mirror of
https://github.com/GreemDev/Ryujinx.git
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801b71a128
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0059 warnings * Address dotnet format CA1816 warnings * Fix new dotnet-format issues after rebase * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Another rebase, another dotnet format run * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format analyzers after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Remove redundant code * Rename generics * Address review feedback * Remove SetOrigin
530 lines
17 KiB
C#
530 lines
17 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Vulkan
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{
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class ShaderCollection : IProgram
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{
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private readonly PipelineShaderStageCreateInfo[] _infos;
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private readonly Shader[] _shaders;
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private readonly PipelineLayoutCacheEntry _plce;
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public PipelineLayout PipelineLayout => _plce.PipelineLayout;
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public bool HasMinimalLayout { get; }
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public bool UsePushDescriptors { get; }
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public bool IsCompute { get; }
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public uint Stages { get; }
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public ResourceBindingSegment[][] ClearSegments { get; }
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public ResourceBindingSegment[][] BindingSegments { get; }
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public ProgramLinkStatus LinkStatus { get; private set; }
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public readonly SpecDescription[] SpecDescriptions;
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public bool IsLinked
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{
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get
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{
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if (LinkStatus == ProgramLinkStatus.Incomplete)
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{
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CheckProgramLink(true);
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}
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return LinkStatus == ProgramLinkStatus.Success;
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}
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}
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private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
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private HashTableSlim<SpecData, Auto<DisposablePipeline>> _computePipelineCache;
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private readonly VulkanRenderer _gd;
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private Device _device;
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private bool _initialized;
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private ProgramPipelineState _state;
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private DisposableRenderPass _dummyRenderPass;
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private readonly Task _compileTask;
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private bool _firstBackgroundUse;
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public ShaderCollection(
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VulkanRenderer gd,
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Device device,
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ShaderSource[] shaders,
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ResourceLayout resourceLayout,
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SpecDescription[] specDescription = null,
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bool isMinimal = false)
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{
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_gd = gd;
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_device = device;
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if (specDescription != null && specDescription.Length != shaders.Length)
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{
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throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided");
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}
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gd.Shaders.Add(this);
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var internalShaders = new Shader[shaders.Length];
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_infos = new PipelineShaderStageCreateInfo[shaders.Length];
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SpecDescriptions = specDescription;
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LinkStatus = ProgramLinkStatus.Incomplete;
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uint stages = 0;
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for (int i = 0; i < shaders.Length; i++)
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{
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var shader = new Shader(gd.Api, device, shaders[i]);
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stages |= 1u << shader.StageFlags switch
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{
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ShaderStageFlags.FragmentBit => 1,
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ShaderStageFlags.GeometryBit => 2,
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ShaderStageFlags.TessellationControlBit => 3,
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ShaderStageFlags.TessellationEvaluationBit => 4,
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_ => 0,
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};
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if (shader.StageFlags == ShaderStageFlags.ComputeBit)
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{
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IsCompute = true;
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}
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internalShaders[i] = shader;
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}
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_shaders = internalShaders;
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bool usePushDescriptors = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
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_plce = gd.PipelineLayoutCache.GetOrCreate(gd, device, resourceLayout.Sets, usePushDescriptors);
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HasMinimalLayout = isMinimal;
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UsePushDescriptors = usePushDescriptors;
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Stages = stages;
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ClearSegments = BuildClearSegments(resourceLayout.Sets);
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BindingSegments = BuildBindingSegments(resourceLayout.SetUsages);
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_compileTask = Task.CompletedTask;
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_firstBackgroundUse = false;
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}
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public ShaderCollection(
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VulkanRenderer gd,
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Device device,
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ShaderSource[] sources,
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ResourceLayout resourceLayout,
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ProgramPipelineState state,
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bool fromCache) : this(gd, device, sources, resourceLayout)
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{
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_state = state;
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_compileTask = BackgroundCompilation();
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_firstBackgroundUse = !fromCache;
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}
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private static ResourceBindingSegment[][] BuildClearSegments(ReadOnlyCollection<ResourceDescriptorCollection> sets)
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{
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ResourceBindingSegment[][] segments = new ResourceBindingSegment[sets.Count][];
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for (int setIndex = 0; setIndex < sets.Count; setIndex++)
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{
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List<ResourceBindingSegment> currentSegments = new();
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ResourceDescriptor currentDescriptor = default;
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int currentCount = 0;
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for (int index = 0; index < sets[setIndex].Descriptors.Count; index++)
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{
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ResourceDescriptor descriptor = sets[setIndex].Descriptors[index];
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if (currentDescriptor.Binding + currentCount != descriptor.Binding ||
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currentDescriptor.Type != descriptor.Type ||
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currentDescriptor.Stages != descriptor.Stages)
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{
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if (currentCount != 0)
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{
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currentSegments.Add(new ResourceBindingSegment(
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currentDescriptor.Binding,
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currentCount,
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currentDescriptor.Type,
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currentDescriptor.Stages,
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ResourceAccess.ReadWrite));
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}
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currentDescriptor = descriptor;
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currentCount = descriptor.Count;
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}
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else
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{
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currentCount += descriptor.Count;
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}
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}
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if (currentCount != 0)
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{
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currentSegments.Add(new ResourceBindingSegment(
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currentDescriptor.Binding,
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currentCount,
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currentDescriptor.Type,
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currentDescriptor.Stages,
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ResourceAccess.ReadWrite));
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}
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segments[setIndex] = currentSegments.ToArray();
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}
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return segments;
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}
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private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages)
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{
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ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];
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for (int setIndex = 0; setIndex < setUsages.Count; setIndex++)
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{
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List<ResourceBindingSegment> currentSegments = new();
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ResourceUsage currentUsage = default;
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int currentCount = 0;
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for (int index = 0; index < setUsages[setIndex].Usages.Count; index++)
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{
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ResourceUsage usage = setUsages[setIndex].Usages[index];
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// If the resource is not accessed, we don't need to update it.
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if (usage.Access == ResourceAccess.None)
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{
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continue;
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}
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if (currentUsage.Binding + currentCount != usage.Binding ||
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currentUsage.Type != usage.Type ||
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currentUsage.Stages != usage.Stages ||
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currentUsage.Access != usage.Access)
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{
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if (currentCount != 0)
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{
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currentSegments.Add(new ResourceBindingSegment(
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currentUsage.Binding,
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currentCount,
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currentUsage.Type,
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currentUsage.Stages,
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currentUsage.Access));
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}
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currentUsage = usage;
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currentCount = 1;
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}
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else
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{
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currentCount++;
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}
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}
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if (currentCount != 0)
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{
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currentSegments.Add(new ResourceBindingSegment(
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currentUsage.Binding,
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currentCount,
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currentUsage.Type,
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currentUsage.Stages,
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currentUsage.Access));
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}
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segments[setIndex] = currentSegments.ToArray();
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}
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return segments;
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}
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private async Task BackgroundCompilation()
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{
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await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));
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if (Array.Exists(_shaders, shader => shader.CompileStatus == ProgramLinkStatus.Failure))
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{
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LinkStatus = ProgramLinkStatus.Failure;
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return;
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}
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try
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{
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if (IsCompute)
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{
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CreateBackgroundComputePipeline();
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}
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else
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{
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CreateBackgroundGraphicsPipeline();
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}
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}
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catch (VulkanException e)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");
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LinkStatus = ProgramLinkStatus.Failure;
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}
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}
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private void EnsureShadersReady()
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{
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if (!_initialized)
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{
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CheckProgramLink(true);
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ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
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for (int i = 0; i < _shaders.Length; i++)
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{
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var shader = _shaders[i];
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if (shader.CompileStatus != ProgramLinkStatus.Success)
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{
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resultStatus = ProgramLinkStatus.Failure;
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}
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_infos[i] = shader.GetInfo();
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}
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// If the link status was already set as failure by background compilation, prefer that decision.
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if (LinkStatus != ProgramLinkStatus.Failure)
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{
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LinkStatus = resultStatus;
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}
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_initialized = true;
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}
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}
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public PipelineShaderStageCreateInfo[] GetInfos()
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{
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EnsureShadersReady();
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return _infos;
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}
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protected DisposableRenderPass CreateDummyRenderPass()
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{
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if (_dummyRenderPass.Value.Handle != 0)
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{
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return _dummyRenderPass;
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}
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return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
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}
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public void CreateBackgroundComputePipeline()
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{
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PipelineState pipeline = new();
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pipeline.Initialize();
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pipeline.Stages[0] = _shaders[0].GetInfo();
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pipeline.StagesCount = 1;
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pipeline.PipelineLayout = PipelineLayout;
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pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
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pipeline.Dispose();
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}
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public void CreateBackgroundGraphicsPipeline()
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{
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// To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
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// The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
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// This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
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// close enough that the GPU driver will reuse the compiled shader for the different state.
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// First, we need to create a render pass object compatible with the one that will be used at runtime.
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// The active attachment formats have been provided by the abstraction layer.
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var renderPass = CreateDummyRenderPass();
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PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
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// Copy the shader stage info to the pipeline.
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var stages = pipeline.Stages.AsSpan();
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for (int i = 0; i < _shaders.Length; i++)
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{
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stages[i] = _shaders[i].GetInfo();
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}
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pipeline.StagesCount = (uint)_shaders.Length;
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pipeline.PipelineLayout = PipelineLayout;
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pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
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pipeline.Dispose();
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}
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public ProgramLinkStatus CheckProgramLink(bool blocking)
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{
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if (LinkStatus == ProgramLinkStatus.Incomplete)
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{
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ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
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foreach (Shader shader in _shaders)
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{
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if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
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{
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if (blocking)
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{
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// Wait for this shader to finish compiling.
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shader.WaitForCompile();
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if (shader.CompileStatus != ProgramLinkStatus.Success)
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{
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resultStatus = ProgramLinkStatus.Failure;
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}
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}
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else
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{
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return ProgramLinkStatus.Incomplete;
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}
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}
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}
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if (!_compileTask.IsCompleted)
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{
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if (blocking)
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{
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_compileTask.Wait();
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if (LinkStatus == ProgramLinkStatus.Failure)
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{
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return ProgramLinkStatus.Failure;
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}
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}
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else
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{
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return ProgramLinkStatus.Incomplete;
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}
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}
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return resultStatus;
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}
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return LinkStatus;
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}
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public byte[] GetBinary()
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{
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return null;
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}
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public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
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{
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(_computePipelineCache ??= new()).Add(ref key, pipeline);
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}
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public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
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{
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(_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
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}
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public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> pipeline)
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{
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if (_computePipelineCache == null)
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{
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pipeline = default;
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return false;
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}
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if (_computePipelineCache.TryGetValue(ref key, out pipeline))
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{
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return true;
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}
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return false;
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}
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public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
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{
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if (_graphicsPipelineCache == null)
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{
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pipeline = default;
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return false;
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}
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if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
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{
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if (_firstBackgroundUse)
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{
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Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
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_firstBackgroundUse = false;
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}
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return false;
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}
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_firstBackgroundUse = false;
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return true;
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}
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public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
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VulkanRenderer gd,
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int commandBufferIndex,
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int setIndex,
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out bool isNew)
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{
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return _plce.GetNewDescriptorSetCollection(gd, commandBufferIndex, setIndex, out isNew);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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if (!_gd.Shaders.Remove(this))
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{
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return;
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}
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for (int i = 0; i < _shaders.Length; i++)
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{
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_shaders[i].Dispose();
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}
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if (_graphicsPipelineCache != null)
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{
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foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
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{
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pipeline.Dispose();
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}
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}
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if (_computePipelineCache != null)
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{
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foreach (Auto<DisposablePipeline> pipeline in _computePipelineCache.Values)
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{
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pipeline.Dispose();
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}
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}
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if (_dummyRenderPass.Value.Handle != 0)
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{
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_dummyRenderPass.Dispose();
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}
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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}
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}
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