Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
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93d78f9ac4
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65 changed files with 3912 additions and 593 deletions
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@ -215,9 +215,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderSpecializationState specState = new(ref computeState);
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GpuAccessorState gpuAccessorState = new(poolState, computeState, default, specState);
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GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState);
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gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode, asCompute: false);
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ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
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ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
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@ -321,6 +322,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
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GpuAccessor[] gpuAccessors = new GpuAccessor[Constants.ShaderStages];
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TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
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TranslatorContext nextStage = null;
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@ -345,22 +347,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
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translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
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}
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gpuAccessors[stageIndex] = gpuAccessor;
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translatorContexts[stageIndex + 1] = currentStage;
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nextStage = currentStage;
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}
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}
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if (!_context.Capabilities.SupportsGeometryShader)
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{
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TryRemoveGeometryStage(translatorContexts);
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}
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bool hasGeometryShader = translatorContexts[4] != null;
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bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
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bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
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bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
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bool geometryToCompute = ShouldConvertGeometryToCompute(_context, geometryHasStore);
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CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
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List<ShaderSource> shaderSources = new();
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TranslatorContext previousStage = null;
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ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null, vertexToCompute);
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ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null);
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if (geometryToCompute && translatorContexts[4] != null)
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{
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translatorContexts[4].SetVertexOutputMapForGeometryAsCompute(translatorContexts[1]);
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}
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ShaderAsCompute vertexAsCompute = null;
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ShaderAsCompute geometryAsCompute = null;
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for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
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{
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@ -368,8 +379,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (currentStage != null)
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{
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gpuAccessors[stageIndex].InitializeReservedCounts(transformFeedbackDescriptors != null, vertexToCompute);
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ShaderProgram program;
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bool asCompute = (stageIndex == 0 && vertexToCompute) || (stageIndex == 3 && geometryToCompute);
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if (stageIndex == 0 && translatorContexts[0] != null)
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{
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TranslatedShaderVertexPair translatedShader = TranslateShader(
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@ -378,7 +393,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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currentStage,
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translatorContexts[0],
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cachedGuestCode.VertexACode,
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cachedGuestCode.VertexBCode);
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cachedGuestCode.VertexBCode,
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asCompute);
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shaders[0] = translatedShader.VertexA;
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shaders[1] = translatedShader.VertexB;
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@ -388,12 +404,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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byte[] code = cachedGuestCode.GetByIndex(stageIndex);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code, asCompute);
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shaders[stageIndex + 1] = translatedShader.Shader;
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program = translatedShader.Program;
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}
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if (asCompute)
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{
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bool tfEnabled = transformFeedbackDescriptors != null;
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if (stageIndex == 0)
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{
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vertexAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
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TranslatorContext lastInVertexPipeline = geometryToCompute ? translatorContexts[4] ?? currentStage : currentStage;
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program = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
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}
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else
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{
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geometryAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
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program = null;
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}
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}
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if (program != null)
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{
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shaderSources.Add(CreateShaderSource(program));
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@ -418,46 +453,81 @@ namespace Ryujinx.Graphics.Gpu.Shader
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IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
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gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
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gpShaders = new(hostProgram, vertexAsCompute, geometryAsCompute, specState, shaders);
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_graphicsShaderCache.Add(gpShaders);
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EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
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// We don't currently support caching shaders that have been converted to compute.
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if (vertexAsCompute == null)
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{
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EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
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}
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_gpPrograms[addresses] = gpShaders;
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return gpShaders;
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}
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/// <summary>
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/// Tries to eliminate the geometry stage from the array of translator contexts.
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/// Checks if a vertex shader should be converted to a compute shader due to it making use of
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/// features that are not supported on the host.
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/// </summary>
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/// <param name="translatorContexts">Array of translator contexts</param>
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public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
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/// <param name="context">GPU context of the shader</param>
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/// <param name="vertexHasStore">Whether the vertex shader has image or storage buffer store operations</param>
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/// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
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/// <param name="hasGeometryShader">Whether a geometry shader exists</param>
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/// <returns>True if the vertex shader should be converted to compute, false otherwise</returns>
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public static bool ShouldConvertVertexToCompute(GpuContext context, bool vertexHasStore, bool geometryHasStore, bool hasGeometryShader)
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{
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if (translatorContexts[4] != null)
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// If the host does not support store operations on vertex,
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// we need to emulate it on a compute shader.
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if (!context.Capabilities.SupportsVertexStoreAndAtomics && vertexHasStore)
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{
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// We have a geometry shader, but geometry shaders are not supported.
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// Try to eliminate the geometry shader.
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ShaderProgramInfo info = translatorContexts[4].Translate().Info;
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if (info.Identification == ShaderIdentification.GeometryLayerPassthrough)
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{
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// We managed to identify that this geometry shader is only used to set the output Layer value,
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// we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it.
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for (int i = 3; i >= 1; i--)
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{
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if (translatorContexts[i] != null)
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{
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translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
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translatorContexts[i].SetLastInVertexPipeline();
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break;
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}
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}
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translatorContexts[4] = null;
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}
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return true;
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}
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// If any stage after the vertex stage is converted to compute,
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// we need to convert vertex to compute too.
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return hasGeometryShader && ShouldConvertGeometryToCompute(context, geometryHasStore);
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}
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/// <summary>
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/// Checks if a geometry shader should be converted to a compute shader due to it making use of
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/// features that are not supported on the host.
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/// </summary>
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/// <param name="context">GPU context of the shader</param>
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/// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
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/// <returns>True if the geometry shader should be converted to compute, false otherwise</returns>
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public static bool ShouldConvertGeometryToCompute(GpuContext context, bool geometryHasStore)
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{
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return (!context.Capabilities.SupportsVertexStoreAndAtomics && geometryHasStore) ||
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!context.Capabilities.SupportsGeometryShader;
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}
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/// <summary>
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/// Checks if it might be necessary for any vertex, tessellation or geometry shader to be converted to compute,
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/// based on the supported host features.
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/// </summary>
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/// <param name="capabilities">Host capabilities</param>
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/// <returns>True if the possibility of a shader being converted to compute exists, false otherwise</returns>
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public static bool MayConvertVtgToCompute(ref Capabilities capabilities)
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{
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return !capabilities.SupportsVertexStoreAndAtomics || !capabilities.SupportsGeometryShader;
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}
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/// <summary>
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/// Creates a compute shader from a vertex, tessellation or geometry shader that has been converted to compute.
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/// </summary>
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/// <param name="program">Shader program</param>
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/// <param name="context">Translation context of the shader</param>
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/// <param name="tfEnabled">Whether transform feedback is enabled</param>
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/// <returns>Compute shader</returns>
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private ShaderAsCompute CreateHostVertexAsComputeProgram(ShaderProgram program, TranslatorContext context, bool tfEnabled)
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{
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ShaderSource source = new(program.Code, program.BinaryCode, ShaderStage.Compute, program.Language);
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ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, tfEnabled);
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return new(_context.Renderer.CreateProgram(new[] { source }, info), program.Info, context.GetResourceReservations());
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}
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/// <summary>
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@ -573,9 +643,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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bool vertexAsCompute = gpShaders.VertexAsCompute != null;
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bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
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return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
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return gpShaders.SpecializationState.MatchesGraphics(
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channel,
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ref poolState,
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ref graphicsState,
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vertexAsCompute,
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usesDrawParameters,
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checkTextures: true);
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}
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/// <summary>
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@ -636,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="vertexA">Optional translator context of the shader that should be combined</param>
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/// <param name="codeA">Optional Maxwell binary code of the Vertex A shader, if present</param>
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/// <param name="codeB">Optional Maxwell binary code of the Vertex B or current stage shader, if present on cache</param>
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/// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
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/// <returns>Compiled graphics shader code</returns>
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private static TranslatedShaderVertexPair TranslateShader(
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ShaderDumper dumper,
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@ -643,7 +721,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TranslatorContext currentStage,
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TranslatorContext vertexA,
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byte[] codeA,
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byte[] codeB)
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byte[] codeB,
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bool asCompute)
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{
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ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
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@ -663,7 +742,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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pathsB = dumper.Dump(codeB, compute: false);
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}
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ShaderProgram program = currentStage.Translate(vertexA);
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ShaderProgram program = currentStage.Translate(vertexA, asCompute);
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pathsB.Prepend(program);
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pathsA.Prepend(program);
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@ -681,8 +760,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="channel">GPU channel using the shader</param>
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/// <param name="context">Translator context of the stage to be translated</param>
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/// <param name="code">Optional Maxwell binary code of the current stage shader, if present on cache</param>
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/// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
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/// <returns>Compiled graphics shader code</returns>
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private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code)
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private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code, bool asCompute)
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{
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var memoryManager = channel.MemoryManager;
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@ -694,7 +774,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
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ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
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ShaderProgram program = context.Translate();
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ShaderProgram program = context.Translate(asCompute);
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paths.Prepend(program);
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