diff --git a/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs b/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
index d4d9b48a0b..62ab0e475b 100644
--- a/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
@@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// CPU virtual address to map into
/// GPU virtual address to be mapped
/// Size in bytes of the mapping
- /// The GPU virtual address of the mapping
+ /// GPU virtual address of the mapping
public ulong Map(ulong pa, ulong va, ulong size)
{
lock (_pageTable)
@@ -117,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Reserves memory at a fixed GPU memory location.
/// This prevents the reserved region from being used for memory allocation for map.
///
- /// CPU virtual address to reserve
+ /// GPU virtual address to reserve
/// Reservation size in bytes
/// GPU virtual address of the reservation, or an all ones mask in case of failure
public ulong ReserveFixed(ulong va, ulong size)
diff --git a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
index 7a6b096347..71384df237 100644
--- a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
@@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
///
/// Represents physical memory, accessible from the GPU.
- /// This is actually working CPU virtual addresses, of memory mapped on the game process.
+ /// This is actually working CPU virtual addresses, of memory mapped on the application process.
///
class PhysicalMemory
{
diff --git a/Ryujinx.Graphics.Gpu/Memory/RangeList.cs b/Ryujinx.Graphics.Gpu/Memory/RangeList.cs
index 52bcf9b46f..1d185e2165 100644
--- a/Ryujinx.Graphics.Gpu/Memory/RangeList.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/RangeList.cs
@@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Memory
{
///
- /// Lists of GPU resources with data on guest memory.
+ /// List of GPU resources with data on guest memory.
///
/// Type of the GPU resource
class RangeList where T : IRange
diff --git a/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs b/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
index 210d0720cf..362d149a64 100644
--- a/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
@@ -3,13 +3,31 @@ using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader
{
+ ///
+ /// Cached shader code for a single shader stage.
+ ///
class CachedShader
{
+ ///
+ /// Shader program containing translated code.
+ ///
public ShaderProgram Program { get; }
- public IShader Shader { get; set; }
+ ///
+ /// Host shader object.
+ ///
+ public IShader Shader { get; set; }
+
+ ///
+ /// Maxwell binary shader code.
+ ///
public int[] Code { get; }
+ ///
+ /// Creates a new instace of the cached shader.
+ ///
+ /// Shader program
+ /// Maxwell binary shader code
public CachedShader(ShaderProgram program, int[] code)
{
Program = program;
diff --git a/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs b/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
index 908b04b9df..d7a701ea64 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
@@ -2,12 +2,26 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Shader
{
+ ///
+ /// Cached compute shader code.
+ ///
class ComputeShader
{
+ ///
+ /// Host shader program object.
+ ///
public IProgram HostProgram { get; set; }
+ ///
+ /// Cached shader.
+ ///
public CachedShader Shader { get; }
+ ///
+ /// Creates a new instance of the compute shader.
+ ///
+ /// Host shader program
+ /// Cached shader
public ComputeShader(IProgram hostProgram, CachedShader shader)
{
HostProgram = hostProgram;
diff --git a/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs b/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
index 7bdf68f7e7..14c8e5c21a 100644
--- a/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
@@ -2,12 +2,24 @@ using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Shader
{
+ ///
+ /// Cached graphics shader code for all stages.
+ ///
class GraphicsShader
{
+ ///
+ /// Host shader program object.
+ ///
public IProgram HostProgram { get; set; }
+ ///
+ /// Compiled shader for each shader stage.
+ ///
public CachedShader[] Shader { get; }
+ ///
+ /// Creates a new instance of cached graphics shader.
+ ///
public GraphicsShader()
{
Shader = new CachedShader[5];
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
index c0a9162a65..76ea32482d 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
@@ -2,6 +2,9 @@ using System;
namespace Ryujinx.Graphics.Gpu.Shader
{
+ ///
+ /// Shader code addresses in memory for each shader stage.
+ ///
struct ShaderAddresses : IEquatable
{
public ulong VertexA;
@@ -11,11 +14,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
public ulong Geometry;
public ulong Fragment;
+ ///
+ /// Check if the addresses are equal.
+ ///
+ /// Shader addresses structure to compare with
+ /// True if they are equal, false otherwise
public override bool Equals(object other)
{
return other is ShaderAddresses addresses && Equals(addresses);
}
+ ///
+ /// Check if the addresses are equal.
+ ///
+ /// Shader addresses structure to compare with
+ /// True if they are equal, false otherwise
public bool Equals(ShaderAddresses other)
{
return VertexA == other.VertexA &&
@@ -26,6 +39,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
Fragment == other.Fragment;
}
+ ///
+ /// Computes hash code from the addresses.
+ ///
+ /// Hash code
public override int GetHashCode()
{
return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index bd3229bd25..b299da1a7d 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
using TextureDescriptor = Image.TextureDescriptor;
+ ///
+ /// Memory cache of shader code.
+ ///
class ShaderCache
{
private const int MaxProgramSize = 0x100000;
@@ -25,17 +28,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
private Dictionary> _gpPrograms;
+ ///
+ /// Creates a new instance of the shader cache.
+ ///
+ /// GPU context that the shader cache belongs to
public ShaderCache(GpuContext context)
{
_context = context;
- _dumper = new ShaderDumper(context);
+ _dumper = new ShaderDumper();
_cpPrograms = new Dictionary>();
_gpPrograms = new Dictionary>();
}
+ ///
+ /// Gets a compute shader from the cache.
+ /// This automatically translates, compiles and adds the code to the cache if not present.
+ ///
+ /// GPU virtual address of the binary shader code
+ /// Shared memory size of the compute shader
+ /// Local group size X of the computer shader
+ /// Local group size Y of the computer shader
+ /// Local group size Z of the computer shader
+ /// Compiled compute shader code
public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
{
bool isCached = _cpPrograms.TryGetValue(gpuVa, out List list);
@@ -73,6 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
return cpShader;
}
+ ///
+ /// Gets a graphics shader program from the shader cache.
+ /// This includes all the specified shader stages.
+ /// This automatically translates, compiles and adds the code to the cache if not present.
+ ///
+ /// Current GPU state
+ /// Addresses of the shaders for each stage
+ /// Compiled graphics shader code
public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
{
bool isCached = _gpPrograms.TryGetValue(addresses, out List list);
@@ -138,11 +163,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
return gpShaders;
}
+ ///
+ /// Checks if compute shader code in memory is different from the cached shader.
+ ///
+ /// Cached compute shader
+ /// GPU virtual address of the shader code in memory
+ /// True if the code is different, false otherwise
private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
{
return IsShaderDifferent(cpShader.Shader, gpuVa);
}
+ ///
+ /// Checks if graphics shader code from all stages in memory is different from the cached shaders.
+ ///
+ /// Cached graphics shaders
+ /// GPU virtual addresses of all enabled shader stages
+ /// True if the code is different, false otherwise
private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
{
for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
@@ -174,6 +211,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
+ ///
+ /// Checks if the code of the specified cached shader is different from the code in memory.
+ ///
+ /// Cached shader to compare with
+ /// GPU virtual address of the binary shader code
+ /// True if the code is different, false otherwise
private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
{
for (int index = 0; index < shader.Code.Length; index++)
@@ -187,6 +230,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
+ ///
+ /// Translates the binary Maxwell shader code to something that the host API accepts.
+ ///
+ /// GPU virtual address of the binary shader code
+ /// Shared memory size of the compute shader
+ /// Local group size X of the computer shader
+ /// Local group size Y of the computer shader
+ /// Local group size Z of the computer shader
+ /// Compiled compute shader code
private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
{
if (gpuVa == 0)
@@ -230,6 +282,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new CachedShader(program, codeCached);
}
+ ///
+ /// Translates the binary Maxwell shader code to something that the host API accepts.
+ /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
+ ///
+ /// Current GPU state
+ /// Shader stage
+ /// GPU virtual address of the shader code
+ /// Optional GPU virtual address of the "Vertex A" shader code
+ ///
private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
{
if (gpuVa == 0)
@@ -301,6 +362,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new CachedShader(program, codeCached);
}
+ ///
+ /// Performs backwards propagation of interpolation qualifiers or later shader stages input,
+ /// to ealier shader stages output.
+ /// This is required by older versions of OpenGL (pre-4.3).
+ ///
+ /// Graphics shader cached code
private void BackpropQualifiers(GraphicsShader program)
{
ShaderProgram fragmentShader = program.Shader[4].Program;
@@ -334,6 +401,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
+ ///
+ /// Gets the primitive topology for the current draw.
+ /// This is required by geometry shaders.
+ ///
+ /// Primitive topology
private InputTopology GetPrimitiveTopology()
{
switch (_context.Methods.PrimitiveType)
@@ -359,11 +431,29 @@ namespace Ryujinx.Graphics.Gpu.Shader
return InputTopology.Points;
}
+ ///
+ /// Check if the target of a given texture is texture buffer.
+ /// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
+ /// but not on GLSL.
+ ///
+ /// Current GPU state
+ /// Index of the shader stage
+ /// Index of the texture (this is the shader "fake" handle)
+ /// True if the texture is a buffer texture, false otherwise
private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
{
return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
}
+ ///
+ /// Check if the target of a given texture is texture rectangle.
+ /// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
+ /// but not on GLSL.
+ ///
+ /// Current GPU state
+ /// Index of the shader stage
+ /// Index of the texture (this is the shader "fake" handle)
+ /// True if the texture is a rectangle texture, false otherwise
private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
{
var descriptor = GetTextureDescriptor(state, stageIndex, index);
@@ -376,11 +466,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
}
+ ///
+ /// Gets the texture descriptor for a given texture on the pool.
+ ///
+ /// Current GPU state
+ /// Index of the shader stage
+ /// Index of the texture (this is the shader "fake" handle)
+ /// Texture descriptor
private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
{
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
}
+ ///
+ /// Returns information required by both compute and graphics shader compilation.
+ ///
+ /// Information queried
+ /// Requested information
private int QueryInfoCommon(QueryInfoName info)
{
switch (info)
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
index 04ad645b94..3be75564bf 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
@@ -4,23 +4,29 @@ using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader
{
+ ///
+ /// Shader dumper, writes binary shader code to disk.
+ ///
class ShaderDumper
{
- private GpuContext _context;
-
private string _runtimeDir;
private string _dumpPath;
private int _dumpIndex;
public int CurrentDumpIndex => _dumpIndex;
- public ShaderDumper(GpuContext context)
+ public ShaderDumper()
{
- _context = context;
-
_dumpIndex = 1;
}
+ ///
+ /// Dumps shader code to disk.
+ ///
+ /// Code to be dumped
+ /// True for compute shader code, false for graphics shader code
+ /// Output path for the shader code with header included
+ /// Output path for the shader code without header
public void Dump(Span code, bool compute, out string fullPath, out string codePath)
{
_dumpPath = GraphicsConfig.ShadersDumpPath;
@@ -68,16 +74,28 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
+ ///
+ /// Returns the output directory for shader code with header.
+ ///
+ /// Directory path
private string FullDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
}
+ ///
+ /// Returns the output directory for shader code without header.
+ ///
+ /// Directory path
private string CodeDir()
{
return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
}
+ ///
+ /// Returns the full output directory for the current shader dump.
+ ///
+ /// Directory path
private string DumpDir()
{
if (string.IsNullOrEmpty(_runtimeDir))
@@ -98,6 +116,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _runtimeDir;
}
+ ///
+ /// Creates a new specified directory if needed.
+ ///
+ /// The directory to create
+ /// The same directory passed to the method
private static string CreateAndReturn(string dir)
{
Directory.CreateDirectory(dir);