43b4b34376
* Initial implementation (no specialization) * Use specialization * Fix render scale, increase code gen version * Revert accidental change * Address Feedback
282 lines
No EOL
11 KiB
C#
282 lines
No EOL
11 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader.HashTable;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Holds already cached code for a guest shader.
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/// </summary>
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struct CachedGraphicsGuestCode
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{
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public byte[] VertexACode;
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public byte[] VertexBCode;
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public byte[] TessControlCode;
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public byte[] TessEvaluationCode;
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public byte[] GeometryCode;
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public byte[] FragmentCode;
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/// <summary>
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/// Gets the guest code of a shader stage by its index.
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/// </summary>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <returns>Guest code, or null if not present</returns>
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public byte[] GetByIndex(int stageIndex)
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{
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return stageIndex switch
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{
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1 => TessControlCode,
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2 => TessEvaluationCode,
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3 => GeometryCode,
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4 => FragmentCode,
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_ => VertexBCode
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};
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}
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}
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/// <summary>
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/// Graphics shader cache hash table.
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/// </summary>
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class ShaderCacheHashTable
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{
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/// <summary>
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/// Shader ID cache.
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/// </summary>
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private struct IdCache
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{
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private PartitionedHashTable<int> _cache;
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private int _id;
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/// <summary>
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/// Initializes the state.
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/// </summary>
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public void Initialize()
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{
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_cache = new PartitionedHashTable<int>();
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_id = 0;
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}
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/// <summary>
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/// Adds guest code to the cache.
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/// </summary>
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/// <remarks>
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/// If the code was already cached, it will just return the existing ID.
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/// </remarks>
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/// <param name="code">Code to add</param>
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/// <returns>Unique ID for the guest code</returns>
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public int Add(byte[] code)
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{
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int id = ++_id;
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int cachedId = _cache.GetOrAdd(code, id);
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if (cachedId != id)
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{
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--_id;
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}
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return cachedId;
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}
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/// <summary>
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/// Tries to find cached guest code.
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/// </summary>
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/// <param name="dataAccessor">Code accessor used to read guest code to find a match on the hash table</param>
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/// <param name="id">ID of the guest code, if found</param>
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/// <param name="data">Cached guest code, if found</param>
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/// <returns>True if found, false otherwise</returns>
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public bool TryFind(IDataAccessor dataAccessor, out int id, out byte[] data)
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{
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return _cache.TryFindItem(dataAccessor, out id, out data);
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}
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}
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/// <summary>
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/// Guest code IDs of the guest shaders that when combined forms a single host program.
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/// </summary>
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private struct IdTable : IEquatable<IdTable>
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{
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public int VertexAId;
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public int VertexBId;
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public int TessControlId;
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public int TessEvaluationId;
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public int GeometryId;
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public int FragmentId;
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public override bool Equals(object obj)
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{
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return obj is IdTable other && Equals(other);
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}
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public bool Equals(IdTable other)
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{
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return other.VertexAId == VertexAId &&
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other.VertexBId == VertexBId &&
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other.TessControlId == TessControlId &&
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other.TessEvaluationId == TessEvaluationId &&
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other.GeometryId == GeometryId &&
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other.FragmentId == FragmentId;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(VertexAId, VertexBId, TessControlId, TessEvaluationId, GeometryId, FragmentId);
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}
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}
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private IdCache _vertexACache;
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private IdCache _vertexBCache;
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private IdCache _tessControlCache;
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private IdCache _tessEvaluationCache;
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private IdCache _geometryCache;
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private IdCache _fragmentCache;
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private readonly Dictionary<IdTable, ShaderSpecializationList> _shaderPrograms;
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/// <summary>
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/// Creates a new graphics shader cache hash table.
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/// </summary>
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public ShaderCacheHashTable()
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{
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_vertexACache.Initialize();
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_vertexBCache.Initialize();
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_tessControlCache.Initialize();
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_tessEvaluationCache.Initialize();
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_geometryCache.Initialize();
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_fragmentCache.Initialize();
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_shaderPrograms = new Dictionary<IdTable, ShaderSpecializationList>();
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}
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/// <summary>
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/// Adds a program to the cache.
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/// </summary>
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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IdTable idTable = new IdTable();
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foreach (var shader in program.Shaders)
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{
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if (shader == null)
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{
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continue;
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}
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if (shader.Info != null)
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{
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switch (shader.Info.Stage)
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{
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case ShaderStage.Vertex:
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idTable.VertexBId = _vertexBCache.Add(shader.Code);
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break;
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case ShaderStage.TessellationControl:
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idTable.TessControlId = _tessControlCache.Add(shader.Code);
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break;
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case ShaderStage.TessellationEvaluation:
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idTable.TessEvaluationId = _tessEvaluationCache.Add(shader.Code);
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break;
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case ShaderStage.Geometry:
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idTable.GeometryId = _geometryCache.Add(shader.Code);
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break;
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case ShaderStage.Fragment:
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idTable.FragmentId = _fragmentCache.Add(shader.Code);
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break;
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}
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}
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else
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{
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idTable.VertexAId = _vertexACache.Add(shader.Code);
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}
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}
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if (!_shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
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{
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specList = new ShaderSpecializationList();
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_shaderPrograms.Add(idTable, specList);
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}
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specList.Add(program);
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}
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/// <summary>
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/// Tries to find a cached program.
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/// </summary>
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/// <remarks>
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/// Even if false is returned, <paramref name="guestCode"/> might still contain cached guest code.
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/// This can be used to avoid additional allocations for guest code that was already cached.
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/// </remarks>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="graphicsState">Graphics state</param>
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/// <param name="addresses">Guest addresses of the shaders to find</param>
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/// <param name="program">Cached host program for the given state, if found</param>
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/// <param name="guestCode">Cached guest code, if any found</param>
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/// <returns>True if a cached host program was found, false otherwise</returns>
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public bool TryFind(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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GpuChannelGraphicsState graphicsState,
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ShaderAddresses addresses,
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out CachedShaderProgram program,
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out CachedGraphicsGuestCode guestCode)
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{
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var memoryManager = channel.MemoryManager;
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IdTable idTable = new IdTable();
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guestCode = new CachedGraphicsGuestCode();
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program = null;
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bool found = TryGetId(_vertexACache, memoryManager, addresses.VertexA, out idTable.VertexAId, out guestCode.VertexACode);
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found &= TryGetId(_vertexBCache, memoryManager, addresses.VertexB, out idTable.VertexBId, out guestCode.VertexBCode);
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found &= TryGetId(_tessControlCache, memoryManager, addresses.TessControl, out idTable.TessControlId, out guestCode.TessControlCode);
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found &= TryGetId(_tessEvaluationCache, memoryManager, addresses.TessEvaluation, out idTable.TessEvaluationId, out guestCode.TessEvaluationCode);
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found &= TryGetId(_geometryCache, memoryManager, addresses.Geometry, out idTable.GeometryId, out guestCode.GeometryCode);
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found &= TryGetId(_fragmentCache, memoryManager, addresses.Fragment, out idTable.FragmentId, out guestCode.FragmentCode);
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if (found && _shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
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{
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return specList.TryFindForGraphics(channel, poolState, graphicsState, out program);
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}
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return false;
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}
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/// <summary>
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/// Tries to get the ID of a single cached shader stage.
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/// </summary>
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/// <param name="idCache">ID cache of the stage</param>
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/// <param name="memoryManager">GPU memory manager</param>
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/// <param name="baseAddress">Base address of the shader</param>
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/// <param name="id">ID, if found</param>
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/// <param name="data">Cached guest code, if found</param>
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/// <returns>True if a cached shader is found, false otherwise</returns>
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private static bool TryGetId(IdCache idCache, MemoryManager memoryManager, ulong baseAddress, out int id, out byte[] data)
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{
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if (baseAddress == 0)
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{
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id = 0;
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data = null;
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return true;
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}
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ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(memoryManager, baseAddress);
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return idCache.TryFind(codeAccessor, out id, out data);
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}
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/// <summary>
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/// Gets all programs that have been added to the table.
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/// </summary>
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/// <returns>Programs added to the table</returns>
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public IEnumerable<CachedShaderProgram> GetPrograms()
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{
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foreach (var specList in _shaderPrograms.Values)
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{
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foreach (var program in specList)
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{
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yield return program;
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}
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}
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}
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}
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} |