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Shader Cache: Move bindless checking from translation to decode (#2145)
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@ -426,6 +426,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Hash128 programCodeHash = default;
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GuestShaderCacheEntry[] shaderCacheEntries = null;
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// Current shader cache doesn't support bindless textures
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if (shaderContexts[0].UsedFeatures.HasFlag(FeatureFlags.Bindless))
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{
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isShaderCacheEnabled = false;
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}
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if (isShaderCacheEnabled)
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{
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isShaderCacheReadOnly = _cacheManager.IsReadOnly;
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@ -448,8 +454,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// The shader isn't currently cached, translate it and compile it.
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ShaderCodeHolder shader = TranslateShader(shaderContexts[0]);
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bool isDiskShaderCacheIncompatible = shaderContexts[0].UsedFeatures.HasFlag(FeatureFlags.Bindless);
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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@ -458,7 +462,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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cpShader = new ShaderBundle(hostProgram, shader);
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if (isShaderCacheEnabled && !isDiskShaderCacheIncompatible)
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if (isShaderCacheEnabled)
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{
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_cpProgramsDiskCache.Add(programCodeHash, cpShader);
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@ -536,6 +540,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Hash128 programCodeHash = default;
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GuestShaderCacheEntry[] shaderCacheEntries = null;
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// Current shader cache doesn't support bindless textures
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for (int i = 0; i < shaderContexts.Length; i++)
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{
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if (shaderContexts[i] != null && shaderContexts[i].UsedFeatures.HasFlag(FeatureFlags.Bindless))
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{
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isShaderCacheEnabled = false;
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break;
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}
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}
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if (isShaderCacheEnabled)
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{
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isShaderCacheReadOnly = _cacheManager.IsReadOnly;
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@ -564,17 +578,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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shaders[3] = TranslateShader(shaderContexts[4]);
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shaders[4] = TranslateShader(shaderContexts[5]);
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bool isDiskShaderCacheIncompatible = false;
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for (int i = 0; i < shaderContexts.Length; i++)
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{
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if (shaderContexts[i] != null && shaderContexts[i].UsedFeatures.HasFlag(FeatureFlags.Bindless))
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{
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isDiskShaderCacheIncompatible = true;
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break;
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}
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}
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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@ -599,7 +602,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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gpShaders = new ShaderBundle(hostProgram, shaders);
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if (isShaderCacheEnabled && !isDiskShaderCacheIncompatible)
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if (isShaderCacheEnabled)
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{
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_gpProgramsDiskCache.Add(programCodeHash, gpShaders);
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@ -9,8 +9,10 @@ namespace Ryujinx.Graphics.Shader.Decoders
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{
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static class Decoder
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{
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public static Block[][] Decode(IGpuAccessor gpuAccessor, ulong startAddress)
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public static Block[][] Decode(IGpuAccessor gpuAccessor, ulong startAddress, out bool hasBindless)
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{
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hasBindless = false;
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List<Block[]> funcs = new List<Block[]>();
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Queue<ulong> funcQueue = new Queue<ulong>();
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@ -84,7 +86,8 @@ namespace Ryujinx.Graphics.Shader.Decoders
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}
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}
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FillBlock(gpuAccessor, currBlock, limitAddress, startAddress);
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FillBlock(gpuAccessor, currBlock, limitAddress, startAddress, out bool blockHasBindless);
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hasBindless |= blockHasBindless;
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if (currBlock.OpCodes.Count != 0)
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{
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@ -229,9 +232,11 @@ namespace Ryujinx.Graphics.Shader.Decoders
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IGpuAccessor gpuAccessor,
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Block block,
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ulong limitAddress,
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ulong startAddress)
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ulong startAddress,
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out bool hasBindless)
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{
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ulong address = block.Address;
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hasBindless = false;
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do
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{
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@ -272,6 +277,15 @@ namespace Ryujinx.Graphics.Shader.Decoders
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OpCode op = makeOp(emitter, opAddress, opCode);
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// We check these patterns to figure out the presence of bindless access
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hasBindless |= (op is OpCodeImage image && image.IsBindless) ||
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(op is OpCodeTxd txd && txd.IsBindless) ||
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(op is OpCodeTld4B) ||
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(emitter == InstEmit.TexB) ||
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(emitter == InstEmit.TldB) ||
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(emitter == InstEmit.TmmlB) ||
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(emitter == InstEmit.TxqB);
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block.OpCodes.Add(op);
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}
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while (!IsControlFlowChange(block.GetLastOp()));
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@ -36,22 +36,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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return new TranslatorContext(address, cfg, config);
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}
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private static void ScanForBindless(BasicBlock[] blocks, ShaderConfig config)
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{
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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// Right now the guest shader cache cannot handle bindless textures correctly.
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for (LinkedListNode<INode> node = blocks[blkIndex].Operations.First; node != null; node = node.Next)
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{
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if (node.Value is TextureOperation texOp && (texOp.Flags & TextureFlags.Bindless) != 0)
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{
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config.SetUsedFeature(FeatureFlags.Bindless);
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break;
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}
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}
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}
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}
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internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo)
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{
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var cfgs = new ControlFlowGraph[functions.Length];
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@ -91,8 +75,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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Dominance.FindDominators(cfg);
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Dominance.FindDominanceFrontiers(cfg.Blocks);
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ScanForBindless(cfg.Blocks, config);
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Ssa.Rename(cfg.Blocks);
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Optimizer.RunPass(cfg.Blocks, config);
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@ -129,19 +111,27 @@ namespace Ryujinx.Graphics.Shader.Translation
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Block[][] cfg;
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ulong maxEndAddress = 0;
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bool hasBindless = false;
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if ((flags & TranslationFlags.Compute) != 0)
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{
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config = new ShaderConfig(gpuAccessor, flags, counts);
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cfg = Decoder.Decode(gpuAccessor, address);
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cfg = Decoder.Decode(gpuAccessor, address, out hasBindless);
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}
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else
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{
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config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, flags, counts);
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cfg = Decoder.Decode(gpuAccessor, address + HeaderSize);
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cfg = Decoder.Decode(gpuAccessor, address + HeaderSize, out hasBindless);
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}
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if (hasBindless)
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{
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config.SetUsedFeature(FeatureFlags.Bindless);
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}
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else // Not bindless, fill up texture handles
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{
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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{
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for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
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@ -162,6 +152,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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}
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}
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config.SizeAdd((int)maxEndAddress + (flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize));
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