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

                ulong gpuVa = 0;

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

                case 1: gpuVa = addresses.TessControl;    break;

                case 2: gpuVa = addresses.TessEvaluation; break;

                case 3: gpuVa = addresses.Geometry;       break;

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

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

            return(true);
        }
示例#2
0
        /// <summary>
        /// Checks if graphics shader code from all stages in memory is different from the cached shaders.
        /// </summary>
        /// <param name="gpShaders">Cached graphics shaders</param>
        /// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
        /// <returns>True if the code is different, false otherwise</returns>
        private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
        {
            for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
            {
                CachedShader shader = gpShaders.Shaders[stage];

                ulong gpuVa = 0;

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

                case 1: gpuVa = addresses.TessControl;    break;

                case 2: gpuVa = addresses.TessEvaluation; break;

                case 3: gpuVa = addresses.Geometry;       break;

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

                if (IsShaderDifferent(shader, gpuVa))
                {
                    return(true);
                }
            }

            return(false);
        }
示例#3
0
        /// <summary>
        /// Gets a graphics shader program from the shader cache.
        /// This includes all the specified shader stages.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="addresses">Addresses of the shaders for each stage</param>
        /// <returns>Compiled graphics shader code</returns>
        public Shader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
        {
            ShaderPack pack = new ShaderPack();

            if (addresses.Vertex != 0)
            {
                pack.Add(GetShaderCode(addresses.Vertex));
            }

            if (addresses.TessControl != 0)
            {
                pack.Add(GetShaderCode(addresses.TessControl));
            }

            if (addresses.TessEvaluation != 0)
            {
                pack.Add(GetShaderCode(addresses.TessEvaluation));
            }


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

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

            for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)

            if (addresses.Geometry != 0)

            {
                pack.Add(GetShaderCode(addresses.Geometry));
            }

            if (addresses.Fragment != 0)
            {
                pack.Add(GetShaderCode(addresses.Fragment));
            }

            Shader gs = _cache.Get(pack, out int hash);

            if (gs != null)
            {
                return gs;
            }

            ShaderProgram[] programs = new ShaderProgram[5];

            programs[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
            programs[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
            programs[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
            programs[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
            programs[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);

            BackpropQualifiers(programs);

            IShader[] shaders = new IShader[programs.Count(x => x != null)];
示例#4
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);
        }
示例#5
0
        /// <summary>
        /// Gets a graphics shader program from the shader cache.
        /// This includes all the specified shader stages.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="addresses">Addresses of the shaders for each stage</param>
        /// <returns>Compiled graphics shader code</returns>
        public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
        {
            bool isCached = _gpPrograms.TryGetValue(addresses, out List <GraphicsShader> list);

            if (isCached)
            {
                foreach (GraphicsShader cachedGpShaders in list)
                {
                    if (!IsShaderDifferent(cachedGpShaders, addresses))
                    {
                        return(cachedGpShaders);
                    }
                }
            }

            GraphicsShader gpShaders = new GraphicsShader();

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

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

            BackpropQualifiers(gpShaders);

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

            for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
            {
                ShaderProgram program = gpShaders.Shaders[stage]?.Program;

                if (program == null)
                {
                    continue;
                }

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

                gpShaders.Shaders[stage].HostShader = hostShader;

                hostShaders.Add(hostShader);
            }

            gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());

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

                _gpPrograms.Add(addresses, list);
            }

            list.Add(gpShaders);

            return(gpShaders);
        }
示例#6
0
        /// <summary>
        /// Gets a graphics shader program from the shader cache.
        /// This includes all the specified shader stages.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">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);
        }
示例#7
0
        /// <summary>
        /// Gets a graphics shader program from the shader cache.
        /// This includes all the specified shader stages.
        /// </summary>
        /// <remarks>
        /// This automatically translates, compiles and adds the code to the cache if not present.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="addresses">Addresses of the shaders for each stage</param>
        /// <returns>Compiled graphics shader code</returns>
        public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
        {
            bool isCached = _gpPrograms.TryGetValue(addresses, out List <ShaderBundle> list);

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

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

            var tfd = GetTransformFeedbackDescriptors(state);

            TranslationFlags flags = DefaultFlags;

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

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

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

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

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

                if (program == null)
                {
                    continue;
                }

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

                shaders[stage].HostShader = hostShader;

                hostShaders.Add(hostShader);
            }

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

            ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);

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

                _gpPrograms.Add(addresses, list);
            }

            list.Add(gpShaders);

            return(gpShaders);
        }