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43ebd7a9bb
* New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
169 lines
6.1 KiB
C#
169 lines
6.1 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache
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{
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/// <summary>
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/// Global Manager of the shader cache.
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/// </summary>
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class CacheManager : IDisposable
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{
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private CacheGraphicsApi _graphicsApi;
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private CacheHashType _hashType;
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private string _shaderProvider;
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/// <summary>
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/// Cache storing raw Maxwell shaders as programs.
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/// </summary>
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private CacheCollection _guestProgramCache;
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/// <summary>
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/// Cache storing raw host programs.
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/// </summary>
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private CacheCollection _hostProgramCache;
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/// <summary>
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/// Version of the guest cache shader (to increment when guest cache structure change).
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/// </summary>
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private const ulong GuestCacheVersion = 1759;
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public bool IsReadOnly => _guestProgramCache.IsReadOnly || _hostProgramCache.IsReadOnly;
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/// <summary>
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/// Create a new cache manager instance
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/// </summary>
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/// <param name="graphicsApi">The graphics api in use</param>
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/// <param name="hashType">The hash type in use for the cache</param>
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/// <param name="shaderProvider">The name of the codegen provider</param>
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/// <param name="titleId">The guest application title ID</param>
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/// <param name="shaderCodeGenVersion">Version of the codegen</param>
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public CacheManager(CacheGraphicsApi graphicsApi, CacheHashType hashType, string shaderProvider, string titleId, ulong shaderCodeGenVersion)
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{
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_graphicsApi = graphicsApi;
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_hashType = hashType;
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_shaderProvider = shaderProvider;
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string baseCacheDirectory = CacheHelper.GetBaseCacheDirectory(titleId);
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_guestProgramCache = new CacheCollection(baseCacheDirectory, _hashType, CacheGraphicsApi.Guest, "", "program", GuestCacheVersion);
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_hostProgramCache = new CacheCollection(baseCacheDirectory, _hashType, _graphicsApi, _shaderProvider, "host", shaderCodeGenVersion);
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}
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/// <summary>
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/// Entries to remove from the manifest.
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/// </summary>
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/// <param name="entries">Entries to remove from the manifest of all caches</param>
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public void RemoveManifestEntries(HashSet<Hash128> entries)
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{
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_guestProgramCache.RemoveManifestEntriesAsync(entries);
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_hostProgramCache.RemoveManifestEntriesAsync(entries);
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}
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/// <summary>
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/// Queue a task to flush temporary files to the archives.
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/// </summary>
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public void FlushToArchive()
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{
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_guestProgramCache.FlushToArchiveAsync();
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_hostProgramCache.FlushToArchiveAsync();
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}
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/// <summary>
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/// Wait for all tasks before this given point to be done.
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/// </summary>
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public void Synchronize()
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{
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_guestProgramCache.Synchronize();
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_hostProgramCache.Synchronize();
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}
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/// <summary>
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/// Save a shader program not present in the program cache.
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/// </summary>
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/// <param name="programCodeHash">Target program code hash</param>
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/// <param name="guestProgram">Guest program raw data</param>
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/// <param name="hostProgram">Host program raw data</param>
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public void SaveProgram(ref Hash128 programCodeHash, byte[] guestProgram, byte[] hostProgram)
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{
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_guestProgramCache.AddValue(ref programCodeHash, guestProgram);
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_hostProgramCache.AddValue(ref programCodeHash, hostProgram);
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}
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/// <summary>
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/// Add a host shader program not present in the program cache.
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/// </summary>
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/// <param name="programCodeHash">Target program code hash</param>
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/// <param name="data">Host program raw data</param>
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public void AddHostProgram(ref Hash128 programCodeHash, byte[] data)
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{
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_hostProgramCache.AddValue(ref programCodeHash, data);
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}
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/// <summary>
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/// Replace a host shader program present in the program cache.
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/// </summary>
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/// <param name="programCodeHash">Target program code hash</param>
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/// <param name="data">Host program raw data</param>
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public void ReplaceHostProgram(ref Hash128 programCodeHash, byte[] data)
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{
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_hostProgramCache.ReplaceValue(ref programCodeHash, data);
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}
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/// <summary>
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/// Removes a shader program present in the program cache.
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/// </summary>
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/// <param name="programCodeHash">Target program code hash</param>
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public void RemoveProgram(ref Hash128 programCodeHash)
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{
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_guestProgramCache.RemoveValue(ref programCodeHash);
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_hostProgramCache.RemoveValue(ref programCodeHash);
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}
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/// <summary>
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/// Get all guest program hashes.
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/// </summary>
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/// <returns>All guest program hashes</returns>
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public ReadOnlySpan<Hash128> GetGuestProgramList()
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{
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return _guestProgramCache.HashTable;
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}
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/// <summary>
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/// Get a host program by hash.
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/// </summary>
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/// <param name="hash">The given hash</param>
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/// <returns>The host program if present or null</returns>
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public byte[] GetHostProgramByHash(ref Hash128 hash)
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{
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return _hostProgramCache.GetValueRaw(ref hash);
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}
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/// <summary>
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/// Get a guest program by hash.
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/// </summary>
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/// <param name="hash">The given hash</param>
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/// <returns>The guest program if present or null</returns>
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public byte[] GetGuestProgramByHash(ref Hash128 hash)
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{
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return _guestProgramCache.GetValueRaw(ref hash);
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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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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_guestProgramCache.Dispose();
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_hostProgramCache.Dispose();
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}
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}
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}
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}
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