JinxRyu/Ryujinx.Graphics.Gpu/Shader/ShaderCacheHashTable.cs
riperiperi 43b4b34376
Implement Viewport Transform Disable (#3328)
* Initial implementation (no specialization)

* Use specialization

* Fix render scale, increase code gen version

* Revert accidental change

* Address Feedback
2022-05-12 10:47:13 -03:00

282 lines
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11 KiB
C#

using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader.HashTable;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Holds already cached code for a guest shader.
/// </summary>
struct CachedGraphicsGuestCode
{
public byte[] VertexACode;
public byte[] VertexBCode;
public byte[] TessControlCode;
public byte[] TessEvaluationCode;
public byte[] GeometryCode;
public byte[] FragmentCode;
/// <summary>
/// Gets the guest code of a shader stage by its index.
/// </summary>
/// <param name="stageIndex">Index of the shader stage</param>
/// <returns>Guest code, or null if not present</returns>
public byte[] GetByIndex(int stageIndex)
{
return stageIndex switch
{
1 => TessControlCode,
2 => TessEvaluationCode,
3 => GeometryCode,
4 => FragmentCode,
_ => VertexBCode
};
}
}
/// <summary>
/// Graphics shader cache hash table.
/// </summary>
class ShaderCacheHashTable
{
/// <summary>
/// Shader ID cache.
/// </summary>
private struct IdCache
{
private PartitionedHashTable<int> _cache;
private int _id;
/// <summary>
/// Initializes the state.
/// </summary>
public void Initialize()
{
_cache = new PartitionedHashTable<int>();
_id = 0;
}
/// <summary>
/// Adds guest code to the cache.
/// </summary>
/// <remarks>
/// If the code was already cached, it will just return the existing ID.
/// </remarks>
/// <param name="code">Code to add</param>
/// <returns>Unique ID for the guest code</returns>
public int Add(byte[] code)
{
int id = ++_id;
int cachedId = _cache.GetOrAdd(code, id);
if (cachedId != id)
{
--_id;
}
return cachedId;
}
/// <summary>
/// Tries to find cached guest code.
/// </summary>
/// <param name="dataAccessor">Code accessor used to read guest code to find a match on the hash table</param>
/// <param name="id">ID of the guest code, if found</param>
/// <param name="data">Cached guest code, if found</param>
/// <returns>True if found, false otherwise</returns>
public bool TryFind(IDataAccessor dataAccessor, out int id, out byte[] data)
{
return _cache.TryFindItem(dataAccessor, out id, out data);
}
}
/// <summary>
/// Guest code IDs of the guest shaders that when combined forms a single host program.
/// </summary>
private struct IdTable : IEquatable<IdTable>
{
public int VertexAId;
public int VertexBId;
public int TessControlId;
public int TessEvaluationId;
public int GeometryId;
public int FragmentId;
public override bool Equals(object obj)
{
return obj is IdTable other && Equals(other);
}
public bool Equals(IdTable other)
{
return other.VertexAId == VertexAId &&
other.VertexBId == VertexBId &&
other.TessControlId == TessControlId &&
other.TessEvaluationId == TessEvaluationId &&
other.GeometryId == GeometryId &&
other.FragmentId == FragmentId;
}
public override int GetHashCode()
{
return HashCode.Combine(VertexAId, VertexBId, TessControlId, TessEvaluationId, GeometryId, FragmentId);
}
}
private IdCache _vertexACache;
private IdCache _vertexBCache;
private IdCache _tessControlCache;
private IdCache _tessEvaluationCache;
private IdCache _geometryCache;
private IdCache _fragmentCache;
private readonly Dictionary<IdTable, ShaderSpecializationList> _shaderPrograms;
/// <summary>
/// Creates a new graphics shader cache hash table.
/// </summary>
public ShaderCacheHashTable()
{
_vertexACache.Initialize();
_vertexBCache.Initialize();
_tessControlCache.Initialize();
_tessEvaluationCache.Initialize();
_geometryCache.Initialize();
_fragmentCache.Initialize();
_shaderPrograms = new Dictionary<IdTable, ShaderSpecializationList>();
}
/// <summary>
/// Adds a program to the cache.
/// </summary>
/// <param name="program">Program to be added</param>
public void Add(CachedShaderProgram program)
{
IdTable idTable = new IdTable();
foreach (var shader in program.Shaders)
{
if (shader == null)
{
continue;
}
if (shader.Info != null)
{
switch (shader.Info.Stage)
{
case ShaderStage.Vertex:
idTable.VertexBId = _vertexBCache.Add(shader.Code);
break;
case ShaderStage.TessellationControl:
idTable.TessControlId = _tessControlCache.Add(shader.Code);
break;
case ShaderStage.TessellationEvaluation:
idTable.TessEvaluationId = _tessEvaluationCache.Add(shader.Code);
break;
case ShaderStage.Geometry:
idTable.GeometryId = _geometryCache.Add(shader.Code);
break;
case ShaderStage.Fragment:
idTable.FragmentId = _fragmentCache.Add(shader.Code);
break;
}
}
else
{
idTable.VertexAId = _vertexACache.Add(shader.Code);
}
}
if (!_shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
{
specList = new ShaderSpecializationList();
_shaderPrograms.Add(idTable, specList);
}
specList.Add(program);
}
/// <summary>
/// Tries to find a cached program.
/// </summary>
/// <remarks>
/// Even if false is returned, <paramref name="guestCode"/> might still contain cached guest code.
/// This can be used to avoid additional allocations for guest code that was already cached.
/// </remarks>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="addresses">Guest addresses of the shaders to find</param>
/// <param name="program">Cached host program for the given state, if found</param>
/// <param name="guestCode">Cached guest code, if any found</param>
/// <returns>True if a cached host program was found, false otherwise</returns>
public bool TryFind(
GpuChannel channel,
GpuChannelPoolState poolState,
GpuChannelGraphicsState graphicsState,
ShaderAddresses addresses,
out CachedShaderProgram program,
out CachedGraphicsGuestCode guestCode)
{
var memoryManager = channel.MemoryManager;
IdTable idTable = new IdTable();
guestCode = new CachedGraphicsGuestCode();
program = null;
bool found = TryGetId(_vertexACache, memoryManager, addresses.VertexA, out idTable.VertexAId, out guestCode.VertexACode);
found &= TryGetId(_vertexBCache, memoryManager, addresses.VertexB, out idTable.VertexBId, out guestCode.VertexBCode);
found &= TryGetId(_tessControlCache, memoryManager, addresses.TessControl, out idTable.TessControlId, out guestCode.TessControlCode);
found &= TryGetId(_tessEvaluationCache, memoryManager, addresses.TessEvaluation, out idTable.TessEvaluationId, out guestCode.TessEvaluationCode);
found &= TryGetId(_geometryCache, memoryManager, addresses.Geometry, out idTable.GeometryId, out guestCode.GeometryCode);
found &= TryGetId(_fragmentCache, memoryManager, addresses.Fragment, out idTable.FragmentId, out guestCode.FragmentCode);
if (found && _shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
{
return specList.TryFindForGraphics(channel, poolState, graphicsState, out program);
}
return false;
}
/// <summary>
/// Tries to get the ID of a single cached shader stage.
/// </summary>
/// <param name="idCache">ID cache of the stage</param>
/// <param name="memoryManager">GPU memory manager</param>
/// <param name="baseAddress">Base address of the shader</param>
/// <param name="id">ID, if found</param>
/// <param name="data">Cached guest code, if found</param>
/// <returns>True if a cached shader is found, false otherwise</returns>
private static bool TryGetId(IdCache idCache, MemoryManager memoryManager, ulong baseAddress, out int id, out byte[] data)
{
if (baseAddress == 0)
{
id = 0;
data = null;
return true;
}
ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(memoryManager, baseAddress);
return idCache.TryFind(codeAccessor, out id, out data);
}
/// <summary>
/// Gets all programs that have been added to the table.
/// </summary>
/// <returns>Programs added to the table</returns>
public IEnumerable<CachedShaderProgram> GetPrograms()
{
foreach (var specList in _shaderPrograms.Values)
{
foreach (var program in specList)
{
yield return program;
}
}
}
}
}