ryujinx/Ryujinx.Graphics.Gpu/Shader/Cache/CacheHelper.cs

274 lines
11 KiB
C#
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using ICSharpCode.SharpZipLib.Zip;
using Ryujinx.Common;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache
{
/// <summary>
/// Helper to manipulate the disk shader cache.
/// </summary>
static class CacheHelper
{
/// <summary>
/// Compute a cache manifest from runtime data.
/// </summary>
/// <param name="version">The version of the cache</param>
/// <param name="graphicsApi">The graphics api used by the cache</param>
/// <param name="hashType">The hash type of the cache</param>
/// <param name="entries">The entries in the cache</param>
/// <returns>The cache manifest from runtime data</returns>
public static byte[] ComputeManifest(ulong version, CacheGraphicsApi graphicsApi, CacheHashType hashType, HashSet<Hash128> entries)
{
if (hashType != CacheHashType.XxHash128)
{
throw new NotImplementedException($"{hashType}");
}
CacheManifestHeader manifestHeader = new CacheManifestHeader(version, graphicsApi, hashType);
byte[] data = new byte[Unsafe.SizeOf<CacheManifestHeader>() + entries.Count * Unsafe.SizeOf<Hash128>()];
// CacheManifestHeader has the same size as a Hash128.
Span<Hash128> dataSpan = MemoryMarshal.Cast<byte, Hash128>(data.AsSpan()).Slice(1);
int i = 0;
foreach (Hash128 hash in entries)
{
dataSpan[i++] = hash;
}
manifestHeader.UpdateChecksum(data.AsSpan(Unsafe.SizeOf<CacheManifestHeader>()));
MemoryMarshal.Write(data, ref manifestHeader);
return data;
}
/// <summary>
/// Get the base directory of the shader cache for a given title id.
/// </summary>
/// <param name="titleId">The title id of the target application</param>
/// <returns>The base directory of the shader cache for a given title id</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static string GetBaseCacheDirectory(string titleId) => Path.Combine(AppDataManager.GamesDirPath, titleId, "cache", "shader");
/// <summary>
/// Get the temp path to the cache data directory.
/// </summary>
/// <param name="cacheDirectory">The cache directory</param>
/// <returns>The temp path to the cache data directory</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static string GetCacheTempDataPath(string cacheDirectory) => Path.Combine(cacheDirectory, "temp");
/// <summary>
/// The path to the cache archive file.
/// </summary>
/// <param name="cacheDirectory">The cache directory</param>
/// <returns>The path to the cache archive file</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static string GetArchivePath(string cacheDirectory) => Path.Combine(cacheDirectory, "cache.zip");
/// <summary>
/// The path to the cache manifest file.
/// </summary>
/// <param name="cacheDirectory">The cache directory</param>
/// <returns>The path to the cache manifest file</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static string GetManifestPath(string cacheDirectory) => Path.Combine(cacheDirectory, "cache.info");
/// <summary>
/// Create a new temp path to the given cached file via its hash.
/// </summary>
/// <param name="cacheDirectory">The cache directory</param>
/// <param name="key">The hash of the cached data</param>
/// <returns>New path to the given cached file</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static string GenCacheTempFilePath(string cacheDirectory, Hash128 key) => Path.Combine(GetCacheTempDataPath(cacheDirectory), key.ToString());
/// <summary>
/// Generate the path to the cache directory.
/// </summary>
/// <param name="baseCacheDirectory">The base of the cache directory</param>
/// <param name="graphicsApi">The graphics api in use</param>
/// <param name="shaderProvider">The name of the shader provider in use</param>
/// <param name="cacheName">The name of the cache</param>
/// <returns>The path to the cache directory</returns>
public static string GenerateCachePath(string baseCacheDirectory, CacheGraphicsApi graphicsApi, string shaderProvider, string cacheName)
{
string graphicsApiName = graphicsApi switch
{
CacheGraphicsApi.OpenGL => "opengl",
CacheGraphicsApi.OpenGLES => "opengles",
CacheGraphicsApi.Vulkan => "vulkan",
CacheGraphicsApi.DirectX => "directx",
CacheGraphicsApi.Metal => "metal",
CacheGraphicsApi.Guest => "guest",
_ => throw new NotImplementedException(graphicsApi.ToString()),
};
return Path.Combine(baseCacheDirectory, graphicsApiName, shaderProvider, cacheName);
}
/// <summary>
/// Read a cached file with the given hash that is present in the archive.
/// </summary>
/// <param name="archive">The archive in use</param>
/// <param name="entry">The given hash</param>
/// <returns>The cached file if present or null</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static byte[] ReadFromArchive(ZipFile archive, Hash128 entry)
{
if (archive != null)
{
ZipEntry archiveEntry = archive.GetEntry($"{entry}");
if (archiveEntry != null)
{
try
{
byte[] result = new byte[archiveEntry.Size];
using (Stream archiveStream = archive.GetInputStream(archiveEntry))
{
archiveStream.Read(result);
return result;
}
}
catch (Exception e)
{
Logger.Error?.Print(LogClass.Gpu, $"Cannot load cache file {entry} from archive");
Logger.Error?.Print(LogClass.Gpu, e.ToString());
}
}
}
return null;
}
/// <summary>
/// Read a cached file with the given hash that is not present in the archive.
/// </summary>
/// <param name="cacheDirectory">The cache directory</param>
/// <param name="entry">The given hash</param>
/// <returns>The cached file if present or null</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static byte[] ReadFromFile(string cacheDirectory, Hash128 entry)
{
string cacheTempFilePath = GenCacheTempFilePath(cacheDirectory, entry);
try
{
return File.ReadAllBytes(cacheTempFilePath);
}
catch (Exception e)
{
Logger.Error?.Print(LogClass.Gpu, $"Cannot load cache file at {cacheTempFilePath}");
Logger.Error?.Print(LogClass.Gpu, e.ToString());
}
return null;
}
/// <summary>
/// Read transform feedback descriptors from guest.
/// </summary>
/// <param name="data">The raw guest transform feedback descriptors</param>
/// <param name="header">The guest shader program header</param>
/// <returns>The transform feedback descriptors read from guest</returns>
New shader cache implementation (#3194) * 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>
2022-04-10 13:49:44 +00:00
public static TransformFeedbackDescriptorOld[] ReadTransformFeedbackInformation(ref ReadOnlySpan<byte> data, GuestShaderCacheHeader header)
{
if (header.TransformFeedbackCount != 0)
{
New shader cache implementation (#3194) * 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>
2022-04-10 13:49:44 +00:00
TransformFeedbackDescriptorOld[] result = new TransformFeedbackDescriptorOld[header.TransformFeedbackCount];
for (int i = 0; i < result.Length; i++)
{
GuestShaderCacheTransformFeedbackHeader feedbackHeader = MemoryMarshal.Read<GuestShaderCacheTransformFeedbackHeader>(data);
New shader cache implementation (#3194) * 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>
2022-04-10 13:49:44 +00:00
result[i] = new TransformFeedbackDescriptorOld(feedbackHeader.BufferIndex, feedbackHeader.Stride, data.Slice(Unsafe.SizeOf<GuestShaderCacheTransformFeedbackHeader>(), feedbackHeader.VaryingLocationsLength).ToArray());
data = data.Slice(Unsafe.SizeOf<GuestShaderCacheTransformFeedbackHeader>() + feedbackHeader.VaryingLocationsLength);
}
return result;
}
return null;
}
/// <summary>
/// Save temporary files not in archive.
/// </summary>
/// <param name="baseCacheDirectory">The base of the cache directory</param>
/// <param name="archive">The archive to use</param>
/// <param name="entries">The entries in the cache</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void EnsureArchiveUpToDate(string baseCacheDirectory, ZipFile archive, HashSet<Hash128> entries)
{
List<string> filesToDelete = new List<string>();
archive.BeginUpdate();
foreach (Hash128 hash in entries)
{
string cacheTempFilePath = GenCacheTempFilePath(baseCacheDirectory, hash);
if (File.Exists(cacheTempFilePath))
{
string cacheHash = $"{hash}";
ZipEntry entry = archive.GetEntry(cacheHash);
if (entry != null)
{
archive.Delete(entry);
}
// We enforce deflate compression here to avoid possible incompatibilities on older version of Ryujinx that use System.IO.Compression.
archive.Add(new StaticDiskDataSource(cacheTempFilePath), cacheHash, CompressionMethod.Deflated);
filesToDelete.Add(cacheTempFilePath);
}
}
archive.CommitUpdate();
foreach (string filePath in filesToDelete)
{
File.Delete(filePath);
}
}
public static bool IsArchiveReadOnly(string archivePath)
{
FileInfo info = new FileInfo(archivePath);
if (!info.Exists)
{
return false;
}
try
{
using (FileStream stream = info.Open(FileMode.Open, FileAccess.Read, FileShare.None))
{
return false;
}
}
catch (IOException)
{
return true;
}
}
}
}