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 { 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. /// /// GPU virtual address of the binary shader code /// Shared memory size of the compute shader /// Local group size X of the computer shader /// Local group size Y of the computer shader /// Local group size Z of the computer shader /// Compiled compute shader code public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ) { bool isCached = _cpPrograms.TryGetValue(gpuVa, out List list); if (isCached) { foreach (ComputeShader cachedCpShader in list) { if (!IsShaderDifferent(cachedCpShader, gpuVa)) { return cachedCpShader; } } } CachedShader shader = TranslateComputeShader(gpuVa, sharedMemorySize, localSizeX, localSizeY, localSizeZ); IShader hostShader = _context.Renderer.CompileShader(shader.Program); IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { hostShader }); ulong address = _context.MemoryManager.Translate(gpuVa); 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.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA); } else { gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex); } gpShaders.Shader[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl); gpShaders.Shader[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation); gpShaders.Shader[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry); gpShaders.Shader[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment); BackpropQualifiers(gpShaders); List hostShaders = new List(); for (int stage = 0; stage < gpShaders.Shader.Length; stage++) { ShaderProgram program = gpShaders.Shader[stage].Program; if (program == null) { continue; } IShader hostShader = _context.Renderer.CompileShader(program); gpShaders.Shader[stage].Shader = 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.Shader.Length; stage++) { CachedShader shader = gpShaders.Shader[stage]; if (shader.Code == null) { continue; } 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) { for (int index = 0; index < shader.Code.Length; index++) { if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)index * 4) != shader.Code[index]) { return true; } } return false; } /// /// Translates the binary Maxwell shader code to something that the host API accepts. /// /// GPU virtual address of the binary shader code /// Shared memory size of the compute shader /// Local group size X of the computer shader /// Local group size Y of the computer shader /// Local group size Z of the computer shader /// Compiled compute shader code private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ) { if (gpuVa == 0) { return null; } QueryInfoCallback queryInfo = (QueryInfoName info, int index) => { switch (info) { case QueryInfoName.ComputeLocalSizeX: return localSizeX; case QueryInfoName.ComputeLocalSizeY: return localSizeY; case QueryInfoName.ComputeLocalSizeZ: return localSizeZ; case QueryInfoName.ComputeSharedMemorySize: return sharedMemorySize; } return QueryInfoCommon(info); }; ShaderProgram program; Span code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize); program = Translator.Translate(code, queryInfo, 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 /// private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0) { if (gpuVa == 0) { return new CachedShader(null, null); } QueryInfoCallback queryInfo = (QueryInfoName info, int index) => { switch (info) { case QueryInfoName.IsTextureBuffer: return Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index)); case QueryInfoName.IsTextureRectangle: return Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index)); case QueryInfoName.PrimitiveTopology: return (int)GetPrimitiveTopology(); case QueryInfoName.ViewportTransformEnable: return Convert.ToInt32(_context.Methods.GetViewportTransformEnable(state)); } return QueryInfoCommon(info); }; ShaderProgram program; int[] codeCached = null; if (gpuVaA != 0) { Span codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize); Span codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize); program = Translator.Translate(codeA, codeB, queryInfo, 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 { Span code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize); program = Translator.Translate(code, queryInfo, 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); } /// /// Performs backwards propagation of interpolation qualifiers or later shader stages input, /// to ealier shader stages output. /// This is required by older versions of OpenGL (pre-4.3). /// /// Graphics shader cached code private void BackpropQualifiers(GraphicsShader program) { ShaderProgram fragmentShader = program.Shader[4].Program; bool isFirst = true; for (int stage = 3; stage >= 0; stage--) { if (program.Shader[stage].Program == null) { continue; } // We need to iterate backwards, since we do name replacement, // and it would otherwise replace a subset of the longer names. for (int attr = 31; attr >= 0; attr--) { string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty; if (isFirst && iq != string.Empty) { program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq); } else { program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty); } } isFirst = false; } } /// /// Gets the primitive topology for the current draw. /// This is required by geometry shaders. /// /// Primitive topology private InputTopology GetPrimitiveTopology() { 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) /// True if the texture is a buffer texture, false otherwise private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index) { return GetTextureDescriptor(state, stageIndex, index).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) /// True if the texture is a rectangle texture, false otherwise private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index) { var descriptor = GetTextureDescriptor(state, stageIndex, index); TextureTarget target = descriptor.UnpackTextureTarget(); bool is2DTexture = target == TextureTarget.Texture2D || target == TextureTarget.Texture2DRect; return !descriptor.UnpackTextureCoordNormalized() && is2DTexture; } /// /// Gets the texture descriptor for a given texture on the pool. /// /// Current GPU state /// Index of the shader stage /// Index of the texture (this is the shader "fake" handle) /// Texture descriptor private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index) { return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index); } /// /// Returns information required by both compute and graphics shader compilation. /// /// Information queried /// Requested information private int QueryInfoCommon(QueryInfoName info) { switch (info) { case QueryInfoName.MaximumViewportDimensions: return _context.Capabilities.MaximumViewportDimensions; case QueryInfoName.StorageBufferOffsetAlignment: return _context.Capabilities.StorageBufferOffsetAlignment; case QueryInfoName.SupportsNonConstantTextureOffset: return Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset); } return 0; } } }