using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Shader.Translation; using System; using System.Collections.Generic; using System.Runtime.InteropServices; namespace Ryujinx.Graphics.Gpu.Shader { using TextureDescriptor = Image.TextureDescriptor; /// /// Memory cache of shader code. /// class ShaderCache : IDisposable { private const int MaxProgramSize = 0x100000; private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode; private GpuContext _context; private ShaderDumper _dumper; private Dictionary> _cpPrograms; private Dictionary> _gpPrograms; /// /// Creates a new instance of the shader cache. /// /// GPU context that the shader cache belongs to public ShaderCache(GpuContext context) { _context = context; _dumper = new ShaderDumper(); _cpPrograms = new Dictionary>(); _gpPrograms = new Dictionary>(); } /// /// Gets a compute shader from the cache. /// /// /// This automatically translates, compiles and adds the code to the cache if not present. /// /// Current GPU state /// GPU virtual address of the binary shader code /// Local group size X of the computer shader /// Local group size Y of the computer shader /// Local group size Z of the computer shader /// Local memory size of the compute shader /// Shared memory size of the compute shader /// Compiled compute shader code public ComputeShader GetComputeShader( GpuState state, ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ, int localMemorySize, int sharedMemorySize) { bool isCached = _cpPrograms.TryGetValue(gpuVa, out List list); if (isCached) { foreach (ComputeShader cachedCpShader in list) { if (!IsShaderDifferent(cachedCpShader, gpuVa)) { return cachedCpShader; } } } CachedShader shader = TranslateComputeShader( state, gpuVa, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize); shader.HostShader = _context.Renderer.CompileShader(shader.Program); IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }); ComputeShader cpShader = new ComputeShader(hostProgram, shader); if (!isCached) { list = new List(); _cpPrograms.Add(gpuVa, list); } list.Add(cpShader); return cpShader; } /// /// Gets a graphics shader program from the shader cache. /// This includes all the specified shader stages. /// /// /// This automatically translates, compiles and adds the code to the cache if not present. /// /// Current GPU state /// Addresses of the shaders for each stage /// Compiled graphics shader code public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses) { bool isCached = _gpPrograms.TryGetValue(addresses, out List list); if (isCached) { foreach (GraphicsShader cachedGpShaders in list) { if (!IsShaderDifferent(cachedGpShaders, addresses)) { return cachedGpShaders; } } } GraphicsShader gpShaders = new GraphicsShader(); if (addresses.VertexA != 0) { gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA); } else { gpShaders.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); List hostShaders = new List(); for (int stage = 0; stage < gpShaders.Shaders.Length; stage++) { ShaderProgram program = gpShaders.Shaders[stage]?.Program; if (program == null) { continue; } IShader hostShader = _context.Renderer.CompileShader(program); gpShaders.Shaders[stage].HostShader = hostShader; hostShaders.Add(hostShader); } gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray()); if (!isCached) { list = new List(); _gpPrograms.Add(addresses, list); } list.Add(gpShaders); return gpShaders; } /// /// Checks if compute shader code in memory is different from the cached shader. /// /// Cached compute shader /// GPU virtual address of the shader code in memory /// True if the code is different, false otherwise private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa) { return IsShaderDifferent(cpShader.Shader, gpuVa); } /// /// Checks if graphics shader code from all stages in memory is different from the cached shaders. /// /// Cached graphics shaders /// GPU virtual addresses of all enabled shader stages /// True if the code is different, false otherwise private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses) { for (int stage = 0; stage < gpShaders.Shaders.Length; stage++) { CachedShader shader = gpShaders.Shaders[stage]; ulong gpuVa = 0; switch (stage) { case 0: gpuVa = addresses.Vertex; break; case 1: gpuVa = addresses.TessControl; break; case 2: gpuVa = addresses.TessEvaluation; break; case 3: gpuVa = addresses.Geometry; break; case 4: gpuVa = addresses.Fragment; break; } if (IsShaderDifferent(shader, gpuVa)) { return true; } } return false; } /// /// Checks if the code of the specified cached shader is different from the code in memory. /// /// Cached shader to compare with /// GPU virtual address of the binary shader code /// True if the code is different, false otherwise private bool IsShaderDifferent(CachedShader shader, ulong gpuVa) { if (shader == null) { return false; } ReadOnlySpan memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, (ulong)shader.Code.Length * 4); return !MemoryMarshal.Cast(memoryCode).SequenceEqual(shader.Code); } /// /// Translates the binary Maxwell shader code to something that the host API accepts. /// /// Current GPU state /// GPU virtual address of the binary shader code /// Local group size X of the computer shader /// Local group size Y of the computer shader /// Local group size Z of the computer shader /// Local memory size of the compute shader /// Shared memory size of the compute shader /// Compiled compute shader code private CachedShader TranslateComputeShader( GpuState state, ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ, int localMemorySize, int sharedMemorySize) { if (gpuVa == 0) { 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); ShaderProgram program; ReadOnlySpan code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute); int[] codeCached = MemoryMarshal.Cast(code.Slice(0, program.Size)).ToArray(); _dumper.Dump(code, compute: true, out string fullPath, out string codePath); if (fullPath != null && codePath != null) { program.Prepend("// " + codePath); program.Prepend("// " + fullPath); } return new CachedShader(program, codeCached); } /// /// Translates the binary Maxwell shader code to something that the host API accepts. /// /// /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader. /// /// Current GPU state /// Shader stage /// GPU virtual address of the shader code /// Optional GPU virtual address of the "Vertex A" shader code /// Compiled graphics shader code private CachedShader 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; if (gpuVaA != 0) { ReadOnlySpan codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize); ReadOnlySpan codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags); // TODO: We should also take "codeA" into account. codeCached = MemoryMarshal.Cast(codeB.Slice(0, program.Size)).ToArray(); _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA); _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB); if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null) { program.Prepend("// " + codePathB); program.Prepend("// " + fullPathB); program.Prepend("// " + codePathA); program.Prepend("// " + fullPathA); } } else { ReadOnlySpan code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(code, callbacks, DefaultFlags); codeCached = MemoryMarshal.Cast(code.Slice(0, program.Size)).ToArray(); _dumper.Dump(code, compute: false, out string fullPath, out string codePath); if (fullPath != null && codePath != null) { program.Prepend("// " + codePath); program.Prepend("// " + fullPath); } } ulong address = _context.MemoryManager.Translate(gpuVa); return new CachedShader(program, codeCached); } /// /// Gets the primitive topology for the current draw. /// This is required by geometry shaders. /// /// Primitive topology 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; } /// /// 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. /// /// Current GPU state /// Index of the shader stage /// Index of the texture (this is the shader "fake" handle) /// Indicates whenever the texture descriptor is for the compute or graphics engine /// True if the texture is a buffer texture, false otherwise private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute) { return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer; } /// /// 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. /// /// Current GPU state /// Index of the shader stage /// Index of the texture (this is the shader "fake" handle) /// Indicates whenever the texture descriptor is for the compute or graphics engine /// True if the texture is a rectangle texture, false otherwise 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; } /// /// Queries the format of a given texture. /// /// Current GPU state /// Index of the shader stage. This is ignored if is true /// Index of the texture (this is the shader "fake" handle) /// Indicates whenever the texture descriptor is for the compute or graphics engine /// The texture format private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute) { return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute)); } /// /// Queries the format of a given texture. /// /// Descriptor of the texture from the texture pool /// The texture format 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 }; } /// /// Gets the texture descriptor for a given texture on the pool. /// /// Current GPU state /// Index of the shader stage. This is ignored if is true /// Index of the texture (this is the shader "fake" handle) /// Indicates whenever the texture descriptor is for the compute or graphics engine /// Texture descriptor 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); } } /// /// Returns information required by both compute and graphics shader compilation. /// /// Information queried /// Requested information private int QueryInfoCommon(QueryInfoName info) { return info switch { QueryInfoName.StorageBufferOffsetAlignment => _context.Capabilities.StorageBufferOffsetAlignment, QueryInfoName.SupportsNonConstantTextureOffset => Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset), _ => 0 }; } /// /// Prints a warning from the shader code translator. /// /// Warning message private static void PrintLog(string message) { Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}"); } /// /// Disposes the shader cache, deleting all the cached shaders. /// It's an error to use the shader cache after disposal. /// public void Dispose() { foreach (List list in _cpPrograms.Values) { foreach (ComputeShader shader in list) { shader.HostProgram.Dispose(); shader.Shader?.HostShader.Dispose(); } } foreach (List list in _gpPrograms.Values) { foreach (GraphicsShader shader in list) { shader.HostProgram.Dispose(); foreach (CachedShader cachedShader in shader.Shaders) { cachedShader?.HostShader.Dispose(); } } } } } }