Merge pull request #2177 from riperiperi/feature/parallel-shader-cache
Allow parallel shader compilation when loading a shader cache
This commit is contained in:
commit
b5c72b44de
16 changed files with 785 additions and 251 deletions
22
Ryujinx.Common/GraphicsDriver/DriverUtilities.cs
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22
Ryujinx.Common/GraphicsDriver/DriverUtilities.cs
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@ -0,0 +1,22 @@
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using System;
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namespace Ryujinx.Common.GraphicsDriver
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{
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public static class DriverUtilities
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{
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public static void ToggleOGLThreading(bool enabled)
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{
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Environment.SetEnvironmentVariable("mesa_glthread", enabled.ToString());
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Environment.SetEnvironmentVariable("__GL_THREADED_OPTIMIZATIONS", enabled ? "1" : "0");
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try
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{
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NVThreadedOptimization.SetThreadedOptimization(enabled);
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}
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catch
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{
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// NVAPI is not available, or couldn't change the application profile.
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}
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}
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}
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}
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11
Ryujinx.Common/GraphicsDriver/NVAPI/Nvapi.cs
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11
Ryujinx.Common/GraphicsDriver/NVAPI/Nvapi.cs
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@ -0,0 +1,11 @@
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namespace Ryujinx.Common.GraphicsDriver.NVAPI
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{
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enum Nvapi : uint
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{
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OglThreadControlId = 0x20C1221E,
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OglThreadControlDefault = 0,
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OglThreadControlEnable = 1,
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OglThreadControlDisable = 2
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}
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}
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42
Ryujinx.Common/GraphicsDriver/NVAPI/NvapiUnicodeString.cs
Normal file
42
Ryujinx.Common/GraphicsDriver/NVAPI/NvapiUnicodeString.cs
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@ -0,0 +1,42 @@
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Ryujinx.Common.GraphicsDriver.NVAPI
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{
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public unsafe struct NvapiUnicodeString
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{
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private fixed byte _data[4096];
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public NvapiUnicodeString(string text)
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{
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Set(text);
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}
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public string Get()
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{
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fixed (byte* data = _data)
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{
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string text = Encoding.Unicode.GetString(data, 4096);
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int index = text.IndexOf('\0');
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if (index > -1)
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{
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text = text.Remove(index);
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}
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return text;
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}
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}
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public void Set(string text)
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{
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text += '\0';
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fixed (char* textPtr = text)
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fixed (byte* data = _data)
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{
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int written = Encoding.Unicode.GetBytes(textPtr, text.Length, data, 4096);
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}
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}
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}
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}
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17
Ryujinx.Common/GraphicsDriver/NVAPI/NvdrsApplicationV4.cs
Normal file
17
Ryujinx.Common/GraphicsDriver/NVAPI/NvdrsApplicationV4.cs
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@ -0,0 +1,17 @@
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using System.Runtime.InteropServices;
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namespace Ryujinx.Common.GraphicsDriver.NVAPI
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{
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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unsafe struct NvdrsApplicationV4
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{
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public uint Version;
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public uint IsPredefined;
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public NvapiUnicodeString AppName;
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public NvapiUnicodeString UserFriendlyName;
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public NvapiUnicodeString Launcher;
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public NvapiUnicodeString FileInFolder;
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public uint Flags;
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public NvapiUnicodeString CommandLine;
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}
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}
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16
Ryujinx.Common/GraphicsDriver/NVAPI/NvdrsProfile.cs
Normal file
16
Ryujinx.Common/GraphicsDriver/NVAPI/NvdrsProfile.cs
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@ -0,0 +1,16 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Common.GraphicsDriver.NVAPI
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{
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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unsafe struct NvdrsProfile
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{
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public uint Version;
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public NvapiUnicodeString ProfileName;
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public uint GpuSupport;
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public uint IsPredefined;
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public uint NumOfApps;
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public uint NumOfSettings;
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}
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}
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49
Ryujinx.Common/GraphicsDriver/NVAPI/NvdrsSetting.cs
Normal file
49
Ryujinx.Common/GraphicsDriver/NVAPI/NvdrsSetting.cs
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@ -0,0 +1,49 @@
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using System.Runtime.InteropServices;
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namespace Ryujinx.Common.GraphicsDriver.NVAPI
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{
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enum NvdrsSettingType : uint
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{
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NvdrsDwordType,
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NvdrsBinaryType,
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NvdrsStringType,
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NvdrsWstringType,
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}
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enum NvdrsSettingLocation : uint
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{
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NvdrsCurrentProfileLocation,
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NvdrsGlobalProfileLocation,
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NvdrsBaseProfileLocation,
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NvdrsDefaultProfileLocation,
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}
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[StructLayout(LayoutKind.Explicit, Size = 0x3020)]
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unsafe struct NvdrsSetting
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{
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[FieldOffset(0x0)]
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public uint Version;
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[FieldOffset(0x4)]
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public NvapiUnicodeString SettingName;
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[FieldOffset(0x1004)]
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public Nvapi SettingId;
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[FieldOffset(0x1008)]
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public NvdrsSettingType SettingType;
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[FieldOffset(0x100C)]
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public NvdrsSettingLocation SettingLocation;
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[FieldOffset(0x1010)]
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public uint IsCurrentPredefined;
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[FieldOffset(0x1014)]
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public uint IsPredefinedValid;
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[FieldOffset(0x1018)]
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public uint PredefinedValue;
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[FieldOffset(0x1018)]
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public NvapiUnicodeString PredefinedString;
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[FieldOffset(0x201C)]
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public uint CurrentValue;
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[FieldOffset(0x201C)]
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public NvapiUnicodeString CurrentString;
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}
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}
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163
Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs
Normal file
163
Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs
Normal file
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@ -0,0 +1,163 @@
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using Ryujinx.Common.GraphicsDriver.NVAPI;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Common.GraphicsDriver
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{
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static class NVThreadedOptimization
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{
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private const string ProfileName = "Ryujinx Nvidia Profile";
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private const uint NvAPI_Initialize_ID = 0x0150E828;
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private const uint NvAPI_DRS_CreateSession_ID = 0x0694D52E;
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private const uint NvAPI_DRS_LoadSettings_ID = 0x375DBD6B;
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private const uint NvAPI_DRS_FindProfileByName_ID = 0x7E4A9A0B;
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private const uint NvAPI_DRS_CreateProfile_ID = 0x0CC176068;
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private const uint NvAPI_DRS_CreateApplication_ID = 0x4347A9DE;
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private const uint NvAPI_DRS_SetSetting_ID = 0x577DD202;
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private const uint NvAPI_DRS_SaveSettings_ID = 0xFCBC7E14;
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private const uint NvAPI_DRS_DestroySession_ID = 0x0DAD9CFF8;
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[DllImport("nvapi64")]
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private static extern IntPtr nvapi_QueryInterface(uint id);
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private delegate int NvAPI_InitializeDelegate();
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private static NvAPI_InitializeDelegate NvAPI_Initialize;
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private delegate int NvAPI_DRS_CreateSessionDelegate(out IntPtr handle);
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private static NvAPI_DRS_CreateSessionDelegate NvAPI_DRS_CreateSession;
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private delegate int NvAPI_DRS_LoadSettingsDelegate(IntPtr handle);
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private static NvAPI_DRS_LoadSettingsDelegate NvAPI_DRS_LoadSettings;
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private delegate int NvAPI_DRS_FindProfileByNameDelegate(IntPtr handle, NvapiUnicodeString profileName, out IntPtr profileHandle);
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private static NvAPI_DRS_FindProfileByNameDelegate NvAPI_DRS_FindProfileByName;
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private delegate int NvAPI_DRS_CreateProfileDelegate(IntPtr handle, ref NvdrsProfile profileInfo, out IntPtr profileHandle);
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private static NvAPI_DRS_CreateProfileDelegate NvAPI_DRS_CreateProfile;
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private delegate int NvAPI_DRS_CreateApplicationDelegate(IntPtr handle, IntPtr profileHandle, ref NvdrsApplicationV4 app);
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private static NvAPI_DRS_CreateApplicationDelegate NvAPI_DRS_CreateApplication;
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private delegate int NvAPI_DRS_SetSettingDelegate(IntPtr handle, IntPtr profileHandle, ref NvdrsSetting setting);
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private static NvAPI_DRS_SetSettingDelegate NvAPI_DRS_SetSetting;
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private delegate int NvAPI_DRS_SaveSettingsDelegate(IntPtr handle);
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private static NvAPI_DRS_SaveSettingsDelegate NvAPI_DRS_SaveSettings;
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private delegate int NvAPI_DRS_DestroySessionDelegate(IntPtr handle);
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private static NvAPI_DRS_DestroySessionDelegate NvAPI_DRS_DestroySession;
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private static bool _initialized;
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private static void Check(int status)
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{
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|
if (status != 0)
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|
{
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|
throw new Exception($"NVAPI Error: {status}");
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|
}
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|
}
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|
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|
private static void Initialize()
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|
{
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|
if (!_initialized)
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|
{
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|
NvAPI_Initialize = NvAPI_Delegate<NvAPI_InitializeDelegate>(NvAPI_Initialize_ID);
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|
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|
Check(NvAPI_Initialize());
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|
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|
NvAPI_DRS_CreateSession = NvAPI_Delegate<NvAPI_DRS_CreateSessionDelegate>(NvAPI_DRS_CreateSession_ID);
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|
NvAPI_DRS_LoadSettings = NvAPI_Delegate<NvAPI_DRS_LoadSettingsDelegate>(NvAPI_DRS_LoadSettings_ID);
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|
NvAPI_DRS_FindProfileByName = NvAPI_Delegate<NvAPI_DRS_FindProfileByNameDelegate>(NvAPI_DRS_FindProfileByName_ID);
|
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|
NvAPI_DRS_CreateProfile = NvAPI_Delegate<NvAPI_DRS_CreateProfileDelegate>(NvAPI_DRS_CreateProfile_ID);
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||||||
|
NvAPI_DRS_CreateApplication = NvAPI_Delegate<NvAPI_DRS_CreateApplicationDelegate>(NvAPI_DRS_CreateApplication_ID);
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|
NvAPI_DRS_SetSetting = NvAPI_Delegate<NvAPI_DRS_SetSettingDelegate>(NvAPI_DRS_SetSetting_ID);
|
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|
NvAPI_DRS_SaveSettings = NvAPI_Delegate<NvAPI_DRS_SaveSettingsDelegate>(NvAPI_DRS_SaveSettings_ID);
|
||||||
|
NvAPI_DRS_DestroySession = NvAPI_Delegate<NvAPI_DRS_DestroySessionDelegate>(NvAPI_DRS_DestroySession_ID);
|
||||||
|
|
||||||
|
_initialized = true;
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||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static uint MakeVersion<T>(uint version) where T : unmanaged
|
||||||
|
{
|
||||||
|
return (uint)Unsafe.SizeOf<T>() | version << 16;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void SetThreadedOptimization(bool enabled)
|
||||||
|
{
|
||||||
|
Initialize();
|
||||||
|
|
||||||
|
uint targetValue = (uint)(enabled ? Nvapi.OglThreadControlEnable : Nvapi.OglThreadControlDisable);
|
||||||
|
|
||||||
|
Check(NvAPI_Initialize());
|
||||||
|
|
||||||
|
Check(NvAPI_DRS_CreateSession(out IntPtr handle));
|
||||||
|
|
||||||
|
Check(NvAPI_DRS_LoadSettings(handle));
|
||||||
|
|
||||||
|
IntPtr profileHandle;
|
||||||
|
|
||||||
|
// Check if the profile already exists.
|
||||||
|
|
||||||
|
int status = NvAPI_DRS_FindProfileByName(handle, new NvapiUnicodeString(ProfileName), out profileHandle);
|
||||||
|
|
||||||
|
if (status != 0)
|
||||||
|
{
|
||||||
|
NvdrsProfile profile = new NvdrsProfile {
|
||||||
|
Version = MakeVersion<NvdrsProfile>(1),
|
||||||
|
IsPredefined = 0,
|
||||||
|
GpuSupport = uint.MaxValue
|
||||||
|
};
|
||||||
|
profile.ProfileName.Set(ProfileName);
|
||||||
|
Check(NvAPI_DRS_CreateProfile(handle, ref profile, out profileHandle));
|
||||||
|
|
||||||
|
NvdrsApplicationV4 application = new NvdrsApplicationV4
|
||||||
|
{
|
||||||
|
Version = MakeVersion<NvdrsApplicationV4>(4),
|
||||||
|
IsPredefined = 0,
|
||||||
|
Flags = 3 // IsMetro, IsCommandLine
|
||||||
|
};
|
||||||
|
application.AppName.Set("Ryujinx.exe");
|
||||||
|
application.UserFriendlyName.Set("Ryujinx");
|
||||||
|
application.Launcher.Set("");
|
||||||
|
application.FileInFolder.Set("");
|
||||||
|
|
||||||
|
Check(NvAPI_DRS_CreateApplication(handle, profileHandle, ref application));
|
||||||
|
}
|
||||||
|
|
||||||
|
NvdrsSetting setting = new NvdrsSetting
|
||||||
|
{
|
||||||
|
Version = MakeVersion<NvdrsSetting>(1),
|
||||||
|
SettingId = Nvapi.OglThreadControlId,
|
||||||
|
SettingType = NvdrsSettingType.NvdrsDwordType,
|
||||||
|
SettingLocation = NvdrsSettingLocation.NvdrsCurrentProfileLocation,
|
||||||
|
IsCurrentPredefined = 0,
|
||||||
|
IsPredefinedValid = 0,
|
||||||
|
CurrentValue = targetValue,
|
||||||
|
PredefinedValue = targetValue
|
||||||
|
};
|
||||||
|
|
||||||
|
Check(NvAPI_DRS_SetSetting(handle, profileHandle, ref setting));
|
||||||
|
|
||||||
|
Check(NvAPI_DRS_SaveSettings(handle));
|
||||||
|
|
||||||
|
NvAPI_DRS_DestroySession(handle);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static T NvAPI_Delegate<T>(uint id) where T : class
|
||||||
|
{
|
||||||
|
IntPtr ptr = nvapi_QueryInterface(id);
|
||||||
|
|
||||||
|
if (ptr != IntPtr.Zero)
|
||||||
|
{
|
||||||
|
return Marshal.GetDelegateForFunctionPointer(ptr, typeof(T)) as T;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,16 +0,0 @@
|
||||||
using System.Runtime.InteropServices;
|
|
||||||
|
|
||||||
namespace Ryujinx.Common.System
|
|
||||||
{
|
|
||||||
public static class ForceDedicatedGpu
|
|
||||||
{
|
|
||||||
public static void Nvidia()
|
|
||||||
{
|
|
||||||
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
|
|
||||||
{
|
|
||||||
// NOTE: If the DLL exists, we can load it to force the usage of the dedicated Nvidia Gpu.
|
|
||||||
NativeLibrary.TryLoad("nvapi64.dll", out _);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -4,6 +4,8 @@ namespace Ryujinx.Graphics.GAL
|
||||||
{
|
{
|
||||||
public interface IProgram : IDisposable
|
public interface IProgram : IDisposable
|
||||||
{
|
{
|
||||||
|
ProgramLinkStatus CheckProgramLink(bool blocking);
|
||||||
|
|
||||||
byte[] GetBinary();
|
byte[] GetBinary();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
9
Ryujinx.Graphics.GAL/ProgramLinkStatus.cs
Normal file
9
Ryujinx.Graphics.GAL/ProgramLinkStatus.cs
Normal file
|
@ -0,0 +1,9 @@
|
||||||
|
namespace Ryujinx.Graphics.GAL
|
||||||
|
{
|
||||||
|
public enum ProgramLinkStatus
|
||||||
|
{
|
||||||
|
Incomplete,
|
||||||
|
Success,
|
||||||
|
Failure
|
||||||
|
}
|
||||||
|
}
|
|
@ -10,6 +10,7 @@ using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Diagnostics;
|
using System.Diagnostics;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
namespace Ryujinx.Graphics.Gpu.Shader
|
namespace Ryujinx.Graphics.Gpu.Shader
|
||||||
{
|
{
|
||||||
|
@ -102,234 +103,323 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||||
progressReportThread.Start(progressReportEvent);
|
progressReportThread.Start(progressReportEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
|
// Make sure these are initialized before doing compilation.
|
||||||
|
Capabilities caps = _context.Capabilities;
|
||||||
|
|
||||||
|
int maxTaskCount = Math.Min(Environment.ProcessorCount, 8);
|
||||||
|
int programIndex = 0;
|
||||||
|
List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
|
||||||
|
|
||||||
|
AutoResetEvent taskDoneEvent = new AutoResetEvent(false);
|
||||||
|
|
||||||
|
// This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
|
||||||
|
// The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
|
||||||
|
|
||||||
|
while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
|
||||||
{
|
{
|
||||||
Hash128 key = guestProgramList[programIndex];
|
if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
|
||||||
|
|
||||||
byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
|
|
||||||
bool hasHostCache = hostProgramBinary != null;
|
|
||||||
|
|
||||||
IProgram hostProgram = null;
|
|
||||||
|
|
||||||
// If the program sources aren't in the cache, compile from saved guest program.
|
|
||||||
byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);
|
|
||||||
|
|
||||||
if (guestProgram == null)
|
|
||||||
{
|
{
|
||||||
Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
|
// Begin a new shader compilation.
|
||||||
|
Hash128 key = guestProgramList[programIndex];
|
||||||
|
|
||||||
// Should not happen, but if someone messed with the cache it's better to catch it.
|
byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
|
||||||
invalidEntries?.Add(key);
|
bool hasHostCache = hostProgramBinary != null;
|
||||||
|
|
||||||
continue;
|
IProgram hostProgram = null;
|
||||||
}
|
|
||||||
|
|
||||||
ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
|
// If the program sources aren't in the cache, compile from saved guest program.
|
||||||
|
byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);
|
||||||
|
|
||||||
ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
|
if (guestProgram == null)
|
||||||
|
|
||||||
if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
|
|
||||||
{
|
|
||||||
Debug.Assert(cachedShaderEntries.Length == 1);
|
|
||||||
|
|
||||||
GuestShaderCacheEntry entry = cachedShaderEntries[0];
|
|
||||||
|
|
||||||
HostShaderCacheEntry[] hostShaderEntries = null;
|
|
||||||
|
|
||||||
// Try loading host shader binary.
|
|
||||||
if (hasHostCache)
|
|
||||||
{
|
{
|
||||||
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
|
Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
|
||||||
hostProgramBinary = hostProgramBinarySpan.ToArray();
|
|
||||||
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
|
// Should not happen, but if someone messed with the cache it's better to catch it.
|
||||||
|
invalidEntries?.Add(key);
|
||||||
|
|
||||||
|
_shaderCount = ++programIndex;
|
||||||
|
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool isHostProgramValid = hostProgram != null;
|
ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
|
||||||
|
|
||||||
ShaderProgram program;
|
ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
|
||||||
ShaderProgramInfo shaderProgramInfo;
|
|
||||||
|
|
||||||
// Reconstruct code holder.
|
if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
|
||||||
if (isHostProgramValid)
|
|
||||||
{
|
{
|
||||||
program = new ShaderProgram(entry.Header.Stage, "");
|
Debug.Assert(cachedShaderEntries.Length == 1);
|
||||||
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
|
|
||||||
|
GuestShaderCacheEntry entry = cachedShaderEntries[0];
|
||||||
|
|
||||||
|
HostShaderCacheEntry[] hostShaderEntries = null;
|
||||||
|
|
||||||
|
// Try loading host shader binary.
|
||||||
|
if (hasHostCache)
|
||||||
|
{
|
||||||
|
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
|
||||||
|
hostProgramBinary = hostProgramBinarySpan.ToArray();
|
||||||
|
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
|
||||||
|
}
|
||||||
|
|
||||||
|
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
|
||||||
|
activeTasks.Add(task);
|
||||||
|
|
||||||
|
task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
|
||||||
|
{
|
||||||
|
ShaderProgram program = null;
|
||||||
|
ShaderProgramInfo shaderProgramInfo = null;
|
||||||
|
|
||||||
|
if (isHostProgramValid)
|
||||||
|
{
|
||||||
|
// Reconstruct code holder.
|
||||||
|
|
||||||
|
program = new ShaderProgram(entry.Header.Stage, "");
|
||||||
|
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
|
||||||
|
|
||||||
|
ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
|
||||||
|
|
||||||
|
_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
|
||||||
|
|
||||||
|
Task compileTask = Task.Run(() =>
|
||||||
|
{
|
||||||
|
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
|
||||||
|
|
||||||
|
program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
|
||||||
|
});
|
||||||
|
|
||||||
|
task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
|
||||||
|
{
|
||||||
|
ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
|
||||||
|
|
||||||
|
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
|
||||||
|
|
||||||
|
// Compile shader and create program as the shader program binary got invalidated.
|
||||||
|
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
|
||||||
|
hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
|
||||||
|
|
||||||
|
task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
|
||||||
|
{
|
||||||
|
// As the host program was invalidated, save the new entry in the cache.
|
||||||
|
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
|
||||||
|
|
||||||
|
if (!isReadOnly)
|
||||||
|
{
|
||||||
|
if (hasHostCache)
|
||||||
|
{
|
||||||
|
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
|
||||||
|
|
||||||
|
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
});
|
||||||
|
|
||||||
|
return false; // Not finished: still need to compile the host program.
|
||||||
|
});
|
||||||
|
|
||||||
|
return false; // Not finished: translating the program.
|
||||||
|
}
|
||||||
|
});
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
|
Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
|
||||||
|
|
||||||
program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
|
ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
|
||||||
}
|
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
|
||||||
|
|
||||||
ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
|
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
|
||||||
|
|
||||||
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
|
TranslationFlags flags = DefaultFlags;
|
||||||
if (hostProgram == null)
|
|
||||||
{
|
|
||||||
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
|
|
||||||
|
|
||||||
// Compile shader and create program as the shader program binary got invalidated.
|
if (tfd != null)
|
||||||
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
|
|
||||||
hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
|
|
||||||
|
|
||||||
// As the host program was invalidated, save the new entry in the cache.
|
|
||||||
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
|
|
||||||
|
|
||||||
if (!isReadOnly)
|
|
||||||
{
|
{
|
||||||
if (hasHostCache)
|
flags |= TranslationFlags.Feedback;
|
||||||
{
|
|
||||||
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
|
|
||||||
|
|
||||||
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TranslationCounts counts = new TranslationCounts();
|
||||||
|
|
||||||
|
HostShaderCacheEntry[] hostShaderEntries = null;
|
||||||
|
|
||||||
|
// Try loading host shader binary.
|
||||||
|
if (hasHostCache)
|
||||||
|
{
|
||||||
|
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
|
||||||
|
hostProgramBinary = hostProgramBinarySpan.ToArray();
|
||||||
|
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
|
||||||
|
}
|
||||||
|
|
||||||
|
ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
|
||||||
|
activeTasks.Add(task);
|
||||||
|
|
||||||
|
GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();
|
||||||
|
|
||||||
|
task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
|
||||||
|
{
|
||||||
|
Task compileTask = Task.Run(() =>
|
||||||
|
{
|
||||||
|
// Reconstruct code holder.
|
||||||
|
for (int i = 0; i < entries.Length; i++)
|
||||||
|
{
|
||||||
|
GuestShaderCacheEntry entry = entries[i];
|
||||||
|
|
||||||
|
if (entry == null)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
ShaderProgram program;
|
||||||
|
|
||||||
|
if (entry.Header.SizeA != 0)
|
||||||
|
{
|
||||||
|
ShaderProgramInfo shaderProgramInfo;
|
||||||
|
|
||||||
|
if (isHostProgramValid)
|
||||||
|
{
|
||||||
|
program = new ShaderProgram(entry.Header.Stage, "");
|
||||||
|
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
|
||||||
|
|
||||||
|
TranslatorContext translatorContext = Translator.CreateContext(0, gpuAccessor, flags, counts);
|
||||||
|
TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);
|
||||||
|
|
||||||
|
program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// NOTE: Vertex B comes first in the shader cache.
|
||||||
|
byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
|
||||||
|
byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray();
|
||||||
|
|
||||||
|
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ShaderProgramInfo shaderProgramInfo;
|
||||||
|
|
||||||
|
if (isHostProgramValid)
|
||||||
|
{
|
||||||
|
program = new ShaderProgram(entry.Header.Stage, "");
|
||||||
|
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
|
||||||
|
|
||||||
|
program = Translator.CreateContext(0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
|
||||||
|
}
|
||||||
|
|
||||||
|
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
|
||||||
|
}
|
||||||
|
|
||||||
|
shaderPrograms.Add(program);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
|
||||||
|
{
|
||||||
|
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
|
||||||
|
if (!isHostProgramValid)
|
||||||
|
{
|
||||||
|
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
|
||||||
|
|
||||||
|
List<IShader> hostShaders = new List<IShader>();
|
||||||
|
|
||||||
|
// Compile shaders and create program as the shader program binary got invalidated.
|
||||||
|
for (int stage = 0; stage < Constants.ShaderStages; stage++)
|
||||||
|
{
|
||||||
|
ShaderProgram program = shaders[stage]?.Program;
|
||||||
|
|
||||||
|
if (program == null)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
|
||||||
|
|
||||||
|
shaders[stage].HostShader = hostShader;
|
||||||
|
|
||||||
|
hostShaders.Add(hostShader);
|
||||||
|
}
|
||||||
|
|
||||||
|
hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
|
||||||
|
|
||||||
|
task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
|
||||||
|
{
|
||||||
|
// As the host program was invalidated, save the new entry in the cache.
|
||||||
|
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
|
||||||
|
|
||||||
|
if (!isReadOnly)
|
||||||
|
{
|
||||||
|
if (hasHostCache)
|
||||||
|
{
|
||||||
|
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
|
||||||
|
|
||||||
|
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
});
|
||||||
|
|
||||||
|
return false; // Not finished: still need to compile the host program.
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return false; // Not finished: translating the program.
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
|
_shaderCount = ++programIndex;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
// Process the queue.
|
||||||
|
for (int i = 0; i < activeTasks.Count; i++)
|
||||||
{
|
{
|
||||||
Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
|
ShaderCompileTask task = activeTasks[i];
|
||||||
|
|
||||||
ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
|
if (task.IsDone())
|
||||||
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
|
|
||||||
|
|
||||||
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
|
|
||||||
|
|
||||||
TranslationFlags flags = DefaultFlags;
|
|
||||||
|
|
||||||
if (tfd != null)
|
|
||||||
{
|
{
|
||||||
flags |= TranslationFlags.Feedback;
|
activeTasks.RemoveAt(i--);
|
||||||
}
|
}
|
||||||
|
|
||||||
TranslationCounts counts = new TranslationCounts();
|
|
||||||
|
|
||||||
HostShaderCacheEntry[] hostShaderEntries = null;
|
|
||||||
|
|
||||||
// Try loading host shader binary.
|
|
||||||
if (hasHostCache)
|
|
||||||
{
|
|
||||||
hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
|
|
||||||
hostProgramBinary = hostProgramBinarySpan.ToArray();
|
|
||||||
hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool isHostProgramValid = hostProgram != null;
|
|
||||||
|
|
||||||
// Reconstruct code holder.
|
|
||||||
for (int i = 0; i < cachedShaderEntries.Length; i++)
|
|
||||||
{
|
|
||||||
GuestShaderCacheEntry entry = cachedShaderEntries[i];
|
|
||||||
|
|
||||||
if (entry == null)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
ShaderProgram program;
|
|
||||||
|
|
||||||
if (entry.Header.SizeA != 0)
|
|
||||||
{
|
|
||||||
ShaderProgramInfo shaderProgramInfo;
|
|
||||||
|
|
||||||
if (isHostProgramValid)
|
|
||||||
{
|
|
||||||
program = new ShaderProgram(entry.Header.Stage, "");
|
|
||||||
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
|
|
||||||
|
|
||||||
TranslatorContext translatorContext = Translator.CreateContext(0, gpuAccessor, flags, counts);
|
|
||||||
TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);
|
|
||||||
|
|
||||||
program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
|
|
||||||
}
|
|
||||||
|
|
||||||
// NOTE: Vertex B comes first in the shader cache.
|
|
||||||
byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
|
|
||||||
byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray();
|
|
||||||
|
|
||||||
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
ShaderProgramInfo shaderProgramInfo;
|
|
||||||
|
|
||||||
if (isHostProgramValid)
|
|
||||||
{
|
|
||||||
program = new ShaderProgram(entry.Header.Stage, "");
|
|
||||||
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
|
|
||||||
|
|
||||||
program = Translator.CreateContext(0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
|
|
||||||
}
|
|
||||||
|
|
||||||
shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
|
|
||||||
}
|
|
||||||
|
|
||||||
shaderPrograms.Add(program);
|
|
||||||
}
|
|
||||||
|
|
||||||
// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
|
|
||||||
if (!isHostProgramValid)
|
|
||||||
{
|
|
||||||
Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
|
|
||||||
|
|
||||||
List<IShader> hostShaders = new List<IShader>();
|
|
||||||
|
|
||||||
// Compile shaders and create program as the shader program binary got invalidated.
|
|
||||||
for (int stage = 0; stage < Constants.ShaderStages; stage++)
|
|
||||||
{
|
|
||||||
ShaderProgram program = shaders[stage]?.Program;
|
|
||||||
|
|
||||||
if (program == null)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
|
|
||||||
|
|
||||||
shaders[stage].HostShader = hostShader;
|
|
||||||
|
|
||||||
hostShaders.Add(hostShader);
|
|
||||||
}
|
|
||||||
|
|
||||||
hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
|
|
||||||
|
|
||||||
// As the host program was invalidated, save the new entry in the cache.
|
|
||||||
hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
|
|
||||||
|
|
||||||
if (!isReadOnly)
|
|
||||||
{
|
|
||||||
if (hasHostCache)
|
|
||||||
{
|
|
||||||
_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
|
|
||||||
|
|
||||||
_cacheManager.AddHostProgram(ref key, hostProgramBinary);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
_shaderCount = programIndex + 1;
|
if (activeTasks.Count == maxTaskCount)
|
||||||
|
{
|
||||||
|
// Wait for a task to be done, or for 1ms.
|
||||||
|
// Host shader compilation cannot signal when it is done,
|
||||||
|
// so the 1ms timeout is required to poll status.
|
||||||
|
|
||||||
|
taskDoneEvent.WaitOne(1);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!isReadOnly)
|
if (!isReadOnly)
|
||||||
|
@ -458,6 +548,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||||
|
|
||||||
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
|
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
|
||||||
|
|
||||||
|
hostProgram.CheckProgramLink(true);
|
||||||
|
|
||||||
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
|
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
|
||||||
|
|
||||||
cpShader = new ShaderBundle(hostProgram, shader);
|
cpShader = new ShaderBundle(hostProgram, shader);
|
||||||
|
@ -598,6 +690,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||||
|
|
||||||
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
|
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
|
||||||
|
|
||||||
|
hostProgram.CheckProgramLink(true);
|
||||||
|
|
||||||
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
|
byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
|
||||||
|
|
||||||
gpShaders = new ShaderBundle(hostProgram, shaders);
|
gpShaders = new ShaderBundle(hostProgram, shaders);
|
||||||
|
|
94
Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
Normal file
94
Ryujinx.Graphics.Gpu/Shader/ShaderCompileTask.cs
Normal file
|
@ -0,0 +1,94 @@
|
||||||
|
using Ryujinx.Graphics.GAL;
|
||||||
|
using System;
|
||||||
|
using System.Threading;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace Ryujinx.Graphics.Gpu.Shader
|
||||||
|
{
|
||||||
|
delegate bool ShaderCompileTaskCallback(bool success, ShaderCompileTask task);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// A class that represents a shader compilation.
|
||||||
|
/// </summary>
|
||||||
|
class ShaderCompileTask
|
||||||
|
{
|
||||||
|
private bool _compiling;
|
||||||
|
|
||||||
|
private Task _programsTask;
|
||||||
|
private IProgram _program;
|
||||||
|
|
||||||
|
private ShaderCompileTaskCallback _action;
|
||||||
|
private AutoResetEvent _taskDoneEvent;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create a new shader compile task, with an event to signal whenever a subtask completes.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="taskDoneEvent">Event to signal when a subtask completes</param>
|
||||||
|
public ShaderCompileTask(AutoResetEvent taskDoneEvent)
|
||||||
|
{
|
||||||
|
_taskDoneEvent = taskDoneEvent;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Check the completion status of the shader compile task, and run callbacks on step completion.
|
||||||
|
/// Calling this periodically is required to progress through steps of the compilation.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>True if the task is complete, false if it is in progress</returns>
|
||||||
|
public bool IsDone()
|
||||||
|
{
|
||||||
|
if (_compiling)
|
||||||
|
{
|
||||||
|
ProgramLinkStatus status = _program.CheckProgramLink(false);
|
||||||
|
|
||||||
|
if (status != ProgramLinkStatus.Incomplete)
|
||||||
|
{
|
||||||
|
return _action(status == ProgramLinkStatus.Success, this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Waiting on the task.
|
||||||
|
|
||||||
|
if (_programsTask.IsCompleted)
|
||||||
|
{
|
||||||
|
return _action(true, this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Run a callback when the specified task has completed.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="task">The task object that needs to complete</param>
|
||||||
|
/// <param name="action">The action to perform when it is complete</param>
|
||||||
|
public void OnTask(Task task, ShaderCompileTaskCallback action)
|
||||||
|
{
|
||||||
|
_compiling = false;
|
||||||
|
|
||||||
|
_programsTask = task;
|
||||||
|
_action = action;
|
||||||
|
|
||||||
|
task.ContinueWith(task => _taskDoneEvent.Set());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Run a callback when the specified program has been linked.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="task">The program that needs to be linked</param>
|
||||||
|
/// <param name="action">The action to perform when linking is complete</param>
|
||||||
|
public void OnCompiled(IProgram program, ShaderCompileTaskCallback action)
|
||||||
|
{
|
||||||
|
_compiling = true;
|
||||||
|
|
||||||
|
_program = program;
|
||||||
|
_action = action;
|
||||||
|
|
||||||
|
if (program == null)
|
||||||
|
{
|
||||||
|
action(false, this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -10,6 +10,7 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
|
private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
|
||||||
private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
|
private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
|
||||||
private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
|
private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
|
||||||
|
private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
|
||||||
|
|
||||||
private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
|
private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
|
||||||
private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
|
private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
|
||||||
|
@ -34,6 +35,7 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
|
public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
|
||||||
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
|
public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
|
||||||
public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
|
public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
|
||||||
|
public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
|
||||||
public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
|
public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
|
||||||
public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
|
public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
|
||||||
public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
|
public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
|
||||||
|
|
|
@ -13,11 +13,26 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
{
|
{
|
||||||
public int Handle { get; private set; }
|
public int Handle { get; private set; }
|
||||||
|
|
||||||
public int FragmentIsBgraUniform { get; }
|
public int FragmentIsBgraUniform { get; private set; }
|
||||||
public int FragmentRenderScaleUniform { get; }
|
public int FragmentRenderScaleUniform { get; private set; }
|
||||||
public int ComputeRenderScaleUniform { get; }
|
public int ComputeRenderScaleUniform { get; private set; }
|
||||||
|
|
||||||
public bool IsLinked { get; private set; }
|
public bool IsLinked
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_status == ProgramLinkStatus.Incomplete)
|
||||||
|
{
|
||||||
|
CheckProgramLink(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
return _status == ProgramLinkStatus.Success;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool _initialized;
|
||||||
|
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
|
||||||
|
private IShader[] _shaders;
|
||||||
|
|
||||||
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
|
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
|
||||||
{
|
{
|
||||||
|
@ -82,18 +97,7 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
|
|
||||||
GL.LinkProgram(Handle);
|
GL.LinkProgram(Handle);
|
||||||
|
|
||||||
for (int index = 0; index < shaders.Length; index++)
|
_shaders = shaders;
|
||||||
{
|
|
||||||
int shaderHandle = ((Shader)shaders[index]).Handle;
|
|
||||||
|
|
||||||
GL.DetachShader(Handle, shaderHandle);
|
|
||||||
}
|
|
||||||
|
|
||||||
CheckProgramLink();
|
|
||||||
|
|
||||||
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
|
|
||||||
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
|
||||||
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public Program(ReadOnlySpan<byte> code)
|
public Program(ReadOnlySpan<byte> code)
|
||||||
|
@ -109,32 +113,60 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
|
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
CheckProgramLink();
|
|
||||||
|
|
||||||
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
|
|
||||||
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
|
||||||
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Bind()
|
public void Bind()
|
||||||
{
|
{
|
||||||
|
if (!_initialized)
|
||||||
|
{
|
||||||
|
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
|
||||||
|
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
||||||
|
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
||||||
|
|
||||||
|
_initialized = true;
|
||||||
|
}
|
||||||
|
|
||||||
GL.UseProgram(Handle);
|
GL.UseProgram(Handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CheckProgramLink()
|
public ProgramLinkStatus CheckProgramLink(bool blocking)
|
||||||
{
|
{
|
||||||
|
if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
|
||||||
|
{
|
||||||
|
GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
|
||||||
|
|
||||||
|
if (completed == 0)
|
||||||
|
{
|
||||||
|
return ProgramLinkStatus.Incomplete;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
|
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
|
||||||
|
|
||||||
|
if (_shaders != null)
|
||||||
|
{
|
||||||
|
for (int index = 0; index < _shaders.Length; index++)
|
||||||
|
{
|
||||||
|
int shaderHandle = ((Shader)_shaders[index]).Handle;
|
||||||
|
|
||||||
|
GL.DetachShader(Handle, shaderHandle);
|
||||||
|
}
|
||||||
|
|
||||||
|
_shaders = null;
|
||||||
|
}
|
||||||
|
|
||||||
if (status == 0)
|
if (status == 0)
|
||||||
{
|
{
|
||||||
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
|
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
|
||||||
|
_status = ProgramLinkStatus.Failure;
|
||||||
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
|
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
IsLinked = true;
|
_status = ProgramLinkStatus.Success;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return _status;
|
||||||
}
|
}
|
||||||
|
|
||||||
public byte[] GetBinary()
|
public byte[] GetBinary()
|
||||||
|
|
|
@ -131,6 +131,11 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
|
|
||||||
PrintGpuInformation();
|
PrintGpuInformation();
|
||||||
|
|
||||||
|
if (HwCapabilities.SupportsParallelShaderCompile)
|
||||||
|
{
|
||||||
|
GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
|
||||||
|
}
|
||||||
|
|
||||||
_counters.Initialize();
|
_counters.Initialize();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -178,16 +183,7 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
|
|
||||||
public IProgram LoadProgramBinary(byte[] programBinary)
|
public IProgram LoadProgramBinary(byte[] programBinary)
|
||||||
{
|
{
|
||||||
Program program = new Program(programBinary);
|
return new Program(programBinary);
|
||||||
|
|
||||||
if (program.IsLinked)
|
|
||||||
{
|
|
||||||
return program;
|
|
||||||
}
|
|
||||||
|
|
||||||
program.Dispose();
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CreateSync(ulong id)
|
public void CreateSync(ulong id)
|
||||||
|
|
|
@ -2,6 +2,7 @@ using ARMeilleure.Translation.PTC;
|
||||||
using FFmpeg.AutoGen;
|
using FFmpeg.AutoGen;
|
||||||
using Gtk;
|
using Gtk;
|
||||||
using Ryujinx.Common.Configuration;
|
using Ryujinx.Common.Configuration;
|
||||||
|
using Ryujinx.Common.GraphicsDriver;
|
||||||
using Ryujinx.Common.Logging;
|
using Ryujinx.Common.Logging;
|
||||||
using Ryujinx.Common.System;
|
using Ryujinx.Common.System;
|
||||||
using Ryujinx.Common.SystemInfo;
|
using Ryujinx.Common.SystemInfo;
|
||||||
|
@ -147,6 +148,9 @@ namespace Ryujinx
|
||||||
// Logging system information.
|
// Logging system information.
|
||||||
PrintSystemInfo();
|
PrintSystemInfo();
|
||||||
|
|
||||||
|
// Enable OGL multithreading on the driver, when available.
|
||||||
|
DriverUtilities.ToggleOGLThreading(true);
|
||||||
|
|
||||||
// Initialize Gtk.
|
// Initialize Gtk.
|
||||||
Application.Init();
|
Application.Init();
|
||||||
|
|
||||||
|
@ -158,9 +162,6 @@ namespace Ryujinx
|
||||||
UserErrorDialog.CreateUserErrorDialog(UserError.NoKeys);
|
UserErrorDialog.CreateUserErrorDialog(UserError.NoKeys);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Force dedicated GPU if we can.
|
|
||||||
ForceDedicatedGpu.Nvidia();
|
|
||||||
|
|
||||||
// Show the main window UI.
|
// Show the main window UI.
|
||||||
MainWindow mainWindow = new MainWindow();
|
MainWindow mainWindow = new MainWindow();
|
||||||
mainWindow.Show();
|
mainWindow.Show();
|
||||||
|
|
Loading…
Reference in a new issue