mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-24 12:04:15 +00:00
427 lines
13 KiB
C#
427 lines
13 KiB
C#
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Silk.NET.Vulkan;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Threading.Tasks;
|
|
|
|
namespace Ryujinx.Graphics.Vulkan
|
|
{
|
|
class ShaderCollection : IProgram
|
|
{
|
|
private readonly PipelineShaderStageCreateInfo[] _infos;
|
|
private readonly Shader[] _shaders;
|
|
|
|
private readonly PipelineLayoutCacheEntry _plce;
|
|
|
|
public PipelineLayout PipelineLayout => _plce.PipelineLayout;
|
|
|
|
public bool HasMinimalLayout { get; }
|
|
public bool UsePushDescriptors { get; }
|
|
public bool IsCompute { get; }
|
|
|
|
public uint Stages { get; }
|
|
|
|
public int[][][] Bindings { get; }
|
|
|
|
public ProgramLinkStatus LinkStatus { get; private set; }
|
|
|
|
public readonly SpecDescription[] SpecDescriptions;
|
|
|
|
public bool IsLinked
|
|
{
|
|
get
|
|
{
|
|
if (LinkStatus == ProgramLinkStatus.Incomplete)
|
|
{
|
|
CheckProgramLink(true);
|
|
}
|
|
|
|
return LinkStatus == ProgramLinkStatus.Success;
|
|
}
|
|
}
|
|
|
|
private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
|
|
private HashTableSlim<SpecData, Auto<DisposablePipeline>> _computePipelineCache;
|
|
|
|
private VulkanRenderer _gd;
|
|
private Device _device;
|
|
private bool _initialized;
|
|
|
|
private ProgramPipelineState _state;
|
|
private DisposableRenderPass _dummyRenderPass;
|
|
private Task _compileTask;
|
|
private bool _firstBackgroundUse;
|
|
|
|
public ShaderCollection(VulkanRenderer gd, Device device, ShaderSource[] shaders, SpecDescription[] specDescription = null, bool isMinimal = false)
|
|
{
|
|
_gd = gd;
|
|
_device = device;
|
|
|
|
if (specDescription != null && specDescription.Length != shaders.Length)
|
|
{
|
|
throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided");
|
|
}
|
|
|
|
gd.Shaders.Add(this);
|
|
|
|
var internalShaders = new Shader[shaders.Length];
|
|
|
|
_infos = new PipelineShaderStageCreateInfo[shaders.Length];
|
|
|
|
SpecDescriptions = specDescription;
|
|
|
|
LinkStatus = ProgramLinkStatus.Incomplete;
|
|
|
|
uint stages = 0;
|
|
|
|
for (int i = 0; i < shaders.Length; i++)
|
|
{
|
|
var shader = new Shader(gd.Api, device, shaders[i]);
|
|
|
|
stages |= 1u << shader.StageFlags switch
|
|
{
|
|
ShaderStageFlags.FragmentBit => 1,
|
|
ShaderStageFlags.GeometryBit => 2,
|
|
ShaderStageFlags.TessellationControlBit => 3,
|
|
ShaderStageFlags.TessellationEvaluationBit => 4,
|
|
_ => 0
|
|
};
|
|
|
|
if (shader.StageFlags == ShaderStageFlags.ComputeBit)
|
|
{
|
|
IsCompute = true;
|
|
}
|
|
|
|
internalShaders[i] = shader;
|
|
}
|
|
|
|
_shaders = internalShaders;
|
|
|
|
bool usePd = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
|
|
|
|
_plce = isMinimal
|
|
? gd.PipelineLayoutCache.Create(gd, device, shaders)
|
|
: gd.PipelineLayoutCache.GetOrCreate(gd, device, stages, usePd);
|
|
|
|
HasMinimalLayout = isMinimal;
|
|
UsePushDescriptors = usePd;
|
|
|
|
Stages = stages;
|
|
|
|
int[][] GrabAll(Func<ShaderBindings, IReadOnlyCollection<int>> selector)
|
|
{
|
|
bool hasAny = false;
|
|
int[][] bindings = new int[internalShaders.Length][];
|
|
|
|
for (int i = 0; i < internalShaders.Length; i++)
|
|
{
|
|
var collection = selector(internalShaders[i].Bindings);
|
|
hasAny |= collection.Count != 0;
|
|
bindings[i] = collection.ToArray();
|
|
}
|
|
|
|
return hasAny ? bindings : Array.Empty<int[]>();
|
|
}
|
|
|
|
Bindings = new[]
|
|
{
|
|
GrabAll(x => x.UniformBufferBindings),
|
|
GrabAll(x => x.StorageBufferBindings),
|
|
GrabAll(x => x.TextureBindings),
|
|
GrabAll(x => x.ImageBindings)
|
|
};
|
|
|
|
_compileTask = Task.CompletedTask;
|
|
_firstBackgroundUse = false;
|
|
}
|
|
|
|
public ShaderCollection(
|
|
VulkanRenderer gd,
|
|
Device device,
|
|
ShaderSource[] sources,
|
|
ProgramPipelineState state,
|
|
bool fromCache) : this(gd, device, sources)
|
|
{
|
|
_state = state;
|
|
|
|
_compileTask = BackgroundCompilation();
|
|
_firstBackgroundUse = !fromCache;
|
|
}
|
|
|
|
private async Task BackgroundCompilation()
|
|
{
|
|
await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));
|
|
|
|
if (_shaders.Any(shader => shader.CompileStatus == ProgramLinkStatus.Failure))
|
|
{
|
|
LinkStatus = ProgramLinkStatus.Failure;
|
|
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
if (IsCompute)
|
|
{
|
|
CreateBackgroundComputePipeline();
|
|
}
|
|
else
|
|
{
|
|
CreateBackgroundGraphicsPipeline();
|
|
}
|
|
}
|
|
catch (VulkanException e)
|
|
{
|
|
Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");
|
|
|
|
LinkStatus = ProgramLinkStatus.Failure;
|
|
}
|
|
}
|
|
|
|
private void EnsureShadersReady()
|
|
{
|
|
if (!_initialized)
|
|
{
|
|
CheckProgramLink(true);
|
|
|
|
ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
|
|
|
|
for (int i = 0; i < _shaders.Length; i++)
|
|
{
|
|
var shader = _shaders[i];
|
|
|
|
if (shader.CompileStatus != ProgramLinkStatus.Success)
|
|
{
|
|
resultStatus = ProgramLinkStatus.Failure;
|
|
}
|
|
|
|
_infos[i] = shader.GetInfo();
|
|
}
|
|
|
|
// If the link status was already set as failure by background compilation, prefer that decision.
|
|
if (LinkStatus != ProgramLinkStatus.Failure)
|
|
{
|
|
LinkStatus = resultStatus;
|
|
}
|
|
|
|
_initialized = true;
|
|
}
|
|
}
|
|
|
|
public PipelineShaderStageCreateInfo[] GetInfos()
|
|
{
|
|
EnsureShadersReady();
|
|
|
|
return _infos;
|
|
}
|
|
|
|
protected unsafe DisposableRenderPass CreateDummyRenderPass()
|
|
{
|
|
if (_dummyRenderPass.Value.Handle != 0)
|
|
{
|
|
return _dummyRenderPass;
|
|
}
|
|
|
|
return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
|
|
}
|
|
|
|
public void CreateBackgroundComputePipeline()
|
|
{
|
|
PipelineState pipeline = new PipelineState();
|
|
pipeline.Initialize();
|
|
|
|
pipeline.Stages[0] = _shaders[0].GetInfo();
|
|
pipeline.StagesCount = 1;
|
|
pipeline.PipelineLayout = PipelineLayout;
|
|
|
|
pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
|
|
pipeline.Dispose();
|
|
}
|
|
|
|
public void CreateBackgroundGraphicsPipeline()
|
|
{
|
|
// To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
|
|
// The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
|
|
// This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
|
|
// close enough that the GPU driver will reuse the compiled shader for the different state.
|
|
|
|
// First, we need to create a render pass object compatible with the one that will be used at runtime.
|
|
// The active attachment formats have been provided by the abstraction layer.
|
|
var renderPass = CreateDummyRenderPass();
|
|
|
|
PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
|
|
|
|
// Copy the shader stage info to the pipeline.
|
|
var stages = pipeline.Stages.AsSpan();
|
|
|
|
for (int i = 0; i < _shaders.Length; i++)
|
|
{
|
|
stages[i] = _shaders[i].GetInfo();
|
|
}
|
|
|
|
pipeline.StagesCount = (uint)_shaders.Length;
|
|
pipeline.PipelineLayout = PipelineLayout;
|
|
|
|
pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
|
|
pipeline.Dispose();
|
|
}
|
|
|
|
public ProgramLinkStatus CheckProgramLink(bool blocking)
|
|
{
|
|
if (LinkStatus == ProgramLinkStatus.Incomplete)
|
|
{
|
|
ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
|
|
|
|
foreach (Shader shader in _shaders)
|
|
{
|
|
if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
|
|
{
|
|
if (blocking)
|
|
{
|
|
// Wait for this shader to finish compiling.
|
|
shader.WaitForCompile();
|
|
|
|
if (shader.CompileStatus != ProgramLinkStatus.Success)
|
|
{
|
|
resultStatus = ProgramLinkStatus.Failure;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return ProgramLinkStatus.Incomplete;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!_compileTask.IsCompleted)
|
|
{
|
|
if (blocking)
|
|
{
|
|
_compileTask.Wait();
|
|
|
|
if (LinkStatus == ProgramLinkStatus.Failure)
|
|
{
|
|
return ProgramLinkStatus.Failure;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return ProgramLinkStatus.Incomplete;
|
|
}
|
|
}
|
|
|
|
return resultStatus;
|
|
}
|
|
|
|
return LinkStatus;
|
|
}
|
|
|
|
public byte[] GetBinary()
|
|
{
|
|
return null;
|
|
}
|
|
|
|
public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
|
|
{
|
|
(_computePipelineCache ??= new()).Add(ref key, pipeline);
|
|
}
|
|
|
|
public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
|
|
{
|
|
(_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
|
|
}
|
|
|
|
public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> pipeline)
|
|
{
|
|
if (_computePipelineCache == null)
|
|
{
|
|
pipeline = default;
|
|
return false;
|
|
}
|
|
|
|
if (_computePipelineCache.TryGetValue(ref key, out pipeline))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
|
|
{
|
|
if (_graphicsPipelineCache == null)
|
|
{
|
|
pipeline = default;
|
|
return false;
|
|
}
|
|
|
|
if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
|
|
{
|
|
if (_firstBackgroundUse)
|
|
{
|
|
Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
|
|
_firstBackgroundUse = false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
_firstBackgroundUse = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
|
|
VulkanRenderer gd,
|
|
int commandBufferIndex,
|
|
int setIndex,
|
|
out bool isNew)
|
|
{
|
|
return _plce.GetNewDescriptorSetCollection(gd, commandBufferIndex, setIndex, out isNew);
|
|
}
|
|
|
|
protected virtual unsafe void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
if (!_gd.Shaders.Remove(this))
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < _shaders.Length; i++)
|
|
{
|
|
_shaders[i].Dispose();
|
|
}
|
|
|
|
if (_graphicsPipelineCache != null)
|
|
{
|
|
foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
|
|
{
|
|
pipeline.Dispose();
|
|
}
|
|
}
|
|
|
|
if (_computePipelineCache != null)
|
|
{
|
|
foreach (Auto<DisposablePipeline> pipeline in _computePipelineCache.Values)
|
|
{
|
|
pipeline.Dispose();
|
|
}
|
|
}
|
|
|
|
if (_dummyRenderPass.Value.Handle != 0)
|
|
{
|
|
_dummyRenderPass.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
}
|
|
}
|