mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-25 02:30:11 +01:00
48f6570557
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
956 lines
41 KiB
C#
956 lines
41 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Shader.Cache;
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using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache : IDisposable
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{
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private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
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private readonly GpuContext _context;
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private readonly ShaderDumper _dumper;
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private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms;
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private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms;
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private CacheManager _cacheManager;
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private Dictionary<Hash128, ShaderBundle> _gpProgramsDiskCache;
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private Dictionary<Hash128, ShaderBundle> _cpProgramsDiskCache;
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/// <summary>
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/// Version of the codegen (to be incremented when codegen changes).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 1;
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/// <summary>
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/// Creates a new instance of the shader cache.
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/// </summary>
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/// <param name="context">GPU context that the shader cache belongs to</param>
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public ShaderCache(GpuContext context)
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{
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_context = context;
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_dumper = new ShaderDumper();
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_cpPrograms = new Dictionary<ulong, List<ShaderBundle>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
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_gpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
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_cpProgramsDiskCache = new Dictionary<Hash128, ShaderBundle>();
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}
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/// <summary>
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/// Initialize the cache.
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/// </summary>
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internal void Initialize()
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{
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if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
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{
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_cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);
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HashSet<Hash128> invalidEntries = new HashSet<Hash128>();
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ReadOnlySpan<Hash128> guestProgramList = _cacheManager.GetGuestProgramList();
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for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
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{
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Hash128 key = guestProgramList[programIndex];
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Logger.Info?.Print(LogClass.Gpu, $"Compiling shader {key} ({programIndex + 1} / {guestProgramList.Length})");
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byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
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bool hasHostCache = hostProgramBinary != null;
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IProgram hostProgram = null;
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// If the program sources aren't in the cache, compile from saved guest program.
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byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);
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if (guestProgram == null)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");
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// Should not happen, but if someone messed with the cache it's better to catch it.
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invalidEntries.Add(key);
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continue;
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}
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ReadOnlySpan<byte> guestProgramReadOnlySpan = guestProgram;
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ReadOnlySpan<GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);
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if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
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{
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Debug.Assert(cachedShaderEntries.Length == 1);
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GuestShaderCacheEntry entry = cachedShaderEntries[0];
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HostShaderCacheEntry[] hostShaderEntries = null;
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// Try loading host shader binary.
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if (hasHostCache)
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{
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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}
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bool isHostProgramValid = hostProgram != null;
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ShaderProgram program;
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ShaderProgramInfo shaderProgramInfo;
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// Reconstruct code holder.
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if (isHostProgramValid)
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{
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program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
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shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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}
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else
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
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}
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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if (hostProgram == null)
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{
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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// Compile shader and create program as the shader program binary got invalidated.
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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// As the host program was invalidated, save the new entry in the cache.
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hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
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if (hasHostCache)
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{
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_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
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}
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else
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
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_cacheManager.AddHostProgram(ref key, hostProgramBinary);
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}
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}
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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}
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else
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{
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Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);
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ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
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List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
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TransformFeedbackDescriptor[] tfd = ReadTransformationFeedbackInformations(ref guestProgramReadOnlySpan, fileHeader);
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TranslationFlags flags = DefaultFlags;
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if (tfd != null)
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{
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flags = TranslationFlags.Feedback;
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}
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TranslationCounts counts = new TranslationCounts();
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HostShaderCacheEntry[] hostShaderEntries = null;
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// Try loading host shader binary.
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if (hasHostCache)
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{
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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}
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bool isHostProgramValid = hostProgram != null;
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// Reconstruct code holder.
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for (int i = 0; i < cachedShaderEntries.Length; i++)
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{
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GuestShaderCacheEntry entry = cachedShaderEntries[i];
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if (entry == null)
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{
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continue;
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}
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ShaderProgram program;
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if (entry.Header.SizeA != 0)
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{
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ShaderProgramInfo shaderProgramInfo;
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if (isHostProgramValid)
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{
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program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
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shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
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}
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else
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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program = Translator.CreateContext((ulong)entry.Header.Size, 0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
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}
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// NOTE: Vertex B comes first in the shader cache.
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
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byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray();
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shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
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}
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else
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{
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ShaderProgramInfo shaderProgramInfo;
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if (isHostProgramValid)
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{
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program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
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shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
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}
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else
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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program = Translator.CreateContext(0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
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}
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shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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}
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shaderPrograms.Add(program);
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}
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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if (!isHostProgramValid)
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{
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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List<IShader> hostShaders = new List<IShader>();
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// Compile shaders and create program as the shader program binary got invalidated.
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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{
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ShaderProgram program = shaders[stage]?.Program;
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if (program == null)
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{
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continue;
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}
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IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
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shaders[stage].HostShader = hostShader;
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hostShaders.Add(hostShader);
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}
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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// As the host program was invalidated, save the new entry in the cache.
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hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
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if (hasHostCache)
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{
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_cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
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}
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else
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");
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_cacheManager.AddHostProgram(ref key, hostProgramBinary);
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}
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}
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_gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
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}
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}
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// Remove entries that are broken in the cache
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_cacheManager.RemoveManifestEntries(invalidEntries);
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_cacheManager.FlushToArchive();
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_cacheManager.Synchronize();
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Logger.Info?.Print(LogClass.Gpu, "Shader cache loaded.");
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}
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}
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/// <summary>
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/// Gets a compute shader from the cache.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ShaderBundle GetComputeShader(
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GpuState state,
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ShaderBundle> list);
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if (isCached)
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{
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foreach (ShaderBundle cachedCpShader in list)
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{
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if (IsShaderEqual(cachedCpShader, gpuVa))
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{
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return cachedCpShader;
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}
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}
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}
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TranslatorContext[] shaderContexts = new TranslatorContext[1];
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shaderContexts[0] = DecodeComputeShader(
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state,
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gpuVa,
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localSizeX,
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localSizeY,
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localSizeZ,
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localMemorySize,
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sharedMemorySize);
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bool isShaderCacheEnabled = _cacheManager != null;
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byte[] programCode = null;
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Hash128 programCodeHash = default;
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GuestShaderCacheEntryHeader[] shaderCacheEntries = null;
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if (isShaderCacheEnabled)
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{
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// Compute hash and prepare data for shader disk cache comparison.
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GetProgramInformations(null, shaderContexts, out programCode, out programCodeHash, out shaderCacheEntries);
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}
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ShaderBundle cpShader;
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// Search for the program hash in loaded shaders.
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if (!isShaderCacheEnabled || !_cpProgramsDiskCache.TryGetValue(programCodeHash, out cpShader))
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{
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if (isShaderCacheEnabled)
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{
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Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
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}
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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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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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byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });
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cpShader = new ShaderBundle(hostProgram, shader);
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if (isShaderCacheEnabled)
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{
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_cpProgramsDiskCache.Add(programCodeHash, cpShader);
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_cacheManager.SaveProgram(ref programCodeHash, CreateGuestProgramDump(programCode, shaderCacheEntries, null), hostProgramBinary);
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}
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}
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if (!isCached)
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{
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list = new List<ShaderBundle>();
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_cpPrograms.Add(gpuVa, list);
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}
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list.Add(cpShader);
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return cpShader;
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}
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/// <summary>
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/// Gets a graphics shader program from the shader cache.
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/// This includes all the specified shader stages.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="addresses">Addresses of the shaders for each stage</param>
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/// <returns>Compiled graphics shader code</returns>
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public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
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if (isCached)
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{
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foreach (ShaderBundle cachedGpShaders in list)
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{
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if (IsShaderEqual(cachedGpShaders, addresses))
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{
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return cachedGpShaders;
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}
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}
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}
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TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages];
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TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);
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TranslationFlags flags = DefaultFlags;
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if (tfd != null)
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{
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flags |= TranslationFlags.Feedback;
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}
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TranslationCounts counts = new TranslationCounts();
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if (addresses.VertexA != 0)
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{
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shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
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}
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shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
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shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
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bool isShaderCacheEnabled = _cacheManager != null;
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byte[] programCode = null;
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Hash128 programCodeHash = default;
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GuestShaderCacheEntryHeader[] shaderCacheEntries = null;
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if (isShaderCacheEnabled)
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{
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// Compute hash and prepare data for shader disk cache comparison.
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GetProgramInformations(tfd, shaderContexts, out programCode, out programCodeHash, out shaderCacheEntries);
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}
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ShaderBundle gpShaders;
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// Search for the program hash in loaded shaders.
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if (!isShaderCacheEnabled || !_gpProgramsDiskCache.TryGetValue(programCodeHash, out gpShaders))
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{
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if (isShaderCacheEnabled)
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{
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Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
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}
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// The shader isn't currently cached, translate it and compile it.
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ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
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shaders[0] = TranslateShader(shaderContexts[0]);
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shaders[1] = TranslateShader(shaderContexts[1]);
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shaders[2] = TranslateShader(shaderContexts[2]);
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shaders[3] = TranslateShader(shaderContexts[3]);
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shaders[4] = TranslateShader(shaderContexts[4]);
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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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{
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ShaderProgram program = shaders[stage]?.Program;
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if (program == null)
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{
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continue;
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}
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IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
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shaders[stage].HostShader = hostShader;
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hostShaders.Add(hostShader);
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);
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gpShaders = new ShaderBundle(hostProgram, shaders);
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if (isShaderCacheEnabled)
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{
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_gpProgramsDiskCache.Add(programCodeHash, gpShaders);
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_cacheManager.SaveProgram(ref programCodeHash, CreateGuestProgramDump(programCode, shaderCacheEntries, tfd), hostProgramBinary);
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}
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}
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if (!isCached)
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{
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list = new List<ShaderBundle>();
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_gpPrograms.Add(addresses, list);
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}
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|
|
|
list.Add(gpShaders);
|
|
|
|
return gpShaders;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets transform feedback state from the current GPU state.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
|
|
private TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(GpuState state)
|
|
{
|
|
bool tfEnable = state.Get<Boolean32>(MethodOffset.TfEnable);
|
|
|
|
if (!tfEnable)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
|
|
|
|
for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
|
|
{
|
|
var tf = state.Get<TfState>(MethodOffset.TfState, i);
|
|
|
|
int length = (int)Math.Min((uint)tf.VaryingsCount, 0x80);
|
|
|
|
var varyingLocations = state.GetSpan(MethodOffset.TfVaryingLocations + i * 0x80, length).ToArray();
|
|
|
|
descs[i] = new TransformFeedbackDescriptor(tf.BufferIndex, tf.Stride, varyingLocations);
|
|
}
|
|
|
|
return descs;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if compute shader code in memory is equal to 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 IsShaderEqual(ShaderBundle cpShader, ulong gpuVa)
|
|
{
|
|
return IsShaderEqual(cpShader.Shaders[0], gpuVa);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if graphics shader code from all stages in memory are equal to 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 IsShaderEqual(ShaderBundle gpShaders, ShaderAddresses addresses)
|
|
{
|
|
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
|
|
{
|
|
ShaderCodeHolder 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 (!IsShaderEqual(shader, gpuVa, addresses.VertexA))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <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>
|
|
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
|
|
/// <returns>True if the code is different, false otherwise</returns>
|
|
private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
|
|
{
|
|
if (shader == null)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
ReadOnlySpan<byte> memoryCode = _context.MemoryManager.GetSpan(gpuVa, shader.Code.Length);
|
|
|
|
bool equals = memoryCode.SequenceEqual(shader.Code);
|
|
|
|
if (equals && shader.Code2 != null)
|
|
{
|
|
memoryCode = _context.MemoryManager.GetSpan(gpuVaA, shader.Code2.Length);
|
|
|
|
equals = memoryCode.SequenceEqual(shader.Code2);
|
|
}
|
|
|
|
return equals;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decode the binary Maxwell shader code to a translator context.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <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>The generated translator context</returns>
|
|
private TranslatorContext DecodeComputeShader(
|
|
GpuState state,
|
|
ulong gpuVa,
|
|
int localSizeX,
|
|
int localSizeY,
|
|
int localSizeZ,
|
|
int localMemorySize,
|
|
int sharedMemorySize)
|
|
{
|
|
if (gpuVa == 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
|
|
|
|
return Translator.CreateContext(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Decode the binary Maxwell shader code to a translator context.
|
|
/// </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="counts">Cumulative shader resource counts</param>
|
|
/// <param name="flags">Flags that controls shader translation</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>The generated translator context</returns>
|
|
private TranslatorContext DecodeGraphicsShader(
|
|
GpuState state,
|
|
TranslationCounts counts,
|
|
TranslationFlags flags,
|
|
ShaderStage stage,
|
|
ulong gpuVa,
|
|
ulong gpuVaA = 0)
|
|
{
|
|
if (gpuVa == 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
|
|
|
|
if (gpuVaA != 0)
|
|
{
|
|
return Translator.CreateContext(gpuVaA, gpuVa, gpuAccessor, flags, counts);
|
|
}
|
|
else
|
|
{
|
|
return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Translates a previously generated translator context to something that the host API accepts.
|
|
/// </summary>
|
|
/// <param name="translatorContext">Current translator context to translate</param>
|
|
/// <returns>Compiled graphics shader code</returns>
|
|
private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext)
|
|
{
|
|
if (translatorContext == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (translatorContext.AddressA != 0)
|
|
{
|
|
byte[] codeA = _context.MemoryManager.GetSpan(translatorContext.AddressA, translatorContext.SizeA).ToArray();
|
|
byte[] codeB = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();
|
|
|
|
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
|
|
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
|
|
|
|
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo);
|
|
|
|
if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
|
|
{
|
|
program.Prepend("// " + codePathB);
|
|
program.Prepend("// " + fullPathB);
|
|
program.Prepend("// " + codePathA);
|
|
program.Prepend("// " + fullPathA);
|
|
}
|
|
|
|
return new ShaderCodeHolder(program, shaderProgramInfo, codeB, codeA);
|
|
}
|
|
else
|
|
{
|
|
byte[] code = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();
|
|
|
|
_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
|
|
|
|
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo);
|
|
|
|
if (fullPath != null && codePath != null)
|
|
{
|
|
program.Prepend("// " + codePath);
|
|
program.Prepend("// " + fullPath);
|
|
}
|
|
|
|
return new ShaderCodeHolder(program, shaderProgramInfo, code);
|
|
}
|
|
}
|
|
|
|
/// <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<ShaderBundle> list in _cpPrograms.Values)
|
|
{
|
|
foreach (ShaderBundle bundle in list)
|
|
{
|
|
bundle.Dispose();
|
|
}
|
|
}
|
|
|
|
foreach (List<ShaderBundle> list in _gpPrograms.Values)
|
|
{
|
|
foreach (ShaderBundle bundle in list)
|
|
{
|
|
bundle.Dispose();
|
|
}
|
|
}
|
|
|
|
_cacheManager?.Dispose();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a guest shader program.
|
|
/// </summary>
|
|
/// <param name="programCode">The program code of the shader code</param>
|
|
/// <param name="shaderCacheEntries">The resulting guest shader entries header</param>
|
|
/// <param name="tfd">The transform feedback descriptors in use</param>
|
|
/// <returns>The resulting guest shader program</returns>
|
|
private static byte[] CreateGuestProgramDump(ReadOnlySpan<byte> programCode, GuestShaderCacheEntryHeader[] shaderCacheEntries, TransformFeedbackDescriptor[] tfd)
|
|
{
|
|
using (MemoryStream resultStream = new MemoryStream())
|
|
{
|
|
BinaryWriter resultStreamWriter = new BinaryWriter(resultStream);
|
|
|
|
byte transformFeedbackCount = 0;
|
|
|
|
if (tfd != null)
|
|
{
|
|
transformFeedbackCount = (byte)tfd.Length;
|
|
}
|
|
|
|
// Header
|
|
resultStreamWriter.WriteStruct(new GuestShaderCacheHeader((byte)shaderCacheEntries.Length, transformFeedbackCount));
|
|
|
|
// Write all entries header
|
|
foreach (GuestShaderCacheEntryHeader entry in shaderCacheEntries)
|
|
{
|
|
resultStreamWriter.WriteStruct(entry);
|
|
}
|
|
|
|
// Finally, write all program code and all transform feedback information.
|
|
resultStreamWriter.Write(programCode);
|
|
|
|
return resultStream.ToArray();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Write transform feedback guest information to the given stream.
|
|
/// </summary>
|
|
/// <param name="stream">The stream to write data to</param>
|
|
/// <param name="tfd">The current transform feedback descriptors used</param>
|
|
private static void WriteTransformationFeedbackInformation(Stream stream, TransformFeedbackDescriptor[] tfd)
|
|
{
|
|
if (tfd != null)
|
|
{
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
foreach (TransformFeedbackDescriptor transform in tfd)
|
|
{
|
|
writer.WriteStruct(new GuestShaderCacheTransformFeedbackHeader(transform.BufferIndex, transform.Stride, transform.VaryingLocations.Length));
|
|
writer.Write(transform.VaryingLocations);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read transform feedback descriptors from guest.
|
|
/// </summary>
|
|
/// <param name="data">The raw guest transform feedback descriptors</param>
|
|
/// <param name="header">The guest shader program header</param>
|
|
/// <returns>The transform feedback descriptors read from guest</returns>
|
|
private static TransformFeedbackDescriptor[] ReadTransformationFeedbackInformations(ref ReadOnlySpan<byte> data, GuestShaderCacheHeader header)
|
|
{
|
|
if (header.TransformFeedbackCount != 0)
|
|
{
|
|
TransformFeedbackDescriptor[] result = new TransformFeedbackDescriptor[header.TransformFeedbackCount];
|
|
|
|
for (int i = 0; i < result.Length; i++)
|
|
{
|
|
GuestShaderCacheTransformFeedbackHeader feedbackHeader = MemoryMarshal.Read<GuestShaderCacheTransformFeedbackHeader>(data);
|
|
|
|
result[i] = new TransformFeedbackDescriptor(feedbackHeader.BufferIndex, feedbackHeader.Stride, data.Slice(Unsafe.SizeOf<GuestShaderCacheTransformFeedbackHeader>(), feedbackHeader.VaryingLocationsLength).ToArray());
|
|
|
|
data = data.Slice(Unsafe.SizeOf<GuestShaderCacheTransformFeedbackHeader>() + feedbackHeader.VaryingLocationsLength);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a new instance of <see cref="GuestGpuAccessorHeader"/> from an gpu accessor.
|
|
/// </summary>
|
|
/// <param name="gpuAccessor">The gpu accessor</param>
|
|
/// <returns>a new instance of <see cref="GuestGpuAccessorHeader"/></returns>
|
|
private static GuestGpuAccessorHeader CreateGuestGpuAccessorCache(IGpuAccessor gpuAccessor)
|
|
{
|
|
return new GuestGpuAccessorHeader
|
|
{
|
|
ComputeLocalSizeX = gpuAccessor.QueryComputeLocalSizeX(),
|
|
ComputeLocalSizeY = gpuAccessor.QueryComputeLocalSizeY(),
|
|
ComputeLocalSizeZ = gpuAccessor.QueryComputeLocalSizeZ(),
|
|
ComputeLocalMemorySize = gpuAccessor.QueryComputeLocalMemorySize(),
|
|
ComputeSharedMemorySize = gpuAccessor.QueryComputeSharedMemorySize(),
|
|
PrimitiveTopology = gpuAccessor.QueryPrimitiveTopology(),
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Write the guest GpuAccessor informations to the given stream.
|
|
/// </summary>
|
|
/// <param name="stream">The stream to write the guest GpuAcessor</param>
|
|
/// <param name="shaderContext">The shader tranlator context in use</param>
|
|
/// <returns>The guest gpu accessor header</returns>
|
|
private static GuestGpuAccessorHeader WriteGuestGpuAccessorCache(Stream stream, TranslatorContext shaderContext)
|
|
{
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
GuestGpuAccessorHeader header = CreateGuestGpuAccessorCache(shaderContext.GpuAccessor);
|
|
|
|
// If we have a full gpu accessor, cache textures descriptors
|
|
if (shaderContext.GpuAccessor is GpuAccessor gpuAccessor)
|
|
{
|
|
HashSet<int> textureHandlesInUse = shaderContext.TextureHandlesForCache;
|
|
|
|
header.TextureDescriptorCount = textureHandlesInUse.Count;
|
|
|
|
foreach (int textureHandle in textureHandlesInUse)
|
|
{
|
|
GuestTextureDescriptor textureDescriptor = gpuAccessor.GetTextureDescriptor(textureHandle).ToCache();
|
|
|
|
textureDescriptor.Handle = (uint)textureHandle;
|
|
|
|
writer.WriteStruct(textureDescriptor);
|
|
}
|
|
}
|
|
|
|
return header;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the shader program information for use on the shader cache.
|
|
/// </summary>
|
|
/// <param name="tfd">The current transform feedback descriptors used</param>
|
|
/// <param name="shaderContexts">The shader translators context in use</param>
|
|
/// <param name="programCode">The resulting raw shader program code</param>
|
|
/// <param name="programCodeHash">The resulting raw shader program code hash</param>
|
|
/// <param name="entries">The resulting guest shader entries header</param>
|
|
private void GetProgramInformations(TransformFeedbackDescriptor[] tfd, ReadOnlySpan<TranslatorContext> shaderContexts, out byte[] programCode, out Hash128 programCodeHash, out GuestShaderCacheEntryHeader[] entries)
|
|
{
|
|
GuestShaderCacheEntryHeader ComputeStage(Stream stream, TranslatorContext context)
|
|
{
|
|
if (context == null)
|
|
{
|
|
return new GuestShaderCacheEntryHeader();
|
|
}
|
|
|
|
ReadOnlySpan<byte> data = _context.MemoryManager.GetSpan(context.Address, context.Size);
|
|
|
|
stream.Write(data);
|
|
|
|
int size = data.Length;
|
|
int sizeA = 0;
|
|
|
|
if (context.AddressA != 0)
|
|
{
|
|
data = _context.MemoryManager.GetSpan(context.AddressA, context.SizeA);
|
|
|
|
sizeA = data.Length;
|
|
|
|
stream.Write(data);
|
|
}
|
|
|
|
GuestGpuAccessorHeader gpuAccessorHeader = WriteGuestGpuAccessorCache(stream, context);
|
|
|
|
return new GuestShaderCacheEntryHeader(context.Stage, size, sizeA, gpuAccessorHeader);
|
|
}
|
|
|
|
entries = new GuestShaderCacheEntryHeader[shaderContexts.Length];
|
|
|
|
using (MemoryStream stream = new MemoryStream())
|
|
{
|
|
for (int i = 0; i < shaderContexts.Length; i++)
|
|
{
|
|
entries[i] = ComputeStage(stream, shaderContexts[i]);
|
|
}
|
|
|
|
WriteTransformationFeedbackInformation(stream, tfd);
|
|
|
|
programCode = stream.ToArray();
|
|
programCodeHash = _cacheManager.ComputeHash(programCode);
|
|
}
|
|
}
|
|
}
|
|
} |