Beispiel #1
0
        /// <summary>
        /// Create guest shader cache entries from the runtime contexts.
        /// </summary>
        /// <param name="memoryManager">The GPU memory manager in use</param>
        /// <param name="shaderContexts">The runtime contexts</param>
        /// <returns>Guest shader cahe entries from the runtime contexts</returns>
        public static GuestShaderCacheEntry[] CreateShaderCacheEntries(MemoryManager memoryManager, ReadOnlySpan <TranslatorContext> shaderContexts)
        {
            int startIndex = shaderContexts.Length > 1 ? 1 : 0;

            GuestShaderCacheEntry[] entries = new GuestShaderCacheEntry[shaderContexts.Length - startIndex];

            for (int i = startIndex; i < shaderContexts.Length; i++)
            {
                TranslatorContext context = shaderContexts[i];

                if (context == null)
                {
                    continue;
                }

                TranslatorContext translatorContext2 = i == 1 ? shaderContexts[0] : null;

                int sizeA = translatorContext2 != null ? translatorContext2.Size : 0;

                byte[] code = new byte[context.Size + sizeA];

                memoryManager.GetSpan(context.Address, context.Size).CopyTo(code);

                if (translatorContext2 != null)
                {
                    memoryManager.GetSpan(translatorContext2.Address, sizeA).CopyTo(code.AsSpan().Slice(context.Size, sizeA));
                }

                GuestGpuAccessorHeader gpuAccessorHeader = CreateGuestGpuAccessorCache(context.GpuAccessor);

                if (context.GpuAccessor is GpuAccessor)
                {
                    gpuAccessorHeader.TextureDescriptorCount = context.TextureHandlesForCache.Count;
                }

                GuestShaderCacheEntryHeader header = new GuestShaderCacheEntryHeader(context.Stage, context.Size, sizeA, gpuAccessorHeader);

                GuestShaderCacheEntry entry = new GuestShaderCacheEntry(header, code);

                if (context.GpuAccessor is GpuAccessor gpuAccessor)
                {
                    foreach (int textureHandle in context.TextureHandlesForCache)
                    {
                        GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle, -1)).ToCache();

                        textureDescriptor.Handle = (uint)textureHandle;

                        entry.TextureDescriptors.Add(textureHandle, textureDescriptor);
                    }
                }

                entries[i - startIndex] = entry;
            }

            return(entries);
        }
Beispiel #2
0
        /// <summary>
        /// Initialize the cache.
        /// </summary>
        internal void Initialize()
        {
            if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
            {
                _cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);

                bool isReadOnly = _cacheManager.IsReadOnly;

                HashSet <Hash128> invalidEntries = null;

                if (isReadOnly)
                {
                    Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
                }
                else
                {
                    invalidEntries = new HashSet <Hash128>();
                }

                ReadOnlySpan <Hash128> guestProgramList = _cacheManager.GetGuestProgramList();

                using AutoResetEvent progressReportEvent = new AutoResetEvent(false);

                _shaderCount      = 0;
                _totalShaderCount = guestProgramList.Length;

                ShaderCacheStateChanged?.Invoke(ShaderCacheState.Start, _shaderCount, _totalShaderCount);
                Thread progressReportThread = null;

                if (guestProgramList.Length > 0)
                {
                    progressReportThread = new Thread(ReportProgress)
                    {
                        Name         = "ShaderCache.ProgressReporter",
                        Priority     = ThreadPriority.Lowest,
                        IsBackground = true
                    };

                    progressReportThread.Start(progressReportEvent);
                }

                // Make sure these are initialized before doing compilation.
                Capabilities caps = _context.Capabilities;

                int maxTaskCount = Math.Min(Environment.ProcessorCount, 8);
                int programIndex = 0;
                List <ShaderCompileTask> activeTasks = new List <ShaderCompileTask>();

                AutoResetEvent taskDoneEvent = new AutoResetEvent(false);

                // This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
                // The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.

                while (programIndex < guestProgramList.Length || activeTasks.Count > 0)
                {
                    if (activeTasks.Count < maxTaskCount && programIndex < guestProgramList.Length)
                    {
                        // Begin a new shader compilation.
                        Hash128 key = guestProgramList[programIndex];

                        byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
                        bool   hasHostCache      = hostProgramBinary != null;

                        IProgram hostProgram = null;

                        // If the program sources aren't in the cache, compile from saved guest program.
                        byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);

                        if (guestProgram == null)
                        {
                            Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");

                            // Should not happen, but if someone messed with the cache it's better to catch it.
                            invalidEntries?.Add(key);

                            _shaderCount = ++programIndex;

                            continue;
                        }

                        ReadOnlySpan <byte> guestProgramReadOnlySpan = guestProgram;

                        ReadOnlySpan <GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);

                        if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
                        {
                            Debug.Assert(cachedShaderEntries.Length == 1);

                            GuestShaderCacheEntry entry = cachedShaderEntries[0];

                            HostShaderCacheEntry[] hostShaderEntries = null;

                            // Try loading host shader binary.
                            if (hasHostCache)
                            {
                                hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan <byte> hostProgramBinarySpan);
                                hostProgramBinary = hostProgramBinarySpan.ToArray();
                                hostProgram       = _context.Renderer.LoadProgramBinary(hostProgramBinary);
                            }

                            ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
                            activeTasks.Add(task);

                            task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
                            {
                                ShaderProgram program = null;
                                ShaderProgramInfo shaderProgramInfo = null;

                                if (isHostProgramValid)
                                {
                                    // Reconstruct code holder.

                                    program           = new ShaderProgram(entry.Header.Stage, "");
                                    shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();

                                    ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);

                                    _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));

                                    return(true);
                                }
                                else
                                {
                                    // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.

                                    Task compileTask = Task.Run(() =>
                                    {
                                        IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                        var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.Compute);
                                        program     = Translator.CreateContext(0, gpuAccessor, options).Translate(out shaderProgramInfo);
                                    });

                                    task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
                                    {
                                        ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);

                                        Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");

                                        // Compile shader and create program as the shader program binary got invalidated.
                                        shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
                                        hostProgram       = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);

                                        task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
                                        {
                                            // As the host program was invalidated, save the new entry in the cache.
                                            hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });

                                            if (!isReadOnly)
                                            {
                                                if (hasHostCache)
                                                {
                                                    _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
                                                }
                                                else
                                                {
                                                    Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");

                                                    _cacheManager.AddHostProgram(ref key, hostProgramBinary);
                                                }
                                            }

                                            _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));

                                            return(true);
                                        });

                                        return(false); // Not finished: still need to compile the host program.
                                    });

                                    return(false); // Not finished: translating the program.
                                }
                            });
                        }
                        else
                        {
                            Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);

                            ShaderCodeHolder[]   shaders        = new ShaderCodeHolder[cachedShaderEntries.Length];
                            List <ShaderProgram> shaderPrograms = new List <ShaderProgram>();

                            TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);

                            TranslationFlags flags = DefaultFlags;

                            if (tfd != null)
                            {
                                flags |= TranslationFlags.Feedback;
                            }

                            TranslationCounts counts = new TranslationCounts();

                            HostShaderCacheEntry[] hostShaderEntries = null;

                            // Try loading host shader binary.
                            if (hasHostCache)
                            {
                                hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan <byte> hostProgramBinarySpan);
                                hostProgramBinary = hostProgramBinarySpan.ToArray();
                                hostProgram       = _context.Renderer.LoadProgramBinary(hostProgramBinary);
                            }

                            ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
                            activeTasks.Add(task);

                            GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();

                            task.OnCompiled(hostProgram, (bool isHostProgramValid, ShaderCompileTask task) =>
                            {
                                Task compileTask = Task.Run(() =>
                                {
                                    TranslatorContext[] shaderContexts = null;

                                    if (!isHostProgramValid)
                                    {
                                        shaderContexts = new TranslatorContext[1 + entries.Length];

                                        for (int i = 0; i < entries.Length; i++)
                                        {
                                            GuestShaderCacheEntry entry = entries[i];

                                            if (entry == null)
                                            {
                                                continue;
                                            }

                                            IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                            var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);

                                            shaderContexts[i + 1] = Translator.CreateContext(0, gpuAccessor, options, counts);

                                            if (entry.Header.SizeA != 0)
                                            {
                                                var options2 = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags | TranslationFlags.VertexA);

                                                shaderContexts[0] = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, options2, counts);
                                            }
                                        }
                                    }

                                    // Reconstruct code holder.
                                    for (int i = 0; i < entries.Length; i++)
                                    {
                                        GuestShaderCacheEntry entry = entries[i];

                                        if (entry == null)
                                        {
                                            continue;
                                        }

                                        ShaderProgram program;
                                        ShaderProgramInfo shaderProgramInfo;

                                        if (isHostProgramValid)
                                        {
                                            program           = new ShaderProgram(entry.Header.Stage, "");
                                            shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
                                        }
                                        else
                                        {
                                            IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                            int stageIndex = i + 1;

                                            TranslatorContext currentStage = shaderContexts[stageIndex];
                                            TranslatorContext nextStage    = GetNextStageContext(shaderContexts, stageIndex);
                                            TranslatorContext vertexA      = stageIndex == 1 ? shaderContexts[0] : null;

                                            program = currentStage.Translate(out shaderProgramInfo, nextStage, vertexA);
                                        }

                                        // NOTE: Vertex B comes first in the shader cache.
                                        byte[] code  = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
                                        byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray() : null;

                                        shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);

                                        shaderPrograms.Add(program);
                                    }
                                });

                                task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
                                {
                                    // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
                                    if (!isHostProgramValid)
                                    {
                                        Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");

                                        List <IShader> hostShaders = new List <IShader>();

                                        // Compile shaders and create program as the shader program binary got invalidated.
                                        for (int stage = 0; stage < Constants.ShaderStages; stage++)
                                        {
                                            ShaderProgram program = shaders[stage]?.Program;

                                            if (program == null)
                                            {
                                                continue;
                                            }

                                            IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);

                                            shaders[stage].HostShader = hostShader;

                                            hostShaders.Add(hostShader);
                                        }

                                        hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);

                                        task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
                                        {
                                            // As the host program was invalidated, save the new entry in the cache.
                                            hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);

                                            if (!isReadOnly)
                                            {
                                                if (hasHostCache)
                                                {
                                                    _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
                                                }
                                                else
                                                {
                                                    Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");

                                                    _cacheManager.AddHostProgram(ref key, hostProgramBinary);
                                                }
                                            }

                                            _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));

                                            return(true);
                                        });

                                        return(false); // Not finished: still need to compile the host program.
                                    }
                                    else
                                    {
                                        _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));

                                        return(true);
                                    }
                                });

                                return(false); // Not finished: translating the program.
                            });
                        }

                        _shaderCount = ++programIndex;
                    }

                    // Process the queue.
                    for (int i = 0; i < activeTasks.Count; i++)
                    {
                        ShaderCompileTask task = activeTasks[i];

                        if (task.IsDone())
                        {
                            activeTasks.RemoveAt(i--);
                        }
                    }

                    if (activeTasks.Count == maxTaskCount)
                    {
                        // Wait for a task to be done, or for 1ms.
                        // Host shader compilation cannot signal when it is done,
                        // so the 1ms timeout is required to poll status.

                        taskDoneEvent.WaitOne(1);
                    }
                }

                if (!isReadOnly)
                {
                    // Remove entries that are broken in the cache
                    _cacheManager.RemoveManifestEntries(invalidEntries);
                    _cacheManager.FlushToArchive();
                    _cacheManager.Synchronize();
                }

                progressReportEvent.Set();
                progressReportThread?.Join();

                ShaderCacheStateChanged?.Invoke(ShaderCacheState.Loaded, _shaderCount, _totalShaderCount);

                Logger.Info?.Print(LogClass.Gpu, $"Shader cache loaded {_shaderCount} entries.");
            }
        }
Beispiel #3
0
        /// <summary>
        /// Create guest shader cache entries from the runtime contexts.
        /// </summary>
        /// <param name="channel">The GPU channel in use</param>
        /// <param name="shaderContexts">The runtime contexts</param>
        /// <returns>Guest shader cahe entries from the runtime contexts</returns>
        public static GuestShaderCacheEntry[] CreateShaderCacheEntries(GpuChannel channel, ReadOnlySpan <TranslatorContext> shaderContexts)
        {
            MemoryManager memoryManager = channel.MemoryManager;

            int startIndex = shaderContexts.Length > 1 ? 1 : 0;

            GuestShaderCacheEntry[] entries = new GuestShaderCacheEntry[shaderContexts.Length - startIndex];

            for (int i = startIndex; i < shaderContexts.Length; i++)
            {
                TranslatorContext context = shaderContexts[i];

                if (context == null)
                {
                    continue;
                }

                GpuAccessor gpuAccessor = context.GpuAccessor as GpuAccessor;

                ulong cb1DataAddress;
                int   cb1DataSize = gpuAccessor?.Cb1DataSize ?? 0;

                if (context.Stage == ShaderStage.Compute)
                {
                    cb1DataAddress = channel.BufferManager.GetComputeUniformBufferAddress(1);
                }
                else
                {
                    int stageIndex = context.Stage switch
                    {
                        ShaderStage.TessellationControl => 1,
                        ShaderStage.TessellationEvaluation => 2,
                        ShaderStage.Geometry => 3,
                        ShaderStage.Fragment => 4,
                        _ => 0
                    };

                    cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, 1);
                }

                int size = context.Size;

                TranslatorContext translatorContext2 = i == 1 ? shaderContexts[0] : null;

                int sizeA = translatorContext2 != null ? translatorContext2.Size : 0;

                byte[] code = new byte[size + cb1DataSize + sizeA];

                memoryManager.GetSpan(context.Address, size).CopyTo(code);

                if (cb1DataAddress != 0 && cb1DataSize != 0)
                {
                    memoryManager.Physical.GetSpan(cb1DataAddress, cb1DataSize).CopyTo(code.AsSpan(size, cb1DataSize));
                }

                if (translatorContext2 != null)
                {
                    memoryManager.GetSpan(translatorContext2.Address, sizeA).CopyTo(code.AsSpan(size + cb1DataSize, sizeA));
                }

                GuestGpuAccessorHeader gpuAccessorHeader = CreateGuestGpuAccessorCache(context.GpuAccessor);

                if (gpuAccessor != null)
                {
                    gpuAccessorHeader.TextureDescriptorCount = context.TextureHandlesForCache.Count;
                }

                GuestShaderCacheEntryHeader header = new GuestShaderCacheEntryHeader(
                    context.Stage,
                    size + cb1DataSize,
                    sizeA,
                    cb1DataSize,
                    gpuAccessorHeader);

                GuestShaderCacheEntry entry = new GuestShaderCacheEntry(header, code);

                if (gpuAccessor != null)
                {
                    foreach (int textureHandle in context.TextureHandlesForCache)
                    {
                        GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle, -1)).ToCache();

                        textureDescriptor.Handle = (uint)textureHandle;

                        entry.TextureDescriptors.Add(textureHandle, textureDescriptor);
                    }
                }

                entries[i - startIndex] = entry;
            }

            return(entries);
        }
Beispiel #4
0
        /// <summary>
        /// Initialize the cache.
        /// </summary>
        internal void Initialize()
        {
            if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
            {
                _cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);

                bool isReadOnly = _cacheManager.IsReadOnly;

                HashSet <Hash128> invalidEntries = null;

                if (isReadOnly)
                {
                    Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
                }
                else
                {
                    invalidEntries = new HashSet <Hash128>();
                }

                ReadOnlySpan <Hash128> guestProgramList = _cacheManager.GetGuestProgramList();

                for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
                {
                    Hash128 key = guestProgramList[programIndex];

                    Logger.Info?.Print(LogClass.Gpu, $"Compiling shader {key} ({programIndex + 1} / {guestProgramList.Length})");

                    byte[] hostProgramBinary = _cacheManager.GetHostProgramByHash(ref key);
                    bool   hasHostCache      = hostProgramBinary != null;

                    IProgram hostProgram = null;

                    // If the program sources aren't in the cache, compile from saved guest program.
                    byte[] guestProgram = _cacheManager.GetGuestProgramByHash(ref key);

                    if (guestProgram == null)
                    {
                        Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");

                        // Should not happen, but if someone messed with the cache it's better to catch it.
                        invalidEntries?.Add(key);

                        continue;
                    }

                    ReadOnlySpan <byte> guestProgramReadOnlySpan = guestProgram;

                    ReadOnlySpan <GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);

                    if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
                    {
                        Debug.Assert(cachedShaderEntries.Length == 1);

                        GuestShaderCacheEntry entry = cachedShaderEntries[0];

                        HostShaderCacheEntry[] hostShaderEntries = null;

                        // Try loading host shader binary.
                        if (hasHostCache)
                        {
                            hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan <byte> hostProgramBinarySpan);
                            hostProgramBinary = hostProgramBinarySpan.ToArray();
                            hostProgram       = _context.Renderer.LoadProgramBinary(hostProgramBinary);
                        }

                        bool isHostProgramValid = hostProgram != null;

                        ShaderProgram     program;
                        ShaderProgramInfo shaderProgramInfo;

                        // Reconstruct code holder.
                        if (isHostProgramValid)
                        {
                            program           = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
                            shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
                        }
                        else
                        {
                            IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                            program = Translator.CreateContext(0, gpuAccessor, DefaultFlags | TranslationFlags.Compute).Translate(out shaderProgramInfo);
                        }

                        ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);

                        // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
                        if (hostProgram == null)
                        {
                            Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");

                            // Compile shader and create program as the shader program binary got invalidated.
                            shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
                            hostProgram       = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);

                            // As the host program was invalidated, save the new entry in the cache.
                            hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });

                            if (!isReadOnly)
                            {
                                if (hasHostCache)
                                {
                                    _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
                                }
                                else
                                {
                                    Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");

                                    _cacheManager.AddHostProgram(ref key, hostProgramBinary);
                                }
                            }
                        }

                        _cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
                    }
                    else
                    {
                        Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);

                        ShaderCodeHolder[]   shaders        = new ShaderCodeHolder[cachedShaderEntries.Length];
                        List <ShaderProgram> shaderPrograms = new List <ShaderProgram>();

                        TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformationFeedbackInformations(ref guestProgramReadOnlySpan, fileHeader);

                        TranslationFlags flags = DefaultFlags;

                        if (tfd != null)
                        {
                            flags = TranslationFlags.Feedback;
                        }

                        TranslationCounts counts = new TranslationCounts();

                        HostShaderCacheEntry[] hostShaderEntries = null;

                        // Try loading host shader binary.
                        if (hasHostCache)
                        {
                            hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan <byte> hostProgramBinarySpan);
                            hostProgramBinary = hostProgramBinarySpan.ToArray();
                            hostProgram       = _context.Renderer.LoadProgramBinary(hostProgramBinary);
                        }

                        bool isHostProgramValid = hostProgram != null;

                        // Reconstruct code holder.
                        for (int i = 0; i < cachedShaderEntries.Length; i++)
                        {
                            GuestShaderCacheEntry entry = cachedShaderEntries[i];

                            if (entry == null)
                            {
                                continue;
                            }

                            ShaderProgram program;

                            if (entry.Header.SizeA != 0)
                            {
                                ShaderProgramInfo shaderProgramInfo;

                                if (isHostProgramValid)
                                {
                                    program           = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
                                    shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
                                }
                                else
                                {
                                    IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                    program = Translator.CreateContext((ulong)entry.Header.Size, 0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
                                }

                                // NOTE: Vertex B comes first in the shader cache.
                                byte[] code  = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
                                byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray();

                                shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
                            }
                            else
                            {
                                ShaderProgramInfo shaderProgramInfo;

                                if (isHostProgramValid)
                                {
                                    program           = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
                                    shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
                                }
                                else
                                {
                                    IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);

                                    program = Translator.CreateContext(0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
                                }

                                shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
                            }

                            shaderPrograms.Add(program);
                        }

                        // If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
                        if (!isHostProgramValid)
                        {
                            Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");

                            List <IShader> hostShaders = new List <IShader>();

                            // Compile shaders and create program as the shader program binary got invalidated.
                            for (int stage = 0; stage < Constants.ShaderStages; stage++)
                            {
                                ShaderProgram program = shaders[stage]?.Program;

                                if (program == null)
                                {
                                    continue;
                                }

                                IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);

                                shaders[stage].HostShader = hostShader;

                                hostShaders.Add(hostShader);
                            }

                            hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);

                            // As the host program was invalidated, save the new entry in the cache.
                            hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);

                            if (!isReadOnly)
                            {
                                if (hasHostCache)
                                {
                                    _cacheManager.ReplaceHostProgram(ref key, hostProgramBinary);
                                }
                                else
                                {
                                    Logger.Warning?.Print(LogClass.Gpu, $"Add missing host shader {key} in cache (is the cache incomplete?)");

                                    _cacheManager.AddHostProgram(ref key, hostProgramBinary);
                                }
                            }
                        }

                        _gpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shaders));
                    }
                }

                if (!isReadOnly)
                {
                    // Remove entries that are broken in the cache
                    _cacheManager.RemoveManifestEntries(invalidEntries);
                    _cacheManager.FlushToArchive();
                    _cacheManager.Synchronize();
                }

                Logger.Info?.Print(LogClass.Gpu, "Shader cache loaded.");
            }
        }
Beispiel #5
0
        /// <summary>
        /// Migrates from the old cache format to the new one.
        /// </summary>
        /// <param name="context">GPU context</param>
        /// <param name="hostStorage">Disk cache host storage (used to create the new shader files)</param>
        /// <returns>Number of migrated shaders</returns>
        public static int MigrateFromLegacyCache(GpuContext context, DiskCacheHostStorage hostStorage)
        {
            string baseCacheDirectory = CacheHelper.GetBaseCacheDirectory(GraphicsConfig.TitleId);
            string cacheDirectory     = CacheHelper.GenerateCachePath(baseCacheDirectory, CacheGraphicsApi.Guest, "", "program");

            // If the directory does not exist, we have no old cache.
            // Exist early as the CacheManager constructor will create the directories.
            if (!Directory.Exists(cacheDirectory))
            {
                return(0);
            }

            if (GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null)
            {
                CacheManager cacheManager = new CacheManager(CacheGraphicsApi.OpenGL, CacheHashType.XxHash128, "glsl", GraphicsConfig.TitleId, ShaderCodeGenVersion);

                bool isReadOnly = cacheManager.IsReadOnly;

                HashSet <Hash128> invalidEntries = null;

                if (isReadOnly)
                {
                    Logger.Warning?.Print(LogClass.Gpu, "Loading shader cache in read-only mode (cache in use by another program!)");
                }
                else
                {
                    invalidEntries = new HashSet <Hash128>();
                }

                ReadOnlySpan <Hash128> guestProgramList = cacheManager.GetGuestProgramList();

                for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
                {
                    Hash128 key = guestProgramList[programIndex];

                    byte[] guestProgram = cacheManager.GetGuestProgramByHash(ref key);

                    if (guestProgram == null)
                    {
                        Logger.Error?.Print(LogClass.Gpu, $"Ignoring orphan shader hash {key} in cache (is the cache incomplete?)");

                        continue;
                    }

                    ReadOnlySpan <byte> guestProgramReadOnlySpan = guestProgram;

                    ReadOnlySpan <GuestShaderCacheEntry> cachedShaderEntries = GuestShaderCacheEntry.Parse(ref guestProgramReadOnlySpan, out GuestShaderCacheHeader fileHeader);

                    if (cachedShaderEntries[0].Header.Stage == ShaderStage.Compute)
                    {
                        Debug.Assert(cachedShaderEntries.Length == 1);

                        GuestShaderCacheEntry entry = cachedShaderEntries[0];

                        byte[] code = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();

                        Span <byte> codeSpan = entry.Code;
                        byte[]      cb1Data  = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();

                        ShaderProgramInfo info = new ShaderProgramInfo(
                            Array.Empty <BufferDescriptor>(),
                            Array.Empty <BufferDescriptor>(),
                            Array.Empty <TextureDescriptor>(),
                            Array.Empty <TextureDescriptor>(),
                            ShaderStage.Compute,
                            false,
                            false,
                            0,
                            0);

                        GpuChannelComputeState computeState = new GpuChannelComputeState(
                            entry.Header.GpuAccessorHeader.ComputeLocalSizeX,
                            entry.Header.GpuAccessorHeader.ComputeLocalSizeY,
                            entry.Header.GpuAccessorHeader.ComputeLocalSizeZ,
                            entry.Header.GpuAccessorHeader.ComputeLocalMemorySize,
                            entry.Header.GpuAccessorHeader.ComputeSharedMemorySize);

                        ShaderSpecializationState specState = new ShaderSpecializationState(computeState);

                        foreach (var td in entry.TextureDescriptors)
                        {
                            var handle = td.Key;
                            var data   = td.Value;

                            specState.RegisterTexture(
                                0,
                                handle,
                                -1,
                                data.UnpackFormat(),
                                data.UnpackSrgb(),
                                data.UnpackTextureTarget(),
                                data.UnpackTextureCoordNormalized());
                        }

                        CachedShaderStage   shader  = new CachedShaderStage(info, code, cb1Data);
                        CachedShaderProgram program = new CachedShaderProgram(null, specState, shader);

                        hostStorage.AddShader(context, program, ReadOnlySpan <byte> .Empty);
                    }
                    else
                    {
                        Debug.Assert(cachedShaderEntries.Length == Constants.ShaderStages);

                        CachedShaderStage[]  shaders        = new CachedShaderStage[Constants.ShaderStages + 1];
                        List <ShaderProgram> shaderPrograms = new List <ShaderProgram>();

                        TransformFeedbackDescriptorOld[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);

                        GuestShaderCacheEntry[] entries = cachedShaderEntries.ToArray();

                        GuestGpuAccessorHeader accessorHeader = entries[0].Header.GpuAccessorHeader;

                        TessMode tessMode = new TessMode();

                        int  tessPatchType = accessorHeader.TessellationModePacked & 3;
                        int  tessSpacing   = (accessorHeader.TessellationModePacked >> 2) & 3;
                        bool tessCw        = (accessorHeader.TessellationModePacked & 0x10) != 0;

                        tessMode.Packed  = (uint)tessPatchType;
                        tessMode.Packed |= (uint)(tessSpacing << 4);

                        if (tessCw)
                        {
                            tessMode.Packed |= 0x100;
                        }

                        PrimitiveTopology topology = accessorHeader.PrimitiveTopology switch
                        {
                            InputTopology.Lines => PrimitiveTopology.Lines,
                            InputTopology.LinesAdjacency => PrimitiveTopology.LinesAdjacency,
                            InputTopology.Triangles => PrimitiveTopology.Triangles,
                            InputTopology.TrianglesAdjacency => PrimitiveTopology.TrianglesAdjacency,
                            _ => PrimitiveTopology.Points
                        };

                        GpuChannelGraphicsState graphicsState = new GpuChannelGraphicsState(
                            accessorHeader.StateFlags.HasFlag(GuestGpuStateFlags.EarlyZForce),
                            topology,
                            tessMode);

                        TransformFeedbackDescriptor[] tfdNew = null;

                        if (tfd != null)
                        {
                            tfdNew = new TransformFeedbackDescriptor[tfd.Length];

                            for (int tfIndex = 0; tfIndex < tfd.Length; tfIndex++)
                            {
                                Array32 <uint> varyingLocations     = new Array32 <uint>();
                                Span <byte>    varyingLocationsSpan = MemoryMarshal.Cast <uint, byte>(varyingLocations.ToSpan());
                                tfd[tfIndex].VaryingLocations.CopyTo(varyingLocationsSpan.Slice(0, tfd[tfIndex].VaryingLocations.Length));

                                tfdNew[tfIndex] = new TransformFeedbackDescriptor(
                                    tfd[tfIndex].BufferIndex,
                                    tfd[tfIndex].Stride,
                                    tfd[tfIndex].VaryingLocations.Length,
                                    ref varyingLocations);
                            }
                        }

                        ShaderSpecializationState specState = new ShaderSpecializationState(graphicsState, tfdNew);

                        for (int i = 0; i < entries.Length; i++)
                        {
                            GuestShaderCacheEntry entry = entries[i];

                            if (entry == null)
                            {
                                continue;
                            }

                            ShaderProgramInfo info = new ShaderProgramInfo(
                                Array.Empty <BufferDescriptor>(),
                                Array.Empty <BufferDescriptor>(),
                                Array.Empty <TextureDescriptor>(),
                                Array.Empty <TextureDescriptor>(),
                                (ShaderStage)(i + 1),
                                false,
                                false,
                                0,
                                0);

                            // NOTE: Vertex B comes first in the shader cache.
                            byte[] code  = entry.Code.AsSpan(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
                            byte[] code2 = entry.Header.SizeA != 0 ? entry.Code.AsSpan(entry.Header.Size, entry.Header.SizeA).ToArray() : null;

                            Span <byte> codeSpan = entry.Code;
                            byte[]      cb1Data  = codeSpan.Slice(codeSpan.Length - entry.Header.Cb1DataSize).ToArray();

                            shaders[i + 1] = new CachedShaderStage(info, code, cb1Data);

                            if (code2 != null)
                            {
                                shaders[0] = new CachedShaderStage(null, code2, cb1Data);
                            }

                            foreach (var td in entry.TextureDescriptors)
                            {
                                var handle = td.Key;
                                var data   = td.Value;

                                specState.RegisterTexture(
                                    i,
                                    handle,
                                    -1,
                                    data.UnpackFormat(),
                                    data.UnpackSrgb(),
                                    data.UnpackTextureTarget(),
                                    data.UnpackTextureCoordNormalized());
                            }
                        }

                        CachedShaderProgram program = new CachedShaderProgram(null, specState, shaders);

                        hostStorage.AddShader(context, program, ReadOnlySpan <byte> .Empty);
                    }
                }

                return(guestProgramList.Length);
            }

            return(0);
        }
    }