forked from Mirror/Ryujinx
43ebd7a9bb
* 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>
361 lines
13 KiB
C#
361 lines
13 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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using System.Linq;
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namespace Ryujinx.Graphics.GAL.Multithreading
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{
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public class ThreadedPipeline : IPipeline
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{
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private ThreadedRenderer _renderer;
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private IPipeline _impl;
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public ThreadedPipeline(ThreadedRenderer renderer, IPipeline impl)
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{
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_renderer = renderer;
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_impl = impl;
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}
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private TableRef<T> Ref<T>(T reference)
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{
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return new TableRef<T>(_renderer, reference);
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}
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public void Barrier()
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{
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_renderer.New<BarrierCommand>();
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_renderer.QueueCommand();
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}
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public void BeginTransformFeedback(PrimitiveTopology topology)
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{
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_renderer.New<BeginTransformFeedbackCommand>().Set(topology);
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_renderer.QueueCommand();
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}
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public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
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{
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_renderer.New<ClearBufferCommand>().Set(destination, offset, size, value);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
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{
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_renderer.New<ClearRenderTargetColorCommand>().Set(index, componentMask, color);
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_renderer.QueueCommand();
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}
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public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(depthValue, depthMask, stencilValue, stencilMask);
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_renderer.QueueCommand();
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}
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public void CommandBufferBarrier()
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{
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_renderer.New<CommandBufferBarrierCommand>();
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_renderer.QueueCommand();
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}
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public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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_renderer.New<CopyBufferCommand>().Set(source, destination, srcOffset, dstOffset, size);
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_renderer.QueueCommand();
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}
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public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
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{
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_renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
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_renderer.QueueCommand();
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}
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public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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_renderer.New<DrawCommand>().Set(vertexCount, instanceCount, firstVertex, firstInstance);
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_renderer.QueueCommand();
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}
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public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
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{
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_renderer.New<DrawIndexedCommand>().Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
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_renderer.QueueCommand();
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
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_renderer.QueueCommand();
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}
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public void EndHostConditionalRendering()
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{
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_renderer.New<EndHostConditionalRenderingCommand>();
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_renderer.QueueCommand();
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}
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public void EndTransformFeedback()
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{
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_renderer.New<EndTransformFeedbackCommand>();
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_renderer.QueueCommand();
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}
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public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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_renderer.New<MultiDrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.QueueCommand();
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}
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public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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_renderer.New<MultiDrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_renderer.QueueCommand();
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}
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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{
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_renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
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_renderer.QueueCommand();
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}
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public void SetBlendState(int index, BlendDescriptor blend)
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{
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_renderer.New<SetBlendStateCommand>().Set(index, blend);
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_renderer.QueueCommand();
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthClamp(bool clamp)
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{
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_renderer.New<SetDepthClampCommand>().Set(clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthMode(DepthMode mode)
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{
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_renderer.New<SetDepthModeCommand>().Set(mode);
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_renderer.QueueCommand();
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}
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public void SetDepthTest(DepthTestDescriptor depthTest)
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{
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_renderer.New<SetDepthTestCommand>().Set(depthTest);
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_renderer.QueueCommand();
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}
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public void SetFaceCulling(bool enable, Face face)
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{
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_renderer.New<SetFaceCullingCommand>().Set(enable, face);
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_renderer.QueueCommand();
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}
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public void SetFrontFace(FrontFace frontFace)
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{
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_renderer.New<SetFrontFaceCommand>().Set(frontFace);
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_renderer.QueueCommand();
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}
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public void SetImage(int binding, ITexture texture, Format imageFormat)
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{
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_renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
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_renderer.QueueCommand();
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}
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public void SetIndexBuffer(BufferRange buffer, IndexType type)
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{
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_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
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_renderer.QueueCommand();
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}
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public void SetLineParameters(float width, bool smooth)
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{
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_renderer.New<SetLineParametersCommand>().Set(width, smooth);
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_renderer.QueueCommand();
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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{
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_renderer.New<SetLogicOpStateCommand>().Set(enable, op);
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_renderer.QueueCommand();
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}
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public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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{
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_renderer.New<SetPatchParametersCommand>().Set(vertices, defaultOuterLevel, defaultInnerLevel);
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_renderer.QueueCommand();
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}
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public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
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{
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_renderer.New<SetPointParametersCommand>().Set(size, isProgramPointSize, enablePointSprite, origin);
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_renderer.QueueCommand();
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}
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public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
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{
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_renderer.New<SetPolygonModeCommand>().Set(frontMode, backMode);
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_renderer.QueueCommand();
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}
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public void SetPrimitiveRestart(bool enable, int index)
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{
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_renderer.New<SetPrimitiveRestartCommand>().Set(enable, index);
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_renderer.QueueCommand();
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}
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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{
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_renderer.New<SetPrimitiveTopologyCommand>().Set(topology);
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_renderer.QueueCommand();
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}
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public void SetProgram(IProgram program)
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{
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_renderer.New<SetProgramCommand>().Set(Ref(program));
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_renderer.QueueCommand();
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}
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public void SetRasterizerDiscard(bool discard)
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{
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_renderer.New<SetRasterizerDiscardCommand>().Set(discard);
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_renderer.QueueCommand();
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}
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public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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_renderer.New<SetRenderTargetColorMasksCommand>().Set(_renderer.CopySpan(componentMask));
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_renderer.QueueCommand();
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}
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public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_renderer.New<SetRenderTargetsCommand>().Set(Ref(colors.ToArray()), Ref(depthStencil));
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_renderer.QueueCommand();
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}
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public void SetRenderTargetScale(float scale)
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{
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_renderer.New<SetRenderTargetScaleCommand>().Set(scale);
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_renderer.QueueCommand();
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}
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public void SetSampler(int binding, ISampler sampler)
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{
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_renderer.New<SetSamplerCommand>().Set(binding, Ref(sampler));
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_renderer.QueueCommand();
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}
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public void SetScissor(int index, bool enable, int x, int y, int width, int height)
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{
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_renderer.New<SetScissorCommand>().Set(index, enable, x, y, width, height);
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_renderer.QueueCommand();
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}
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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{
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_renderer.New<SetStencilTestCommand>().Set(stencilTest);
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_renderer.QueueCommand();
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}
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public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetStorageBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetTexture(int binding, ITexture texture)
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{
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_renderer.New<SetTextureCommand>().Set(binding, Ref(texture));
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_renderer.QueueCommand();
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}
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public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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{
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_renderer.New<SetUniformBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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public void SetUserClipDistance(int index, bool enableClip)
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{
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_renderer.New<SetUserClipDistanceCommand>().Set(index, enableClip);
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_renderer.QueueCommand();
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}
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public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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_renderer.New<SetVertexAttribsCommand>().Set(_renderer.CopySpan(vertexAttribs));
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_renderer.QueueCommand();
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}
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public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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_renderer.New<SetVertexBuffersCommand>().Set(_renderer.CopySpan(vertexBuffers));
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_renderer.QueueCommand();
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}
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public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
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{
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_renderer.New<SetViewportsCommand>().Set(first, _renderer.CopySpan(viewports));
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_renderer.QueueCommand();
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}
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public void TextureBarrier()
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{
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_renderer.New<TextureBarrierCommand>();
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_renderer.QueueCommand();
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}
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public void TextureBarrierTiled()
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{
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_renderer.New<TextureBarrierTiledCommand>();
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_renderer.QueueCommand();
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
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{
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var evt = value as ThreadedCounterEvent;
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if (evt != null)
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{
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if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
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{
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if (!evt.ReserveForHostAccess())
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{
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return false;
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}
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_renderer.New<TryHostConditionalRenderingCommand>().Set(Ref(evt), compare, isEqual);
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_renderer.QueueCommand();
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return true;
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}
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}
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_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
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_renderer.QueueCommand();
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return false;
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
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{
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_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
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_renderer.QueueCommand();
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return false;
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}
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public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
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{
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_renderer.New<UpdateRenderScaleCommand>().Set(_renderer.CopySpan(scales.Slice(0, totalCount)), totalCount, fragmentCount);
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_renderer.QueueCommand();
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}
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}
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}
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