using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Shader.Translation; using System; using System.Collections.Generic; namespace Ryujinx.Graphics.Gpu.Shader { /// /// Memory cache of shader code. /// class ShaderCache : IDisposable { private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode; private readonly GpuContext _context; private readonly ShaderDumper _dumper; private readonly Dictionary> _cpPrograms; private readonly 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 ShaderBundle 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 (ShaderBundle cachedCpShader in list) { if (IsShaderEqual(cachedCpShader, gpuVa)) { return cachedCpShader; } } } ShaderCodeHolder 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 }, null); ShaderBundle cpShader = new ShaderBundle(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 ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses) { bool isCached = _gpPrograms.TryGetValue(addresses, out List list); if (isCached) { foreach (ShaderBundle cachedGpShaders in list) { if (IsShaderEqual(cachedGpShaders, addresses)) { return cachedGpShaders; } } } ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages]; if (addresses.VertexA != 0) { shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA); } else { shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex); } 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 hostShaders = new List(); for (int stage = 0; stage < Constants.ShaderStages; stage++) { ShaderProgram program = shaders[stage]?.Program; if (program == null) { continue; } var tfd = GetTransformFeedbackDescriptors(state); IShader hostShader = _context.Renderer.CompileShader(program); shaders[stage].HostShader = hostShader; hostShaders.Add(hostShader); } IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), GetTransformFeedbackDescriptors(state)); ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders); if (!isCached) { list = new List(); _gpPrograms.Add(addresses, list); } list.Add(gpShaders); return gpShaders; } /// /// Gets transform feedback state from the current GPU state. /// /// Current GPU state /// Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled private TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(GpuState state) { bool tfEnable = state.Get(MethodOffset.TfEnable); if (!tfEnable) { return null; } TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers]; for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++) { var tf = state.Get(MethodOffset.TfState, i); int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80); var varyingLocations = state.GetSpan(MethodOffset.TfVaryingLocations + i * 0x80, length).ToArray(); descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations); } return descs; } /// /// Checks if compute shader code in memory is equal to 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 IsShaderEqual(ShaderBundle cpShader, ulong gpuVa) { return IsShaderEqual(cpShader.Shaders[0], gpuVa); } /// /// Checks if graphics shader code from all stages in memory are equal to the cached shaders. /// /// Cached graphics shaders /// GPU virtual addresses of all enabled shader stages /// True if the code is different, false otherwise private bool IsShaderEqual(ShaderBundle gpShaders, ShaderAddresses addresses) { for (int stage = 0; stage < gpShaders.Shaders.Length; stage++) { ShaderCodeHolder 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 (!IsShaderEqual(shader, gpuVa, addresses.VertexA)) { return false; } } return true; } /// /// 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 /// Optional GPU virtual address of the "Vertex A" binary shader code /// True if the code is different, false otherwise private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0) { if (shader == null) { return true; } ReadOnlySpan memoryCode = _context.MemoryManager.GetSpan(gpuVa, shader.Code.Length); bool equals = memoryCode.SequenceEqual(shader.Code); if (equals && shader.Code2 != null) { memoryCode = _context.MemoryManager.GetSpan(gpuVaA, shader.Code2.Length); equals = memoryCode.SequenceEqual(shader.Code2); } return equals; } /// /// 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 ShaderCodeHolder TranslateComputeShader( GpuState state, ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ, int localMemorySize, int sharedMemorySize) { if (gpuVa == 0) { return null; } GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize); ShaderProgram program; program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute); byte[] code = _context.MemoryManager.GetSpan(gpuVa, 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 ShaderCodeHolder(program, code); } /// /// 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 ShaderCodeHolder TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0) { if (gpuVa == 0) { return null; } GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1); if (gpuVaA != 0) { ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, DefaultFlags); byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray(); byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, 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); } return new ShaderCodeHolder(program, codeB, codeA); } else { ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags); byte[] code = _context.MemoryManager.GetSpan(gpuVa, 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); } return new ShaderCodeHolder(program, code); } } /// /// 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 (ShaderBundle bundle in list) { bundle.Dispose(); } } foreach (List list in _gpPrograms.Values) { foreach (ShaderBundle bundle in list) { bundle.Dispose(); } } } } }