43b4b34376
* Initial implementation (no specialization) * Use specialization * Fix render scale, increase code gen version * Revert accidental change * Address Feedback
256 lines
No EOL
12 KiB
C#
256 lines
No EOL
12 KiB
C#
using Ryujinx.Common;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Common.Memory;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.Threed;
|
|
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
|
|
using Ryujinx.Graphics.Gpu.Shader.DiskCache;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.IO;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader.Cache
|
|
{
|
|
/// <summary>
|
|
/// Class handling shader cache migrations.
|
|
/// </summary>
|
|
static class Migration
|
|
{
|
|
// Last codegen version before the migration to the new cache.
|
|
private const ulong ShaderCodeGenVersion = 3054;
|
|
|
|
/// <summary>
|
|
/// Migrates from the old cache format to the new one.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="hostStorage">Disk cache host storage (used to create the new shader files)</param>
|
|
/// <returns>Number of migrated shaders</returns>
|
|
public static int MigrateFromLegacyCache(GpuContext context, DiskCacheHostStorage hostStorage)
|
|
{
|
|
string baseCacheDirectory = CacheHelper.GetBaseCacheDirectory(GraphicsConfig.TitleId);
|
|
string cacheDirectory = CacheHelper.GenerateCachePath(baseCacheDirectory, CacheGraphicsApi.Guest, "", "program");
|
|
|
|
// If the directory does not exist, we have no old cache.
|
|
// Exist early as the CacheManager constructor will create the directories.
|
|
if (!Directory.Exists(cacheDirectory))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
|
|
{
|
|
CacheManager cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);
|
|
|
|
bool isReadOnly = cacheManager.IsReadOnly;
|
|
|
|
HashSet<Hash128> invalidEntries = null;
|
|
|
|
if (isReadOnly)
|
|
{
|
|
Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
|
|
}
|
|
else
|
|
{
|
|
invalidEntries = new HashSet<Hash128>();
|
|
}
|
|
|
|
ReadOnlySpan<Hash128> guestProgramList = cacheManager.GetGuestProgramList();
|
|
|
|
for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
|
|
{
|
|
Hash128 key = guestProgramList[programIndex];
|
|
|
|
byte[] guestProgram = cacheManager.GetGuestProgramByHash(ref key);
|
|
|
|
if (guestProgram == null)
|
|
{
|
|
Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
|
|
|
|
continue;
|
|
}
|
|
|
|
ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
|
|
|
|
ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
|
|
|
|
if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
|
|
{
|
|
Debug.Assert(cachedShaderEntries.Length == 1);
|
|
|
|
GuestShaderCacheEntry entry = cachedShaderEntries[0];
|
|
|
|
byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
|
|
|
|
Span<byte> codeSpan = entry.Code;
|
|
byte[] cb1Data = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();
|
|
|
|
ShaderProgramInfo info = new ShaderProgramInfo(
|
|
Array.Empty<BufferDescriptor>(),
|
|
Array.Empty<BufferDescriptor>(),
|
|
Array.Empty<TextureDescriptor>(),
|
|
Array.Empty<TextureDescriptor>(),
|
|
ShaderStage.Compute,
|
|
false,
|
|
false,
|
|
0,
|
|
0);
|
|
|
|
GpuChannelComputeState computeState = new GpuChannelComputeState(
|
|
entry.Header.GpuAccessorHeader.ComputeLocalSizeX,
|
|
entry.Header.GpuAccessorHeader.ComputeLocalSizeY,
|
|
entry.Header.GpuAccessorHeader.ComputeLocalSizeZ,
|
|
entry.Header.GpuAccessorHeader.ComputeLocalMemorySize,
|
|
entry.Header.GpuAccessorHeader.ComputeSharedMemorySize);
|
|
|
|
ShaderSpecializationState specState = new ShaderSpecializationState(computeState);
|
|
|
|
foreach (var td in entry.TextureDescriptors)
|
|
{
|
|
var handle = td.Key;
|
|
var data = td.Value;
|
|
|
|
specState.RegisterTexture(
|
|
0,
|
|
handle,
|
|
-1,
|
|
data.UnpackFormat(),
|
|
data.UnpackSrgb(),
|
|
data.UnpackTextureTarget(),
|
|
data.UnpackTextureCoordNormalized());
|
|
}
|
|
|
|
CachedShaderStage shader = new CachedShaderStage(info, code, cb1Data);
|
|
CachedShaderProgram program = new CachedShaderProgram(null, specState, shader);
|
|
|
|
hostStorage.AddShader(context, program, ReadOnlySpan<byte>.Empty);
|
|
}
|
|
else
|
|
{
|
|
Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
|
|
|
|
CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
|
|
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
|
|
|
|
TransformFeedbackDescriptorOld[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
|
|
|
|
GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
|
|
|
|
GuestGpuAccessorHeader accessorHeader = entries[0].Header.GpuAccessorHeader;
|
|
|
|
TessMode tessMode = new TessMode();
|
|
|
|
int tessPatchType = accessorHeader.TessellationModePacked & 3;
|
|
int tessSpacing = (accessorHeader.TessellationModePacked >> 2) & 3;
|
|
bool tessCw = (accessorHeader.TessellationModePacked & 0x10) != 0;
|
|
|
|
tessMode.Packed = (uint)tessPatchType;
|
|
tessMode.Packed |= (uint)(tessSpacing << 4);
|
|
|
|
if (tessCw)
|
|
{
|
|
tessMode.Packed |= 0x100;
|
|
}
|
|
|
|
PrimitiveTopology topology = accessorHeader.PrimitiveTopology switch
|
|
{
|
|
InputTopology.Lines => PrimitiveTopology.Lines,
|
|
InputTopology.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
|
|
InputTopology.Triangles => PrimitiveTopology.Triangles,
|
|
InputTopology.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
|
|
_ => PrimitiveTopology.Points
|
|
};
|
|
|
|
GpuChannelGraphicsState graphicsState = new GpuChannelGraphicsState(
|
|
accessorHeader.StateFlags.HasFlag(GuestGpuStateFlags.EarlyZForce),
|
|
topology,
|
|
tessMode,
|
|
false);
|
|
|
|
TransformFeedbackDescriptor[] tfdNew = null;
|
|
|
|
if (tfd != null)
|
|
{
|
|
tfdNew = new TransformFeedbackDescriptor[tfd.Length];
|
|
|
|
for (int tfIndex = 0; tfIndex < tfd.Length; tfIndex++)
|
|
{
|
|
Array32<uint> varyingLocations = new Array32<uint>();
|
|
Span<byte> varyingLocationsSpan = MemoryMarshal.Cast<uint, byte>(varyingLocations.ToSpan());
|
|
tfd[tfIndex].VaryingLocations.CopyTo(varyingLocationsSpan.Slice(0, tfd[tfIndex].VaryingLocations.Length));
|
|
|
|
tfdNew[tfIndex] = new TransformFeedbackDescriptor(
|
|
tfd[tfIndex].BufferIndex,
|
|
tfd[tfIndex].Stride,
|
|
tfd[tfIndex].VaryingLocations.Length,
|
|
ref varyingLocations);
|
|
}
|
|
}
|
|
|
|
ShaderSpecializationState specState = new ShaderSpecializationState(graphicsState, tfdNew);
|
|
|
|
for (int i = 0; i < entries.Length; i++)
|
|
{
|
|
GuestShaderCacheEntry entry = entries[i];
|
|
|
|
if (entry == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ShaderProgramInfo info = new ShaderProgramInfo(
|
|
Array.Empty<BufferDescriptor>(),
|
|
Array.Empty<BufferDescriptor>(),
|
|
Array.Empty<TextureDescriptor>(),
|
|
Array.Empty<TextureDescriptor>(),
|
|
(ShaderStage)(i + 1),
|
|
false,
|
|
false,
|
|
0,
|
|
0);
|
|
|
|
// NOTE: Vertex B comes first in the shader cache.
|
|
byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
|
|
byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan(entry.Header.Size, entry.Header.SizeA).ToArray() : null;
|
|
|
|
Span<byte> codeSpan = entry.Code;
|
|
byte[] cb1Data = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();
|
|
|
|
shaders[i + 1] = new CachedShaderStage(info, code, cb1Data);
|
|
|
|
if (code2 != null)
|
|
{
|
|
shaders[0] = new CachedShaderStage(null, code2, cb1Data);
|
|
}
|
|
|
|
foreach (var td in entry.TextureDescriptors)
|
|
{
|
|
var handle = td.Key;
|
|
var data = td.Value;
|
|
|
|
specState.RegisterTexture(
|
|
i,
|
|
handle,
|
|
-1,
|
|
data.UnpackFormat(),
|
|
data.UnpackSrgb(),
|
|
data.UnpackTextureTarget(),
|
|
data.UnpackTextureCoordNormalized());
|
|
}
|
|
}
|
|
|
|
CachedShaderProgram program = new CachedShaderProgram(null, specState, shaders);
|
|
|
|
hostStorage.AddShader(context, program, ReadOnlySpan<byte>.Empty);
|
|
}
|
|
}
|
|
|
|
return guestProgramList.Length;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
} |