Ejemplo n.º 1
0
        /// <summary>
        /// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
        /// </summary>
        /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
        /// <param name="gpShaders">Cached graphics shaders</param>
        /// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
        /// <returns>True if the code is different, false otherwise</returns>
        private static bool IsShaderEqual(MemoryManager memoryManager, ShaderBundle gpShaders, ShaderAddresses addresses)
        {
            for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
            {
                ShaderCodeHolder shader = gpShaders.Shaders[stage];

                ulong gpuVa = 0;

                switch (stage)
                {
                case 0: gpuVa = addresses.Vertex;         break;

                case 1: gpuVa = addresses.TessControl;    break;

                case 2: gpuVa = addresses.TessEvaluation; break;

                case 3: gpuVa = addresses.Geometry;       break;

                case 4: gpuVa = addresses.Fragment;       break;
                }

                if (!IsShaderEqual(memoryManager, shader, gpuVa, addresses.VertexA))
                {
                    return(false);
                }
            }

            return(true);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Gets a compute shader from the cache.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="localSizeX">Local group size X of the computer shader</param>
        /// <param name="localSizeY">Local group size Y of the computer shader</param>
        /// <param name="localSizeZ">Local group size Z of the computer shader</param>
        /// <param name="localMemorySize">Local memory size of the compute shader</param>
        /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
        /// <returns>Compiled compute shader code</returns>
        public ShaderBundle GetComputeShader(
            GpuState state,
            ulong gpuVa,
            int localSizeX,
            int localSizeY,
            int localSizeZ,
            int localMemorySize,
            int sharedMemorySize)
        {
            bool isCached = _cpPrograms.TryGetValue(gpuVa, out List <ShaderBundle> list);

            if (isCached)
            {
                foreach (ShaderBundle cachedCpShader in list)
                {
                    if (IsShaderEqual(cachedCpShader, gpuVa))
                    {
                        return(cachedCpShader);
                    }
                }
            }

            ShaderCodeHolder shader = TranslateComputeShader(
                state,
                gpuVa,
                localSizeX,
                localSizeY,
                localSizeZ,
                localMemorySize,
                sharedMemorySize);

            shader.HostShader = _context.Renderer.CompileShader(shader.Program);

            IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);

            ShaderBundle cpShader = new ShaderBundle(hostProgram, shader);

            if (!isCached)
            {
                list = new List <ShaderBundle>();

                _cpPrograms.Add(gpuVa, list);
            }

            list.Add(cpShader);

            return(cpShader);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Checks if the code of the specified cached shader is different from the code in memory.
        /// </summary>
        /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
        /// <param name="shader">Cached shader to compare with</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
        /// <returns>True if the code is different, false otherwise</returns>
        private static bool IsShaderEqual(MemoryManager memoryManager, ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
        {
            if (shader == null)
            {
                return(true);
            }

            ReadOnlySpan <byte> memoryCode = memoryManager.GetSpan(gpuVa, shader.Code.Length);

            bool equals = memoryCode.SequenceEqual(shader.Code);

            if (equals && shader.Code2 != null)
            {
                memoryCode = memoryManager.GetSpan(gpuVaA, shader.Code2.Length);

                equals = memoryCode.SequenceEqual(shader.Code2);
            }

            return(equals);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Checks if the code of the specified cached shader is different from the code in memory.
        /// </summary>
        /// <param name="shader">Cached shader to compare with</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
        /// <returns>True if the code is different, false otherwise</returns>
        private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
        {
            if (shader == null)
            {
                return(true);
            }

            ReadOnlySpan <byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, shader.Code.Length);

            bool equals = memoryCode.SequenceEqual(shader.Code);

            if (equals && shader.Code2 != null)
            {
                memoryCode = _context.MemoryAccessor.GetSpan(gpuVaA, shader.Code2.Length);

                equals = memoryCode.SequenceEqual(shader.Code2);
            }

            return(equals);
        }
Ejemplo n.º 5
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.");
            }
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Gets a graphics shader program from the shader cache.
        /// This includes all the specified shader stages.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">GPU state</param>
        /// <param name="channel">GPU channel</param>
        /// <param name="gas">GPU accessor state</param>
        /// <param name="addresses">Addresses of the shaders for each stage</param>
        /// <returns>Compiled graphics shader code</returns>
        public ShaderBundle GetGraphicsShader(ref ThreedClassState state, GpuChannel channel, GpuAccessorState gas, ShaderAddresses addresses)
        {
            bool isCached = _gpPrograms.TryGetValue(addresses, out List <ShaderBundle> list);

            if (isCached)
            {
                foreach (ShaderBundle cachedGpShaders in list)
                {
                    if (IsShaderEqual(channel.MemoryManager, cachedGpShaders, addresses))
                    {
                        return(cachedGpShaders);
                    }
                }
            }

            TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];

            TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(ref state);

            TranslationFlags flags = DefaultFlags;

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

            TranslationCounts counts = new TranslationCounts();

            if (addresses.VertexA != 0)
            {
                shaderContexts[0] = DecodeGraphicsShader(channel, gas, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
            }

            shaderContexts[1] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Vertex, addresses.Vertex);
            shaderContexts[2] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
            shaderContexts[3] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
            shaderContexts[4] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Geometry, addresses.Geometry);
            shaderContexts[5] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Fragment, addresses.Fragment);

            bool isShaderCacheEnabled  = _cacheManager != null;
            bool isShaderCacheReadOnly = false;

            Hash128 programCodeHash = default;

            GuestShaderCacheEntry[] shaderCacheEntries = null;

            // Current shader cache doesn't support bindless textures
            for (int i = 0; i < shaderContexts.Length; i++)
            {
                if (shaderContexts[i] != null && shaderContexts[i].UsedFeatures.HasFlag(FeatureFlags.Bindless))
                {
                    isShaderCacheEnabled = false;
                    break;
                }
            }

            if (isShaderCacheEnabled)
            {
                isShaderCacheReadOnly = _cacheManager.IsReadOnly;

                // Compute hash and prepare data for shader disk cache comparison.
                shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts);
                programCodeHash    = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd);
            }

            ShaderBundle gpShaders;

            // Search for the program hash in loaded shaders.
            if (!isShaderCacheEnabled || !_gpProgramsDiskCache.TryGetValue(programCodeHash, out gpShaders))
            {
                if (isShaderCacheEnabled)
                {
                    Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
                }

                // The shader isn't currently cached, translate it and compile it.
                ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];

                for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
                {
                    shaders[stageIndex] = TranslateShader(_dumper, channel.MemoryManager, shaderContexts, stageIndex + 1);
                }

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

                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);
                }

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

                hostProgram.CheckProgramLink(true);

                byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);

                gpShaders = new ShaderBundle(hostProgram, shaders);

                if (isShaderCacheEnabled)
                {
                    _gpProgramsDiskCache.Add(programCodeHash, gpShaders);

                    if (!isShaderCacheReadOnly)
                    {
                        _cacheManager.SaveProgram(ref programCodeHash, CacheHelper.CreateGuestProgramDump(shaderCacheEntries, tfd), hostProgramBinary);
                    }
                }
            }

            if (!isCached)
            {
                list = new List <ShaderBundle>();

                _gpPrograms.Add(addresses, list);
            }

            list.Add(gpShaders);

            return(gpShaders);
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Gets a compute shader from the cache.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="channel">GPU channel</param>
        /// <param name="gas">GPU accessor state</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="localSizeX">Local group size X of the computer shader</param>
        /// <param name="localSizeY">Local group size Y of the computer shader</param>
        /// <param name="localSizeZ">Local group size Z of the computer shader</param>
        /// <param name="localMemorySize">Local memory size of the compute shader</param>
        /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
        /// <returns>Compiled compute shader code</returns>
        public ShaderBundle GetComputeShader(
            GpuChannel channel,
            GpuAccessorState gas,
            ulong gpuVa,
            int localSizeX,
            int localSizeY,
            int localSizeZ,
            int localMemorySize,
            int sharedMemorySize)
        {
            bool isCached = _cpPrograms.TryGetValue(gpuVa, out List <ShaderBundle> list);

            if (isCached)
            {
                foreach (ShaderBundle cachedCpShader in list)
                {
                    if (IsShaderEqual(channel.MemoryManager, cachedCpShader, gpuVa))
                    {
                        return(cachedCpShader);
                    }
                }
            }

            TranslatorContext[] shaderContexts = new TranslatorContext[1];

            shaderContexts[0] = DecodeComputeShader(
                channel,
                gas,
                gpuVa,
                localSizeX,
                localSizeY,
                localSizeZ,
                localMemorySize,
                sharedMemorySize);

            bool isShaderCacheEnabled  = _cacheManager != null;
            bool isShaderCacheReadOnly = false;

            Hash128 programCodeHash = default;

            GuestShaderCacheEntry[] shaderCacheEntries = null;

            // Current shader cache doesn't support bindless textures
            if (shaderContexts[0].UsedFeatures.HasFlag(FeatureFlags.Bindless))
            {
                isShaderCacheEnabled = false;
            }

            if (isShaderCacheEnabled)
            {
                isShaderCacheReadOnly = _cacheManager.IsReadOnly;

                // Compute hash and prepare data for shader disk cache comparison.
                shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts);
                programCodeHash    = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries);
            }

            ShaderBundle cpShader;

            // Search for the program hash in loaded shaders.
            if (!isShaderCacheEnabled || !_cpProgramsDiskCache.TryGetValue(programCodeHash, out cpShader))
            {
                if (isShaderCacheEnabled)
                {
                    Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
                }

                // The shader isn't currently cached, translate it and compile it.
                ShaderCodeHolder shader = TranslateShader(_dumper, channel.MemoryManager, shaderContexts[0], null, null);

                shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);

                IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);

                hostProgram.CheckProgramLink(true);

                byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });

                cpShader = new ShaderBundle(hostProgram, shader);

                if (isShaderCacheEnabled)
                {
                    _cpProgramsDiskCache.Add(programCodeHash, cpShader);

                    if (!isShaderCacheReadOnly)
                    {
                        _cacheManager.SaveProgram(ref programCodeHash, CacheHelper.CreateGuestProgramDump(shaderCacheEntries), hostProgramBinary);
                    }
                }
            }

            if (!isCached)
            {
                list = new List <ShaderBundle>();

                _cpPrograms.Add(gpuVa, list);
            }

            list.Add(cpShader);

            return(cpShader);
        }
Ejemplo n.º 8
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.");
            }
        }
Ejemplo n.º 9
0
        /// <summary>
        /// Gets a graphics shader program from the shader cache.
        /// This includes all the specified shader stages.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="addresses">Addresses of the shaders for each stage</param>
        /// <returns>Compiled graphics shader code</returns>
        public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
        {
            bool isCached = _gpPrograms.TryGetValue(addresses, out List <ShaderBundle> list);

            if (isCached)
            {
                foreach (ShaderBundle cachedGpShaders in list)
                {
                    if (IsShaderEqual(cachedGpShaders, addresses))
                    {
                        return(cachedGpShaders);
                    }
                }
            }

            TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages];

            TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);

            TranslationFlags flags = DefaultFlags;

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

            TranslationCounts counts = new TranslationCounts();

            if (addresses.VertexA != 0)
            {
                shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
            }
            else
            {
                shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
            }

            shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
            shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
            shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
            shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);

            bool isShaderCacheEnabled = _cacheManager != null;

            Hash128 programCodeHash = default;

            GuestShaderCacheEntry[] shaderCacheEntries = null;

            if (isShaderCacheEnabled)
            {
                // Compute hash and prepare data for shader disk cache comparison.
                shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(_context.MemoryManager, shaderContexts);
                programCodeHash    = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd);
            }

            ShaderBundle gpShaders;

            // Search for the program hash in loaded shaders.
            if (!isShaderCacheEnabled || !_gpProgramsDiskCache.TryGetValue(programCodeHash, out gpShaders))
            {
                if (isShaderCacheEnabled)
                {
                    Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
                }

                // The shader isn't currently cached, translate it and compile it.
                ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];

                shaders[0] = TranslateShader(shaderContexts[0]);
                shaders[1] = TranslateShader(shaderContexts[1]);
                shaders[2] = TranslateShader(shaderContexts[2]);
                shaders[3] = TranslateShader(shaderContexts[3]);
                shaders[4] = TranslateShader(shaderContexts[4]);

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

                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);
                }

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

                byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), shaders);

                gpShaders = new ShaderBundle(hostProgram, shaders);

                if (isShaderCacheEnabled)
                {
                    _gpProgramsDiskCache.Add(programCodeHash, gpShaders);
                    _cacheManager.SaveProgram(ref programCodeHash, CacheHelper.CreateGuestProgramDump(shaderCacheEntries, tfd), hostProgramBinary);
                }
            }

            if (!isCached)
            {
                list = new List <ShaderBundle>();

                _gpPrograms.Add(addresses, list);
            }

            list.Add(gpShaders);

            return(gpShaders);
        }
Ejemplo n.º 10
0
        /// <summary>
        /// Gets a compute shader from the cache.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="localSizeX">Local group size X of the computer shader</param>
        /// <param name="localSizeY">Local group size Y of the computer shader</param>
        /// <param name="localSizeZ">Local group size Z of the computer shader</param>
        /// <param name="localMemorySize">Local memory size of the compute shader</param>
        /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
        /// <returns>Compiled compute shader code</returns>
        public ShaderBundle GetComputeShader(
            GpuState state,
            ulong gpuVa,
            int localSizeX,
            int localSizeY,
            int localSizeZ,
            int localMemorySize,
            int sharedMemorySize)
        {
            bool isCached = _cpPrograms.TryGetValue(gpuVa, out List <ShaderBundle> list);

            if (isCached)
            {
                foreach (ShaderBundle cachedCpShader in list)
                {
                    if (IsShaderEqual(cachedCpShader, gpuVa))
                    {
                        return(cachedCpShader);
                    }
                }
            }

            TranslatorContext[] shaderContexts = new TranslatorContext[1];

            shaderContexts[0] = DecodeComputeShader(
                state,
                gpuVa,
                localSizeX,
                localSizeY,
                localSizeZ,
                localMemorySize,
                sharedMemorySize);

            bool isShaderCacheEnabled = _cacheManager != null;

            byte[]  programCode     = null;
            Hash128 programCodeHash = default;

            GuestShaderCacheEntryHeader[] shaderCacheEntries = null;

            if (isShaderCacheEnabled)
            {
                // Compute hash and prepare data for shader disk cache comparison.
                GetProgramInformations(null, shaderContexts, out programCode, out programCodeHash, out shaderCacheEntries);
            }

            ShaderBundle cpShader;

            // Search for the program hash in loaded shaders.
            if (!isShaderCacheEnabled || !_cpProgramsDiskCache.TryGetValue(programCodeHash, out cpShader))
            {
                if (isShaderCacheEnabled)
                {
                    Logger.Debug?.Print(LogClass.Gpu, $"Shader {programCodeHash} not in cache, compiling!");
                }

                // The shader isn't currently cached, translate it and compile it.
                ShaderCodeHolder shader = TranslateShader(shaderContexts[0]);

                shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);

                IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);

                byte[] hostProgramBinary = HostShaderCacheEntry.Create(hostProgram.GetBinary(), new ShaderCodeHolder[] { shader });

                cpShader = new ShaderBundle(hostProgram, shader);

                if (isShaderCacheEnabled)
                {
                    _cpProgramsDiskCache.Add(programCodeHash, cpShader);
                    _cacheManager.SaveProgram(ref programCodeHash, CreateGuestProgramDump(programCode, shaderCacheEntries, null), hostProgramBinary);
                }
            }

            if (!isCached)
            {
                list = new List <ShaderBundle>();

                _cpPrograms.Add(gpuVa, list);
            }

            list.Add(cpShader);

            return(cpShader);
        }
Ejemplo n.º 11
0
        /// <summary>
        /// Gets a graphics shader program from the shader cache.
        /// This includes all the specified shader stages.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="addresses">Addresses of the shaders for each stage</param>
        /// <returns>Compiled graphics shader code</returns>
        public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
        {
            bool isCached = _gpPrograms.TryGetValue(addresses, out List <ShaderBundle> list);

            if (isCached)
            {
                foreach (ShaderBundle cachedGpShaders in list)
                {
                    if (IsShaderEqual(cachedGpShaders, addresses))
                    {
                        return(cachedGpShaders);
                    }
                }
            }

            ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];

            var tfd = GetTransformFeedbackDescriptors(state);

            TranslationFlags flags = DefaultFlags;

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

            if (addresses.VertexA != 0)
            {
                shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
            }
            else
            {
                shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex);
            }

            shaders[1] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationControl, addresses.TessControl);
            shaders[2] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
            shaders[3] = TranslateGraphicsShader(state, flags, ShaderStage.Geometry, addresses.Geometry);
            shaders[4] = TranslateGraphicsShader(state, flags, ShaderStage.Fragment, addresses.Fragment);

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

            for (int stage = 0; stage < Constants.ShaderStages; stage++)
            {
                ShaderProgram program = shaders[stage]?.Program;

                if (program == null)
                {
                    continue;
                }

                IShader hostShader = _context.Renderer.CompileShader(program);

                shaders[stage].HostShader = hostShader;

                hostShaders.Add(hostShader);
            }

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

            ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);

            if (!isCached)
            {
                list = new List <ShaderBundle>();

                _gpPrograms.Add(addresses, list);
            }

            list.Add(gpShaders);

            return(gpShaders);
        }