Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
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7166e82c3c
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57 changed files with 3589 additions and 396 deletions
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@ -1,6 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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@ -9,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessor : IGpuAccessor
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class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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{
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private readonly GpuContext _context;
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private readonly GpuState _state;
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@ -78,7 +77,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <typeparam name="T">Type of the data to be read</typeparam>
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/// <param name="address">GPU virtual address of the data</param>
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/// <returns>Data at the memory location</returns>
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public T MemoryRead<T>(ulong address) where T : unmanaged
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public override T MemoryRead<T>(ulong address)
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{
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return _context.MemoryManager.Read<T>(address);
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}
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@ -134,33 +133,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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: _context.Methods.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
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}
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/// <summary>
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/// Queries texture target information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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public bool QueryIsTextureBuffer(int handle)
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{
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return GetTextureDescriptor(handle).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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/// Queries texture target information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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public bool QueryIsTextureRectangle(int handle)
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{
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var descriptor = GetTextureDescriptor(handle);
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TextureTarget target = descriptor.UnpackTextureTarget();
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bool is2DTexture = target == TextureTarget.Texture2D ||
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target == TextureTarget.Texture2DRect;
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return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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}
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/// <summary>
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/// Queries current primitive topology for geometry shaders.
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/// </summary>
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@ -208,76 +180,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries texture format information, for shaders using image load or store.
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/// </summary>
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/// <remarks>
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/// This only returns non-compressed color formats.
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/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
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/// </remarks>
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/// <param name="handle">Texture handle</param>
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/// <returns>Color format of the non-compressed texture</returns>
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public TextureFormat QueryTextureFormat(int handle)
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{
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var descriptor = GetTextureDescriptor(handle);
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if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
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{
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return TextureFormat.Unknown;
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}
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return formatInfo.Format switch
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{
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Format.R8Unorm => TextureFormat.R8Unorm,
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Format.R8Snorm => TextureFormat.R8Snorm,
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Format.R8Uint => TextureFormat.R8Uint,
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Format.R8Sint => TextureFormat.R8Sint,
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Format.R16Float => TextureFormat.R16Float,
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Format.R16Unorm => TextureFormat.R16Unorm,
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Format.R16Snorm => TextureFormat.R16Snorm,
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Format.R16Uint => TextureFormat.R16Uint,
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Format.R16Sint => TextureFormat.R16Sint,
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Format.R32Float => TextureFormat.R32Float,
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Format.R32Uint => TextureFormat.R32Uint,
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Format.R32Sint => TextureFormat.R32Sint,
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Format.R8G8Unorm => TextureFormat.R8G8Unorm,
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Format.R8G8Snorm => TextureFormat.R8G8Snorm,
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Format.R8G8Uint => TextureFormat.R8G8Uint,
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Format.R8G8Sint => TextureFormat.R8G8Sint,
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Format.R16G16Float => TextureFormat.R16G16Float,
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Format.R16G16Unorm => TextureFormat.R16G16Unorm,
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Format.R16G16Snorm => TextureFormat.R16G16Snorm,
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Format.R16G16Uint => TextureFormat.R16G16Uint,
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Format.R16G16Sint => TextureFormat.R16G16Sint,
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Format.R32G32Float => TextureFormat.R32G32Float,
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Format.R32G32Uint => TextureFormat.R32G32Uint,
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Format.R32G32Sint => TextureFormat.R32G32Sint,
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Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
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Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
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Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
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Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
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Format.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm,
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Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
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Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
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Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
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Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
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Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
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Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
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Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
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Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
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Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
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Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
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Format.R11G11B10Float => TextureFormat.R11G11B10Float,
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_ => TextureFormat.Unknown
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};
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <returns>Texture descriptor</returns>
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private Image.TextureDescriptor GetTextureDescriptor(int handle)
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public override Image.TextureDescriptor GetTextureDescriptor(int handle)
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{
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if (_compute)
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{
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