Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
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111 changed files with 5262 additions and 4020 deletions
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@ -1,15 +1,16 @@
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using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader.Cache;
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using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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@ -593,10 +594,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="state">GPU state</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="gas">GPU accessor state</param>
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/// <param name="addresses">Addresses of the shaders for each stage</param>
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/// <returns>Compiled graphics shader code</returns>
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public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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public ShaderBundle GetGraphicsShader(ref ThreedClassState state, GpuChannel channel, GpuAccessorState gas, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
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@ -604,7 +607,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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foreach (ShaderBundle cachedGpShaders in list)
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{
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if (IsShaderEqual(state.Channel.MemoryManager, cachedGpShaders, addresses))
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if (IsShaderEqual(channel.MemoryManager, cachedGpShaders, addresses))
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{
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return cachedGpShaders;
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}
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@ -613,7 +616,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];
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TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);
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TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(ref state);
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TranslationFlags flags = DefaultFlags;
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@ -626,14 +629,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (addresses.VertexA != 0)
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{
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shaderContexts[0] = DecodeGraphicsShader(state, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
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shaderContexts[0] = DecodeGraphicsShader(channel, gas, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
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}
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shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
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shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
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shaderContexts[5] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
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shaderContexts[1] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Vertex, addresses.Vertex);
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shaderContexts[2] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaderContexts[3] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaderContexts[4] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Geometry, addresses.Geometry);
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shaderContexts[5] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Fragment, addresses.Fragment);
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bool isShaderCacheEnabled = _cacheManager != null;
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bool isShaderCacheReadOnly = false;
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@ -656,7 +659,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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isShaderCacheReadOnly = _cacheManager.IsReadOnly;
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// Compute hash and prepare data for shader disk cache comparison.
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(state.Channel.MemoryManager, shaderContexts);
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts);
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programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd);
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}
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@ -673,11 +676,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// The shader isn't currently cached, translate it and compile it.
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ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
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shaders[0] = TranslateShader(state.Channel.MemoryManager, shaderContexts[1], shaderContexts[0]);
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shaders[1] = TranslateShader(state.Channel.MemoryManager, shaderContexts[2]);
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shaders[2] = TranslateShader(state.Channel.MemoryManager, shaderContexts[3]);
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shaders[3] = TranslateShader(state.Channel.MemoryManager, shaderContexts[4]);
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shaders[4] = TranslateShader(state.Channel.MemoryManager, shaderContexts[5]);
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shaders[0] = TranslateShader(channel.MemoryManager, shaderContexts[1], shaderContexts[0]);
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shaders[1] = TranslateShader(channel.MemoryManager, shaderContexts[2]);
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shaders[2] = TranslateShader(channel.MemoryManager, shaderContexts[3]);
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shaders[3] = TranslateShader(channel.MemoryManager, shaderContexts[4]);
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shaders[4] = TranslateShader(channel.MemoryManager, shaderContexts[5]);
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List<IShader> hostShaders = new List<IShader>();
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@ -733,9 +736,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
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private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(GpuState state)
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private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(ref ThreedClassState state)
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{
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bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
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bool tfEnable = state.TfEnable;
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if (!tfEnable)
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{
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@ -746,13 +749,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
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{
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var tf = state.Get<TfState>(MethodOffset.TfState, i);
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var tf = state.TfState[i];
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int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80);
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var varyingLocations = state.GetSpan(MethodOffset.TfVaryingLocations + i * 0x80, length).ToArray();
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var varyingLocations = MemoryMarshal.Cast<uint, byte>(state.TfVaryingLocations[i].ToSpan()).Slice(0, length);
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descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations);
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descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations.ToArray());
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}
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return descs;
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@ -871,14 +874,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <remarks>
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="gas">GPU accessor state</param>
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/// <param name="counts">Cumulative shader resource counts</param>
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/// <param name="flags">Flags that controls shader translation</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <returns>The generated translator context</returns>
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private TranslatorContext DecodeGraphicsShader(
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GpuState state,
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GpuChannel channel,
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GpuAccessorState gas,
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TranslationCounts counts,
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TranslationFlags flags,
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ShaderStage stage,
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return null;
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}
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GpuAccessorState gas = new GpuAccessorState(
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state.Get<PoolState>(MethodOffset.TexturePoolState).Address.Pack(),
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state.Get<PoolState>(MethodOffset.TexturePoolState).MaximumId,
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state.Get<int>(MethodOffset.TextureBufferIndex),
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state.Get<Boolean32>(MethodOffset.EarlyZForce));
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GpuAccessor gpuAccessor = new GpuAccessor(_context, state.Channel, gas, (int)stage - 1);
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GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, (int)stage - 1);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
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return Translator.CreateContext(gpuVa, gpuAccessor, options, counts);
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