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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 bool UpdateTexturesWithoutTemplate { get; }
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<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
private HashTableSlim<SpecData, Auto<DisposablePipeline>> _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<ResourceDescriptorCollection> 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, out bool usesBufferTextures);
Templates = BuildTemplates(usePushDescriptors);
// Updating buffer texture bindings using template updates crashes the Adreno driver on Windows.
UpdateTexturesWithoutTemplate = gd.IsQualcommProprietary && usesBufferTextures;
_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<ResourceUsage> uniformUsage = layout.SetUsages[0].Usages;
bool hasBinding3 = uniformUsage.Any(x => x.Binding == 3);
int[] reserved = isCompute ? Array.Empty<int>() : 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<ResourceDescriptorCollection> BuildPushDescriptorSets(
VulkanRenderer gd,
ReadOnlyCollection<ResourceDescriptorCollection> 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<ResourceDescriptorCollection> sets)
{
ResourceBindingSegment[][] segments = new ResourceBindingSegment[sets.Count][];
for (int setIndex = 0; setIndex < sets.Count; setIndex++)
{
List<ResourceBindingSegment> 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 ||
currentDescriptor.Count > 1 ||
descriptor.Count > 1)
{
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentDescriptor.Binding,
currentCount,
currentDescriptor.Type,
currentDescriptor.Stages,
currentDescriptor.Count > 1));
}
currentDescriptor = descriptor;
currentCount = descriptor.Count;
}
else
{
currentCount += descriptor.Count;
}
}
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentDescriptor.Binding,
currentCount,
currentDescriptor.Type,
currentDescriptor.Stages,
currentDescriptor.Count > 1));
}
segments[setIndex] = currentSegments.ToArray();
}
return segments;
}
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages, out bool usesBufferTextures)
{
usesBufferTextures = false;
ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];
for (int setIndex = 0; setIndex < setUsages.Count; setIndex++)
{
List<ResourceBindingSegment> 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 (usage.Type == ResourceType.BufferTexture)
{
usesBufferTextures = true;
}
if (currentUsage.Binding + currentCount != usage.Binding ||
currentUsage.Type != usage.Type ||
currentUsage.Stages != usage.Stages ||
currentUsage.ArrayLength > 1 ||
usage.ArrayLength > 1)
{
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentUsage.Binding,
currentCount,
currentUsage.Type,
currentUsage.Stages,
currentUsage.ArrayLength > 1));
}
currentUsage = usage;
currentCount = usage.ArrayLength;
}
else
{
currentCount++;
}
}
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentUsage.Binding,
currentCount,
currentUsage.Type,
currentUsage.Stages,
currentUsage.ArrayLength > 1));
}
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<DisposablePipeline> pipeline)
{
(_computePipelineCache ??= new()).Add(ref key, pipeline);
}
public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
{
(_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
}
public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> 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<DisposablePipeline> 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<DescriptorSetCollection> GetNewDescriptorSetCollection(int setIndex, out bool isNew)
{
return _plce.GetNewDescriptorSetCollection(setIndex, out isNew);
}
public Auto<DescriptorSetCollection> GetNewManualDescriptorSetCollection(CommandBufferScoped cbs, int setIndex, out int cacheIndex)
{
return _plce.GetNewManualDescriptorSetCollection(cbs, setIndex, out cacheIndex);
}
public void UpdateManualDescriptorSetCollectionOwnership(CommandBufferScoped cbs, int setIndex, int cacheIndex)
{
_plce.UpdateManualDescriptorSetCollectionOwnership(cbs, setIndex, cacheIndex);
}
public void ReleaseManualDescriptorSetCollection(int setIndex, int cacheIndex)
{
_plce.ReleaseManualDescriptorSetCollection(setIndex, cacheIndex);
}
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<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
{
pipeline?.Dispose();
}
}
if (_computePipelineCache != null)
{
foreach (Auto<DisposablePipeline> 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);
}
}
}
|