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authorgdkchan <gab.dark.100@gmail.com>2023-08-29 21:10:34 -0300
committerGitHub <noreply@github.com>2023-08-29 21:10:34 -0300
commitf09bba82b9366e5912b639a610ae89cbb1cf352c (patch)
tree4811ffa52206eed7cf8aa200c64deb7410e5c56b /src/Ryujinx.Graphics.Gpu/Shader
parent93d78f9ac4a37a50f0cc2e57addd330d072af742 (diff)
Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader')
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs23
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs2
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs25
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs16
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs8
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs41
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs20
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs156
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs63
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs9
-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs35
11 files changed, 317 insertions, 81 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs b/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs
index ff9c39a1..600c8a98 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs
@@ -15,6 +15,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
public IProgram HostProgram { get; }
/// <summary>
+ /// Optional vertex shader converted to compute.
+ /// </summary>
+ public ShaderAsCompute VertexAsCompute { get; }
+
+ /// <summary>
+ /// Optional geometry shader converted to compute.
+ /// </summary>
+ public ShaderAsCompute GeometryAsCompute { get; }
+
+ /// <summary>
/// GPU state used to create this version of the shader.
/// </summary>
public ShaderSpecializationState SpecializationState { get; }
@@ -45,12 +55,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
}
+ public CachedShaderProgram(
+ IProgram hostProgram,
+ ShaderAsCompute vertexAsCompute,
+ ShaderAsCompute geometryAsCompute,
+ ShaderSpecializationState specializationState,
+ CachedShaderStage[] shaders) : this(hostProgram, specializationState, shaders)
+ {
+ VertexAsCompute = vertexAsCompute;
+ GeometryAsCompute = geometryAsCompute;
+ }
+
/// <summary>
/// Dispose of the host shader resources.
/// </summary>
public void Dispose()
{
HostProgram.Dispose();
+ VertexAsCompute?.HostProgram.Dispose();
+ GeometryAsCompute?.HostProgram.Dispose();
}
}
}
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs
index 93d293f6..de6432bc 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs
@@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
ShaderSpecializationState oldSpecState,
ShaderSpecializationState newSpecState,
ResourceCounts counts,
- int stageIndex) : base(context, counts, stageIndex, oldSpecState.TransformFeedbackDescriptors != null)
+ int stageIndex) : base(context, counts, stageIndex)
{
_data = data;
_cb1Data = cb1Data;
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs
index 08096bd5..99ef89ed 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs
@@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 2;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
- private const uint CodeGenVersion = 5609;
+ private const uint CodeGenVersion = 5551;
private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data";
@@ -141,6 +141,21 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
public ShaderStage Stage;
/// <summary>
+ /// Number of vertices that each output primitive has on a geometry shader.
+ /// </summary>
+ public byte GeometryVerticesPerPrimitive;
+
+ /// <summary>
+ /// Maximum number of vertices that a geometry shader may generate.
+ /// </summary>
+ public ushort GeometryMaxOutputVertices;
+
+ /// <summary>
+ /// Number of invocations per primitive on tessellation or geometry shaders.
+ /// </summary>
+ public ushort ThreadsPerInputPrimitive;
+
+ /// <summary>
/// Indicates if the fragment shader accesses the fragment coordinate built-in variable.
/// </summary>
public bool UsesFragCoord;
@@ -783,9 +798,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
sBuffers,
textures,
images,
- ShaderIdentification.None,
- 0,
dataInfo.Stage,
+ dataInfo.GeometryVerticesPerPrimitive,
+ dataInfo.GeometryMaxOutputVertices,
+ dataInfo.ThreadsPerInputPrimitive,
dataInfo.UsesFragCoord,
dataInfo.UsesInstanceId,
dataInfo.UsesDrawParameters,
@@ -813,6 +829,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
TexturesCount = (ushort)info.Textures.Count,
ImagesCount = (ushort)info.Images.Count,
Stage = info.Stage,
+ GeometryVerticesPerPrimitive = (byte)info.GeometryVerticesPerPrimitive,
+ GeometryMaxOutputVertices = (ushort)info.GeometryMaxOutputVertices,
+ ThreadsPerInputPrimitive = (ushort)info.ThreadsPerInputPrimitive,
UsesFragCoord = info.UsesFragCoord,
UsesInstanceId = info.UsesInstanceId,
UsesDrawParameters = info.UsesDrawParameters,
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
index 8c2108bf..153fc442 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
@@ -595,6 +595,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
ResourceCounts counts = new();
+ DiskCacheGpuAccessor[] gpuAccessors = new DiskCacheGpuAccessor[Constants.ShaderStages];
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
TranslatorContext nextStage = null;
@@ -626,14 +627,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
}
+ gpuAccessors[stageIndex] = gpuAccessor;
translatorContexts[stageIndex + 1] = currentStage;
nextStage = currentStage;
}
}
- if (!_context.Capabilities.SupportsGeometryShader)
+ bool hasGeometryShader = translatorContexts[4] != null;
+ bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
+ bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
+ bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
+
+ // We don't support caching shader stages that have been converted to compute currently,
+ // so just eliminate them if they exist in the cache.
+ if (vertexToCompute)
{
- ShaderCache.TryRemoveGeometryStage(translatorContexts);
+ return;
}
CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
@@ -647,6 +656,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
if (currentStage != null)
{
+ gpuAccessors[stageIndex].InitializeReservedCounts(specState.TransformFeedbackDescriptors != null, vertexToCompute);
+
ShaderProgram program;
byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
@@ -701,6 +712,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
ResourceCounts counts = new();
ShaderSpecializationState newSpecState = new(ref specState.ComputeState);
DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
+ gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
index b4f4a439..1d84d0e4 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
@@ -25,11 +25,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel</param>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
- public GpuAccessor(
- GpuContext context,
- GpuChannel channel,
- GpuAccessorState state,
- int stageIndex) : base(context, state.ResourceCounts, stageIndex, state.TransformFeedbackDescriptors != null)
+ public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex)
{
_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
_channel = channel;
@@ -49,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="state">Current GPU state</param>
- public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0, false)
+ public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0)
{
_channel = channel;
_state = state;
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
index 52193940..9d030cd6 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
@@ -15,8 +15,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
private readonly ResourceCounts _resourceCounts;
private readonly int _stageIndex;
- private readonly int _reservedConstantBuffers;
- private readonly int _reservedStorageBuffers;
+ private int _reservedConstantBuffers;
+ private int _reservedStorageBuffers;
+ private int _reservedTextures;
+ private int _reservedImages;
/// <summary>
/// Creates a new GPU accessor.
@@ -24,15 +26,26 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="context">GPU context</param>
/// <param name="resourceCounts">Counter of GPU resources used by the shader</param>
/// <param name="stageIndex">Index of the shader stage, 0 for compute</param>
- /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param>
- public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex, bool tfEnabled)
+ public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
{
_context = context;
_resourceCounts = resourceCounts;
_stageIndex = stageIndex;
+ }
+
+ /// <summary>
+ /// Initializes counts for bindings that will be reserved for emulator use.
+ /// </summary>
+ /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param>
+ /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param>
+ public void InitializeReservedCounts(bool tfEnabled, bool vertexAsCompute)
+ {
+ ResourceReservationCounts rrc = new(!_context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);
- _reservedConstantBuffers = 1; // For the support buffer.
- _reservedStorageBuffers = !context.Capabilities.SupportsTransformFeedback && tfEnabled ? 5 : 0;
+ _reservedConstantBuffers = rrc.ReservedConstantBuffers;
+ _reservedStorageBuffers = rrc.ReservedStorageBuffers;
+ _reservedTextures = rrc.ReservedTextures;
+ _reservedImages = rrc.ReservedImages;
}
public int QueryBindingConstantBuffer(int index)
@@ -69,6 +82,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
public int QueryBindingTexture(int index, bool isBuffer)
{
+ int binding;
+
if (_context.Capabilities.Api == TargetApi.Vulkan)
{
if (isBuffer)
@@ -76,16 +91,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
index += (int)_context.Capabilities.MaximumTexturesPerStage;
}
- return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
+ binding = GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
}
else
{
- return _resourceCounts.TexturesCount++;
+ binding = _resourceCounts.TexturesCount++;
}
+
+ return binding + _reservedTextures;
}
public int QueryBindingImage(int index, bool isBuffer)
{
+ int binding;
+
if (_context.Capabilities.Api == TargetApi.Vulkan)
{
if (isBuffer)
@@ -93,12 +112,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
index += (int)_context.Capabilities.MaximumImagesPerStage;
}
- return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
+ binding = GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
}
else
{
- return _resourceCounts.ImagesCount++;
+ binding = _resourceCounts.ImagesCount++;
}
+
+ return binding + _reservedImages;
}
private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs
new file mode 100644
index 00000000..71540a13
--- /dev/null
+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs
@@ -0,0 +1,20 @@
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Shader;
+using Ryujinx.Graphics.Shader.Translation;
+
+namespace Ryujinx.Graphics.Gpu.Shader
+{
+ class ShaderAsCompute
+ {
+ public IProgram HostProgram { get; }
+ public ShaderProgramInfo Info { get; }
+ public ResourceReservations Reservations { get; }
+
+ public ShaderAsCompute(IProgram hostProgram, ShaderProgramInfo info, ResourceReservations reservations)
+ {
+ HostProgram = hostProgram;
+ Info = info;
+ Reservations = reservations;
+ }
+ }
+}
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index 97d7a720..38be262a 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -215,9 +215,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
ShaderSpecializationState specState = new(ref computeState);
GpuAccessorState gpuAccessorState = new(poolState, computeState, default, specState);
GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState);
+ gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
- TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
+ TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode, asCompute: false);
ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
@@ -321,6 +322,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
+ GpuAccessor[] gpuAccessors = new GpuAccessor[Constants.ShaderStages];
TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
TranslatorContext nextStage = null;
@@ -345,22 +347,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
}
+ gpuAccessors[stageIndex] = gpuAccessor;
translatorContexts[stageIndex + 1] = currentStage;
nextStage = currentStage;
}
}
- if (!_context.Capabilities.SupportsGeometryShader)
- {
- TryRemoveGeometryStage(translatorContexts);
- }
+ bool hasGeometryShader = translatorContexts[4] != null;
+ bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
+ bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
+ bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
+ bool geometryToCompute = ShouldConvertGeometryToCompute(_context, geometryHasStore);
CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
List<ShaderSource> shaderSources = new();
TranslatorContext previousStage = null;
+ ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null, vertexToCompute);
+
+ if (geometryToCompute && translatorContexts[4] != null)
+ {
+ translatorContexts[4].SetVertexOutputMapForGeometryAsCompute(translatorContexts[1]);
+ }
- ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null);
+ ShaderAsCompute vertexAsCompute = null;
+ ShaderAsCompute geometryAsCompute = null;
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
{
@@ -368,8 +379,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (currentStage != null)
{
+ gpuAccessors[stageIndex].InitializeReservedCounts(transformFeedbackDescriptors != null, vertexToCompute);
+
ShaderProgram program;
+ bool asCompute = (stageIndex == 0 && vertexToCompute) || (stageIndex == 3 && geometryToCompute);
+
if (stageIndex == 0 && translatorContexts[0] != null)
{
TranslatedShaderVertexPair translatedShader = TranslateShader(
@@ -378,7 +393,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
currentStage,
translatorContexts[0],
cachedGuestCode.VertexACode,
- cachedGuestCode.VertexBCode);
+ cachedGuestCode.VertexBCode,
+ asCompute);
shaders[0] = translatedShader.VertexA;
shaders[1] = translatedShader.VertexB;
@@ -388,12 +404,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
byte[] code = cachedGuestCode.GetByIndex(stageIndex);
- TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code);
+ TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code, asCompute);
shaders[stageIndex + 1] = translatedShader.Shader;
program = translatedShader.Program;
}
+ if (asCompute)
+ {
+ bool tfEnabled = transformFeedbackDescriptors != null;
+
+ if (stageIndex == 0)
+ {
+ vertexAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
+
+ TranslatorContext lastInVertexPipeline = geometryToCompute ? translatorContexts[4] ?? currentStage : currentStage;
+
+ program = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
+ }
+ else
+ {
+ geometryAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
+ program = null;
+ }
+ }
+
if (program != null)
{
shaderSources.Add(CreateShaderSource(program));
@@ -418,46 +453,81 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
- gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
+ gpShaders = new(hostProgram, vertexAsCompute, geometryAsCompute, specState, shaders);
_graphicsShaderCache.Add(gpShaders);
- EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
+
+ // We don't currently support caching shaders that have been converted to compute.
+ if (vertexAsCompute == null)
+ {
+ EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
+ }
+
_gpPrograms[addresses] = gpShaders;
return gpShaders;
}
/// <summary>
- /// Tries to eliminate the geometry stage from the array of translator contexts.
+ /// Checks if a vertex shader should be converted to a compute shader due to it making use of
+ /// features that are not supported on the host.
/// </summary>
- /// <param name="translatorContexts">Array of translator contexts</param>
- public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
+ /// <param name="context">GPU context of the shader</param>
+ /// <param name="vertexHasStore">Whether the vertex shader has image or storage buffer store operations</param>
+ /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
+ /// <param name="hasGeometryShader">Whether a geometry shader exists</param>
+ /// <returns>True if the vertex shader should be converted to compute, false otherwise</returns>
+ public static bool ShouldConvertVertexToCompute(GpuContext context, bool vertexHasStore, bool geometryHasStore, bool hasGeometryShader)
{
- if (translatorContexts[4] != null)
+ // If the host does not support store operations on vertex,
+ // we need to emulate it on a compute shader.
+ if (!context.Capabilities.SupportsVertexStoreAndAtomics && vertexHasStore)
{
- // We have a geometry shader, but geometry shaders are not supported.
- // Try to eliminate the geometry shader.
+ return true;
+ }
- ShaderProgramInfo info = translatorContexts[4].Translate().Info;
+ // If any stage after the vertex stage is converted to compute,
+ // we need to convert vertex to compute too.
+ return hasGeometryShader && ShouldConvertGeometryToCompute(context, geometryHasStore);
+ }
- if (info.Identification == ShaderIdentification.GeometryLayerPassthrough)
- {
- // We managed to identify that this geometry shader is only used to set the output Layer value,
- // we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it.
+ /// <summary>
+ /// Checks if a geometry shader should be converted to a compute shader due to it making use of
+ /// features that are not supported on the host.
+ /// </summary>
+ /// <param name="context">GPU context of the shader</param>
+ /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
+ /// <returns>True if the geometry shader should be converted to compute, false otherwise</returns>
+ public static bool ShouldConvertGeometryToCompute(GpuContext context, bool geometryHasStore)
+ {
+ return (!context.Capabilities.SupportsVertexStoreAndAtomics && geometryHasStore) ||
+ !context.Capabilities.SupportsGeometryShader;
+ }
- for (int i = 3; i >= 1; i--)
- {
- if (translatorContexts[i] != null)
- {
- translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
- translatorContexts[i].SetLastInVertexPipeline();
- break;
- }
- }
+ /// <summary>
+ /// Checks if it might be necessary for any vertex, tessellation or geometry shader to be converted to compute,
+ /// based on the supported host features.
+ /// </summary>
+ /// <param name="capabilities">Host capabilities</param>
+ /// <returns>True if the possibility of a shader being converted to compute exists, false otherwise</returns>
+ public static bool MayConvertVtgToCompute(ref Capabilities capabilities)
+ {
+ return !capabilities.SupportsVertexStoreAndAtomics || !capabilities.SupportsGeometryShader;
+ }
- translatorContexts[4] = null;
- }
- }
+ /// <summary>
+ /// Creates a compute shader from a vertex, tessellation or geometry shader that has been converted to compute.
+ /// </summary>
+ /// <param name="program">Shader program</param>
+ /// <param name="context">Translation context of the shader</param>
+ /// <param name="tfEnabled">Whether transform feedback is enabled</param>
+ /// <returns>Compute shader</returns>
+ private ShaderAsCompute CreateHostVertexAsComputeProgram(ShaderProgram program, TranslatorContext context, bool tfEnabled)
+ {
+ ShaderSource source = new(program.Code, program.BinaryCode, ShaderStage.Compute, program.Language);
+ ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, tfEnabled);
+
+ return new(_context.Renderer.CreateProgram(new[] { source }, info), program.Info, context.GetResourceReservations());
}
/// <summary>
@@ -573,9 +643,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
+ bool vertexAsCompute = gpShaders.VertexAsCompute != null;
bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
- return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
+ return gpShaders.SpecializationState.MatchesGraphics(
+ channel,
+ ref poolState,
+ ref graphicsState,
+ vertexAsCompute,
+ usesDrawParameters,
+ checkTextures: true);
}
/// <summary>
@@ -636,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="vertexA">Optional translator context of the shader that should be combined</param>
/// <param name="codeA">Optional Maxwell binary code of the Vertex A shader, if present</param>
/// <param name="codeB">Optional Maxwell binary code of the Vertex B or current stage shader, if present on cache</param>
+ /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
/// <returns>Compiled graphics shader code</returns>
private static TranslatedShaderVertexPair TranslateShader(
ShaderDumper dumper,
@@ -643,7 +721,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
TranslatorContext currentStage,
TranslatorContext vertexA,
byte[] codeA,
- byte[] codeB)
+ byte[] codeB,
+ bool asCompute)
{
ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
@@ -663,7 +742,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
pathsB = dumper.Dump(codeB, compute: false);
}
- ShaderProgram program = currentStage.Translate(vertexA);
+ ShaderProgram program = currentStage.Translate(vertexA, asCompute);
pathsB.Prepend(program);
pathsA.Prepend(program);
@@ -681,8 +760,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel using the shader</param>
/// <param name="context">Translator context of the stage to be translated</param>
/// <param name="code">Optional Maxwell binary code of the current stage shader, if present on cache</param>
+ /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
/// <returns>Compiled graphics shader code</returns>
- private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code)
+ private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code, bool asCompute)
{
var memoryManager = channel.MemoryManager;
@@ -694,7 +774,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
- ShaderProgram program = context.Translate();
+ ShaderProgram program = context.Translate(asCompute);
paths.Prepend(program);
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs
index af1e1ee3..bea916a6 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs
@@ -33,6 +33,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
private readonly int _reservedConstantBuffers;
private readonly int _reservedStorageBuffers;
+ private readonly int _reservedTextures;
+ private readonly int _reservedImages;
private readonly List<ResourceDescriptor>[] _resourceDescriptors;
private readonly List<ResourceUsage>[] _resourceUsages;
@@ -42,7 +44,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="context">GPU context that owns the shaders that will be added to the builder</param>
/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
- public ShaderInfoBuilder(GpuContext context, bool tfEnabled)
+ /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param>
+ public ShaderInfoBuilder(GpuContext context, bool tfEnabled, bool vertexAsCompute = false)
{
_context = context;
@@ -60,27 +63,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
AddUsage(SupportBufferStages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 0, 1);
- _reservedConstantBuffers = 1; // For the support buffer.
+ ResourceReservationCounts rrc = new(!context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);
- if (!context.Capabilities.SupportsTransformFeedback && tfEnabled)
- {
- _reservedStorageBuffers = 5;
+ _reservedConstantBuffers = rrc.ReservedConstantBuffers;
+ _reservedStorageBuffers = rrc.ReservedStorageBuffers;
+ _reservedTextures = rrc.ReservedTextures;
+ _reservedImages = rrc.ReservedImages;
- AddDescriptor(VtgStages, ResourceType.StorageBuffer, StorageSetIndex, 0, 5);
- AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Read, StorageSetIndex, 0, 1);
- AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Write, StorageSetIndex, 1, 4);
- }
- else
- {
- _reservedStorageBuffers = 0;
- }
+ // TODO: Handle that better? Maybe we should only set the binding that are really needed on each shader.
+ ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages;
+
+ PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 1, rrc.ReservedConstantBuffers - 1);
+ PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, ResourceAccess.ReadWrite, StorageSetIndex, 0, rrc.ReservedStorageBuffers);
+ PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, ResourceAccess.Read, TextureSetIndex, 0, rrc.ReservedTextures);
+ PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ResourceAccess.ReadWrite, ImageSetIndex, 0, rrc.ReservedImages);
+ }
+
+ private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, ResourceAccess access, int setIndex, int start, int count)
+ {
+ AddDescriptor(stages, type, setIndex, start, count);
+ AddUsage(stages, type, access, setIndex, start, count);
}
/// <summary>
/// Adds information from a given shader stage.
/// </summary>
/// <param name="info">Shader stage information</param>
- public void AddStageInfo(ShaderProgramInfo info)
+ /// <param name="vertexAsCompute">True if the shader stage has been converted into a compute shader</param>
+ public void AddStageInfo(ShaderProgramInfo info, bool vertexAsCompute = false)
{
if (info.Stage == ShaderStage.Fragment)
{
@@ -96,7 +106,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
_ => 0,
});
- ResourceStages stages = info.Stage switch
+ ResourceStages stages = vertexAsCompute ? ResourceStages.Compute : info.Stage switch
{
ShaderStage.Compute => ResourceStages.Compute,
ShaderStage.Vertex => ResourceStages.Vertex,
@@ -114,8 +124,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
int uniformBinding = _reservedConstantBuffers + stageIndex * uniformsPerStage;
int storageBinding = _reservedStorageBuffers + stageIndex * storagesPerStage;
- int textureBinding = stageIndex * texturesPerStage * 2;
- int imageBinding = stageIndex * imagesPerStage * 2;
+ int textureBinding = _reservedTextures + stageIndex * texturesPerStage * 2;
+ int imageBinding = _reservedImages + stageIndex * imagesPerStage * 2;
AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
@@ -285,11 +295,28 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>Shader information</returns>
public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
{
- ShaderInfoBuilder builder = new(context, tfEnabled: false);
+ ShaderInfoBuilder builder = new(context, tfEnabled: false, vertexAsCompute: false);
builder.AddStageInfo(info);
return builder.Build(null, fromCache);
}
+
+ /// <summary>
+ /// Builds shader information for a vertex or geometry shader thas was converted to compute shader.
+ /// </summary>
+ /// <param name="context">GPU context that owns the shader</param>
+ /// <param name="info">Compute shader information</param>
+ /// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
+ /// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param>
+ /// <returns>Shader information</returns>
+ public static ShaderInfo BuildForVertexAsCompute(GpuContext context, ShaderProgramInfo info, bool tfEnabled, bool fromCache = false)
+ {
+ ShaderInfoBuilder builder = new(context, tfEnabled, vertexAsCompute: true);
+
+ builder.AddStageInfo(info, vertexAsCompute: true);
+
+ return builder.Build(null, fromCache);
+ }
}
}
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
index e57e1df1..3c2f0b9b 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
@@ -35,9 +35,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
foreach (var entry in _entries)
{
+ bool vertexAsCompute = entry.VertexAsCompute != null;
bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
- if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true))
+ if (entry.SpecializationState.MatchesGraphics(
+ channel,
+ ref poolState,
+ ref graphicsState,
+ vertexAsCompute,
+ usesDrawParameters,
+ checkTextures: true))
{
program = entry;
return true;
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
index fcd95375..a41f761b 100644
--- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
@@ -457,6 +457,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
+ /// <param name="vertexAsCompute">Indicates that the vertex shader has been converted into a compute shader</param>
/// <param name="usesDrawParameters">Indicates whether the vertex shader accesses draw parameters</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
@@ -464,6 +465,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
GpuChannel channel,
ref GpuChannelPoolState poolState,
ref GpuChannelGraphicsState graphicsState,
+ bool vertexAsCompute,
bool usesDrawParameters,
bool checkTextures)
{
@@ -497,9 +499,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
- if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan()))
+ if (ShaderCache.MayConvertVtgToCompute(ref channel.Capabilities) && !vertexAsCompute)
{
- return false;
+ for (int index = 0; index < graphicsState.AttributeTypes.Length; index++)
+ {
+ AttributeType lType = FilterAttributeType(channel, graphicsState.AttributeTypes[index]);
+ AttributeType rType = FilterAttributeType(channel, GraphicsState.AttributeTypes[index]);
+
+ if (lType != rType)
+ {
+ return false;
+ }
+ }
+ }
+ else
+ {
+ if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan()))
+ {
+ return false;
+ }
}
if (usesDrawParameters && graphicsState.HasConstantBufferDrawParameters != GraphicsState.HasConstantBufferDrawParameters)
@@ -530,6 +548,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
return Matches(channel, ref poolState, checkTextures, isCompute: false);
}
+ private static AttributeType FilterAttributeType(GpuChannel channel, AttributeType type)
+ {
+ type &= ~(AttributeType.Packed | AttributeType.PackedRgb10A2Signed);
+
+ if (channel.Capabilities.SupportsScaledVertexFormats &&
+ (type == AttributeType.Sscaled || type == AttributeType.Uscaled))
+ {
+ type = AttributeType.Float;
+ }
+
+ return type;
+ }
+
/// <summary>
/// Checks if the recorded state matches the current GPU compute engine state.
/// </summary>