Optimize Texture Binding and Shader Specialization Checks (#3399)

* Changes 1

* Changes 2

* Better ModifiedSequence handling

This should handle PreciseEvents properly, and simplifies a few things.

* Minor changes, remove debug log

* Handle stage.Info being null

Hopefully fixes Catherine crash

* Fix shader specialization fast texture lookup

* Fix some things.

* Address Feedback Part 1

* Make method static.
This commit is contained in:
riperiperi 2022-06-17 17:09:14 +01:00 committed by GitHub
parent d987cacfb7
commit 99ffc061d3
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GPG key ID: 4AEE18F83AFDEB23
15 changed files with 766 additions and 180 deletions

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@ -1,9 +1,14 @@
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader.DiskCache;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader
{
@ -158,6 +163,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
private readonly Dictionary<TextureKey, Box<TextureSpecializationState>> _textureSpecialization;
private KeyValuePair<TextureKey, Box<TextureSpecializationState>>[] _allTextures;
private Box<TextureSpecializationState>[][] _textureByBinding;
private Box<TextureSpecializationState>[][] _imageByBinding;
/// <summary>
/// Creates a new instance of the shader specialization state.
@ -194,6 +202,48 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
/// <summary>
/// Prepare the shader specialization state for quick binding lookups.
/// </summary>
/// <param name="stages">The shader stages</param>
public void Prepare(CachedShaderStage[] stages)
{
_allTextures = _textureSpecialization.ToArray();
_textureByBinding = new Box<TextureSpecializationState>[stages.Length][];
_imageByBinding = new Box<TextureSpecializationState>[stages.Length][];
for (int i = 0; i < stages.Length; i++)
{
CachedShaderStage stage = stages[i];
if (stage?.Info != null)
{
var textures = stage.Info.Textures;
var images = stage.Info.Images;
var texBindings = new Box<TextureSpecializationState>[textures.Count];
var imageBindings = new Box<TextureSpecializationState>[images.Count];
int stageIndex = Math.Max(i - 1, 0); // Don't count VertexA for looking up spec state. No-Op for compute.
for (int j = 0; j < textures.Count; j++)
{
var texture = textures[j];
texBindings[j] = GetTextureSpecState(stageIndex, texture.HandleIndex, texture.CbufSlot);
}
for (int j = 0; j < images.Count; j++)
{
var image = images[j];
imageBindings[j] = GetTextureSpecState(stageIndex, image.HandleIndex, image.CbufSlot);
}
_textureByBinding[i] = texBindings;
_imageByBinding[i] = imageBindings;
}
}
}
/// <summary>
/// Indicates that the shader accesses the early Z force state.
/// </summary>
@ -396,15 +446,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesGraphics(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelGraphicsState graphicsState)
public bool MatchesGraphics(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelGraphicsState graphicsState, bool checkTextures)
{
if (graphicsState.ViewportTransformDisable != GraphicsState.ViewportTransformDisable)
{
return false;
}
return Matches(channel, poolState, isCompute: false);
return Matches(channel, poolState, checkTextures, isCompute: false);
}
/// <summary>
@ -412,10 +463,64 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState)
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures)
{
return Matches(channel, poolState, isCompute: true);
return Matches(channel, poolState, checkTextures, isCompute: true);
}
/// <summary>
/// Fetch the constant buffers used for a texture to cache.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
/// <param name="cachedStageIndex">The currently cached stage</param>
/// <param name="textureBufferIndex">The new texture buffer index</param>
/// <param name="samplerBufferIndex">The new sampler buffer index</param>
/// <param name="stageIndex">Stage index of the constant buffer</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void UpdateCachedBuffer(
GpuChannel channel,
bool isCompute,
ref int cachedTextureBufferIndex,
ref int cachedSamplerBufferIndex,
ref ReadOnlySpan<int> cachedTextureBuffer,
ref ReadOnlySpan<int> cachedSamplerBuffer,
ref int cachedStageIndex,
int textureBufferIndex,
int samplerBufferIndex,
int stageIndex)
{
bool stageChange = stageIndex != cachedStageIndex;
if (stageChange || textureBufferIndex != cachedTextureBufferIndex)
{
ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, textureBufferIndex);
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
cachedTextureBufferIndex = textureBufferIndex;
if (samplerBufferIndex == textureBufferIndex)
{
cachedSamplerBuffer = cachedTextureBuffer;
cachedSamplerBufferIndex = samplerBufferIndex;
}
}
if (stageChange || samplerBufferIndex != cachedSamplerBufferIndex)
{
ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, samplerBufferIndex);
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
cachedSamplerBufferIndex = samplerBufferIndex;
}
cachedStageIndex = stageIndex;
}
/// <summary>
@ -423,9 +528,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
/// <returns>True if the state matches, false otherwise</returns>
private bool Matches(GpuChannel channel, GpuChannelPoolState poolState, bool isCompute)
private bool Matches(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures, bool isCompute)
{
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
@ -445,55 +551,60 @@ namespace Ryujinx.Graphics.Gpu.Shader
constantBufferUsePerStageMask &= ~(1 << index);
}
foreach (var kv in _textureSpecialization)
if (checkTextures)
{
TextureKey textureKey = kv.Key;
TexturePool pool = channel.TextureManager.GetTexturePool(poolState.TexturePoolGpuVa, poolState.TexturePoolMaximumId);
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(textureKey.CbufSlot, poolState.TextureBufferIndex);
int cachedTextureBufferIndex = -1;
int cachedSamplerBufferIndex = -1;
int cachedStageIndex = -1;
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
ulong textureCbAddress;
ulong samplerCbAddress;
if (isCompute)
foreach (var kv in _allTextures)
{
textureCbAddress = channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex);
samplerCbAddress = channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex);
}
else
{
textureCbAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(textureKey.StageIndex, textureBufferIndex);
samplerCbAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(textureKey.StageIndex, samplerBufferIndex);
}
TextureKey textureKey = kv.Key;
if (!channel.MemoryManager.Physical.IsMapped(textureCbAddress) || !channel.MemoryManager.Physical.IsMapped(samplerCbAddress))
{
continue;
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(textureKey.CbufSlot, poolState.TextureBufferIndex);
UpdateCachedBuffer(channel,
isCompute,
ref cachedTextureBufferIndex,
ref cachedSamplerBufferIndex,
ref cachedTextureBuffer,
ref cachedSamplerBuffer,
ref cachedStageIndex,
textureBufferIndex,
samplerBufferIndex,
textureKey.StageIndex);
int packedId = TextureHandle.ReadPackedId(textureKey.Handle, cachedTextureBuffer, cachedSamplerBuffer);
int textureId = TextureHandle.UnpackTextureId(packedId);
ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
if (!MatchesTexture(kv.Value, descriptor))
{
return false;
}
}
}
Image.TextureDescriptor descriptor;
if (isCompute)
{
descriptor = channel.TextureManager.GetComputeTextureDescriptor(
poolState.TexturePoolGpuVa,
poolState.TextureBufferIndex,
poolState.TexturePoolMaximumId,
textureKey.Handle,
textureKey.CbufSlot);
}
else
{
descriptor = channel.TextureManager.GetGraphicsTextureDescriptor(
poolState.TexturePoolGpuVa,
poolState.TextureBufferIndex,
poolState.TexturePoolMaximumId,
textureKey.StageIndex,
textureKey.Handle,
textureKey.CbufSlot);
}
Box<TextureSpecializationState> specializationState = kv.Value;
return true;
}
/// <summary>
/// Checks if the recorded texture state matches the given texture descriptor.
/// </summary>
/// <param name="specializationState">Texture specialization state</param>
/// <param name="descriptor">Texture descriptor</param>
/// <returns>True if the state matches, false otherwise</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
{
if (specializationState != null)
{
if (specializationState.Value.QueriedFlags.HasFlag(QueriedTextureStateFlags.CoordNormalized) &&
specializationState.Value.CoordNormalized != descriptor.UnpackTextureCoordNormalized())
{
@ -504,6 +615,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
return true;
}
/// <summary>
/// Checks if the recorded texture state for a given texture binding matches a texture descriptor.
/// </summary>
/// <param name="stage">The shader stage</param>
/// <param name="index">The texture index</param>
/// <param name="descriptor">Texture descriptor</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesTexture(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
{
Box<TextureSpecializationState> specializationState = _textureByBinding[(int)stage][index];
return MatchesTexture(specializationState, descriptor);
}
/// <summary>
/// Checks if the recorded texture state for a given image binding matches a texture descriptor.
/// </summary>
/// <param name="stage">The shader stage</param>
/// <param name="index">The texture index</param>
/// <param name="descriptor">Texture descriptor</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesImage(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
{
Box<TextureSpecializationState> specializationState = _imageByBinding[(int)stage][index];
return MatchesTexture(specializationState, descriptor);
}
/// <summary>
/// Reads shader specialization state that has been serialized.
/// </summary>