249 lines
8.6 KiB
C#
249 lines
8.6 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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using System.Globalization;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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class ShaderCache
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{
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private const int MaxProgramSize = 0x100000;
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private GpuContext _context;
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private ShaderDumper _dumper;
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private Dictionary<ulong, ComputeShader> _cpPrograms;
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private Dictionary<ShaderAddresses, GraphicsShader> _gpPrograms;
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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(context);
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_cpPrograms = new Dictionary<ulong, ComputeShader>();
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_gpPrograms = new Dictionary<ShaderAddresses, GraphicsShader>();
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}
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public ComputeShader GetComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
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{
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if (!_cpPrograms.TryGetValue(gpuVa, out ComputeShader cpShader))
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{
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ShaderProgram shader = TranslateComputeShader(gpuVa);
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shader.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
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shader.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
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shader.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
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IShader hostShader = _context.Renderer.CompileShader(shader);
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IProgram program = _context.Renderer.CreateProgram(new IShader[] { hostShader });
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cpShader = new ComputeShader(program, shader);
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_cpPrograms.Add(gpuVa, cpShader);
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}
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return cpShader;
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}
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public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
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{
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if (!_gpPrograms.TryGetValue(addresses, out GraphicsShader gpShader))
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{
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gpShader = new GraphicsShader();
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if (addresses.VertexA != 0)
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{
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gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
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}
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else
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{
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gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
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}
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gpShader.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
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gpShader.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
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gpShader.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
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gpShader.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
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BackpropQualifiers(gpShader);
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List<IShader> shaders = new List<IShader>();
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for (int stage = 0; stage < gpShader.Shader.Length; stage++)
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{
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if (gpShader.Shader[stage] == null)
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{
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continue;
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}
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IShader shader = _context.Renderer.CompileShader(gpShader.Shader[stage]);
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shaders.Add(shader);
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}
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gpShader.Interface = _context.Renderer.CreateProgram(shaders.ToArray());
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_gpPrograms.Add(addresses, gpShader);
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}
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return gpShader;
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}
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private ShaderProgram TranslateComputeShader(ulong gpuVa)
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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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ShaderProgram program;
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const TranslationFlags flags =
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TranslationFlags.Compute |
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TranslationFlags.DebugMode |
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TranslationFlags.Unspecialized;
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TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, translationConfig);
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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 program;
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}
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private ShaderProgram TranslateGraphicsShader(ulong gpuVa, 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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ShaderProgram program;
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const TranslationFlags flags =
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TranslationFlags.DebugMode |
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TranslationFlags.Unspecialized;
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TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
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if (gpuVaA != 0)
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{
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Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
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Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(codeA, codeB, translationConfig);
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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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}
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else
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{
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, translationConfig);
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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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}
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if (program.Stage == ShaderStage.Geometry)
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{
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PrimitiveType primitiveType = _context.Methods.PrimitiveType;
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string inPrimitive = "points";
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switch (primitiveType)
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{
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case PrimitiveType.Points:
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inPrimitive = "points";
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break;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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inPrimitive = "lines";
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break;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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inPrimitive = "lines_adjacency";
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break;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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inPrimitive = "triangles";
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break;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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inPrimitive = "triangles_adjacency";
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break;
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}
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program.Replace(DefineNames.InputTopologyName, inPrimitive);
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}
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return program;
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}
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shader[4];
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bool isFirst = true;
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for (int stage = 3; stage >= 0; stage--)
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{
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if (program.Shader[stage] == null)
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{
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continue;
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}
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// We need to iterate backwards, since we do name replacement,
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// and it would otherwise replace a subset of the longer names.
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for (int attr = 31; attr >= 0; attr--)
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{
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string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
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if (isFirst && iq != string.Empty)
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{
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program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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}
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else
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{
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program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
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}
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}
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isFirst = false;
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}
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}
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}
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} |