgramList();
for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
{
Hash128 key = guestProgramList[programIndex];
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?)");
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];
byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
Span<byte> codeSpan = entry.Code;
byte[] cb1Data = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();
ShaderProgramInfo info = new ShaderProgramInfo(
Array.Empty<BufferDescriptor>(),
Array.Empty<BufferDescriptor>(),
Array.Empty<TextureDescriptor>(),
Array.Empty<TextureDescriptor>(),
ShaderStage.Compute,
false,
false,
0,
0);
GpuChannelComputeState computeState = new GpuChannelComputeState(
entry.Header.GpuAccessorHeader.ComputeLocalSizeX,
entry.Header.GpuAccessorHeader.ComputeLocalSizeY,
entry.Header.GpuAccessorHeader.ComputeLocalSizeZ,
entry.Header.GpuAccessorHeader.ComputeLocalMemorySize,
entry.Header.GpuAccessorHeader.ComputeSharedMemorySize);
ShaderSpecializationState specState = new ShaderSpecializationState(computeState);
foreach (var td in entry.TextureDescriptors)
{
var handle = td.Key;
var data = td.Value;
specState.RegisterTexture(
0,
handle,
-1,
data.UnpackFormat(),
data.UnpackSrgb(),
data.UnpackTextureTarget(),
data.UnpackTextureCoordNormalized());
}
CachedShaderStage shader = new CachedShaderStage(info, code, cb1Data);
CachedShaderProgram program = new CachedShaderProgram(null, specState, shader);
hostStorage.AddShader(context, program, ReadOnlySpan<byte>.Empty);
}
else
{
Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
TransformFeedbackDescriptorOld[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
GuestGpuAccessorHeader accessorHeader = entries[0].Header.GpuAccessorHeader;
TessMode tessMode = new TessMode();
int tessPatchType = accessorHeader.TessellationModePacked & 3;
int tessSpacing = (accessorHeader.TessellationModePacked >> 2) & 3;
bool tessCw = (accessorHeader.TessellationModePacked & 0x10) != 0;
tessMode.Packed = (uint)tessPatchType;
tessMode.Packed |= (uint)(tessSpacing << 4);
if (tessCw)
{
tessMode.Packed |= 0x100;
}
PrimitiveTopology topology = accessorHeader.PrimitiveTopology switch
{
InputTopology.Lines => PrimitiveTopology.Lines,
InputTopology.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
InputTopology.Triangles => PrimitiveTopology.Triangles,
InputTopology.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
_ => PrimitiveTopology.Points
};
GpuChannelGraphicsState graphicsState = new GpuChannelGraphicsState(
accessorHeader.StateFlags.HasFlag(GuestGpuStateFlags.EarlyZForce),
topology,
tessMode,
false,
false,
false);
TransformFeedbackDescriptor[] tfdNew = null;
if (tfd != null)
{
tfdNew = new TransformFeedbackDescriptor[tfd.Length];
for (int tfIndex = 0; tfIndex < tfd.Length; tfIndex++)
{
Array32<uint> varyingLocations = new Array32<uint>();
Span<byte> varyingLocationsSpan = MemoryMarshal.Cast<uint, byte>(varyingLocations.ToSpan());
tfd[tfIndex].VaryingLocations.CopyTo(varyingLocationsSpan.Slice(0, tfd[tfIndex].VaryingLocations.Length));
tfdNew[tfIndex] = new TransformFeedbackDescriptor(
tfd[tfIndex].BufferIndex,
tfd[tfIndex].Stride,
tfd[tfIndex].VaryingLocations.Length,
ref varyingLocations);
}
}
ShaderSpecializationState specState = new ShaderSpecializationState(graphicsState, tfdNew);
for (int i = 0; i < entries.Length; i++)
{
GuestShaderCacheEntry entry = entries[i];
if (entry == null)
{
continue;
}
ShaderProgramInfo info = new ShaderProgramInfo(
Array.Empty<BufferDescriptor>(),
Array.Empty<BufferDescriptor>(),
Array.Empty<TextureDescriptor>(),
Array.Empty<TextureDescriptor>(),
(ShaderStage)(i + 1),
false,
false,
0,
0);
// NOTE: Vertex B comes first in the shader cache.
byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan(entry.Header.Size, entry.Header.SizeA).ToArray() : null;
Span<byte> codeSpan = entry.Code;
byte[] cb1Data = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();
shaders[i + 1] = new CachedShaderStage(info, code, cb1Data);
if (code2 != null)
{
shaders[0] = new CachedShaderStage(null, code2, cb1Data);
}
foreach (var td in entry.TextureDescriptors)
{
var handle = td.Key;
var data = td.Value;
specState.RegisterTexture(
i,
handle,
-1,
data.UnpackFormat(),
data.UnpackSrgb(),
data.UnpackTextureTarget(),
data.UnpackTextureCoordNormalized());
}
}
CachedShaderProgram program = new CachedShaderProgram(null, specState, shaders);
hostStorage.AddShader(context, program, ReadOnlySpan<byte>.Empty);
}
}
return guestProgramList.Length;
}
return 0;
}
}
}
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