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Ryujinx/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
gdkchan 43ebd7a9bb
New shader cache implementation (#3194)
* New shader cache implementation

* Remove some debug code

* Take transform feedback varying count into account

* Create shader cache directory if it does not exist + fragment output map related fixes

* Remove debug code

* Only check texture descriptors if the constant buffer is bound

* Also check CPU VA on GetSpanMapped

* Remove more unused code and move cache related code

* XML docs + remove more unused methods

* Better codegen for TransformFeedbackDescriptor.AsSpan

* Support migration from old cache format, remove more unused code

Shader cache rebuild now also rewrites the shared toc and data files

* Fix migration error with BRX shaders

* Add a limit to the async translation queue

 Avoid async translation threads not being able to keep up and the queue growing very large

* Re-create specialization state on recompile

This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access

* Make shader cache more error resilient

* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc

* Address early PR feedback

* Fix rebase

* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly

* Handle some missing exceptions

* Make shader cache purge delete both old and new shader caches

* Register textures on new specialization state

* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)

* Limit in-flight shader compilation to the maximum number of compilation threads

* Replace ParallelDiskCacheLoader state changed event with a callback function

* Better handling for invalid constant buffer 1 data length

* Do not create the old cache directory structure if the old cache does not exist

* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)

* Replace rectangle texture with just coordinate normalization

* Skip incompatible shaders that are missing texture information, instead of crashing

This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable

* Fix coordinates normalization on cubemap textures

* Check if title ID is null before combining shader cache path

* More robust constant buffer address validation on spec state

* More robust constant buffer address validation on spec state (2)

* Regenerate shader cache with one stream, rather than one per shader.

* Only create shader cache directory during initialization

* Logging improvements

* Proper shader program disposal

* PR feedback, and add a comment on serialized structs

* XML docs for RegisterTexture

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 10:49:44 -03:00

672 lines
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27 KiB
C#

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