Ryujinx/Ryujinx.Graphics.Vulkan/Shader.cs
riperiperi e0edaa177e Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.

Fix shaderc multithreaded changes

Thread safety for shaderc Options constructor

Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
2022-06-17 22:42:31 +01:00

185 lines
6.1 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using shaderc;
using Silk.NET.Vulkan;
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Threading.Tasks;
namespace Ryujinx.Graphics.Vulkan
{
class Shader : IShader
{
// The shaderc.net dependency's Options constructor and dispose are not thread safe.
// Take this lock when using them.
private static object _shaderOptionsLock = new object();
private readonly Vk _api;
private readonly Device _device;
private readonly ShaderStageFlags _stage;
private readonly Task _compileTask;
private IntPtr _entryPointName;
private ShaderModule _module;
public ShaderStageFlags StageFlags => _stage;
public ShaderBindings Bindings { get; }
public ProgramLinkStatus CompileStatus { private set; get; }
public unsafe Shader(Vk api, Device device, ShaderStage stage, ShaderBindings bindings, string glsl)
{
_api = api;
_device = device;
_stage = stage.Convert();
_entryPointName = Marshal.StringToHGlobalAnsi("main");
Bindings = bindings;
_compileTask = Task.Run(() =>
{
glsl = glsl.Replace("gl_VertexID", "(gl_VertexIndex - gl_BaseVertex)");
glsl = glsl.Replace("gl_InstanceID", "(gl_InstanceIndex - gl_BaseInstance)");
// System.Console.WriteLine(glsl);
Options options;
lock (_shaderOptionsLock)
{
options = new Options(false)
{
SourceLanguage = SourceLanguage.Glsl,
TargetSpirVVersion = new SpirVVersion(1, 5)
};
}
options.SetTargetEnvironment(TargetEnvironment.Vulkan, EnvironmentVersion.Vulkan_1_2);
Compiler compiler = new Compiler(options);
var scr = compiler.Compile(glsl, "Ryu", GetShaderCShaderStage(stage));
lock (_shaderOptionsLock)
{
options.Dispose();
}
if (scr.Status != Status.Success)
{
Logger.Error?.Print(LogClass.Gpu, $"Shader compilation error: {scr.Status} {scr.ErrorMessage}");
CompileStatus = ProgramLinkStatus.Failure;
return;
}
var spirvBytes = new Span<byte>((void*)scr.CodePointer, (int)scr.CodeLength);
uint[] code = new uint[(scr.CodeLength + 3) / 4];
spirvBytes.CopyTo(MemoryMarshal.Cast<uint, byte>(new Span<uint>(code)).Slice(0, (int)scr.CodeLength));
fixed (uint* pCode = code)
{
var shaderModuleCreateInfo = new ShaderModuleCreateInfo()
{
SType = StructureType.ShaderModuleCreateInfo,
CodeSize = scr.CodeLength,
PCode = pCode
};
api.CreateShaderModule(device, shaderModuleCreateInfo, null, out _module).ThrowOnError();
}
CompileStatus = ProgramLinkStatus.Success;
});
}
public unsafe Shader(Vk api, Device device, ShaderStage stage, ShaderBindings bindings, byte[] spirv)
{
_api = api;
_device = device;
Bindings = bindings;
CompileStatus = ProgramLinkStatus.Success;
fixed (byte* pCode = spirv)
{
var shaderModuleCreateInfo = new ShaderModuleCreateInfo()
{
SType = StructureType.ShaderModuleCreateInfo,
CodeSize = (uint)spirv.Length,
PCode = (uint*)pCode
};
api.CreateShaderModule(device, shaderModuleCreateInfo, null, out _module).ThrowOnError();
}
_stage = stage.Convert();
_entryPointName = Marshal.StringToHGlobalAnsi("main");
}
private static uint[] LoadShaderData(string filePath, out int codeSize)
{
var fileBytes = File.ReadAllBytes(filePath);
var shaderData = new uint[(int)Math.Ceiling(fileBytes.Length / 4f)];
System.Buffer.BlockCopy(fileBytes, 0, shaderData, 0, fileBytes.Length);
codeSize = fileBytes.Length;
return shaderData;
}
private static ShaderKind GetShaderCShaderStage(ShaderStage stage)
{
switch (stage)
{
case ShaderStage.Vertex:
return ShaderKind.GlslVertexShader;
case ShaderStage.Geometry:
return ShaderKind.GlslGeometryShader;
case ShaderStage.TessellationControl:
return ShaderKind.GlslTessControlShader;
case ShaderStage.TessellationEvaluation:
return ShaderKind.GlslTessEvaluationShader;
case ShaderStage.Fragment:
return ShaderKind.GlslFragmentShader;
case ShaderStage.Compute:
return ShaderKind.GlslComputeShader;
};
Logger.Debug?.Print(LogClass.Gpu, $"Invalid {nameof(ShaderStage)} enum value: {stage}.");
return ShaderKind.GlslVertexShader;
}
public unsafe PipelineShaderStageCreateInfo GetInfo()
{
return new PipelineShaderStageCreateInfo()
{
SType = StructureType.PipelineShaderStageCreateInfo,
Stage = _stage,
Module = _module,
PName = (byte*)_entryPointName
};
}
public void WaitForCompile()
{
_compileTask.Wait();
}
public unsafe void Dispose()
{
if (_entryPointName != IntPtr.Zero)
{
_api.DestroyShaderModule(_device, _module, null);
Marshal.FreeHGlobal(_entryPointName);
_entryPointName = IntPtr.Zero;
}
}
}
}