コード例 #1
0
        public static LambdaExpression MakeLambda(Expression expression, TranslatorContext context)
        {
            var tupleParameter      = Expression.Parameter(typeof(Tuple), "tuple");
            var visitor             = new ExpressionMaterializer(tupleParameter, context, null, EnumerableUtils <Parameter <Tuple> > .Empty);
            var processedExpression = OwnerRemover.RemoveOwner(expression);

            return(FastExpression.Lambda(visitor.Visit(processedExpression), tupleParameter));
        }
コード例 #2
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);
        }
コード例 #3
0
        // ReSharper restore UnusedMember.Local

        #endregion

        // Constructors

        private ExpressionMaterializer(ParameterExpression
                                       tupleParameter,
                                       TranslatorContext context,
                                       ParameterExpression itemMaterializationContextParameter,
                                       IEnumerable <Parameter <Tuple> > tupleParameters)
        {
            this.itemMaterializationContextParameter = itemMaterializationContextParameter;
            this.tupleParameter  = tupleParameter;
            this.context         = context;
            this.tupleParameters = new HashSet <Parameter <Tuple> >(tupleParameters);
        }
コード例 #4
0
        /// <summary>
        /// Translates a previously generated translator context to something that the host API accepts.
        /// </summary>
        /// <param name="dumper">Optional shader code dumper</param>
        /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
        /// <param name="stages">Translator context of all available shader stages</param>
        /// <param name="stageIndex">Index on the stages array to translate</param>
        /// <returns>Compiled graphics shader code</returns>
        private static ShaderCodeHolder TranslateShader(
            ShaderDumper dumper,
            MemoryManager memoryManager,
            TranslatorContext[] stages,
            int stageIndex)
        {
            TranslatorContext currentStage = stages[stageIndex];
            TranslatorContext nextStage    = GetNextStageContext(stages, stageIndex);
            TranslatorContext vertexA      = stageIndex == 1 ? stages[0] : null;

            return(TranslateShader(dumper, memoryManager, currentStage, nextStage, vertexA));
        }
コード例 #5
0
        // Constructors

        public ItemProjectorExpression(Expression expression, CompilableProvider dataSource, TranslatorContext context)
            : base(ExtendedExpressionType.ItemProjector, expression.Type)
        {
            DataSource = dataSource;
            Context    = context;
            var newApplyParameter      = Context.GetApplyParameter(dataSource);
            var applyParameterReplacer = new ExtendedExpressionReplacer(ex =>
                                                                        ex is SubQueryExpression
          ? ((SubQueryExpression)ex).ReplaceApplyParameter(newApplyParameter)
          : null);

            Item = applyParameterReplacer.Replace(expression);
        }
コード例 #6
0
        /// <summary>
        /// Recompiles a compute program from guest code.
        /// </summary>
        /// <param name="shaders">Shader stages</param>
        /// <param name="specState">Specialization state</param>
        /// <param name="programIndex">Program index</param>
        private void RecompileComputeFromGuestCode(CachedShaderStage[] shaders, ShaderSpecializationState specState, int programIndex)
        {
            CachedShaderStage         shader       = shaders[0];
            ResourceCounts            counts       = new ResourceCounts();
            ShaderSpecializationState newSpecState = new ShaderSpecializationState(specState.ComputeState);
            DiskCacheGpuAccessor      gpuAccessor  = new DiskCacheGpuAccessor(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);

            TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, 0);

            ShaderProgram program = translatorContext.Translate();

            shaders[0] = new CachedShaderStage(program.Info, shader.Code, shader.Cb1Data);

            _compilationQueue.Enqueue(new ProgramCompilation(new[] { program }, shaders, newSpecState, programIndex, isCompute: true));
        }
コード例 #7
0
        /// <summary>
        /// Translates a previously generated translator context to something that the host API accepts.
        /// </summary>
        /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
        /// <param name="translatorContext">Current translator context to translate</param>
        /// <param name="translatorContext2">Optional translator context of the shader that should be combined</param>
        /// <returns>Compiled graphics shader code</returns>
        private ShaderCodeHolder TranslateShader(
            MemoryManager memoryManager,
            TranslatorContext translatorContext,
            TranslatorContext translatorContext2 = null)
        {
            if (translatorContext == null)
            {
                return(null);
            }

            if (translatorContext2 != null)
            {
                byte[] codeA = memoryManager.GetSpan(translatorContext2.Address, translatorContext2.Size).ToArray();
                byte[] codeB = memoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();

                _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
                _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);

                ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo, translatorContext2);

                if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
                {
                    program.Prepend("// " + codePathB);
                    program.Prepend("// " + fullPathB);
                    program.Prepend("// " + codePathA);
                    program.Prepend("// " + fullPathA);
                }

                return(new ShaderCodeHolder(program, shaderProgramInfo, codeB, codeA));
            }
            else
            {
                byte[] code = memoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();

                _dumper.Dump(code, translatorContext.Stage == ShaderStage.Compute, out string fullPath, out string codePath);

                ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo);

                if (fullPath != null && codePath != null)
                {
                    program.Prepend("// " + codePath);
                    program.Prepend("// " + fullPath);
                }

                return(new ShaderCodeHolder(program, shaderProgramInfo, code));
            }
        }
コード例 #8
0
        /// <summary>
        /// Translates a previously generated translator context to something that the host API accepts.
        /// </summary>
        /// <param name="dumper">Optional shader code dumper</param>
        /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
        /// <param name="currentStage">Translator context of the stage to be translated</param>
        /// <param name="nextStage">Translator context of the next active stage, if existent</param>
        /// <param name="vertexA">Optional translator context of the shader that should be combined</param>
        /// <returns>Compiled graphics shader code</returns>
        private static ShaderCodeHolder TranslateShader(
            ShaderDumper dumper,
            MemoryManager memoryManager,
            TranslatorContext currentStage,
            TranslatorContext nextStage,
            TranslatorContext vertexA)
        {
            if (currentStage == null)
            {
                return(null);
            }

            if (vertexA != null)
            {
                byte[] codeA = memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
                byte[] codeB = memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();

                ShaderDumpPaths pathsA = default;
                ShaderDumpPaths pathsB = default;

                if (dumper != null)
                {
                    pathsA = dumper.Dump(codeA, compute: false);
                    pathsB = dumper.Dump(codeB, compute: false);
                }

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

                pathsB.Prepend(program);
                pathsA.Prepend(program);

                return(new ShaderCodeHolder(program, shaderProgramInfo, codeB, codeA));
            }
            else
            {
                byte[] code = memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();

                ShaderDumpPaths paths = dumper?.Dump(code, currentStage.Stage == ShaderStage.Compute) ?? default;

                ShaderProgram program = currentStage.Translate(out ShaderProgramInfo shaderProgramInfo, nextStage);

                paths.Prepend(program);

                return(new ShaderCodeHolder(program, shaderProgramInfo, code));
            }
        }
コード例 #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">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);
        }
コード例 #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="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);
        }
コード例 #11
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);
        }
コード例 #12
0
 public EfProjectsRepository(TranslatorContext ctx)
 {
     _ctx = ctx;
 }
コード例 #13
0
        // Constructors

        private PersistentIndexerRewriter(TranslatorContext context)
        {
            this.context = context;
        }
コード例 #14
0
 public TranslationRequestRepository(TranslatorContext context) : base(context)
 {
 }
コード例 #15
0
 public LambdaExpression ToLambda(TranslatorContext context)
 {
     return(ExpressionMaterializer.MakeLambda(Item, context));
 }
コード例 #16
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);
                }

                for (int programIndex = 0; programIndex < guestProgramList.Length; programIndex++)
                {
                    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);

                        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, "");
                            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.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);
                        }

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

                                    TranslatorContext translatorContext  = Translator.CreateContext(0, gpuAccessor, flags, counts);
                                    TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);

                                    program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
                                }

                                // 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, "");
                                    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));
                    }

                    _shaderCount = programIndex + 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.");
            }
        }
コード例 #17
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);
        }
コード例 #18
0
        public static MaterializationInfo MakeMaterialization(ItemProjectorExpression projector, TranslatorContext context,
                                                              IEnumerable <Parameter <Tuple> > tupleParameters)
        {
            var tupleParameter = Expression.Parameter(typeof(Tuple), "tuple");
            var materializationContextParameter = Expression.Parameter(typeof(ItemMaterializationContext), "mc");
            var visitor = new ExpressionMaterializer(tupleParameter, context, materializationContextParameter, tupleParameters);
            var lambda  = FastExpression.Lambda(visitor.Visit(projector.Item), tupleParameter, materializationContextParameter);
            var count   = visitor.entityRegistry.Count;

            return(new MaterializationInfo(count, lambda));
        }
コード例 #19
0
        /// <summary>
        /// Write the guest GpuAccessor informations to the given stream.
        /// </summary>
        /// <param name="stream">The stream to write the guest GpuAcessor</param>
        /// <param name="shaderContext">The shader tranlator context in use</param>
        /// <returns>The guest gpu accessor header</returns>
        private static GuestGpuAccessorHeader WriteGuestGpuAccessorCache(Stream stream, TranslatorContext shaderContext)
        {
            BinaryWriter writer = new BinaryWriter(stream);

            GuestGpuAccessorHeader header = CreateGuestGpuAccessorCache(shaderContext.GpuAccessor);

            // If we have a full gpu accessor, cache textures descriptors
            if (shaderContext.GpuAccessor is GpuAccessor gpuAccessor)
            {
                HashSet <int> textureHandlesInUse = shaderContext.TextureHandlesForCache;

                header.TextureDescriptorCount = textureHandlesInUse.Count;

                foreach (int textureHandle in textureHandlesInUse)
                {
                    GuestTextureDescriptor textureDescriptor = ((Image.TextureDescriptor)gpuAccessor.GetTextureDescriptor(textureHandle)).ToCache();

                    textureDescriptor.Handle = (uint)textureHandle;

                    writer.WriteStruct(textureDescriptor);
                }
            }

            return(header);
        }
コード例 #20
0
ファイル: ShaderCache.cs プロジェクト: mango-exe/Ryujinx
        /// <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);
        }
コード例 #21
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.");
            }
        }
コード例 #22
0
 public EfUserRepository(TranslatorContext ctx)
 {
     _ctx = ctx;
 }
コード例 #23
0
 public EfAuthLinksRepository(TranslatorContext ctx)
 {
     _ctx = ctx;
 }
コード例 #24
0
 public Repository(TranslatorContext context)
 {
     Db    = context;
     DbSet = Db.Set <TEntity>();
 }
コード例 #25
0
 public static Expression Rewrite(Expression query, TranslatorContext context)
 {
     return(new PersistentIndexerRewriter(context).Visit(query));
 }
コード例 #26
0
 public MaterializationInfo Materialize(TranslatorContext context, IEnumerable <Parameter <Tuple> > tupleParameters)
 {
     return(ExpressionMaterializer.MakeMaterialization(this, context, tupleParameters));
 }
コード例 #27
0
        /// <summary>
        /// Recompiles a graphics program from guest code.
        /// </summary>
        /// <param name="shaders">Shader stages</param>
        /// <param name="specState">Specialization state</param>
        /// <param name="programIndex">Program index</param>
        private void RecompileGraphicsFromGuestCode(CachedShaderStage[] shaders, ShaderSpecializationState specState, int programIndex)
        {
            ShaderSpecializationState newSpecState = new ShaderSpecializationState(specState.GraphicsState, specState.TransformFeedbackDescriptors);
            ResourceCounts            counts       = new ResourceCounts();

            TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
            TranslatorContext   nextStage          = null;

            for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
            {
                CachedShaderStage shader = shaders[stageIndex + 1];

                if (shader != null)
                {
                    byte[] guestCode = shader.Code;
                    byte[] cb1Data   = shader.Cb1Data;

                    DiskCacheGpuAccessor gpuAccessor  = new DiskCacheGpuAccessor(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex);
                    TranslatorContext    currentStage = DecodeGraphicsShader(gpuAccessor, DefaultFlags, 0);

                    if (nextStage != null)
                    {
                        currentStage.SetNextStage(nextStage);
                    }

                    if (stageIndex == 0 && shaders[0] != null)
                    {
                        byte[] guestCodeA = shaders[0].Code;
                        byte[] cb1DataA   = shaders[0].Cb1Data;

                        DiskCacheGpuAccessor gpuAccessorA = new DiskCacheGpuAccessor(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0);
                        translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, DefaultFlags | TranslationFlags.VertexA, 0);
                    }

                    translatorContexts[stageIndex + 1] = currentStage;
                    nextStage = currentStage;
                }
            }

            List <ShaderProgram> translatedStages = new List <ShaderProgram>();

            for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
            {
                TranslatorContext currentStage = translatorContexts[stageIndex + 1];

                if (currentStage != null)
                {
                    ShaderProgram program;

                    byte[] guestCode = shaders[stageIndex + 1].Code;
                    byte[] cb1Data   = shaders[stageIndex + 1].Cb1Data;

                    if (stageIndex == 0 && shaders[0] != null)
                    {
                        program = currentStage.Translate(translatorContexts[0]);

                        byte[] guestCodeA = shaders[0].Code;
                        byte[] cb1DataA   = shaders[0].Cb1Data;

                        shaders[0] = new CachedShaderStage(null, guestCodeA, cb1DataA);
                        shaders[1] = new CachedShaderStage(program.Info, guestCode, cb1Data);
                    }
                    else
                    {
                        program = currentStage.Translate();

                        shaders[stageIndex + 1] = new CachedShaderStage(program.Info, guestCode, cb1Data);
                    }

                    if (program != null)
                    {
                        translatedStages.Add(program);
                    }
                }
            }

            _compilationQueue.Enqueue(new ProgramCompilation(translatedStages.ToArray(), shaders, newSpecState, programIndex, isCompute: false));
        }