Example #1
0
 /// <summary>
 /// Creates a new GPU graphics state.
 /// </summary>
 /// <param name="earlyZForce">Early Z force enable</param>
 /// <param name="topology">Primitive topology</param>
 /// <param name="tessellationMode">Tessellation mode</param>
 /// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
 /// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
 /// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
 /// <param name="depthMode">Depth mode zero to one or minus one to one</param>
 /// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
 /// <param name="pointSize">Point size if not set from shader</param>
 /// <param name="alphaTestEnable">Indicates whether alpha test is enabled</param>
 /// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
 /// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
 /// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
 public GpuChannelGraphicsState(
     bool earlyZForce,
     PrimitiveTopology topology,
     TessMode tessellationMode,
     bool alphaToCoverageEnable,
     bool alphaToCoverageDitherEnable,
     bool viewportTransformDisable,
     bool depthMode,
     bool programPointSizeEnable,
     float pointSize,
     bool alphaTestEnable,
     CompareOp alphaTestCompare,
     float alphaTestReference,
     ref Array32 <AttributeType> attributeTypes)
 {
     EarlyZForce                 = earlyZForce;
     Topology                    = topology;
     TessellationMode            = tessellationMode;
     AlphaToCoverageEnable       = alphaToCoverageEnable;
     AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
     ViewportTransformDisable    = viewportTransformDisable;
     DepthMode                   = depthMode;
     ProgramPointSizeEnable      = programPointSizeEnable;
     PointSize                   = pointSize;
     AlphaTestEnable             = alphaTestEnable;
     AlphaTestCompare            = alphaTestCompare;
     AlphaTestReference          = alphaTestReference;
     AttributeTypes              = attributeTypes;
 }
Example #2
0
 /// <summary>
 /// Creates a new instance of the GPU accessor state.
 /// </summary>
 /// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param>
 /// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param>
 /// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
 /// <param name="earlyZForce">Early Z force enable</param>
 /// <param name="topology">Primitive topology</param>
 /// <param name="tessellationMode">Tessellation mode</param>
 public GpuAccessorState(
     ulong texturePoolGpuVa,
     int texturePoolMaximumId,
     int textureBufferIndex,
     bool earlyZForce,
     PrimitiveTopology topology,
     TessMode tessellationMode)
 {
     TexturePoolGpuVa     = texturePoolGpuVa;
     TexturePoolMaximumId = texturePoolMaximumId;
     TextureBufferIndex   = textureBufferIndex;
     EarlyZForce          = earlyZForce;
     Topology             = topology;
     TessellationMode     = tessellationMode;
 }
Example #3
0
 /// <summary>
 /// Creates a new GPU graphics state.
 /// </summary>
 /// <param name="earlyZForce">Early Z force enable</param>
 /// <param name="topology">Primitive topology</param>
 /// <param name="tessellationMode">Tessellation mode</param>
 /// <param name="viewportTransformDisable">Indicates whenever the viewport transform is disabled</param>
 /// <param name="alphaToCoverageEnable">Indicates whenever alpha-to-coverage is enabled</param>
 /// <param name="alphaToCoverageDitherEnable">Indicates whenever alpha-to-coverage dithering is enabled</param>
 public GpuChannelGraphicsState(
     bool earlyZForce,
     PrimitiveTopology topology,
     TessMode tessellationMode,
     bool viewportTransformDisable,
     bool alphaToCoverageEnable,
     bool alphaToCoverageDitherEnable)
 {
     EarlyZForce                 = earlyZForce;
     Topology                    = topology;
     TessellationMode            = tessellationMode;
     ViewportTransformDisable    = viewportTransformDisable;
     AlphaToCoverageEnable       = alphaToCoverageEnable;
     AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
 }
Example #4
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);
        }
    }
Example #5
0
 /// <summary>
 /// Creates a new GPU graphics state.
 /// </summary>
 /// <param name="earlyZForce">Early Z force enable</param>
 /// <param name="topology">Primitive topology</param>
 /// <param name="tessellationMode">Tessellation mode</param>
 public GpuChannelGraphicsState(bool earlyZForce, PrimitiveTopology topology, TessMode tessellationMode)
 {
     EarlyZForce      = earlyZForce;
     Topology         = topology;
     TessellationMode = tessellationMode;
 }