using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Shader.Translation; using System; using System.Collections.Generic; using System.Runtime.InteropServices; namespace Ryujinx.Graphics.Gpu.Shader { using TextureDescriptor = Image.TextureDescriptor; /// <summary> /// Memory cache of shader code. /// </summary> class ShaderCache : IDisposable { private const int MaxProgramSize = 0x100000; private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode; private GpuContext _context; private ShaderDumper _dumper; private Dictionary<ulong, List<ComputeShader>> _cpPrograms; private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms; /// <summary> /// Creates a new instance of the shader cache. /// </summary> /// <param name="context">GPU context that the shader cache belongs to</param> public ShaderCache(GpuContext context) { _context = context; _dumper = new ShaderDumper(); _cpPrograms = new Dictionary<ulong, List<ComputeShader>>(); _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>(); } /// <summary> /// Gets a compute shader from the cache. /// </summary> /// <remarks> /// This automatically translates, compiles and adds the code to the cache if not present. /// </remarks> /// <param name="gpuVa">GPU virtual address of the binary shader code</param> /// <param name="localSizeX">Local group size X of the computer shader</param> /// <param name="localSizeY">Local group size Y of the computer shader</param> /// <param name="localSizeZ">Local group size Z of the computer shader</param> /// <param name="localMemorySize">Local memory size of the compute shader</param> /// <param name="sharedMemorySize">Shared memory size of the compute shader</param> /// <returns>Compiled compute shader code</returns> public ComputeShader GetComputeShader( ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ, int localMemorySize, int sharedMemorySize) { bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list); if (isCached) { foreach (ComputeShader cachedCpShader in list) { if (!IsShaderDifferent(cachedCpShader, gpuVa)) { return cachedCpShader; } } } CachedShader shader = TranslateComputeShader( gpuVa, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize); shader.HostShader = _context.Renderer.CompileShader(shader.Program); IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }); ComputeShader cpShader = new ComputeShader(hostProgram, shader); if (!isCached) { list = new List<ComputeShader>(); _cpPrograms.Add(gpuVa, list); } list.Add(cpShader); return cpShader; } /// <summary> /// Gets a graphics shader program from the shader cache. /// This includes all the specified shader stages. /// </summary> /// <remarks> /// This automatically translates, compiles and adds the code to the cache if not present. /// </remarks> /// <param name="state">Current GPU state</param> /// <param name="addresses">Addresses of the shaders for each stage</param> /// <returns>Compiled graphics shader code</returns> public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses) { bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list); if (isCached) { foreach (GraphicsShader cachedGpShaders in list) { if (!IsShaderDifferent(cachedGpShaders, addresses)) { return cachedGpShaders; } } } GraphicsShader gpShaders = new GraphicsShader(); if (addresses.VertexA != 0) { gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA); } else { gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex); } gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl); gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation); gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry); gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment); BackpropQualifiers(gpShaders); List<IShader> hostShaders = new List<IShader>(); for (int stage = 0; stage < gpShaders.Shaders.Length; stage++) { ShaderProgram program = gpShaders.Shaders[stage]?.Program; if (program == null) { continue; } IShader hostShader = _context.Renderer.CompileShader(program); gpShaders.Shaders[stage].HostShader = hostShader; hostShaders.Add(hostShader); } gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray()); if (!isCached) { list = new List<GraphicsShader>(); _gpPrograms.Add(addresses, list); } list.Add(gpShaders); return gpShaders; } /// <summary> /// Checks if compute shader code in memory is different from the cached shader. /// </summary> /// <param name="cpShader">Cached compute shader</param> /// <param name="gpuVa">GPU virtual address of the shader code in memory</param> /// <returns>True if the code is different, false otherwise</returns> private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa) { return IsShaderDifferent(cpShader.Shader, gpuVa); } /// <summary> /// Checks if graphics shader code from all stages in memory is different from the cached shaders. /// </summary> /// <param name="gpShaders">Cached graphics shaders</param> /// <param name="addresses">GPU virtual addresses of all enabled shader stages</param> /// <returns>True if the code is different, false otherwise</returns> private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses) { for (int stage = 0; stage < gpShaders.Shaders.Length; stage++) { CachedShader shader = gpShaders.Shaders[stage]; ulong gpuVa = 0; switch (stage) { case 0: gpuVa = addresses.Vertex; break; case 1: gpuVa = addresses.TessControl; break; case 2: gpuVa = addresses.TessEvaluation; break; case 3: gpuVa = addresses.Geometry; break; case 4: gpuVa = addresses.Fragment; break; } if (IsShaderDifferent(shader, gpuVa)) { return true; } } return false; } /// <summary> /// Checks if the code of the specified cached shader is different from the code in memory. /// </summary> /// <param name="shader">Cached shader to compare with</param> /// <param name="gpuVa">GPU virtual address of the binary shader code</param> /// <returns>True if the code is different, false otherwise</returns> private bool IsShaderDifferent(CachedShader shader, ulong gpuVa) { if (shader == null) { return false; } ReadOnlySpan<byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, (ulong)shader.Code.Length * 4); return !MemoryMarshal.Cast<byte, int>(memoryCode).SequenceEqual(shader.Code); } /// <summary> /// Translates the binary Maxwell shader code to something that the host API accepts. /// </summary> /// <param name="gpuVa">GPU virtual address of the binary shader code</param> /// <param name="localSizeX">Local group size X of the computer shader</param> /// <param name="localSizeY">Local group size Y of the computer shader</param> /// <param name="localSizeZ">Local group size Z of the computer shader</param> /// <param name="localMemorySize">Local memory size of the compute shader</param> /// <param name="sharedMemorySize">Shared memory size of the compute shader</param> /// <returns>Compiled compute shader code</returns> private CachedShader TranslateComputeShader( ulong gpuVa, int localSizeX, int localSizeY, int localSizeZ, int localMemorySize, int sharedMemorySize) { if (gpuVa == 0) { return null; } int QueryInfo(QueryInfoName info, int index) { return info switch { QueryInfoName.ComputeLocalSizeX => localSizeX, QueryInfoName.ComputeLocalSizeY => localSizeY, QueryInfoName.ComputeLocalSizeZ => localSizeZ, QueryInfoName.ComputeLocalMemorySize => localMemorySize, QueryInfoName.ComputeSharedMemorySize => sharedMemorySize, _ => QueryInfoCommon(info) }; } TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog); ShaderProgram program; ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute); int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray(); _dumper.Dump(code, compute: true, out string fullPath, out string codePath); if (fullPath != null && codePath != null) { program.Prepend("// " + codePath); program.Prepend("// " + fullPath); } return new CachedShader(program, codeCached); } /// <summary> /// Translates the binary Maxwell shader code to something that the host API accepts. /// </summary> /// <remarks> /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader. /// </remarks> /// <param name="state">Current GPU state</param> /// <param name="stage">Shader stage</param> /// <param name="gpuVa">GPU virtual address of the shader code</param> /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param> /// <returns>Compiled graphics shader code</returns> private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0) { if (gpuVa == 0) { return null; } int QueryInfo(QueryInfoName info, int index) { return info switch { QueryInfoName.IsTextureBuffer => Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index)), QueryInfoName.IsTextureRectangle => Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index)), QueryInfoName.PrimitiveTopology => (int)GetPrimitiveTopology(), _ => QueryInfoCommon(info) }; } TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog); ShaderProgram program; int[] codeCached = null; if (gpuVaA != 0) { ReadOnlySpan<byte> codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize); ReadOnlySpan<byte> codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags); // TODO: We should also take "codeA" into account. codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray(); _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA); _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB); if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null) { program.Prepend("// " + codePathB); program.Prepend("// " + fullPathB); program.Prepend("// " + codePathA); program.Prepend("// " + fullPathA); } } else { ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize); program = Translator.Translate(code, callbacks, DefaultFlags); codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray(); _dumper.Dump(code, compute: false, out string fullPath, out string codePath); if (fullPath != null && codePath != null) { program.Prepend("// " + codePath); program.Prepend("// " + fullPath); } } ulong address = _context.MemoryManager.Translate(gpuVa); return new CachedShader(program, codeCached); } /// <summary> /// 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). /// </summary> /// <param name="program">Graphics shader cached code</param> private void BackpropQualifiers(GraphicsShader program) { ShaderProgram fragmentShader = program.Shaders[4]?.Program; bool isFirst = true; for (int stage = 3; stage >= 0; stage--) { if (program.Shaders[stage] == null) { continue; } // We need to iterate backwards, since we do name replacement, // and it would otherwise replace a subset of the longer names. for (int attr = 31; attr >= 0; attr--) { string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty; if (isFirst && !string.IsNullOrEmpty(iq)) { program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq); } else { program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty); } } isFirst = false; } } /// <summary> /// Gets the primitive topology for the current draw. /// This is required by geometry shaders. /// </summary> /// <returns>Primitive topology</returns> private InputTopology GetPrimitiveTopology() { switch (_context.Methods.PrimitiveType) { case PrimitiveType.Points: return InputTopology.Points; case PrimitiveType.Lines: case PrimitiveType.LineLoop: case PrimitiveType.LineStrip: return InputTopology.Lines; case PrimitiveType.LinesAdjacency: case PrimitiveType.LineStripAdjacency: return InputTopology.LinesAdjacency; case PrimitiveType.Triangles: case PrimitiveType.TriangleStrip: case PrimitiveType.TriangleFan: return InputTopology.Triangles; case PrimitiveType.TrianglesAdjacency: case PrimitiveType.TriangleStripAdjacency: return InputTopology.TrianglesAdjacency; } return InputTopology.Points; } /// <summary> /// 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. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Index of the shader stage</param> /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> /// <returns>True if the texture is a buffer texture, false otherwise</returns> private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index) { return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer; } /// <summary> /// 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. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Index of the shader stage</param> /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> /// <returns>True if the texture is a rectangle texture, false otherwise</returns> private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index) { var descriptor = GetTextureDescriptor(state, stageIndex, index); TextureTarget target = descriptor.UnpackTextureTarget(); bool is2DTexture = target == TextureTarget.Texture2D || target == TextureTarget.Texture2DRect; return !descriptor.UnpackTextureCoordNormalized() && is2DTexture; } /// <summary> /// Gets the texture descriptor for a given texture on the pool. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Index of the shader stage</param> /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> /// <returns>Texture descriptor</returns> private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index) { return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index); } /// <summary> /// Returns information required by both compute and graphics shader compilation. /// </summary> /// <param name="info">Information queried</param> /// <returns>Requested information</returns> private int QueryInfoCommon(QueryInfoName info) { return info switch { QueryInfoName.StorageBufferOffsetAlignment => _context.Capabilities.StorageBufferOffsetAlignment, QueryInfoName.SupportsNonConstantTextureOffset => Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset), _ => 0 }; } /// <summary> /// Prints a warning from the shader code translator. /// </summary> /// <param name="message">Warning message</param> private static void PrintLog(string message) { Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}"); } /// <summary> /// Disposes the shader cache, deleting all the cached shaders. /// It's an error to use the shader cache after disposal. /// </summary> public void Dispose() { foreach (List<ComputeShader> list in _cpPrograms.Values) { foreach (ComputeShader shader in list) { shader.HostProgram.Dispose(); shader.Shader?.HostShader.Dispose(); } } foreach (List<GraphicsShader> list in _gpPrograms.Values) { foreach (GraphicsShader shader in list) { shader.HostProgram.Dispose(); foreach (CachedShader cachedShader in shader.Shaders) { cachedShader?.HostShader.Dispose(); } } } } } }