mirror of
https://github.com/Ryujinx/Ryujinx.git
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4da44e09cb
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
720 lines
No EOL
29 KiB
C#
720 lines
No EOL
29 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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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.Concurrent;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using static Ryujinx.Graphics.Gpu.Shader.ShaderCache;
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namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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class ParallelDiskCacheLoader
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{
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private const int ThreadCount = 8;
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private readonly GpuContext _context;
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private readonly ShaderCacheHashTable _graphicsCache;
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private readonly ComputeShaderCacheHashTable _computeCache;
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private readonly DiskCacheHostStorage _hostStorage;
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private readonly CancellationToken _cancellationToken;
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private readonly Action<ShaderCacheState, int, int> _stateChangeCallback;
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/// <summary>
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/// Indicates if the cache should be loaded.
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/// </summary>
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public bool Active => !_cancellationToken.IsCancellationRequested;
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private bool _needsHostRegen;
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/// <summary>
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/// Number of shaders that failed to compile from the cache.
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/// </summary>
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public int ErrorCount { get; private set; }
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/// <summary>
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/// Program validation entry.
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/// </summary>
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private readonly struct ProgramEntry
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{
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/// <summary>
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/// Cached shader program.
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/// </summary>
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public readonly CachedShaderProgram CachedProgram;
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/// <summary>
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/// Optional binary code. If not null, it is used instead of the backend host binary.
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/// </summary>
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public readonly byte[] BinaryCode;
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/// <summary>
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/// Program index.
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/// </summary>
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public readonly int ProgramIndex;
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/// <summary>
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/// Indicates if the program is a compute shader.
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/// </summary>
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public readonly bool IsCompute;
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/// <summary>
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/// Indicates if the program is a host binary shader.
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/// </summary>
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public readonly bool IsBinary;
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/// <summary>
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/// Creates a new program validation entry.
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/// </summary>
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/// <param name="cachedProgram">Cached shader program</param>
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/// <param name="binaryCode">Optional binary code. If not null, it is used instead of the backend host binary</param>
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/// <param name="programIndex">Program index</param>
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/// <param name="isCompute">Indicates if the program is a compute shader</param>
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/// <param name="isBinary">Indicates if the program is a host binary shader</param>
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public ProgramEntry(
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CachedShaderProgram cachedProgram,
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byte[] binaryCode,
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int programIndex,
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bool isCompute,
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bool isBinary)
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{
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CachedProgram = cachedProgram;
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BinaryCode = binaryCode;
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ProgramIndex = programIndex;
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IsCompute = isCompute;
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IsBinary = isBinary;
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}
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}
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/// <summary>
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/// Translated shader compilation entry.
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/// </summary>
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private readonly struct ProgramCompilation
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{
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/// <summary>
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/// Translated shader stages.
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/// </summary>
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public readonly ShaderProgram[] TranslatedStages;
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/// <summary>
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/// Cached shaders.
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/// </summary>
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public readonly CachedShaderStage[] Shaders;
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/// <summary>
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/// Specialization state.
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/// </summary>
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public readonly ShaderSpecializationState SpecializationState;
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/// <summary>
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/// Program index.
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/// </summary>
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public readonly int ProgramIndex;
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/// <summary>
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/// Indicates if the program is a compute shader.
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/// </summary>
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public readonly bool IsCompute;
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/// <summary>
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/// Creates a new translated shader compilation entry.
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/// </summary>
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/// <param name="translatedStages">Translated shader stages</param>
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/// <param name="shaders">Cached shaders</param>
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/// <param name="specState">Specialization state</param>
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/// <param name="programIndex">Program index</param>
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/// <param name="isCompute">Indicates if the program is a compute shader</param>
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public ProgramCompilation(
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ShaderProgram[] translatedStages,
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CachedShaderStage[] shaders,
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ShaderSpecializationState specState,
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int programIndex,
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bool isCompute)
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{
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TranslatedStages = translatedStages;
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Shaders = shaders;
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SpecializationState = specState;
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ProgramIndex = programIndex;
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IsCompute = isCompute;
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}
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}
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/// <summary>
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/// Program translation entry.
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/// </summary>
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private readonly struct AsyncProgramTranslation
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{
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/// <summary>
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/// Guest code for each active stage.
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/// </summary>
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public readonly GuestCodeAndCbData?[] GuestShaders;
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/// <summary>
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/// Specialization state.
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/// </summary>
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public readonly ShaderSpecializationState SpecializationState;
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/// <summary>
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/// Program index.
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/// </summary>
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public readonly int ProgramIndex;
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/// <summary>
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/// Indicates if the program is a compute shader.
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/// </summary>
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public readonly bool IsCompute;
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/// <summary>
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/// Creates a new program translation entry.
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/// </summary>
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/// <param name="guestShaders">Guest code for each active stage</param>
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/// <param name="specState">Specialization state</param>
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/// <param name="programIndex">Program index</param>
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/// <param name="isCompute">Indicates if the program is a compute shader</param>
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public AsyncProgramTranslation(
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GuestCodeAndCbData?[] guestShaders,
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ShaderSpecializationState specState,
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int programIndex,
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bool isCompute)
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{
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GuestShaders = guestShaders;
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SpecializationState = specState;
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ProgramIndex = programIndex;
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IsCompute = isCompute;
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}
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}
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private readonly Queue<ProgramEntry> _validationQueue;
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private readonly ConcurrentQueue<ProgramCompilation> _compilationQueue;
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private readonly BlockingCollection<AsyncProgramTranslation> _asyncTranslationQueue;
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private readonly SortedList<int, (CachedShaderProgram, byte[])> _programList;
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private int _backendParallelCompileThreads;
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private int _compiledCount;
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private int _totalCount;
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/// <summary>
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/// Creates a new parallel disk cache loader.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="graphicsCache">Graphics shader cache</param>
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/// <param name="computeCache">Compute shader cache</param>
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/// <param name="hostStorage">Disk cache host storage</param>
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/// <param name="cancellationToken">Cancellation token</param>
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/// <param name="stateChangeCallback">Function to be called when there is a state change, reporting state, compiled and total shaders count</param>
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public ParallelDiskCacheLoader(
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GpuContext context,
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ShaderCacheHashTable graphicsCache,
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ComputeShaderCacheHashTable computeCache,
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DiskCacheHostStorage hostStorage,
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CancellationToken cancellationToken,
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Action<ShaderCacheState, int, int> stateChangeCallback)
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{
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_context = context;
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_graphicsCache = graphicsCache;
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_computeCache = computeCache;
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_hostStorage = hostStorage;
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_cancellationToken = cancellationToken;
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_stateChangeCallback = stateChangeCallback;
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_validationQueue = new Queue<ProgramEntry>();
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_compilationQueue = new ConcurrentQueue<ProgramCompilation>();
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_asyncTranslationQueue = new BlockingCollection<AsyncProgramTranslation>(ThreadCount);
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_programList = new SortedList<int, (CachedShaderProgram, byte[])>();
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_backendParallelCompileThreads = Math.Min(Environment.ProcessorCount, 8); // Must be kept in sync with the backend code.
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}
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/// <summary>
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/// Loads all shaders from the cache.
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/// </summary>
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public void LoadShaders()
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{
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Thread[] workThreads = new Thread[ThreadCount];
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for (int index = 0; index < ThreadCount; index++)
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{
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workThreads[index] = new Thread(ProcessAsyncQueue)
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{
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Name = $"GPU.AsyncTranslationThread.{index}"
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};
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}
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int programCount = _hostStorage.GetProgramCount();
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_compiledCount = 0;
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_totalCount = programCount;
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_stateChangeCallback(ShaderCacheState.Start, 0, programCount);
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Logger.Info?.Print(LogClass.Gpu, $"Loading {programCount} shaders from the cache...");
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for (int index = 0; index < ThreadCount; index++)
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{
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workThreads[index].Start(_cancellationToken);
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}
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try
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{
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_hostStorage.LoadShaders(_context, this);
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}
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catch (DiskCacheLoadException diskCacheLoadException)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Error loading the shader cache. {diskCacheLoadException.Message}");
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// If we can't even access the file, then we also can't rebuild.
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if (diskCacheLoadException.Result != DiskCacheLoadResult.NoAccess)
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{
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_needsHostRegen = true;
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}
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}
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catch (InvalidDataException invalidDataException)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Error decompressing the shader cache file. {invalidDataException.Message}");
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_needsHostRegen = true;
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}
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catch (IOException ioException)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Error reading the shader cache file. {ioException.Message}");
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_needsHostRegen = true;
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}
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_asyncTranslationQueue.CompleteAdding();
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for (int index = 0; index < ThreadCount; index++)
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{
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workThreads[index].Join();
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}
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CheckCompilationBlocking();
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if (_needsHostRegen && Active)
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{
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// Rebuild both shared and host cache files.
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// Rebuilding shared is required because the shader information returned by the translator
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// might have changed, and so we have to reconstruct the file with the new information.
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try
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{
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_hostStorage.ClearSharedCache();
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_hostStorage.ClearHostCache(_context);
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if (_programList.Count != 0)
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{
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Logger.Info?.Print(LogClass.Gpu, $"Rebuilding {_programList.Count} shaders...");
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using var streams = _hostStorage.GetOutputStreams(_context);
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foreach (var kv in _programList)
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{
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if (!Active)
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{
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break;
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}
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(CachedShaderProgram program, byte[] binaryCode) = kv.Value;
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_hostStorage.AddShader(_context, program, binaryCode, streams);
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}
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Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully.");
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}
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else
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{
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_hostStorage.ClearGuestCache();
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Logger.Info?.Print(LogClass.Gpu, "Shader cache deleted due to corruption.");
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}
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}
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catch (DiskCacheLoadException diskCacheLoadException)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Error deleting the shader cache. {diskCacheLoadException.Message}");
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}
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catch (IOException ioException)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Error deleting the shader cache file. {ioException.Message}");
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}
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}
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Logger.Info?.Print(LogClass.Gpu, "Shader cache loaded.");
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_stateChangeCallback(ShaderCacheState.Loaded, programCount, programCount);
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}
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/// <summary>
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/// Enqueues a host program for compilation.
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/// </summary>
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/// <param name="cachedProgram">Cached program</param>
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/// <param name="binaryCode">Host binary code</param>
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/// <param name="programIndex">Program index</param>
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/// <param name="isCompute">Indicates if the program is a compute shader</param>
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public void QueueHostProgram(CachedShaderProgram cachedProgram, byte[] binaryCode, int programIndex, bool isCompute)
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{
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EnqueueForValidation(new ProgramEntry(cachedProgram, binaryCode, programIndex, isCompute, isBinary: true));
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}
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/// <summary>
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/// Enqueues a guest program for compilation.
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/// </summary>
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/// <param name="guestShaders">Guest code for each active stage</param>
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/// <param name="specState">Specialization state</param>
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/// <param name="programIndex">Program index</param>
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/// <param name="isCompute">Indicates if the program is a compute shader</param>
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public void QueueGuestProgram(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute)
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{
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try
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{
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AsyncProgramTranslation asyncTranslation = new AsyncProgramTranslation(guestShaders, specState, programIndex, isCompute);
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_asyncTranslationQueue.Add(asyncTranslation, _cancellationToken);
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}
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catch (OperationCanceledException)
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{
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}
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}
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/// <summary>
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/// Check the state of programs that have already been compiled,
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/// and add to the cache if the compilation was successful.
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/// </summary>
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public void CheckCompilation()
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{
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ProcessCompilationQueue();
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// Process programs that already finished compiling.
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// If not yet compiled, do nothing. This avoids blocking to wait for shader compilation.
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while (_validationQueue.TryPeek(out ProgramEntry entry))
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{
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ProgramLinkStatus result = entry.CachedProgram.HostProgram.CheckProgramLink(false);
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if (result != ProgramLinkStatus.Incomplete)
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{
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ProcessCompiledProgram(ref entry, result);
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_validationQueue.Dequeue();
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}
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else
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{
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break;
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}
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}
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}
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/// <summary>
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/// Waits until all programs finishes compiling, then adds the ones
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/// with successful compilation to the cache.
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/// </summary>
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private void CheckCompilationBlocking()
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{
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ProcessCompilationQueue();
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while (_validationQueue.TryDequeue(out ProgramEntry entry) && Active)
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{
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ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false);
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}
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}
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/// <summary>
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/// Process a compiled program result.
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/// </summary>
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/// <param name="entry">Compiled program entry</param>
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/// <param name="result">Compilation result</param>
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/// <param name="asyncCompile">For failed host compilations, indicates if a guest compilation should be done asynchronously</param>
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private void ProcessCompiledProgram(ref ProgramEntry entry, ProgramLinkStatus result, bool asyncCompile = true)
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{
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if (result == ProgramLinkStatus.Success)
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{
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// Compilation successful, add to memory cache.
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if (entry.IsCompute)
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{
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_computeCache.Add(entry.CachedProgram);
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}
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else
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{
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_graphicsCache.Add(entry.CachedProgram);
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}
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if (!entry.IsBinary)
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{
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_needsHostRegen = true;
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}
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// Fetch the binary code from the backend if it isn't already present.
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byte[] binaryCode = entry.BinaryCode ?? entry.CachedProgram.HostProgram.GetBinary();
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_programList.Add(entry.ProgramIndex, (entry.CachedProgram, binaryCode));
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SignalCompiled();
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}
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else if (entry.IsBinary)
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{
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// If this is a host binary and compilation failed,
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// we still have a chance to recompile from the guest binary.
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CachedShaderProgram program = entry.CachedProgram;
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GuestCodeAndCbData?[] guestShaders = new GuestCodeAndCbData?[program.Shaders.Length];
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for (int index = 0; index < program.Shaders.Length; index++)
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{
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CachedShaderStage shader = program.Shaders[index];
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if (shader != null)
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{
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guestShaders[index] = new GuestCodeAndCbData(shader.Code, shader.Cb1Data);
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}
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}
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if (asyncCompile)
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{
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QueueGuestProgram(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute);
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}
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else
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{
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RecompileFromGuestCode(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute);
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ProcessCompilationQueue();
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}
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}
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else
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{
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// Failed to compile from both host and guest binary.
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ErrorCount++;
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SignalCompiled();
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}
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}
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/// <summary>
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/// Processes the queue of translated guest programs that should be compiled on the host.
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/// </summary>
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private void ProcessCompilationQueue()
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{
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while (_compilationQueue.TryDequeue(out ProgramCompilation compilation) && Active)
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{
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ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
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int fragmentOutputMap = -1;
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for (int index = 0; index < compilation.TranslatedStages.Length; index++)
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{
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ShaderProgram shader = compilation.TranslatedStages[index];
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shaderSources[index] = CreateShaderSource(shader);
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if (shader.Info.Stage == ShaderStage.Fragment)
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{
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fragmentOutputMap = shader.Info.FragmentOutputMap;
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}
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}
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ShaderInfo shaderInfo = compilation.SpecializationState.PipelineState.HasValue
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? new ShaderInfo(fragmentOutputMap, compilation.SpecializationState.PipelineState.Value, fromCache: true)
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: new ShaderInfo(fragmentOutputMap, fromCache: true);
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IProgram hostProgram = _context.Renderer.CreateProgram(shaderSources, shaderInfo);
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CachedShaderProgram program = new CachedShaderProgram(hostProgram, compilation.SpecializationState, compilation.Shaders);
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// Vulkan's binary code is the SPIR-V used for compilation, so it is ready immediately. Other APIs get this after compilation.
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byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(shaderSources) : null;
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EnqueueForValidation(new ProgramEntry(program, binaryCode, compilation.ProgramIndex, compilation.IsCompute, isBinary: false));
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}
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}
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/// <summary>
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/// Enqueues a program for validation, which will check if the program was compiled successfully.
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/// </summary>
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/// <param name="newEntry">Program entry to be validated</param>
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private void EnqueueForValidation(ProgramEntry newEntry)
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{
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_validationQueue.Enqueue(newEntry);
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// Do not allow more than N shader compilation in-flight, where N is the maximum number of threads
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// the driver will be using for parallel compilation.
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// Submitting more seems to cause NVIDIA OpenGL driver to crash.
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if (_validationQueue.Count >= _backendParallelCompileThreads && _validationQueue.TryDequeue(out ProgramEntry entry))
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{
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ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false);
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}
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}
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/// <summary>
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/// Processses the queue of programs that should be translated from guest code.
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/// </summary>
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/// <param name="state">Cancellation token</param>
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private void ProcessAsyncQueue(object state)
|
|
{
|
|
CancellationToken ct = (CancellationToken)state;
|
|
|
|
try
|
|
{
|
|
foreach (AsyncProgramTranslation asyncCompilation in _asyncTranslationQueue.GetConsumingEnumerable(ct))
|
|
{
|
|
RecompileFromGuestCode(
|
|
asyncCompilation.GuestShaders,
|
|
asyncCompilation.SpecializationState,
|
|
asyncCompilation.ProgramIndex,
|
|
asyncCompilation.IsCompute);
|
|
}
|
|
}
|
|
catch (OperationCanceledException)
|
|
{
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recompiles a program from guest code.
|
|
/// </summary>
|
|
/// <param name="guestShaders">Guest code for each active stage</param>
|
|
/// <param name="specState">Specialization state</param>
|
|
/// <param name="programIndex">Program index</param>
|
|
/// <param name="isCompute">Indicates if the program is a compute shader</param>
|
|
private void RecompileFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute)
|
|
{
|
|
try
|
|
{
|
|
if (isCompute)
|
|
{
|
|
RecompileComputeFromGuestCode(guestShaders, specState, programIndex);
|
|
}
|
|
else
|
|
{
|
|
RecompileGraphicsFromGuestCode(guestShaders, specState, programIndex);
|
|
}
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
Logger.Error?.Print(LogClass.Gpu, $"Error translating guest shader. {exception.Message}");
|
|
|
|
ErrorCount++;
|
|
SignalCompiled();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recompiles a graphics program from guest code.
|
|
/// </summary>
|
|
/// <param name="guestShaders">Guest code for each active stage</param>
|
|
/// <param name="specState">Specialization state</param>
|
|
/// <param name="programIndex">Program index</param>
|
|
private void RecompileGraphicsFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
|
|
{
|
|
ShaderSpecializationState newSpecState = new ShaderSpecializationState(
|
|
ref specState.GraphicsState,
|
|
specState.PipelineState,
|
|
specState.TransformFeedbackDescriptors);
|
|
|
|
ResourceCounts counts = new ResourceCounts();
|
|
|
|
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
|
|
TranslatorContext nextStage = null;
|
|
|
|
TargetApi api = _context.Capabilities.Api;
|
|
|
|
for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
|
|
{
|
|
if (guestShaders[stageIndex + 1].HasValue)
|
|
{
|
|
GuestCodeAndCbData shader = guestShaders[stageIndex + 1].Value;
|
|
|
|
byte[] guestCode = shader.Code;
|
|
byte[] cb1Data = shader.Cb1Data;
|
|
|
|
DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex);
|
|
TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, 0);
|
|
|
|
if (nextStage != null)
|
|
{
|
|
currentStage.SetNextStage(nextStage);
|
|
}
|
|
|
|
if (stageIndex == 0 && guestShaders[0].HasValue)
|
|
{
|
|
byte[] guestCodeA = guestShaders[0].Value.Code;
|
|
byte[] cb1DataA = guestShaders[0].Value.Cb1Data;
|
|
|
|
DiskCacheGpuAccessor gpuAccessorA = new DiskCacheGpuAccessor(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0);
|
|
translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
|
|
}
|
|
|
|
translatorContexts[stageIndex + 1] = currentStage;
|
|
nextStage = currentStage;
|
|
}
|
|
}
|
|
|
|
CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
|
|
List<ShaderProgram> translatedStages = new List<ShaderProgram>();
|
|
|
|
TranslatorContext previousStage = null;
|
|
|
|
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
|
|
{
|
|
TranslatorContext currentStage = translatorContexts[stageIndex + 1];
|
|
|
|
if (currentStage != null)
|
|
{
|
|
ShaderProgram program;
|
|
|
|
byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
|
|
byte[] cb1Data = guestShaders[stageIndex + 1].Value.Cb1Data;
|
|
|
|
if (stageIndex == 0 && guestShaders[0].HasValue)
|
|
{
|
|
program = currentStage.Translate(translatorContexts[0]);
|
|
|
|
byte[] guestCodeA = guestShaders[0].Value.Code;
|
|
byte[] cb1DataA = guestShaders[0].Value.Cb1Data;
|
|
|
|
shaders[0] = new CachedShaderStage(null, guestCodeA, cb1DataA);
|
|
shaders[1] = new CachedShaderStage(program.Info, guestCode, cb1Data);
|
|
}
|
|
else
|
|
{
|
|
program = currentStage.Translate();
|
|
|
|
shaders[stageIndex + 1] = new CachedShaderStage(program.Info, guestCode, cb1Data);
|
|
}
|
|
|
|
if (program != null)
|
|
{
|
|
translatedStages.Add(program);
|
|
}
|
|
|
|
previousStage = currentStage;
|
|
}
|
|
else if (
|
|
previousStage != null &&
|
|
previousStage.LayerOutputWritten &&
|
|
stageIndex == 3 &&
|
|
!_context.Capabilities.SupportsLayerVertexTessellation)
|
|
{
|
|
translatedStages.Add(previousStage.GenerateGeometryPassthrough());
|
|
}
|
|
}
|
|
|
|
_compilationQueue.Enqueue(new ProgramCompilation(translatedStages.ToArray(), shaders, newSpecState, programIndex, isCompute: false));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recompiles a compute program from guest code.
|
|
/// </summary>
|
|
/// <param name="guestShaders">Guest code for each active stage</param>
|
|
/// <param name="specState">Specialization state</param>
|
|
/// <param name="programIndex">Program index</param>
|
|
private void RecompileComputeFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
|
|
{
|
|
GuestCodeAndCbData shader = guestShaders[0].Value;
|
|
ResourceCounts counts = new ResourceCounts();
|
|
ShaderSpecializationState newSpecState = new ShaderSpecializationState(ref specState.ComputeState);
|
|
DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
|
|
|
|
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
|
|
|
|
ShaderProgram program = translatorContext.Translate();
|
|
|
|
CachedShaderStage[] shaders = new[] { new CachedShaderStage(program.Info, shader.Code, shader.Cb1Data) };
|
|
|
|
_compilationQueue.Enqueue(new ProgramCompilation(new[] { program }, shaders, newSpecState, programIndex, isCompute: true));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signals that compilation of a program has been finished successfully,
|
|
/// or that it failed and guest recompilation has also been attempted.
|
|
/// </summary>
|
|
private void SignalCompiled()
|
|
{
|
|
_stateChangeCallback(ShaderCacheState.Loading, ++_compiledCount, _totalCount);
|
|
}
|
|
}
|
|
} |