public bool Equals(ref PipelineUid other) { if (!Unsafe.As <ulong, Vector256 <byte> >(ref Id0).Equals(Unsafe.As <ulong, Vector256 <byte> >(ref other.Id0)) || !Unsafe.As <ulong, Vector256 <byte> >(ref Id4).Equals(Unsafe.As <ulong, Vector256 <byte> >(ref other.Id4)) || !Unsafe.As <ulong, Vector256 <byte> >(ref Id8).Equals(Unsafe.As <ulong, Vector256 <byte> >(ref other.Id8))) { return(false); } if (!SequenceEqual <VertexInputAttributeDescription>(VertexAttributeDescriptions.ToSpan(), other.VertexAttributeDescriptions.ToSpan(), VertexAttributeDescriptionsCount)) { return(false); } if (!SequenceEqual <VertexInputBindingDescription>(VertexBindingDescriptions.ToSpan(), other.VertexBindingDescriptions.ToSpan(), VertexBindingDescriptionsCount)) { return(false); } if (!VulkanConfiguration.UseDynamicState) { if (!SequenceEqual <Viewport>(Viewports.ToSpan(), other.Viewports.ToSpan(), ViewportsCount)) { return(false); } if (!SequenceEqual <Rect2D>(Scissors.ToSpan(), other.Scissors.ToSpan(), ScissorsCount)) { return(false); } } if (!SequenceEqual <PipelineColorBlendAttachmentState>(ColorBlendAttachmentState.ToSpan(), other.ColorBlendAttachmentState.ToSpan(), ColorBlendAttachmentStateCount)) { return(false); } if (!SequenceEqual <Format>(AttachmentFormats.ToSpan(), other.AttachmentFormats.ToSpan(), ColorBlendAttachmentStateCount + (HasDepthStencil ? 1u : 0u))) { return(false); } return(true); }
/// <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); } }