Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
This commit is contained in:
parent
7f500e7cae
commit
b8eb6abecc
35 changed files with 633 additions and 684 deletions
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@ -1,31 +0,0 @@
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Cached compute shader code.
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/// </summary>
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class ComputeShader
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{
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/// <summary>
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/// Host shader program object.
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/// </summary>
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public IProgram HostProgram { get; }
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/// <summary>
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/// Cached shader.
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/// </summary>
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public CachedShader Shader { get; }
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/// <summary>
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/// Creates a new instance of the compute shader.
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/// </summary>
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/// <param name="hostProgram">Host shader program</param>
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/// <param name="shader">Cached shader</param>
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public ComputeShader(IProgram hostProgram, CachedShader shader)
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{
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HostProgram = hostProgram;
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Shader = shader;
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}
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}
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}
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264
Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
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264
Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
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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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namespace Ryujinx.Graphics.Gpu.Shader
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{
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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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{
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private readonly GpuContext _context;
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private readonly GpuState _state;
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private readonly int _stageIndex;
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private readonly bool _compute;
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private readonly int _localSizeX;
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private readonly int _localSizeY;
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private readonly int _localSizeZ;
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private readonly int _localMemorySize;
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private readonly int _sharedMemorySize;
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/// <summary>
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/// Creates a new instance of the GPU state accessor for graphics shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuState state, int stageIndex)
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{
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_context = context;
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_state = state;
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_stageIndex = stageIndex;
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}
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/// <summary>
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/// Creates a new instance of the GPU state accessor for compute shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="localSizeX">Local group size X of the compute shader</param>
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/// <param name="localSizeY">Local group size Y of the compute shader</param>
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/// <param name="localSizeZ">Local group size Z of the compute shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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public GpuAccessor(
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GpuContext context,
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GpuState state,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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_context = context;
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_state = state;
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_compute = true;
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_localSizeX = localSizeX;
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_localSizeY = localSizeY;
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_localSizeZ = localSizeZ;
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_localMemorySize = localMemorySize;
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_sharedMemorySize = sharedMemorySize;
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}
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/// <summary>
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/// Prints a log message.
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/// </summary>
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/// <param name="message">Message to print</param>
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public void Log(string message)
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{
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Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}");
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}
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/// <summary>
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/// Reads data from GPU memory.
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/// </summary>
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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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{
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return _context.MemoryAccessor.Read<T>(address);
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}
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/// <summary>
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/// Queries Local Size X for compute shaders.
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/// </summary>
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/// <returns>Local Size X</returns>
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public int QueryComputeLocalSizeX() => _localSizeX;
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/// <summary>
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/// Queries Local Size Y for compute shaders.
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/// </summary>
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/// <returns>Local Size Y</returns>
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public int QueryComputeLocalSizeY() => _localSizeY;
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/// <summary>
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/// Queries Local Size Z for compute shaders.
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/// </summary>
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/// <returns>Local Size Z</returns>
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public int QueryComputeLocalSizeZ() => _localSizeZ;
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/// <summary>
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/// Queries Local Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Local Memory size in bytes</returns>
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public int QueryComputeLocalMemorySize() => _localMemorySize;
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/// <summary>
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/// Queries Shared Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Shared Memory size in bytes</returns>
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public int QueryComputeSharedMemorySize() => _sharedMemorySize;
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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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/// <returns>Current primitive topology</returns>
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public InputTopology QueryPrimitiveTopology()
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{
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switch (_context.Methods.PrimitiveType)
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{
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case PrimitiveType.Points:
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return InputTopology.Points;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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return InputTopology.Lines;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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return InputTopology.LinesAdjacency;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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return InputTopology.Triangles;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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return InputTopology.TrianglesAdjacency;
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}
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return InputTopology.Points;
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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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.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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/// <returns>Texture descriptor</returns>
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private Image.TextureDescriptor GetTextureDescriptor(int handle)
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{
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if (_compute)
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{
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle);
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}
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else
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
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}
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}
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}
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}
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Cached graphics shader code for all stages.
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/// </summary>
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class GraphicsShader
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{
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/// <summary>
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/// Host shader program object.
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/// </summary>
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public IProgram HostProgram { get; set; }
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/// <summary>
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/// Compiled shader for each shader stage.
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/// </summary>
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public CachedShader[] Shaders { get; }
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/// <summary>
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/// Creates a new instance of cached graphics shader.
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/// </summary>
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public GraphicsShader()
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{
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Shaders = new CachedShader[Constants.ShaderStages];
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}
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}
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}
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46
Ryujinx.Graphics.Gpu/Shader/ShaderBundle.cs
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46
Ryujinx.Graphics.Gpu/Shader/ShaderBundle.cs
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Represents a program composed of one or more shader stages (for graphics shaders),
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/// or a single shader (for compute shaders).
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/// </summary>
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class ShaderBundle : IDisposable
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{
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/// <summary>
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/// Host shader program object.
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/// </summary>
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public IProgram HostProgram { get; }
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/// <summary>
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/// Compiled shader for each shader stage.
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/// </summary>
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public ShaderCodeHolder[] Shaders { get; }
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/// <summary>
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/// Creates a new instance of the shader bundle.
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/// </summary>
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/// <param name="hostProgram">Host program with all the shader stages</param>
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/// <param name="shaders">Shaders</param>
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public ShaderBundle(IProgram hostProgram, params ShaderCodeHolder[] shaders)
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{
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HostProgram = hostProgram;
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Shaders = shaders;
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}
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/// <summary>
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/// Dispose of the host shader resources.
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/// </summary>
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public void Dispose()
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{
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HostProgram.Dispose();
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foreach (ShaderCodeHolder holder in Shaders)
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{
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holder?.HostShader.Dispose();
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}
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}
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}
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}
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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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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.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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using TextureDescriptor = Image.TextureDescriptor;
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/// <summary>
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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache : IDisposable
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{
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private const int MaxProgramSize = 0x100000;
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private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
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private GpuContext _context;
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private readonly GpuContext _context;
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private ShaderDumper _dumper;
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private readonly ShaderDumper _dumper;
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private Dictionary<ulong, List<ComputeShader>> _cpPrograms;
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private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
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private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms;
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private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms;
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/// <summary>
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/// Creates a new instance of the shader cache.
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_dumper = new ShaderDumper();
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_cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
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_cpPrograms = new Dictionary<ulong, List<ShaderBundle>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
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}
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/// <summary>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ComputeShader GetComputeShader(
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public ShaderBundle GetComputeShader(
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GpuState state,
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ulong gpuVa,
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int localSizeX,
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int localMemorySize,
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int sharedMemorySize)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ShaderBundle> list);
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if (isCached)
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{
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foreach (ComputeShader cachedCpShader in list)
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foreach (ShaderBundle cachedCpShader in list)
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{
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if (!IsShaderDifferent(cachedCpShader, gpuVa))
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if (IsShaderEqual(cachedCpShader, gpuVa))
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{
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return cachedCpShader;
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}
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}
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}
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CachedShader shader = TranslateComputeShader(
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ShaderCodeHolder shader = TranslateComputeShader(
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state,
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gpuVa,
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localSizeX,
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@ -93,11 +84,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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ComputeShader cpShader = new ComputeShader(hostProgram, shader);
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ShaderBundle cpShader = new ShaderBundle(hostProgram, shader);
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if (!isCached)
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{
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list = new List<ComputeShader>();
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||||
list = new List<ShaderBundle>();
|
||||
|
||||
_cpPrograms.Add(gpuVa, list);
|
||||
}
|
||||
|
@ -117,42 +108,42 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="addresses">Addresses of the shaders for each stage</param>
|
||||
/// <returns>Compiled graphics shader code</returns>
|
||||
public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
|
||||
public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
|
||||
{
|
||||
bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
|
||||
bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
|
||||
|
||||
if (isCached)
|
||||
{
|
||||
foreach (GraphicsShader cachedGpShaders in list)
|
||||
foreach (ShaderBundle cachedGpShaders in list)
|
||||
{
|
||||
if (!IsShaderDifferent(cachedGpShaders, addresses))
|
||||
if (IsShaderEqual(cachedGpShaders, addresses))
|
||||
{
|
||||
return cachedGpShaders;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GraphicsShader gpShaders = new GraphicsShader();
|
||||
ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
|
||||
|
||||
if (addresses.VertexA != 0)
|
||||
{
|
||||
gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
|
||||
shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
|
||||
}
|
||||
else
|
||||
{
|
||||
gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
|
||||
shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
|
||||
}
|
||||
|
||||
gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
|
||||
gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
|
||||
gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
|
||||
gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
|
||||
shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
|
||||
shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
|
||||
shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
|
||||
shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
|
||||
|
||||
List<IShader> hostShaders = new List<IShader>();
|
||||
|
||||
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
|
||||
for (int stage = 0; stage < Constants.ShaderStages; stage++)
|
||||
{
|
||||
ShaderProgram program = gpShaders.Shaders[stage]?.Program;
|
||||
ShaderProgram program = shaders[stage]?.Program;
|
||||
|
||||
if (program == null)
|
||||
{
|
||||
|
@ -161,16 +152,18 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
IShader hostShader = _context.Renderer.CompileShader(program);
|
||||
|
||||
gpShaders.Shaders[stage].HostShader = hostShader;
|
||||
shaders[stage].HostShader = hostShader;
|
||||
|
||||
hostShaders.Add(hostShader);
|
||||
}
|
||||
|
||||
gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
|
||||
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
|
||||
|
||||
ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);
|
||||
|
||||
if (!isCached)
|
||||
{
|
||||
list = new List<GraphicsShader>();
|
||||
list = new List<ShaderBundle>();
|
||||
|
||||
_gpPrograms.Add(addresses, list);
|
||||
}
|
||||
|
@ -181,27 +174,27 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if compute shader code in memory is different from the cached shader.
|
||||
/// Checks if compute shader code in memory is equal to the cached shader.
|
||||
/// </summary>
|
||||
/// <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 bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
|
||||
private bool IsShaderEqual(ShaderBundle cpShader, ulong gpuVa)
|
||||
{
|
||||
return IsShaderDifferent(cpShader.Shader, gpuVa);
|
||||
return IsShaderEqual(cpShader.Shaders[0], gpuVa);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if graphics shader code from all stages in memory is different from the cached shaders.
|
||||
/// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
|
||||
/// </summary>
|
||||
/// <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 bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
|
||||
private bool IsShaderEqual(ShaderBundle gpShaders, ShaderAddresses addresses)
|
||||
{
|
||||
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
|
||||
{
|
||||
CachedShader shader = gpShaders.Shaders[stage];
|
||||
ShaderCodeHolder shader = gpShaders.Shaders[stage];
|
||||
|
||||
ulong gpuVa = 0;
|
||||
|
||||
|
@ -214,13 +207,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
case 4: gpuVa = addresses.Fragment; break;
|
||||
}
|
||||
|
||||
if (IsShaderDifferent(shader, gpuVa))
|
||||
if (!IsShaderEqual(shader, gpuVa, addresses.VertexA))
|
||||
{
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -228,17 +221,27 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
/// <param name="shader">Cached shader to compare with</param>
|
||||
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
|
||||
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
|
||||
/// <returns>True if the code is different, false otherwise</returns>
|
||||
private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
|
||||
private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
|
||||
{
|
||||
if (shader == null)
|
||||
{
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
ReadOnlySpan<byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, (ulong)shader.Code.Length * 4);
|
||||
ReadOnlySpan<byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, shader.Code.Length);
|
||||
|
||||
return !MemoryMarshal.Cast<byte, int>(memoryCode).SequenceEqual(shader.Code);
|
||||
bool equals = memoryCode.SequenceEqual(shader.Code);
|
||||
|
||||
if (equals && shader.Code2 != null)
|
||||
{
|
||||
memoryCode = _context.MemoryAccessor.GetSpan(gpuVaA, shader.Code2.Length);
|
||||
|
||||
equals = memoryCode.SequenceEqual(shader.Code2);
|
||||
}
|
||||
|
||||
return equals;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -252,7 +255,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <param name="localMemorySize">Local memory size of the compute shader</param>
|
||||
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
|
||||
/// <returns>Compiled compute shader code</returns>
|
||||
private CachedShader TranslateComputeShader(
|
||||
private ShaderCodeHolder TranslateComputeShader(
|
||||
GpuState state,
|
||||
ulong gpuVa,
|
||||
int localSizeX,
|
||||
|
@ -266,40 +269,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
return null;
|
||||
}
|
||||
|
||||
int QueryInfo(QueryInfoName info, int index)
|
||||
{
|
||||
return info switch
|
||||
{
|
||||
QueryInfoName.ComputeLocalSizeX
|
||||
=> localSizeX,
|
||||
QueryInfoName.ComputeLocalSizeY
|
||||
=> localSizeY,
|
||||
QueryInfoName.ComputeLocalSizeZ
|
||||
=> localSizeZ,
|
||||
QueryInfoName.ComputeLocalMemorySize
|
||||
=> localMemorySize,
|
||||
QueryInfoName.ComputeSharedMemorySize
|
||||
=> sharedMemorySize,
|
||||
QueryInfoName.IsTextureBuffer
|
||||
=> Convert.ToInt32(QueryIsTextureBuffer(state, 0, index, compute: true)),
|
||||
QueryInfoName.IsTextureRectangle
|
||||
=> Convert.ToInt32(QueryIsTextureRectangle(state, 0, index, compute: true)),
|
||||
QueryInfoName.TextureFormat
|
||||
=> (int)QueryTextureFormat(state, 0, index, compute: true),
|
||||
_
|
||||
=> QueryInfoCommon(info)
|
||||
};
|
||||
}
|
||||
|
||||
TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
|
||||
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
|
||||
|
||||
ShaderProgram program;
|
||||
|
||||
ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
|
||||
program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute);
|
||||
|
||||
program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute);
|
||||
|
||||
int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
|
||||
byte[] code = _context.MemoryAccessor.ReadBytes(gpuVa, program.Size);
|
||||
|
||||
_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
|
||||
|
||||
|
@ -309,7 +285,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
program.Prepend("// " + fullPath);
|
||||
}
|
||||
|
||||
return new CachedShader(program, codeCached);
|
||||
return new ShaderCodeHolder(program, code);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -323,45 +299,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <param name="gpuVa">GPU virtual address of the shader code</param>
|
||||
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
|
||||
/// <returns>Compiled graphics shader code</returns>
|
||||
private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
|
||||
private ShaderCodeHolder TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
|
||||
{
|
||||
if (gpuVa == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
int QueryInfo(QueryInfoName info, int index)
|
||||
{
|
||||
return info switch
|
||||
{
|
||||
QueryInfoName.IsTextureBuffer
|
||||
=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index, compute: false)),
|
||||
QueryInfoName.IsTextureRectangle
|
||||
=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index, compute: false)),
|
||||
QueryInfoName.PrimitiveTopology
|
||||
=> (int)QueryPrimitiveTopology(),
|
||||
QueryInfoName.TextureFormat
|
||||
=> (int)QueryTextureFormat(state, (int)stage - 1, index, compute: false),
|
||||
_
|
||||
=> QueryInfoCommon(info)
|
||||
};
|
||||
}
|
||||
|
||||
TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
|
||||
|
||||
ShaderProgram program;
|
||||
|
||||
int[] codeCached = null;
|
||||
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
|
||||
|
||||
if (gpuVaA != 0)
|
||||
{
|
||||
ReadOnlySpan<byte> codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize);
|
||||
ReadOnlySpan<byte> codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
|
||||
ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, DefaultFlags);
|
||||
|
||||
program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags);
|
||||
|
||||
// TODO: We should also take "codeA" into account.
|
||||
codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
|
||||
byte[] codeA = _context.MemoryAccessor.ReadBytes(gpuVaA, program.SizeA);
|
||||
byte[] codeB = _context.MemoryAccessor.ReadBytes(gpuVa, program.Size);
|
||||
|
||||
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
|
||||
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
|
||||
|
@ -373,14 +325,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
program.Prepend("// " + codePathA);
|
||||
program.Prepend("// " + fullPathA);
|
||||
}
|
||||
|
||||
return new ShaderCodeHolder(program, codeB, codeA);
|
||||
}
|
||||
else
|
||||
{
|
||||
ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
|
||||
ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags);
|
||||
|
||||
program = Translator.Translate(code, callbacks, DefaultFlags);
|
||||
|
||||
codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
|
||||
byte[] code = _context.MemoryAccessor.ReadBytes(gpuVa, program.Size);
|
||||
|
||||
_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
|
||||
|
||||
|
@ -389,195 +341,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
program.Prepend("// " + codePath);
|
||||
program.Prepend("// " + fullPath);
|
||||
}
|
||||
|
||||
return new ShaderCodeHolder(program, code);
|
||||
}
|
||||
|
||||
ulong address = _context.MemoryManager.Translate(gpuVa);
|
||||
|
||||
return new CachedShader(program, codeCached);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the primitive topology for the current draw.
|
||||
/// This is required by geometry shaders.
|
||||
/// </summary>
|
||||
/// <returns>Primitive topology</returns>
|
||||
private InputTopology QueryPrimitiveTopology()
|
||||
{
|
||||
switch (_context.Methods.PrimitiveType)
|
||||
{
|
||||
case PrimitiveType.Points:
|
||||
return InputTopology.Points;
|
||||
case PrimitiveType.Lines:
|
||||
case PrimitiveType.LineLoop:
|
||||
case PrimitiveType.LineStrip:
|
||||
return InputTopology.Lines;
|
||||
case PrimitiveType.LinesAdjacency:
|
||||
case PrimitiveType.LineStripAdjacency:
|
||||
return InputTopology.LinesAdjacency;
|
||||
case PrimitiveType.Triangles:
|
||||
case PrimitiveType.TriangleStrip:
|
||||
case PrimitiveType.TriangleFan:
|
||||
return InputTopology.Triangles;
|
||||
case PrimitiveType.TrianglesAdjacency:
|
||||
case PrimitiveType.TriangleStripAdjacency:
|
||||
return InputTopology.TrianglesAdjacency;
|
||||
}
|
||||
|
||||
return InputTopology.Points;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the target of a given texture is texture buffer.
|
||||
/// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
|
||||
/// but not on GLSL.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="stageIndex">Index of the shader stage</param>
|
||||
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
|
||||
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
|
||||
/// <returns>True if the texture is a buffer texture, false otherwise</returns>
|
||||
private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute)
|
||||
{
|
||||
return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the target of a given texture is texture rectangle.
|
||||
/// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
|
||||
/// but not on GLSL.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="stageIndex">Index of the shader stage</param>
|
||||
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
|
||||
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
|
||||
/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
|
||||
private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int handle, bool compute)
|
||||
{
|
||||
var descriptor = GetTextureDescriptor(state, stageIndex, handle, compute);
|
||||
|
||||
TextureTarget target = descriptor.UnpackTextureTarget();
|
||||
|
||||
bool is2DTexture = target == TextureTarget.Texture2D ||
|
||||
target == TextureTarget.Texture2DRect;
|
||||
|
||||
return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries the format of a given texture.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
|
||||
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
|
||||
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
|
||||
/// <returns>The texture format</returns>
|
||||
private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute)
|
||||
{
|
||||
return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries the format of a given texture.
|
||||
/// </summary>
|
||||
/// <param name="descriptor">Descriptor of the texture from the texture pool</param>
|
||||
/// <returns>The texture format</returns>
|
||||
private static TextureFormat QueryTextureFormat(TextureDescriptor descriptor)
|
||||
{
|
||||
if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
|
||||
{
|
||||
return TextureFormat.Unknown;
|
||||
}
|
||||
|
||||
return formatInfo.Format switch
|
||||
{
|
||||
Format.R8Unorm => TextureFormat.R8Unorm,
|
||||
Format.R8Snorm => TextureFormat.R8Snorm,
|
||||
Format.R8Uint => TextureFormat.R8Uint,
|
||||
Format.R8Sint => TextureFormat.R8Sint,
|
||||
Format.R16Float => TextureFormat.R16Float,
|
||||
Format.R16Unorm => TextureFormat.R16Unorm,
|
||||
Format.R16Snorm => TextureFormat.R16Snorm,
|
||||
Format.R16Uint => TextureFormat.R16Uint,
|
||||
Format.R16Sint => TextureFormat.R16Sint,
|
||||
Format.R32Float => TextureFormat.R32Float,
|
||||
Format.R32Uint => TextureFormat.R32Uint,
|
||||
Format.R32Sint => TextureFormat.R32Sint,
|
||||
Format.R8G8Unorm => TextureFormat.R8G8Unorm,
|
||||
Format.R8G8Snorm => TextureFormat.R8G8Snorm,
|
||||
Format.R8G8Uint => TextureFormat.R8G8Uint,
|
||||
Format.R8G8Sint => TextureFormat.R8G8Sint,
|
||||
Format.R16G16Float => TextureFormat.R16G16Float,
|
||||
Format.R16G16Unorm => TextureFormat.R16G16Unorm,
|
||||
Format.R16G16Snorm => TextureFormat.R16G16Snorm,
|
||||
Format.R16G16Uint => TextureFormat.R16G16Uint,
|
||||
Format.R16G16Sint => TextureFormat.R16G16Sint,
|
||||
Format.R32G32Float => TextureFormat.R32G32Float,
|
||||
Format.R32G32Uint => TextureFormat.R32G32Uint,
|
||||
Format.R32G32Sint => TextureFormat.R32G32Sint,
|
||||
Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
|
||||
Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
|
||||
Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
|
||||
Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
|
||||
Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
|
||||
Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
|
||||
Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
|
||||
Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
|
||||
Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
|
||||
Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
|
||||
Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
|
||||
Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
|
||||
Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
|
||||
Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
|
||||
Format.R11G11B10Float => TextureFormat.R11G11B10Float,
|
||||
_ => TextureFormat.Unknown
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the texture descriptor for a given texture on the pool.
|
||||
/// </summary>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
|
||||
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
|
||||
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
|
||||
/// <returns>Texture descriptor</returns>
|
||||
private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, bool compute)
|
||||
{
|
||||
if (compute)
|
||||
{
|
||||
return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
|
||||
}
|
||||
else
|
||||
{
|
||||
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns information required by both compute and graphics shader compilation.
|
||||
/// </summary>
|
||||
/// <param name="info">Information queried</param>
|
||||
/// <returns>Requested information</returns>
|
||||
private int QueryInfoCommon(QueryInfoName info)
|
||||
{
|
||||
return info switch
|
||||
{
|
||||
QueryInfoName.StorageBufferOffsetAlignment
|
||||
=> _context.Capabilities.StorageBufferOffsetAlignment,
|
||||
QueryInfoName.SupportsNonConstantTextureOffset
|
||||
=> Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset),
|
||||
_
|
||||
=> 0
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prints a warning from the shader code translator.
|
||||
/// </summary>
|
||||
/// <param name="message">Warning message</param>
|
||||
private static void PrintLog(string message)
|
||||
{
|
||||
Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -586,25 +352,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (List<ComputeShader> list in _cpPrograms.Values)
|
||||
foreach (List<ShaderBundle> list in _cpPrograms.Values)
|
||||
{
|
||||
foreach (ComputeShader shader in list)
|
||||
foreach (ShaderBundle bundle in list)
|
||||
{
|
||||
shader.HostProgram.Dispose();
|
||||
shader.Shader?.HostShader.Dispose();
|
||||
bundle.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (List<GraphicsShader> list in _gpPrograms.Values)
|
||||
foreach (List<ShaderBundle> list in _gpPrograms.Values)
|
||||
{
|
||||
foreach (GraphicsShader shader in list)
|
||||
foreach (ShaderBundle bundle in list)
|
||||
{
|
||||
shader.HostProgram.Dispose();
|
||||
|
||||
foreach (CachedShader cachedShader in shader.Shaders)
|
||||
{
|
||||
cachedShader?.HostShader.Dispose();
|
||||
}
|
||||
bundle.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <summary>
|
||||
/// Cached shader code for a single shader stage.
|
||||
/// </summary>
|
||||
class CachedShader
|
||||
class ShaderCodeHolder
|
||||
{
|
||||
/// <summary>
|
||||
/// Shader program containing translated code.
|
||||
|
@ -21,17 +21,24 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <summary>
|
||||
/// Maxwell binary shader code.
|
||||
/// </summary>
|
||||
public int[] Code { get; }
|
||||
public byte[] Code { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instace of the cached shader.
|
||||
/// Optional maxwell binary shader code for "Vertex A" shader.
|
||||
/// </summary>
|
||||
public byte[] Code2 { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instace of the shader code holder.
|
||||
/// </summary>
|
||||
/// <param name="program">Shader program</param>
|
||||
/// <param name="code">Maxwell binary shader code</param>
|
||||
public CachedShader(ShaderProgram program, int[] code)
|
||||
/// <param name="code2">Optional binary shader code of the "Vertex A" shader, when combined with "Vertex B"</param>
|
||||
public ShaderCodeHolder(ShaderProgram program, byte[] code, byte[] code2 = null)
|
||||
{
|
||||
Program = program;
|
||||
Code = code;
|
||||
Code2 = code2;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,3 @@
|
|||
using Ryujinx.Graphics.Shader.Translation;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
|
@ -11,13 +10,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
{
|
||||
private string _runtimeDir;
|
||||
private string _dumpPath;
|
||||
private int _dumpIndex;
|
||||
|
||||
public int CurrentDumpIndex => _dumpIndex;
|
||||
/// <summary>
|
||||
/// Current index of the shader dump binary file.
|
||||
/// This is incremented after each save, in order to give unique names to the files.
|
||||
/// </summary>
|
||||
public int CurrentDumpIndex { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the shader dumper.
|
||||
/// </summary>
|
||||
public ShaderDumper()
|
||||
{
|
||||
_dumpIndex = 1;
|
||||
CurrentDumpIndex = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -27,7 +32,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <param name="compute">True for compute shader code, false for graphics shader code</param>
|
||||
/// <param name="fullPath">Output path for the shader code with header included</param>
|
||||
/// <param name="codePath">Output path for the shader code without header</param>
|
||||
public void Dump(ReadOnlySpan<byte> code, bool compute, out string fullPath, out string codePath)
|
||||
public void Dump(byte[] code, bool compute, out string fullPath, out string codePath)
|
||||
{
|
||||
_dumpPath = GraphicsConfig.ShadersDumpPath;
|
||||
|
||||
|
@ -39,38 +44,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
return;
|
||||
}
|
||||
|
||||
string fileName = "Shader" + _dumpIndex.ToString("d4") + ".bin";
|
||||
string fileName = "Shader" + CurrentDumpIndex.ToString("d4") + ".bin";
|
||||
|
||||
fullPath = Path.Combine(FullDir(), fileName);
|
||||
codePath = Path.Combine(CodeDir(), fileName);
|
||||
|
||||
_dumpIndex++;
|
||||
CurrentDumpIndex++;
|
||||
|
||||
code = Translator.ExtractCode(code, compute, out int headerSize);
|
||||
using MemoryStream stream = new MemoryStream(code);
|
||||
BinaryReader codeReader = new BinaryReader(stream);
|
||||
|
||||
using (MemoryStream stream = new MemoryStream(code.ToArray()))
|
||||
using FileStream fullFile = File.Create(fullPath);
|
||||
using FileStream codeFile = File.Create(codePath);
|
||||
BinaryWriter fullWriter = new BinaryWriter(fullFile);
|
||||
BinaryWriter codeWriter = new BinaryWriter(codeFile);
|
||||
|
||||
int headerSize = compute ? 0 : 0x50;
|
||||
|
||||
fullWriter.Write(codeReader.ReadBytes(headerSize));
|
||||
|
||||
byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
|
||||
|
||||
fullWriter.Write(temp);
|
||||
codeWriter.Write(temp);
|
||||
|
||||
// Align to meet nvdisasm requirements.
|
||||
while (codeFile.Length % 0x20 != 0)
|
||||
{
|
||||
BinaryReader codeReader = new BinaryReader(stream);
|
||||
|
||||
using (FileStream fullFile = File.Create(fullPath))
|
||||
using (FileStream codeFile = File.Create(codePath))
|
||||
{
|
||||
BinaryWriter fullWriter = new BinaryWriter(fullFile);
|
||||
BinaryWriter codeWriter = new BinaryWriter(codeFile);
|
||||
|
||||
fullWriter.Write(codeReader.ReadBytes(headerSize));
|
||||
|
||||
byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
|
||||
|
||||
fullWriter.Write(temp);
|
||||
codeWriter.Write(temp);
|
||||
|
||||
// Align to meet nvdisasm requirements.
|
||||
while (codeFile.Length % 0x20 != 0)
|
||||
{
|
||||
codeWriter.Write(0);
|
||||
}
|
||||
}
|
||||
codeWriter.Write(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue