mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-27 00:19:41 +00:00
228 lines
7.6 KiB
C#
228 lines
7.6 KiB
C#
|
using Ryujinx.Graphics.GAL;
|
||
|
using Ryujinx.Graphics.Gpu.State;
|
||
|
using Ryujinx.Graphics.Shader;
|
||
|
using Ryujinx.Graphics.Shader.Translation;
|
||
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Globalization;
|
||
|
|
||
|
namespace Ryujinx.Graphics.Gpu.Engine
|
||
|
{
|
||
|
class ShaderCache
|
||
|
{
|
||
|
private const int MaxProgramSize = 0x100000;
|
||
|
|
||
|
private GpuContext _context;
|
||
|
|
||
|
private ShaderDumper _dumper;
|
||
|
|
||
|
private Dictionary<ulong, ComputeShader> _cpPrograms;
|
||
|
|
||
|
private Dictionary<ShaderAddresses, GraphicsShader> _gpPrograms;
|
||
|
|
||
|
public ShaderCache(GpuContext context)
|
||
|
{
|
||
|
_context = context;
|
||
|
|
||
|
_dumper = new ShaderDumper(context);
|
||
|
|
||
|
_cpPrograms = new Dictionary<ulong, ComputeShader>();
|
||
|
|
||
|
_gpPrograms = new Dictionary<ShaderAddresses, GraphicsShader>();
|
||
|
}
|
||
|
|
||
|
public ComputeShader GetComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
|
||
|
{
|
||
|
if (!_cpPrograms.TryGetValue(gpuVa, out ComputeShader cpShader))
|
||
|
{
|
||
|
ShaderProgram shader = TranslateComputeShader(gpuVa);
|
||
|
|
||
|
shader.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
|
||
|
shader.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
|
||
|
shader.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
|
||
|
|
||
|
IShader hostShader = _context.Renderer.CompileShader(shader);
|
||
|
|
||
|
IProgram program = _context.Renderer.CreateProgram(new IShader[] { hostShader });
|
||
|
|
||
|
cpShader = new ComputeShader(program, shader);
|
||
|
|
||
|
_cpPrograms.Add(gpuVa, cpShader);
|
||
|
}
|
||
|
|
||
|
return cpShader;
|
||
|
}
|
||
|
|
||
|
public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
|
||
|
{
|
||
|
if (!_gpPrograms.TryGetValue(addresses, out GraphicsShader gpShader))
|
||
|
{
|
||
|
gpShader = new GraphicsShader();
|
||
|
|
||
|
if (addresses.VertexA != 0)
|
||
|
{
|
||
|
gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gpShader.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
|
||
|
}
|
||
|
|
||
|
gpShader.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
|
||
|
gpShader.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
|
||
|
gpShader.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
|
||
|
gpShader.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
|
||
|
|
||
|
BackpropQualifiers(gpShader);
|
||
|
|
||
|
List<IShader> shaders = new List<IShader>();
|
||
|
|
||
|
for (int stage = 0; stage < gpShader.Shader.Length; stage++)
|
||
|
{
|
||
|
if (gpShader.Shader[stage] == null)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
IShader shader = _context.Renderer.CompileShader(gpShader.Shader[stage]);
|
||
|
|
||
|
shaders.Add(shader);
|
||
|
}
|
||
|
|
||
|
gpShader.Interface = _context.Renderer.CreateProgram(shaders.ToArray());
|
||
|
|
||
|
_gpPrograms.Add(addresses, gpShader);
|
||
|
}
|
||
|
|
||
|
return gpShader;
|
||
|
}
|
||
|
|
||
|
private ShaderProgram TranslateComputeShader(ulong gpuVa)
|
||
|
{
|
||
|
if (gpuVa == 0)
|
||
|
{
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
ShaderProgram program;
|
||
|
|
||
|
const TranslationFlags flags =
|
||
|
TranslationFlags.Compute |
|
||
|
TranslationFlags.Unspecialized;
|
||
|
|
||
|
TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
|
||
|
|
||
|
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
||
|
|
||
|
program = Translator.Translate(code, translationConfig);
|
||
|
|
||
|
_dumper.Dump(gpuVa, compute : true);
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
|
||
|
private ShaderProgram TranslateGraphicsShader(ulong gpuVa, ulong gpuVaA = 0)
|
||
|
{
|
||
|
if (gpuVa == 0)
|
||
|
{
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
ShaderProgram program;
|
||
|
|
||
|
const TranslationFlags flags =
|
||
|
TranslationFlags.DebugMode |
|
||
|
TranslationFlags.Unspecialized;
|
||
|
|
||
|
TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
|
||
|
|
||
|
if (gpuVaA != 0)
|
||
|
{
|
||
|
Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
|
||
|
Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
||
|
|
||
|
program = Translator.Translate(codeA, codeB, translationConfig);
|
||
|
|
||
|
_dumper.Dump(gpuVaA, compute: false);
|
||
|
_dumper.Dump(gpuVa, compute: false);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
||
|
|
||
|
program = Translator.Translate(code, translationConfig);
|
||
|
|
||
|
_dumper.Dump(gpuVa, compute: false);
|
||
|
}
|
||
|
|
||
|
if (program.Stage == ShaderStage.Geometry)
|
||
|
{
|
||
|
PrimitiveType primitiveType = _context.Methods.PrimitiveType;
|
||
|
|
||
|
string inPrimitive = "points";
|
||
|
|
||
|
switch (primitiveType)
|
||
|
{
|
||
|
case PrimitiveType.Points:
|
||
|
inPrimitive = "points";
|
||
|
break;
|
||
|
case PrimitiveType.Lines:
|
||
|
case PrimitiveType.LineLoop:
|
||
|
case PrimitiveType.LineStrip:
|
||
|
inPrimitive = "lines";
|
||
|
break;
|
||
|
case PrimitiveType.LinesAdjacency:
|
||
|
case PrimitiveType.LineStripAdjacency:
|
||
|
inPrimitive = "lines_adjacency";
|
||
|
break;
|
||
|
case PrimitiveType.Triangles:
|
||
|
case PrimitiveType.TriangleStrip:
|
||
|
case PrimitiveType.TriangleFan:
|
||
|
inPrimitive = "triangles";
|
||
|
break;
|
||
|
case PrimitiveType.TrianglesAdjacency:
|
||
|
case PrimitiveType.TriangleStripAdjacency:
|
||
|
inPrimitive = "triangles_adjacency";
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
program.Replace(DefineNames.InputTopologyName, inPrimitive);
|
||
|
}
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
|
||
|
private void BackpropQualifiers(GraphicsShader program)
|
||
|
{
|
||
|
ShaderProgram fragmentShader = program.Shader[4];
|
||
|
|
||
|
bool isFirst = true;
|
||
|
|
||
|
for (int stage = 3; stage >= 0; stage--)
|
||
|
{
|
||
|
if (program.Shader[stage] == null)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// We need to iterate backwards, since we do name replacement,
|
||
|
// and it would otherwise replace a subset of the longer names.
|
||
|
for (int attr = 31; attr >= 0; attr--)
|
||
|
{
|
||
|
string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
|
||
|
|
||
|
if (isFirst && iq != string.Empty)
|
||
|
{
|
||
|
program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
program.Shader[stage].Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
isFirst = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|