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|
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader.DiskCache;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Memory cache of shader code.
/// </summary>
class ShaderCache : IDisposable
{
/// <summary>
/// Default flags used on the shader translation process.
/// </summary>
public const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
private readonly struct TranslatedShader
{
public readonly CachedShaderStage Shader;
public readonly ShaderProgram Program;
public TranslatedShader(CachedShaderStage shader, ShaderProgram program)
{
Shader = shader;
Program = program;
}
}
private readonly struct TranslatedShaderVertexPair
{
public readonly CachedShaderStage VertexA;
public readonly CachedShaderStage VertexB;
public readonly ShaderProgram Program;
public TranslatedShaderVertexPair(CachedShaderStage vertexA, CachedShaderStage vertexB, ShaderProgram program)
{
VertexA = vertexA;
VertexB = vertexB;
Program = program;
}
}
private readonly GpuContext _context;
private readonly ShaderDumper _dumper;
private readonly Dictionary<ulong, CachedShaderProgram> _cpPrograms;
private readonly Dictionary<ShaderAddresses, CachedShaderProgram> _gpPrograms;
private readonly struct ProgramToSave
{
public readonly CachedShaderProgram CachedProgram;
public readonly IProgram HostProgram;
public readonly byte[] BinaryCode;
public ProgramToSave(CachedShaderProgram cachedProgram, IProgram hostProgram, byte[] binaryCode)
{
CachedProgram = cachedProgram;
HostProgram = hostProgram;
BinaryCode = binaryCode;
}
}
private readonly Queue<ProgramToSave> _programsToSaveQueue;
private readonly ComputeShaderCacheHashTable _computeShaderCache;
private readonly ShaderCacheHashTable _graphicsShaderCache;
private readonly DiskCacheHostStorage _diskCacheHostStorage;
private readonly BackgroundDiskCacheWriter _cacheWriter;
/// <summary>
/// Event for signalling shader cache loading progress.
/// </summary>
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
/// <summary>
/// Creates a new instance of the shader cache.
/// </summary>
/// <param name="context">GPU context that the shader cache belongs to</param>
public ShaderCache(GpuContext context)
{
_context = context;
_dumper = new ShaderDumper();
_cpPrograms = new Dictionary<ulong, CachedShaderProgram>();
_gpPrograms = new Dictionary<ShaderAddresses, CachedShaderProgram>();
_programsToSaveQueue = new Queue<ProgramToSave>();
string diskCacheTitleId = GetDiskCachePath();
_computeShaderCache = new ComputeShaderCacheHashTable();
_graphicsShaderCache = new ShaderCacheHashTable();
_diskCacheHostStorage = new DiskCacheHostStorage(diskCacheTitleId);
if (_diskCacheHostStorage.CacheEnabled)
{
_cacheWriter = new BackgroundDiskCacheWriter(context, _diskCacheHostStorage);
}
}
/// <summary>
/// Gets the path where the disk cache for the current application is stored.
/// </summary>
private static string GetDiskCachePath()
{
return GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null
? Path.Combine(AppDataManager.GamesDirPath, GraphicsConfig.TitleId, "cache", "shader")
: null;
}
/// <summary>
/// Processes the queue of shaders that must save their binaries to the disk cache.
/// </summary>
public void ProcessShaderCacheQueue()
{
// Check to see if the binaries for previously compiled shaders are ready, and save them out.
while (_programsToSaveQueue.TryPeek(out ProgramToSave programToSave))
{
ProgramLinkStatus result = programToSave.HostProgram.CheckProgramLink(false);
if (result != ProgramLinkStatus.Incomplete)
{
if (result == ProgramLinkStatus.Success)
{
_cacheWriter.AddShader(programToSave.CachedProgram, programToSave.BinaryCode ?? programToSave.HostProgram.GetBinary());
}
_programsToSaveQueue.Dequeue();
}
else
{
break;
}
}
}
/// <summary>
/// Initialize the cache.
/// </summary>
/// <param name="cancellationToken">Cancellation token to cancel the shader cache initialization process</param>
internal void Initialize(CancellationToken cancellationToken)
{
if (_diskCacheHostStorage.CacheEnabled)
{
ParallelDiskCacheLoader loader = new(
_context,
_graphicsShaderCache,
_computeShaderCache,
_diskCacheHostStorage,
ShaderCacheStateUpdate,
cancellationToken);
loader.LoadShaders();
int errorCount = loader.ErrorCount;
if (errorCount != 0)
{
Logger.Warning?.Print(LogClass.Gpu, $"Failed to load {errorCount} shaders from the disk cache.");
}
}
}
/// <summary>
/// Shader cache state update handler.
/// </summary>
/// <param name="state">Current state of the shader cache load process</param>
/// <param name="current">Number of the current shader being processed</param>
/// <param name="total">Total number of shaders to process</param>
private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
{
ShaderCacheStateChanged?.Invoke(state, current, total);
}
/// <summary>
/// Gets a compute shader from the cache.
/// </summary>
/// <remarks>
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </remarks>
/// <param name="channel">GPU channel</param>
/// <param name="samplerPoolMaximumId">Maximum ID that an entry in the sampler pool may have</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="computeState">Compute engine state</param>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <returns>Compiled compute shader code</returns>
public CachedShaderProgram GetComputeShader(
GpuChannel channel,
int samplerPoolMaximumId,
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
ulong gpuVa)
{
if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
{
return cpShader;
}
if (_computeShaderCache.TryFind(channel, poolState, computeState, gpuVa, out cpShader, out byte[] cachedGuestCode))
{
_cpPrograms[gpuVa] = cpShader;
return cpShader;
}
ShaderSpecializationState specState = new(ref computeState);
GpuAccessorState gpuAccessorState = new(samplerPoolMaximumId, 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, asCompute: false);
ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
cpShader = new CachedShaderProgram(hostProgram, specState, translatedShader.Shader);
_computeShaderCache.Add(cpShader);
EnqueueProgramToSave(cpShader, hostProgram, shaderSourcesArray);
_cpPrograms[gpuVa] = cpShader;
return cpShader;
}
/// <summary>
/// Updates the shader pipeline state based on the current GPU state.
/// </summary>
/// <param name="state">Current GPU 3D engine state</param>
/// <param name="pipeline">Shader pipeline state to be updated</param>
/// <param name="graphicsState">Current graphics state</param>
/// <param name="channel">Current GPU channel</param>
private static void UpdatePipelineInfo(
ref ThreedClassState state,
ref ProgramPipelineState pipeline,
GpuChannelGraphicsState graphicsState,
GpuChannel channel)
{
channel.TextureManager.UpdateRenderTargets();
var rtControl = state.RtControl;
var msaaMode = state.RtMsaaMode;
pipeline.SamplesCount = msaaMode.SamplesInX() * msaaMode.SamplesInY();
int count = rtControl.UnpackCount();
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
int rtIndex = rtControl.UnpackPermutationIndex(index);
var colorState = state.RtColorState[rtIndex];
if (index >= count || colorState.Format == 0 || colorState.WidthOrStride == 0)
{
pipeline.AttachmentEnable[index] = false;
pipeline.AttachmentFormats[index] = Format.R8G8B8A8Unorm;
}
else
{
pipeline.AttachmentEnable[index] = true;
pipeline.AttachmentFormats[index] = colorState.Format.Convert().Format;
}
}
pipeline.DepthStencilEnable = state.RtDepthStencilEnable;
pipeline.DepthStencilFormat = pipeline.DepthStencilEnable ? state.RtDepthStencilState.Format.Convert().Format : Format.D24UnormS8Uint;
pipeline.VertexBufferCount = Constants.TotalVertexBuffers;
pipeline.Topology = graphicsState.Topology;
}
/// <summary>
/// Gets a graphics shader program from the shader cache.
/// This includes all the specified shader stages.
/// </summary>
/// <remarks>
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </remarks>
/// <param name="state">GPU state</param>
/// <param name="pipeline">Pipeline state</param>
/// <param name="channel">GPU channel</param>
/// <param name="samplerPoolMaximumId">Maximum ID that an entry in the sampler pool may have</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">3D engine state</param>
/// <param name="addresses">Addresses of the shaders for each stage</param>
/// <returns>Compiled graphics shader code</returns>
public CachedShaderProgram GetGraphicsShader(
ref ThreedClassState state,
ref ProgramPipelineState pipeline,
GpuChannel channel,
int samplerPoolMaximumId,
ref GpuChannelPoolState poolState,
ref GpuChannelGraphicsState graphicsState,
ShaderAddresses addresses)
{
if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
{
return gpShaders;
}
if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out var cachedGuestCode))
{
_gpPrograms[addresses] = gpShaders;
return gpShaders;
}
TransformFeedbackDescriptor[] transformFeedbackDescriptors = GetTransformFeedbackDescriptors(ref state);
UpdatePipelineInfo(ref state, ref pipeline, graphicsState, channel);
ShaderSpecializationState specState = new(ref graphicsState, ref pipeline, transformFeedbackDescriptors);
GpuAccessorState gpuAccessorState = new(samplerPoolMaximumId, poolState, default, graphicsState, specState, transformFeedbackDescriptors);
ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
GpuAccessor[] gpuAccessors = new GpuAccessor[Constants.ShaderStages];
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
TranslatorContext nextStage = null;
TargetApi api = _context.Capabilities.Api;
for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
{
ulong gpuVa = addressesSpan[stageIndex + 1];
if (gpuVa != 0)
{
GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState, stageIndex, addresses.Geometry != 0);
TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, gpuVa);
if (nextStage != null)
{
currentStage.SetNextStage(nextStage);
}
if (stageIndex == 0 && addresses.VertexA != 0)
{
translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
}
gpuAccessors[stageIndex] = gpuAccessor;
translatorContexts[stageIndex + 1] = currentStage;
nextStage = currentStage;
}
}
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]);
}
ShaderAsCompute vertexAsCompute = null;
ShaderAsCompute geometryAsCompute = null;
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
{
TranslatorContext currentStage = translatorContexts[stageIndex + 1];
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(
_dumper,
channel,
currentStage,
translatorContexts[0],
cachedGuestCode.VertexACode,
cachedGuestCode.VertexBCode,
asCompute);
shaders[0] = translatedShader.VertexA;
shaders[1] = translatedShader.VertexB;
program = translatedShader.Program;
}
else
{
byte[] code = cachedGuestCode.GetByIndex(stageIndex);
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));
infoBuilder.AddStageInfo(program.Info);
}
previousStage = currentStage;
}
else if (
previousStage != null &&
previousStage.LayerOutputWritten &&
stageIndex == 3 &&
!_context.Capabilities.SupportsLayerVertexTessellation)
{
shaderSources.Add(CreateShaderSource(previousStage.GenerateGeometryPassthrough()));
}
}
ShaderSource[] shaderSourcesArray = shaderSources.ToArray();
ShaderInfo info = infoBuilder.Build(pipeline);
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
gpShaders = new(hostProgram, vertexAsCompute, geometryAsCompute, specState, shaders);
_graphicsShaderCache.Add(gpShaders);
// 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>
/// 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="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 the host does not support store operations on vertex,
// we need to emulate it on a compute shader.
if (!context.Capabilities.SupportsVertexStoreAndAtomics && vertexHasStore)
{
return true;
}
// If any stage after the vertex stage is converted to compute,
// we need to convert vertex to compute too.
return hasGeometryShader && ShouldConvertGeometryToCompute(context, geometryHasStore);
}
/// <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;
}
/// <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;
}
/// <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>
/// Creates a shader source for use with the backend from a translated shader program.
/// </summary>
/// <param name="program">Translated shader program</param>
/// <returns>Shader source</returns>
public static ShaderSource CreateShaderSource(ShaderProgram program)
{
return new ShaderSource(program.Code, program.BinaryCode, program.Info.Stage, program.Language);
}
/// <summary>
/// Puts a program on the queue of programs to be saved on the disk cache.
/// </summary>
/// <remarks>
/// This will not do anything if disk shader cache is disabled.
/// </remarks>
/// <param name="program">Cached shader program</param>
/// <param name="hostProgram">Host program</param>
/// <param name="sources">Source for each shader stage</param>
private void EnqueueProgramToSave(CachedShaderProgram program, IProgram hostProgram, ShaderSource[] sources)
{
if (_diskCacheHostStorage.CacheEnabled)
{
byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(sources) : null;
ProgramToSave programToSave = new(program, hostProgram, binaryCode);
_programsToSaveQueue.Enqueue(programToSave);
}
}
/// <summary>
/// Gets transform feedback state from the current GPU state.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(ref ThreedClassState state)
{
bool tfEnable = state.TfEnable;
if (!tfEnable)
{
return null;
}
TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
{
var tf = state.TfState[i];
descs[i] = new TransformFeedbackDescriptor(
tf.BufferIndex,
tf.Stride,
tf.VaryingsCount,
ref state.TfVaryingLocations[i]);
}
return descs;
}
/// <summary>
/// Checks if compute shader code in memory is equal to the cached shader.
/// </summary>
/// <param name="channel">GPU channel using the shader</param>
/// <param name="poolState">GPU channel state to verify shader compatibility</param>
/// <param name="computeState">GPU channel compute state to verify shader compatibility</param>
/// <param name="cpShader">Cached compute shader</param>
/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
/// <returns>True if the code is different, false otherwise</returns>
private static bool IsShaderEqual(
GpuChannel channel,
GpuChannelPoolState poolState,
GpuChannelComputeState computeState,
CachedShaderProgram cpShader,
ulong gpuVa)
{
if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
{
return cpShader.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true);
}
return false;
}
/// <summary>
/// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
/// </summary>
/// <param name="channel">GPU channel using the shader</param>
/// <param name="poolState">GPU channel state to verify shader compatibility</param>
/// <param name="graphicsState">GPU channel graphics state to verify shader compatibility</param>
/// <param name="gpShaders">Cached graphics shaders</param>
/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
/// <returns>True if the code is different, false otherwise</returns>
private static bool IsShaderEqual(
GpuChannel channel,
ref GpuChannelPoolState poolState,
ref GpuChannelGraphicsState graphicsState,
CachedShaderProgram gpShaders,
ShaderAddresses addresses)
{
ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
for (int stageIndex = 0; stageIndex < gpShaders.Shaders.Length; stageIndex++)
{
CachedShaderStage shader = gpShaders.Shaders[stageIndex];
ulong gpuVa = addressesSpan[stageIndex];
if (!IsShaderEqual(channel.MemoryManager, shader, gpuVa))
{
return false;
}
}
bool vertexAsCompute = gpShaders.VertexAsCompute != null;
bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
return gpShaders.SpecializationState.MatchesGraphics(
channel,
ref poolState,
ref graphicsState,
vertexAsCompute,
usesDrawParameters,
checkTextures: true);
}
/// <summary>
/// Checks if the code of the specified cached shader is different from the code in memory.
/// </summary>
/// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
/// <param name="shader">Cached shader to compare with</param>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <returns>True if the code is different, false otherwise</returns>
private static bool IsShaderEqual(MemoryManager memoryManager, CachedShaderStage shader, ulong gpuVa)
{
if (shader == null)
{
return true;
}
ReadOnlySpan<byte> memoryCode = memoryManager.GetSpanMapped(gpuVa, shader.Code.Length);
return memoryCode.SequenceEqual(shader.Code);
}
/// <summary>
/// Decode the binary Maxwell shader code to a translator context.
/// </summary>
/// <param name="gpuAccessor">GPU state accessor</param>
/// <param name="api">Graphics API that will be used with the shader</param>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <returns>The generated translator context</returns>
public static TranslatorContext DecodeComputeShader(IGpuAccessor gpuAccessor, TargetApi api, ulong gpuVa)
{
var options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
return Translator.CreateContext(gpuVa, gpuAccessor, options);
}
/// <summary>
/// Decode the binary Maxwell shader code to a translator context.
/// </summary>
/// <remarks>
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
/// </remarks>
/// <param name="gpuAccessor">GPU state accessor</param>
/// <param name="api">Graphics API that will be used with the shader</param>
/// <param name="flags">Flags that controls shader translation</param>
/// <param name="gpuVa">GPU virtual address of the shader code</param>
/// <returns>The generated translator context</returns>
public static TranslatorContext DecodeGraphicsShader(IGpuAccessor gpuAccessor, TargetApi api, TranslationFlags flags, ulong gpuVa)
{
var options = CreateTranslationOptions(api, flags);
return Translator.CreateContext(gpuVa, gpuAccessor, options);
}
/// <summary>
/// Translates a previously generated translator context to something that the host API accepts.
/// </summary>
/// <param name="dumper">Optional shader code dumper</param>
/// <param name="channel">GPU channel using the shader</param>
/// <param name="currentStage">Translator context of the stage to be translated</param>
/// <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,
GpuChannel channel,
TranslatorContext currentStage,
TranslatorContext vertexA,
byte[] codeA,
byte[] codeB,
bool asCompute)
{
ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
var memoryManager = channel.MemoryManager;
codeA ??= memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
codeB ??= memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
byte[] cb1DataA = ReadArray(memoryManager, cb1DataAddress, vertexA.Cb1DataSize);
byte[] cb1DataB = ReadArray(memoryManager, cb1DataAddress, currentStage.Cb1DataSize);
ShaderDumpPaths pathsA = default;
ShaderDumpPaths pathsB = default;
if (dumper != null)
{
pathsA = dumper.Dump(codeA, compute: false);
pathsB = dumper.Dump(codeB, compute: false);
}
ShaderProgram program = currentStage.Translate(vertexA, asCompute);
pathsB.Prepend(program);
pathsA.Prepend(program);
CachedShaderStage vertexAStage = new(null, codeA, cb1DataA);
CachedShaderStage vertexBStage = new(program.Info, codeB, cb1DataB);
return new TranslatedShaderVertexPair(vertexAStage, vertexBStage, program);
}
/// <summary>
/// Translates a previously generated translator context to something that the host API accepts.
/// </summary>
/// <param name="dumper">Optional shader code dumper</param>
/// <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, bool asCompute)
{
var memoryManager = channel.MemoryManager;
ulong cb1DataAddress = context.Stage == ShaderStage.Compute
? channel.BufferManager.GetComputeUniformBufferAddress(1)
: channel.BufferManager.GetGraphicsUniformBufferAddress(StageToStageIndex(context.Stage), 1);
byte[] cb1Data = ReadArray(memoryManager, cb1DataAddress, context.Cb1DataSize);
code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
ShaderProgram program = context.Translate(asCompute);
paths.Prepend(program);
return new TranslatedShader(new CachedShaderStage(program.Info, code, cb1Data), program);
}
/// <summary>
/// Reads data from physical memory, returns an empty array if the memory is unmapped or size is 0.
/// </summary>
/// <param name="memoryManager">Memory manager with the physical memory to read from</param>
/// <param name="address">Physical address of the region to read</param>
/// <param name="size">Size in bytes of the data</param>
/// <returns>An array with the data at the specified memory location</returns>
private static byte[] ReadArray(MemoryManager memoryManager, ulong address, int size)
{
if (address == MemoryManager.PteUnmapped || size == 0)
{
return Array.Empty<byte>();
}
return memoryManager.Physical.GetSpan(address, size).ToArray();
}
/// <summary>
/// Gets the index of a stage from a <see cref="ShaderStage"/>.
/// </summary>
/// <param name="stage">Stage to get the index from</param>
/// <returns>Stage index</returns>
private static int StageToStageIndex(ShaderStage stage)
{
return stage switch
{
ShaderStage.TessellationControl => 1,
ShaderStage.TessellationEvaluation => 2,
ShaderStage.Geometry => 3,
ShaderStage.Fragment => 4,
_ => 0,
};
}
/// <summary>
/// Creates shader translation options with the requested graphics API and flags.
/// The shader language is choosen based on the current configuration and graphics API.
/// </summary>
/// <param name="api">Target graphics API</param>
/// <param name="flags">Translation flags</param>
/// <returns>Translation options</returns>
private static TranslationOptions CreateTranslationOptions(TargetApi api, TranslationFlags flags)
{
TargetLanguage lang = GraphicsConfig.EnableSpirvCompilationOnVulkan && api == TargetApi.Vulkan
? TargetLanguage.Spirv
: TargetLanguage.Glsl;
return new TranslationOptions(lang, api, flags);
}
/// <summary>
/// Disposes the shader cache, deleting all the cached shaders.
/// It's an error to use the shader cache after disposal.
/// </summary>
public void Dispose()
{
foreach (CachedShaderProgram program in _graphicsShaderCache.GetPrograms())
{
program.Dispose();
}
foreach (CachedShaderProgram program in _computeShaderCache.GetPrograms())
{
program.Dispose();
}
_cacheWriter?.Dispose();
}
}
}
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