Implement parallel host shader cache compilation.
This commit is contained in:
parent
bb43219f1d
commit
ddf4b92a9c
@ -4,6 +4,8 @@ namespace Ryujinx.Graphics.GAL
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{
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{
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public interface IProgram : IDisposable
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public interface IProgram : IDisposable
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{
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{
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ProgramLinkStatus CheckProgramLink(bool blocking);
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byte[] GetBinary();
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byte[] GetBinary();
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}
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}
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}
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}
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9
Ryujinx.Graphics.GAL/ProgramLinkStatus.cs
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9
Ryujinx.Graphics.GAL/ProgramLinkStatus.cs
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@ -0,0 +1,9 @@
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namespace Ryujinx.Graphics.GAL
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{
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public enum ProgramLinkStatus
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{
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Incomplete,
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Success,
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Failure
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}
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}
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@ -10,6 +10,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Gpu.Shader
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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{
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@ -102,8 +103,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
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progressReportThread.Start(progressReportEvent);
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progressReportThread.Start(progressReportEvent);
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}
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}
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for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
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// Make sure these are initialized before doing compilation.
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Capabilities caps = _context.Capabilities;
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int maxTaskCount = Math.Min(Environment.ProcessorCount, 8);
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int programIndex = 0;
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List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
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// This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
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// The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
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while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
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{
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{
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if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
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{
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// Begin a new shader compilation.
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Hash128 key = guestProgramList[programIndex];
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Hash128 key = guestProgramList[programIndex];
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byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
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byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
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@ -144,11 +158,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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}
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}
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bool isHostProgramValid = hostProgram != null;
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ShaderCompileTask task = new ShaderCompileTask();
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activeTasks.Add(task);
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ShaderProgram program;
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task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
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ShaderProgramInfo shaderProgramInfo;
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{
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ShaderProgram program = null;
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ShaderProgramInfo shaderProgramInfo = null;
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Task compileTask = Task.Run(() =>
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{
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// Reconstruct code holder.
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// Reconstruct code holder.
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if (isHostProgramValid)
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if (isHostProgramValid)
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{
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{
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@ -161,11 +180,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
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program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
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}
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}
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});
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task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
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{
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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if (hostProgram == null)
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if (!isHostProgramValid)
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{
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{
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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@ -173,6 +195,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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if (!isNewProgramValid)
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{
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return true;
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}
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// As the host program was invalidated, save the new entry in the cache.
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// As the host program was invalidated, save the new entry in the cache.
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hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
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hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
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@ -189,9 +218,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_cacheManager.AddHostProgram(ref key, hostProgramBinary);
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_cacheManager.AddHostProgram(ref key, hostProgramBinary);
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}
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}
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}
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}
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}
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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return true;
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});
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return false; // Not finished: still need to compile the host program.
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}
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else
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{
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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return true;
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}
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});
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return false; // Not finished: translating the shaders.
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});
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}
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}
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else
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else
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{
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{
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@ -221,12 +266,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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}
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}
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bool isHostProgramValid = hostProgram != null;
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ShaderCompileTask task = new ShaderCompileTask();
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activeTasks.Add(task);
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// Reconstruct code holder.
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GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
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for (int i = 0; i < cachedShaderEntries.Length; i++)
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task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
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{
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{
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GuestShaderCacheEntry entry = cachedShaderEntries[i];
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Task compileTask = Task.Run(() =>
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{
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// Reconstruct code holder.
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for (int i = 0; i < entries.Length; i++)
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{
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GuestShaderCacheEntry entry = entries[i];
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if (entry == null)
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if (entry == null)
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{
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{
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@ -281,7 +333,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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shaderPrograms.Add(program);
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shaderPrograms.Add(program);
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}
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}
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});
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task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
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{
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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if (!isHostProgramValid)
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if (!isHostProgramValid)
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{
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{
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@ -308,6 +363,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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if (!isNewProgramValid)
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{
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return true;
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}
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// As the host program was invalidated, save the new entry in the cache.
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// As the host program was invalidated, save the new entry in the cache.
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hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
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hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
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@ -324,12 +386,44 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_cacheManager.AddHostProgram(ref key, hostProgramBinary);
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_cacheManager.AddHostProgram(ref key, hostProgramBinary);
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}
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}
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}
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}
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}
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_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
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_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
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return true;
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});
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return false; // Not finished: still need to compile the host program.
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}
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else
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{
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_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
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return true;
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}
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});
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return false; // Not finished: translating the shaders.
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});
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}
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}
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_shaderCount = programIndex + 1;
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_shaderCount = ++programIndex;
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}
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// Process the queue.
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for (int i = 0; i < activeTasks.Count; i++)
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{
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ShaderCompileTask task = activeTasks[i];
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if (task.IsDone())
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{
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activeTasks.RemoveAt(i--);
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}
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}
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if (activeTasks.Count == maxTaskCount)
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{
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Thread.Sleep(1);
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}
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}
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}
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if (!isReadOnly)
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if (!isReadOnly)
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@ -458,6 +552,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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hostProgram.CheckProgramLink(true);
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byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
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byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
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cpShader = new ShaderBundle(hostProgram, shader);
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cpShader = new ShaderBundle(hostProgram, shader);
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@ -598,6 +694,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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hostProgram.CheckProgramLink(true);
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byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
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byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
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gpShaders = new ShaderBundle(hostProgram, shaders);
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gpShaders = new ShaderBundle(hostProgram, shaders);
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81
Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
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81
Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
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@ -0,0 +1,81 @@
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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delegate bool ShaderCompileTaskCallback(bool success, ShaderCompileTask task);
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/// <summary>
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/// A class that represents a shader compilation.
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/// </summary>
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class ShaderCompileTask
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{
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private bool _compiling;
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private Task _programsTask;
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private IProgram _program;
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private ShaderCompileTaskCallback _action;
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/// <summary>
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/// Check the completion status of the shader compile task, and run callbacks on step completion.
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/// Calling this periodically is required to progress through steps of the compilation.
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/// </summary>
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/// <returns>True if the task is complete, false if it is in progress</returns>
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public bool IsDone()
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{
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if (_compiling)
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{
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ProgramLinkStatus status = _program.CheckProgramLink(false);
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if (status != ProgramLinkStatus.Incomplete)
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{
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return _action(status == ProgramLinkStatus.Success, this);
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}
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}
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else
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{
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// Waiting on the task.
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if (_programsTask.IsCompleted)
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{
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return _action(true, this);
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}
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}
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return false;
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}
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/// <summary>
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/// Run a callback when the specified task has completed.
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/// </summary>
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/// <param name="task">The task object that needs to complete</param>
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/// <param name="action">The action to perform when it is complete</param>
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public void OnTask(Task task, ShaderCompileTaskCallback action)
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{
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_compiling = false;
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_programsTask = task;
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_action = action;
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}
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/// <summary>
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/// Run a callback when the specified program has been linked.
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/// </summary>
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/// <param name="task">The program that needs to be linked</param>
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/// <param name="action">The action to perform when linking is complete</param>
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public void OnCompiled(IProgram program, ShaderCompileTaskCallback action)
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{
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_compiling = true;
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_program = program;
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_action = action;
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if (program == null)
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{
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action(false, this);
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}
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}
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}
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}
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@ -10,6 +10,7 @@ namespace Ryujinx.Graphics.OpenGL
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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@ -34,6 +35,7 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
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public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
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@ -13,11 +13,26 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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public int Handle { get; private set; }
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public int Handle { get; private set; }
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public int FragmentIsBgraUniform { get; }
|
public int FragmentIsBgraUniform { get; private set; }
|
||||||
public int FragmentRenderScaleUniform { get; }
|
public int FragmentRenderScaleUniform { get; private set; }
|
||||||
public int ComputeRenderScaleUniform { get; }
|
public int ComputeRenderScaleUniform { get; private set; }
|
||||||
|
|
||||||
public bool IsLinked { get; private set; }
|
public bool IsLinked
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_status == ProgramLinkStatus.Incomplete)
|
||||||
|
{
|
||||||
|
CheckProgramLink(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
return _status == ProgramLinkStatus.Success;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool _initialized;
|
||||||
|
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
|
||||||
|
private IShader[] _shaders;
|
||||||
|
|
||||||
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
|
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
|
||||||
{
|
{
|
||||||
@ -82,18 +97,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
GL.LinkProgram(Handle);
|
GL.LinkProgram(Handle);
|
||||||
|
|
||||||
for (int index = 0; index < shaders.Length; index++)
|
_shaders = shaders;
|
||||||
{
|
|
||||||
int shaderHandle = ((Shader)shaders[index]).Handle;
|
|
||||||
|
|
||||||
GL.DetachShader(Handle, shaderHandle);
|
|
||||||
}
|
|
||||||
|
|
||||||
CheckProgramLink();
|
|
||||||
|
|
||||||
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
|
|
||||||
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
|
||||||
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public Program(ReadOnlySpan<byte> code)
|
public Program(ReadOnlySpan<byte> code)
|
||||||
@ -109,32 +113,60 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
|
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
CheckProgramLink();
|
|
||||||
|
|
||||||
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
|
|
||||||
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
|
||||||
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Bind()
|
public void Bind()
|
||||||
{
|
{
|
||||||
|
if (!_initialized)
|
||||||
|
{
|
||||||
|
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
|
||||||
|
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
||||||
|
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
||||||
|
|
||||||
|
_initialized = true;
|
||||||
|
}
|
||||||
|
|
||||||
GL.UseProgram(Handle);
|
GL.UseProgram(Handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CheckProgramLink()
|
public ProgramLinkStatus CheckProgramLink(bool blocking)
|
||||||
{
|
{
|
||||||
|
if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
|
||||||
|
{
|
||||||
|
GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
|
||||||
|
|
||||||
|
if (completed == 0)
|
||||||
|
{
|
||||||
|
return ProgramLinkStatus.Incomplete;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
|
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
|
||||||
|
|
||||||
|
if (_shaders != null)
|
||||||
|
{
|
||||||
|
for (int index = 0; index < _shaders.Length; index++)
|
||||||
|
{
|
||||||
|
int shaderHandle = ((Shader)_shaders[index]).Handle;
|
||||||
|
|
||||||
|
GL.DetachShader(Handle, shaderHandle);
|
||||||
|
}
|
||||||
|
|
||||||
|
_shaders = null;
|
||||||
|
}
|
||||||
|
|
||||||
if (status == 0)
|
if (status == 0)
|
||||||
{
|
{
|
||||||
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
|
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
|
||||||
|
_status = ProgramLinkStatus.Failure;
|
||||||
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
|
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
IsLinked = true;
|
_status = ProgramLinkStatus.Success;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return _status;
|
||||||
}
|
}
|
||||||
|
|
||||||
public byte[] GetBinary()
|
public byte[] GetBinary()
|
||||||
|
@ -130,6 +130,11 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
PrintGpuInformation();
|
PrintGpuInformation();
|
||||||
|
|
||||||
|
if (HwCapabilities.SupportsParallelShaderCompile)
|
||||||
|
{
|
||||||
|
GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
|
||||||
|
}
|
||||||
|
|
||||||
_counters.Initialize();
|
_counters.Initialize();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -177,16 +182,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
public IProgram LoadProgramBinary(byte[] programBinary)
|
public IProgram LoadProgramBinary(byte[] programBinary)
|
||||||
{
|
{
|
||||||
Program program = new Program(programBinary);
|
return new Program(programBinary);
|
||||||
|
|
||||||
if (program.IsLinked)
|
|
||||||
{
|
|
||||||
return program;
|
|
||||||
}
|
|
||||||
|
|
||||||
program.Dispose();
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CreateSync(ulong id)
|
public void CreateSync(ulong id)
|
||||||
|
Loading…
Reference in New Issue
Block a user