mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-24 14:24:14 +00:00
Invalidate shaders when they are modified
This commit is contained in:
parent
f0a59f345c
commit
6e399061ce
11 changed files with 411 additions and 291 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL.Texture;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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@ -25,7 +26,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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dispatchParams.UnpackBlockSizeY(),
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dispatchParams.UnpackBlockSizeZ());
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_context.Renderer.Pipeline.BindProgram(cs.Interface);
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_context.Renderer.Pipeline.BindProgram(cs.HostProgram);
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var samplerPool = _context.State.Get<PoolState>(MethodOffset.SamplerPoolState);
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@ -37,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_textureManager.SetComputeTextureBufferIndex(_context.State.Get<int>(MethodOffset.TextureBufferIndex));
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ShaderProgramInfo info = cs.Shader.Info;
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ShaderProgramInfo info = cs.Shader.Program.Info;
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var textureBindings = new TextureBindingInfo[info.Textures.Count];
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@ -1,18 +0,0 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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class ComputeShader
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{
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public IProgram Interface { get; set; }
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public ShaderProgram Shader { get; }
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public ComputeShader(IProgram program, ShaderProgram shader)
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{
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Interface = program;
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Shader = shader;
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}
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}
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}
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@ -1,17 +0,0 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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class GraphicsShader
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{
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public IProgram Interface { get; set; }
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public ShaderProgram[] Shader { get; }
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public GraphicsShader()
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{
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Shader = new ShaderProgram[5];
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}
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}
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}
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@ -5,6 +5,7 @@ using Ryujinx.Graphics.GAL.InputAssembler;
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using Ryujinx.Graphics.GAL.Texture;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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@ -609,11 +610,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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GraphicsShader gs = _shaderCache.GetGraphicsShader(addresses);
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_vsUsesInstanceId = gs.Shader[0].Info.UsesInstanceId;
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_vsUsesInstanceId = gs.Shader[0].Program.Info.UsesInstanceId;
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for (int stage = 0; stage < Constants.TotalShaderStages; stage++)
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{
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ShaderProgramInfo info = gs.Shader[stage]?.Info;
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ShaderProgramInfo info = gs.Shader[stage].Program?.Info;
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_currentProgramInfo[stage] = info;
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@ -665,7 +666,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_bufferManager.SetGraphicsUniformBufferEnableMask(stage, ubEnableMask);
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}
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_context.Renderer.Pipeline.BindProgram(gs.Interface);
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_context.Renderer.Pipeline.BindProgram(gs.HostProgram);
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}
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private static Target GetTarget(SamplerType type)
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@ -1,249 +0,0 @@
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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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}
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19
Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
Normal file
19
Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
Normal file
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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class CachedShader
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{
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public ShaderProgram Program { get; }
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public IShader Shader { get; set; }
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public int[] Code { get; }
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public CachedShader(ShaderProgram program, int[] code)
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{
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Program = program;
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Code = code;
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}
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}
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}
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17
Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
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17
Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
Normal file
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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class ComputeShader
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{
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public IProgram HostProgram { get; set; }
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public CachedShader Shader { get; }
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public ComputeShader(IProgram hostProgram, CachedShader shader)
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{
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HostProgram = hostProgram;
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Shader = shader;
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}
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}
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}
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16
Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
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16
Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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class GraphicsShader
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{
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public IProgram HostProgram { get; set; }
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public CachedShader[] Shader { get; }
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public GraphicsShader()
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{
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Shader = new CachedShader[5];
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}
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}
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}
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@ -1,6 +1,6 @@
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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struct ShaderAddresses : IEquatable<ShaderAddresses>
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{
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350
Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
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350
Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
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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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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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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, List<ComputeShader>> _cpPrograms;
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private Dictionary<ShaderAddresses, List<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, List<ComputeShader>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<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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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
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if (isCached)
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{
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foreach (ComputeShader cachedCpShader in list)
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{
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if (!IsShaderDifferent(cachedCpShader, gpuVa))
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{
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return cachedCpShader;
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}
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}
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}
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CachedShader shader = TranslateComputeShader(gpuVa, localSizeX, localSizeY, localSizeZ);
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IShader hostShader = _context.Renderer.CompileShader(shader.Program);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { hostShader });
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ulong address = _context.MemoryManager.Translate(gpuVa);
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ComputeShader cpShader = new ComputeShader(hostProgram, shader);
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if (!isCached)
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{
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list = new List<ComputeShader>();
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_cpPrograms.Add(gpuVa, list);
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}
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list.Add(cpShader);
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return cpShader;
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}
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public GraphicsShader GetGraphicsShader(ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
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if (isCached)
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{
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foreach (GraphicsShader cachedGpShaders in list)
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{
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if (!IsShaderDifferent(cachedGpShaders, addresses))
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{
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return cachedGpShaders;
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}
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}
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}
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GraphicsShader gpShaders = new GraphicsShader();
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if (addresses.VertexA != 0)
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(addresses.Vertex, addresses.VertexA);
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}
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else
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(addresses.Vertex);
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}
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gpShaders.Shader[1] = TranslateGraphicsShader(addresses.TessControl);
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gpShaders.Shader[2] = TranslateGraphicsShader(addresses.TessEvaluation);
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gpShaders.Shader[3] = TranslateGraphicsShader(addresses.Geometry);
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gpShaders.Shader[4] = TranslateGraphicsShader(addresses.Fragment);
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BackpropQualifiers(gpShaders);
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
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||||
{
|
||||
ShaderProgram program = gpShaders.Shader[stage].Program;
|
||||
|
||||
if (program == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
IShader hostShader = _context.Renderer.CompileShader(program);
|
||||
|
||||
gpShaders.Shader[stage].Shader = hostShader;
|
||||
|
||||
hostShaders.Add(hostShader);
|
||||
}
|
||||
|
||||
gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
|
||||
|
||||
if (!isCached)
|
||||
{
|
||||
list = new List<GraphicsShader>();
|
||||
|
||||
_gpPrograms.Add(addresses, list);
|
||||
}
|
||||
|
||||
list.Add(gpShaders);
|
||||
|
||||
return gpShaders;
|
||||
}
|
||||
|
||||
private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
|
||||
{
|
||||
return IsShaderDifferent(cpShader.Shader, gpuVa);
|
||||
}
|
||||
|
||||
private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
|
||||
{
|
||||
for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
|
||||
{
|
||||
CachedShader shader = gpShaders.Shader[stage];
|
||||
|
||||
if (shader.Code == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ulong gpuVa = 0;
|
||||
|
||||
switch (stage)
|
||||
{
|
||||
case 0: gpuVa = addresses.Vertex; break;
|
||||
case 1: gpuVa = addresses.TessControl; break;
|
||||
case 2: gpuVa = addresses.TessEvaluation; break;
|
||||
case 3: gpuVa = addresses.Geometry; break;
|
||||
case 4: gpuVa = addresses.Fragment; break;
|
||||
}
|
||||
|
||||
if (IsShaderDifferent(shader, gpuVa))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
|
||||
{
|
||||
for (int offset = 0; offset < shader.Code.Length; offset += 4)
|
||||
{
|
||||
if (_context.MemoryAccessor.ReadInt32(gpuVa + (ulong)offset) != shader.Code[offset / 4])
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private CachedShader TranslateComputeShader(ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ)
|
||||
{
|
||||
if (gpuVa == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
ShaderProgram program;
|
||||
|
||||
const TranslationFlags flags =
|
||||
TranslationFlags.Compute |
|
||||
TranslationFlags.DebugMode |
|
||||
TranslationFlags.Unspecialized;
|
||||
|
||||
TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
|
||||
|
||||
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
||||
|
||||
program = Translator.Translate(code, translationConfig);
|
||||
|
||||
int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
|
||||
|
||||
program.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
|
||||
program.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
|
||||
program.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
|
||||
|
||||
_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
|
||||
|
||||
if (fullPath != null && codePath != null)
|
||||
{
|
||||
program.Prepend("// " + codePath);
|
||||
program.Prepend("// " + fullPath);
|
||||
}
|
||||
|
||||
return new CachedShader(program, codeCached);
|
||||
}
|
||||
|
||||
private CachedShader TranslateGraphicsShader(ulong gpuVa, ulong gpuVaA = 0)
|
||||
{
|
||||
if (gpuVa == 0)
|
||||
{
|
||||
return new CachedShader(null, null);
|
||||
}
|
||||
|
||||
ShaderProgram program;
|
||||
|
||||
const TranslationFlags flags =
|
||||
TranslationFlags.DebugMode |
|
||||
TranslationFlags.Unspecialized;
|
||||
|
||||
TranslationConfig translationConfig = new TranslationConfig(0x10000, _dumper.CurrentDumpIndex, flags);
|
||||
|
||||
int[] codeCached = null;
|
||||
|
||||
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);
|
||||
|
||||
// TODO: We should also check "codeA" into account.
|
||||
codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
|
||||
|
||||
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
|
||||
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
|
||||
|
||||
if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
|
||||
{
|
||||
program.Prepend("// " + codePathB);
|
||||
program.Prepend("// " + fullPathB);
|
||||
program.Prepend("// " + codePathA);
|
||||
program.Prepend("// " + fullPathA);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
|
||||
|
||||
program = Translator.Translate(code, translationConfig);
|
||||
|
||||
codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
|
||||
|
||||
_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
|
||||
|
||||
if (fullPath != null && codePath != null)
|
||||
{
|
||||
program.Prepend("// " + codePath);
|
||||
program.Prepend("// " + fullPath);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
ulong address = _context.MemoryManager.Translate(gpuVa);
|
||||
|
||||
return new CachedShader(program, codeCached);
|
||||
}
|
||||
|
||||
private void BackpropQualifiers(GraphicsShader program)
|
||||
{
|
||||
ShaderProgram fragmentShader = program.Shader[4].Program;
|
||||
|
||||
bool isFirst = true;
|
||||
|
||||
for (int stage = 3; stage >= 0; stage--)
|
||||
{
|
||||
if (program.Shader[stage].Program == 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].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
|
||||
}
|
||||
else
|
||||
{
|
||||
program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
|
||||
}
|
||||
}
|
||||
|
||||
isFirst = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Translation;
|
|||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Engine
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
class ShaderDumper
|
||||
{
|
Loading…
Reference in a new issue