43ebd7a9bb
* New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
138 lines
4.6 KiB
C#
138 lines
4.6 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using System;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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/// <summary>
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/// Represents a background disk cache writer.
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/// </summary>
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class BackgroundDiskCacheWriter : IDisposable
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{
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/// <summary>
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/// Possible operation to do on the <see cref="_fileWriterWorkerQueue"/>.
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/// </summary>
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private enum CacheFileOperation
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{
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/// <summary>
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/// Operation to add a shader to the cache.
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/// </summary>
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AddShader
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}
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/// <summary>
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/// Represents an operation to perform on the <see cref="_fileWriterWorkerQueue"/>.
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/// </summary>
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private struct CacheFileOperationTask
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{
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/// <summary>
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/// The type of operation to perform.
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/// </summary>
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public readonly CacheFileOperation Type;
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/// <summary>
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/// The data associated to this operation or null.
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/// </summary>
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public readonly object Data;
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public CacheFileOperationTask(CacheFileOperation type, object data)
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{
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Type = type;
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Data = data;
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}
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}
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/// <summary>
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/// Background shader cache write information.
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/// </summary>
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private struct AddShaderData
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{
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/// <summary>
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/// Cached shader program.
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/// </summary>
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public readonly CachedShaderProgram Program;
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/// <summary>
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/// Binary host code.
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/// </summary>
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public readonly byte[] HostCode;
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/// <summary>
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/// Creates a new background shader cache write information.
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/// </summary>
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/// <param name="program">Cached shader program</param>
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/// <param name="hostCode">Binary host code</param>
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public AddShaderData(CachedShaderProgram program, byte[] hostCode)
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{
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Program = program;
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HostCode = hostCode;
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}
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}
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private readonly GpuContext _context;
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private readonly DiskCacheHostStorage _hostStorage;
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private readonly AsyncWorkQueue<CacheFileOperationTask> _fileWriterWorkerQueue;
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/// <summary>
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/// Creates a new background disk cache writer.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="hostStorage">Disk cache host storage</param>
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public BackgroundDiskCacheWriter(GpuContext context, DiskCacheHostStorage hostStorage)
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{
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_context = context;
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_hostStorage = hostStorage;
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_fileWriterWorkerQueue = new AsyncWorkQueue<CacheFileOperationTask>(ProcessTask, "Gpu.BackgroundDiskCacheWriter");
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}
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/// <summary>
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/// Processes a shader cache background operation.
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/// </summary>
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/// <param name="task">Task to process</param>
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private void ProcessTask(CacheFileOperationTask task)
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{
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switch (task.Type)
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{
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case CacheFileOperation.AddShader:
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AddShaderData data = (AddShaderData)task.Data;
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try
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{
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_hostStorage.AddShader(_context, data.Program, data.HostCode);
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}
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catch (DiskCacheLoadException diskCacheLoadException)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {diskCacheLoadException.Message}");
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}
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catch (IOException ioException)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {ioException.Message}");
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}
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break;
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}
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}
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/// <summary>
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/// Adds a shader program to be cached in the background.
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/// </summary>
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/// <param name="program">Shader program to cache</param>
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/// <param name="hostCode">Host binary code of the program</param>
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public void AddShader(CachedShaderProgram program, byte[] hostCode)
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{
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_fileWriterWorkerQueue.Add(new CacheFileOperationTask(CacheFileOperation.AddShader, new AddShaderData(program, hostCode)));
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_fileWriterWorkerQueue.Dispose();
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}
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}
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}
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}
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