8d168574eb
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
421 lines
16 KiB
C#
421 lines
16 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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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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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache : IDisposable
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{
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private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
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private readonly GpuContext _context;
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private readonly ShaderDumper _dumper;
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private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms;
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private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms;
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/// <summary>
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/// Creates a new instance of the shader cache.
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/// </summary>
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/// <param name="context">GPU context that the shader cache belongs to</param>
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public ShaderCache(GpuContext context)
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{
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_context = context;
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_dumper = new ShaderDumper();
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_cpPrograms = new Dictionary<ulong, List<ShaderBundle>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
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}
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/// <summary>
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/// Gets a compute shader from the cache.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ShaderBundle GetComputeShader(
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GpuState state,
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ShaderBundle> list);
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if (isCached)
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{
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foreach (ShaderBundle cachedCpShader in list)
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{
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if (IsShaderEqual(cachedCpShader, gpuVa))
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{
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return cachedCpShader;
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}
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}
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}
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ShaderCodeHolder shader = TranslateComputeShader(
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state,
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gpuVa,
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localSizeX,
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localSizeY,
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localSizeZ,
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localMemorySize,
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sharedMemorySize);
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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ShaderBundle cpShader = new ShaderBundle(hostProgram, shader);
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if (!isCached)
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{
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list = new List<ShaderBundle>();
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_cpPrograms.Add(gpuVa, list);
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}
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list.Add(cpShader);
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return cpShader;
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}
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/// <summary>
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/// Gets a graphics shader program from the shader cache.
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/// This includes all the specified shader stages.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="addresses">Addresses of the shaders for each stage</param>
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/// <returns>Compiled graphics shader code</returns>
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public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
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if (isCached)
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{
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foreach (ShaderBundle cachedGpShaders in list)
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{
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if (IsShaderEqual(cachedGpShaders, addresses))
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{
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return cachedGpShaders;
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}
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}
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}
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ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
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var tfd = GetTransformFeedbackDescriptors(state);
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TranslationFlags flags = DefaultFlags;
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if (tfd != null)
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{
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flags |= TranslationFlags.Feedback;
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}
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TranslationCounts counts = new TranslationCounts();
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if (addresses.VertexA != 0)
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{
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shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
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}
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shaders[1] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaders[2] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaders[3] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
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shaders[4] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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{
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ShaderProgram program = shaders[stage]?.Program;
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if (program == null)
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{
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continue;
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}
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IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
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shaders[stage].HostShader = hostShader;
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hostShaders.Add(hostShader);
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);
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if (!isCached)
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{
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list = new List<ShaderBundle>();
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_gpPrograms.Add(addresses, list);
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}
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list.Add(gpShaders);
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return gpShaders;
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}
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/// <summary>
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/// Gets transform feedback state from the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
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private TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(GpuState state)
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{
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bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
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if (!tfEnable)
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{
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return null;
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}
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TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
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for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
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{
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var tf = state.Get<TfState>(MethodOffset.TfState, i);
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int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80);
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var varyingLocations = state.GetSpan(MethodOffset.TfVaryingLocations + i * 0x80, length).ToArray();
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descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations);
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}
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return descs;
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}
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/// <summary>
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/// Checks if compute shader code in memory is equal to the cached shader.
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/// </summary>
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/// <param name="cpShader">Cached compute shader</param>
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/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderEqual(ShaderBundle cpShader, ulong gpuVa)
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{
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return IsShaderEqual(cpShader.Shaders[0], gpuVa);
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}
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/// <summary>
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/// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
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/// </summary>
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/// <param name="gpShaders">Cached graphics shaders</param>
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/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderEqual(ShaderBundle gpShaders, ShaderAddresses addresses)
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{
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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{
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ShaderCodeHolder shader = gpShaders.Shaders[stage];
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ulong gpuVa = 0;
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switch (stage)
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{
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case 0: gpuVa = addresses.Vertex; break;
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case 1: gpuVa = addresses.TessControl; break;
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case 2: gpuVa = addresses.TessEvaluation; break;
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case 3: gpuVa = addresses.Geometry; break;
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case 4: gpuVa = addresses.Fragment; break;
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}
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if (!IsShaderEqual(shader, gpuVa, addresses.VertexA))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Checks if the code of the specified cached shader is different from the code in memory.
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/// </summary>
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/// <param name="shader">Cached shader to compare with</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
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{
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if (shader == null)
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{
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return true;
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}
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ReadOnlySpan<byte> memoryCode = _context.MemoryManager.GetSpan(gpuVa, shader.Code.Length);
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bool equals = memoryCode.SequenceEqual(shader.Code);
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if (equals && shader.Code2 != null)
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{
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memoryCode = _context.MemoryManager.GetSpan(gpuVaA, shader.Code2.Length);
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equals = memoryCode.SequenceEqual(shader.Code2);
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}
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return equals;
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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private ShaderCodeHolder TranslateComputeShader(
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GpuState state,
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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if (gpuVa == 0)
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{
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return null;
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}
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GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
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ShaderProgram program;
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program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute);
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byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
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_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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return new ShaderCodeHolder(program, code);
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <remarks>
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="counts">Cumulative shader resource counts</param>
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/// <param name="flags">Flags that controls shader translation</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
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/// <returns>Compiled graphics shader code</returns>
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private ShaderCodeHolder TranslateGraphicsShader(
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GpuState state,
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TranslationCounts counts,
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TranslationFlags flags,
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ShaderStage stage,
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ulong gpuVa,
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ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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{
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return null;
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}
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GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
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if (gpuVaA != 0)
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{
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ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags, counts);
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byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray();
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byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
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_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
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_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
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if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
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{
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program.Prepend("// " + codePathB);
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program.Prepend("// " + fullPathB);
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program.Prepend("// " + codePathA);
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program.Prepend("// " + fullPathA);
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}
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return new ShaderCodeHolder(program, codeB, codeA);
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}
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else
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{
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ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags, counts);
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byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
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_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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return new ShaderCodeHolder(program, code);
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}
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}
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/// <summary>
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/// Disposes the shader cache, deleting all the cached shaders.
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/// It's an error to use the shader cache after disposal.
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/// </summary>
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public void Dispose()
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{
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foreach (List<ShaderBundle> list in _cpPrograms.Values)
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{
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foreach (ShaderBundle bundle in list)
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{
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bundle.Dispose();
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}
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}
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foreach (List<ShaderBundle> list in _gpPrograms.Values)
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{
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foreach (ShaderBundle bundle in list)
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{
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bundle.Dispose();
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}
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}
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}
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}
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} |