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-rw-r--r--Ryujinx.Graphics.Gpu/Shader/CachedShaderBindings.cs103
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs56
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/CachedShaderStage.cs38
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ComputeShaderCacheHashTable.cs70
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/BackgroundDiskCacheWriter.cs138
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/BinarySerializer.cs216
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/CompressionAlgorithm.cs18
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheCommon.cs57
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs266
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGuestStorage.cs459
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs839
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadException.cs48
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadResult.cs72
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheOutputStreams.cs57
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/GuestCodeAndCbData.cs29
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs725
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/DiskCache/ShaderBinarySerializer.cs66
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs297
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs238
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuAccessorState.cs61
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuChannelComputeState.cs65
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuChannelGraphicsState.cs158
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs50
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs113
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/HashTable/IDataAccessor.cs27
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs451
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs244
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs96
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ResourceCounts.cs36
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs64
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs774
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCacheHashTable.cs282
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCacheState.cs13
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCodeAccessor.cs32
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderDumpPaths.cs49
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs129
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs84
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs874
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/TransformFeedbackDescriptor.cs58
39 files changed, 0 insertions, 7452 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/CachedShaderBindings.cs b/Ryujinx.Graphics.Gpu/Shader/CachedShaderBindings.cs
deleted file mode 100644
index 1734f08a..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/CachedShaderBindings.cs
+++ /dev/null
@@ -1,103 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Engine;
-using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Shader;
-using System;
-using System.Linq;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// A collection of shader bindings ready for insertion into the buffer and texture managers.
- /// </summary>
- internal class CachedShaderBindings
- {
- public TextureBindingInfo[][] TextureBindings { get; }
- public TextureBindingInfo[][] ImageBindings { get; }
- public BufferDescriptor[][] ConstantBufferBindings { get; }
- public BufferDescriptor[][] StorageBufferBindings { get; }
-
- public int MaxTextureBinding { get; }
- public int MaxImageBinding { get; }
-
- /// <summary>
- /// Create a new cached shader bindings collection.
- /// </summary>
- /// <param name="isCompute">Whether the shader is for compute</param>
- /// <param name="stages">The stages used by the shader</param>
- public CachedShaderBindings(bool isCompute, CachedShaderStage[] stages)
- {
- int stageCount = isCompute ? 1 : Constants.ShaderStages;
-
- TextureBindings = new TextureBindingInfo[stageCount][];
- ImageBindings = new TextureBindingInfo[stageCount][];
- ConstantBufferBindings = new BufferDescriptor[stageCount][];
- StorageBufferBindings = new BufferDescriptor[stageCount][];
-
- int maxTextureBinding = -1;
- int maxImageBinding = -1;
- int offset = isCompute ? 0 : 1;
-
- for (int i = 0; i < stageCount; i++)
- {
- CachedShaderStage stage = stages[i + offset];
-
- if (stage == null)
- {
- TextureBindings[i] = Array.Empty<TextureBindingInfo>();
- ImageBindings[i] = Array.Empty<TextureBindingInfo>();
- ConstantBufferBindings[i] = Array.Empty<BufferDescriptor>();
- StorageBufferBindings[i] = Array.Empty<BufferDescriptor>();
-
- continue;
- }
-
- TextureBindings[i] = stage.Info.Textures.Select(descriptor =>
- {
- Target target = ShaderTexture.GetTarget(descriptor.Type);
-
- var result = new TextureBindingInfo(
- target,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
-
- if (descriptor.Binding > maxTextureBinding)
- {
- maxTextureBinding = descriptor.Binding;
- }
-
- return result;
- }).ToArray();
-
- ImageBindings[i] = stage.Info.Images.Select(descriptor =>
- {
- Target target = ShaderTexture.GetTarget(descriptor.Type);
- Format format = ShaderTexture.GetFormat(descriptor.Format);
-
- var result = new TextureBindingInfo(
- target,
- format,
- descriptor.Binding,
- descriptor.CbufSlot,
- descriptor.HandleIndex,
- descriptor.Flags);
-
- if (descriptor.Binding > maxImageBinding)
- {
- maxImageBinding = descriptor.Binding;
- }
-
- return result;
- }).ToArray();
-
- ConstantBufferBindings[i] = stage.Info.CBuffers.ToArray();
- StorageBufferBindings[i] = stage.Info.SBuffers.ToArray();
- }
-
- MaxTextureBinding = maxTextureBinding;
- MaxImageBinding = maxImageBinding;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs b/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs
deleted file mode 100644
index ff9c39a1..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs
+++ /dev/null
@@ -1,56 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using System;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Represents a program composed of one or more shader stages (for graphics shaders),
- /// or a single shader (for compute shaders).
- /// </summary>
- class CachedShaderProgram : IDisposable
- {
- /// <summary>
- /// Host shader program object.
- /// </summary>
- public IProgram HostProgram { get; }
-
- /// <summary>
- /// GPU state used to create this version of the shader.
- /// </summary>
- public ShaderSpecializationState SpecializationState { get; }
-
- /// <summary>
- /// Compiled shader for each shader stage.
- /// </summary>
- public CachedShaderStage[] Shaders { get; }
-
- /// <summary>
- /// Cached shader bindings, ready for placing into the bindings manager.
- /// </summary>
- public CachedShaderBindings Bindings { get; }
-
- /// <summary>
- /// Creates a new instance of the shader bundle.
- /// </summary>
- /// <param name="hostProgram">Host program with all the shader stages</param>
- /// <param name="specializationState">GPU state used to create this version of the shader</param>
- /// <param name="shaders">Shaders</param>
- public CachedShaderProgram(IProgram hostProgram, ShaderSpecializationState specializationState, params CachedShaderStage[] shaders)
- {
- HostProgram = hostProgram;
- SpecializationState = specializationState;
- Shaders = shaders;
-
- SpecializationState.Prepare(shaders);
- Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
- }
-
- /// <summary>
- /// Dispose of the host shader resources.
- /// </summary>
- public void Dispose()
- {
- HostProgram.Dispose();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/CachedShaderStage.cs b/Ryujinx.Graphics.Gpu/Shader/CachedShaderStage.cs
deleted file mode 100644
index 22b08dd5..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/CachedShaderStage.cs
+++ /dev/null
@@ -1,38 +0,0 @@
-using Ryujinx.Graphics.Shader;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Cached shader code for a single shader stage.
- /// </summary>
- class CachedShaderStage
- {
- /// <summary>
- /// Shader program information.
- /// </summary>
- public ShaderProgramInfo Info { get; }
-
- /// <summary>
- /// Maxwell binary shader code.
- /// </summary>
- public byte[] Code { get; }
-
- /// <summary>
- /// Constant buffer 1 data accessed by the shader.
- /// </summary>
- public byte[] Cb1Data { get; }
-
- /// <summary>
- /// Creates a new instance of the shader code holder.
- /// </summary>
- /// <param name="info">Shader program information</param>
- /// <param name="code">Maxwell binary shader code</param>
- /// <param name="cb1Data">Constant buffer 1 data accessed by the shader</param>
- public CachedShaderStage(ShaderProgramInfo info, byte[] code, byte[] cb1Data)
- {
- Info = info;
- Code = code;
- Cb1Data = cb1Data;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ComputeShaderCacheHashTable.cs b/Ryujinx.Graphics.Gpu/Shader/ComputeShaderCacheHashTable.cs
deleted file mode 100644
index a6718211..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ComputeShaderCacheHashTable.cs
+++ /dev/null
@@ -1,70 +0,0 @@
-using Ryujinx.Graphics.Gpu.Shader.HashTable;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Compute shader cache hash table.
- /// </summary>
- class ComputeShaderCacheHashTable
- {
- private readonly PartitionedHashTable<ShaderSpecializationList> _cache;
- private readonly List<CachedShaderProgram> _shaderPrograms;
-
- /// <summary>
- /// Creates a new compute shader cache hash table.
- /// </summary>
- public ComputeShaderCacheHashTable()
- {
- _cache = new PartitionedHashTable<ShaderSpecializationList>();
- _shaderPrograms = new List<CachedShaderProgram>();
- }
-
- /// <summary>
- /// Adds a program to the cache.
- /// </summary>
- /// <param name="program">Program to be added</param>
- public void Add(CachedShaderProgram program)
- {
- var specList = _cache.GetOrAdd(program.Shaders[0].Code, new ShaderSpecializationList());
- specList.Add(program);
- _shaderPrograms.Add(program);
- }
-
- /// <summary>
- /// Tries to find a cached program.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="computeState">Compute state</param>
- /// <param name="gpuVa">GPU virtual address of the compute shader</param>
- /// <param name="program">Cached host program for the given state, if found</param>
- /// <param name="cachedGuestCode">Cached guest code, if any found</param>
- /// <returns>True if a cached host program was found, false otherwise</returns>
- public bool TryFind(
- GpuChannel channel,
- GpuChannelPoolState poolState,
- GpuChannelComputeState computeState,
- ulong gpuVa,
- out CachedShaderProgram program,
- out byte[] cachedGuestCode)
- {
- program = null;
- ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(channel.MemoryManager, gpuVa);
- bool hasSpecList = _cache.TryFindItem(codeAccessor, out var specList, out cachedGuestCode);
- return hasSpecList && specList.TryFindForCompute(channel, poolState, computeState, out program);
- }
-
- /// <summary>
- /// Gets all programs that have been added to the table.
- /// </summary>
- /// <returns>Programs added to the table</returns>
- public IEnumerable<CachedShaderProgram> GetPrograms()
- {
- foreach (var program in _shaderPrograms)
- {
- yield return program;
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/BackgroundDiskCacheWriter.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/BackgroundDiskCacheWriter.cs
deleted file mode 100644
index 568fe968..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/BackgroundDiskCacheWriter.cs
+++ /dev/null
@@ -1,138 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Common.Logging;
-using System;
-using System.IO;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Represents a background disk cache writer.
- /// </summary>
- class BackgroundDiskCacheWriter : IDisposable
- {
- /// <summary>
- /// Possible operation to do on the <see cref="_fileWriterWorkerQueue"/>.
- /// </summary>
- private enum CacheFileOperation
- {
- /// <summary>
- /// Operation to add a shader to the cache.
- /// </summary>
- AddShader
- }
-
- /// <summary>
- /// Represents an operation to perform on the <see cref="_fileWriterWorkerQueue"/>.
- /// </summary>
- private readonly struct CacheFileOperationTask
- {
- /// <summary>
- /// The type of operation to perform.
- /// </summary>
- public readonly CacheFileOperation Type;
-
- /// <summary>
- /// The data associated to this operation or null.
- /// </summary>
- public readonly object Data;
-
- public CacheFileOperationTask(CacheFileOperation type, object data)
- {
- Type = type;
- Data = data;
- }
- }
-
- /// <summary>
- /// Background shader cache write information.
- /// </summary>
- private readonly struct AddShaderData
- {
- /// <summary>
- /// Cached shader program.
- /// </summary>
- public readonly CachedShaderProgram Program;
-
- /// <summary>
- /// Binary host code.
- /// </summary>
- public readonly byte[] HostCode;
-
- /// <summary>
- /// Creates a new background shader cache write information.
- /// </summary>
- /// <param name="program">Cached shader program</param>
- /// <param name="hostCode">Binary host code</param>
- public AddShaderData(CachedShaderProgram program, byte[] hostCode)
- {
- Program = program;
- HostCode = hostCode;
- }
- }
-
- private readonly GpuContext _context;
- private readonly DiskCacheHostStorage _hostStorage;
- private readonly AsyncWorkQueue<CacheFileOperationTask> _fileWriterWorkerQueue;
-
- /// <summary>
- /// Creates a new background disk cache writer.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="hostStorage">Disk cache host storage</param>
- public BackgroundDiskCacheWriter(GpuContext context, DiskCacheHostStorage hostStorage)
- {
- _context = context;
- _hostStorage = hostStorage;
- _fileWriterWorkerQueue = new AsyncWorkQueue<CacheFileOperationTask>(ProcessTask, "GPU.BackgroundDiskCacheWriter");
- }
-
- /// <summary>
- /// Processes a shader cache background operation.
- /// </summary>
- /// <param name="task">Task to process</param>
- private void ProcessTask(CacheFileOperationTask task)
- {
- switch (task.Type)
- {
- case CacheFileOperation.AddShader:
- AddShaderData data = (AddShaderData)task.Data;
- try
- {
- _hostStorage.AddShader(_context, data.Program, data.HostCode);
- }
- catch (DiskCacheLoadException diskCacheLoadException)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {diskCacheLoadException.Message}");
- }
- catch (IOException ioException)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Error writing shader to disk cache. {ioException.Message}");
- }
- break;
- }
- }
-
- /// <summary>
- /// Adds a shader program to be cached in the background.
- /// </summary>
- /// <param name="program">Shader program to cache</param>
- /// <param name="hostCode">Host binary code of the program</param>
- public void AddShader(CachedShaderProgram program, byte[] hostCode)
- {
- _fileWriterWorkerQueue.Add(new CacheFileOperationTask(CacheFileOperation.AddShader, new AddShaderData(program, hostCode)));
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
-
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- _fileWriterWorkerQueue.Dispose();
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/BinarySerializer.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/BinarySerializer.cs
deleted file mode 100644
index 50e37033..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/BinarySerializer.cs
+++ /dev/null
@@ -1,216 +0,0 @@
-using System;
-using System.IO;
-using System.IO.Compression;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Binary data serializer.
- /// </summary>
- struct BinarySerializer
- {
- private readonly Stream _stream;
- private Stream _activeStream;
-
- /// <summary>
- /// Creates a new binary serializer.
- /// </summary>
- /// <param name="stream">Stream to read from or write into</param>
- public BinarySerializer(Stream stream)
- {
- _stream = stream;
- _activeStream = stream;
- }
-
- /// <summary>
- /// Reads data from the stream.
- /// </summary>
- /// <typeparam name="T">Type of the data</typeparam>
- /// <param name="data">Data read</param>
- public void Read<T>(ref T data) where T : unmanaged
- {
- Span<byte> buffer = MemoryMarshal.Cast<T, byte>(MemoryMarshal.CreateSpan(ref data, 1));
- for (int offset = 0; offset < buffer.Length;)
- {
- offset += _activeStream.Read(buffer.Slice(offset));
- }
- }
-
- /// <summary>
- /// Tries to read data from the stream.
- /// </summary>
- /// <typeparam name="T">Type of the data</typeparam>
- /// <param name="data">Data read</param>
- /// <returns>True if the read was successful, false otherwise</returns>
- public bool TryRead<T>(ref T data) where T : unmanaged
- {
- // Length is unknown on compressed streams.
- if (_activeStream == _stream)
- {
- int size = Unsafe.SizeOf<T>();
- if (_activeStream.Length - _activeStream.Position < size)
- {
- return false;
- }
- }
-
- Read(ref data);
- return true;
- }
-
- /// <summary>
- /// Reads data prefixed with a magic and size from the stream.
- /// </summary>
- /// <typeparam name="T">Type of the data</typeparam>
- /// <param name="data">Data read</param>
- /// <param name="magic">Expected magic value, for validation</param>
- public void ReadWithMagicAndSize<T>(ref T data, uint magic) where T : unmanaged
- {
- uint actualMagic = 0;
- int size = 0;
- Read(ref actualMagic);
- Read(ref size);
-
- if (actualMagic != magic)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedInvalidMagic);
- }
-
- // Structs are expected to expand but not shrink between versions.
- if (size > Unsafe.SizeOf<T>())
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedInvalidLength);
- }
-
- Span<byte> buffer = MemoryMarshal.Cast<T, byte>(MemoryMarshal.CreateSpan(ref data, 1)).Slice(0, size);
- for (int offset = 0; offset < buffer.Length;)
- {
- offset += _activeStream.Read(buffer.Slice(offset));
- }
- }
-
- /// <summary>
- /// Writes data into the stream.
- /// </summary>
- /// <typeparam name="T">Type of the data</typeparam>
- /// <param name="data">Data to be written</param>
- public void Write<T>(ref T data) where T : unmanaged
- {
- Span<byte> buffer = MemoryMarshal.Cast<T, byte>(MemoryMarshal.CreateSpan(ref data, 1));
- _activeStream.Write(buffer);
- }
-
- /// <summary>
- /// Writes data prefixed with a magic and size into the stream.
- /// </summary>
- /// <typeparam name="T">Type of the data</typeparam>
- /// <param name="data">Data to write</param>
- /// <param name="magic">Magic value to write</param>
- public void WriteWithMagicAndSize<T>(ref T data, uint magic) where T : unmanaged
- {
- int size = Unsafe.SizeOf<T>();
- Write(ref magic);
- Write(ref size);
- Span<byte> buffer = MemoryMarshal.Cast<T, byte>(MemoryMarshal.CreateSpan(ref data, 1));
- _activeStream.Write(buffer);
- }
-
- /// <summary>
- /// Indicates that all data that will be read from the stream has been compressed.
- /// </summary>
- public void BeginCompression()
- {
- CompressionAlgorithm algorithm = CompressionAlgorithm.None;
- Read(ref algorithm);
-
- if (algorithm == CompressionAlgorithm.Deflate)
- {
- _activeStream = new DeflateStream(_stream, CompressionMode.Decompress, true);
- }
- }
-
- /// <summary>
- /// Indicates that all data that will be written into the stream should be compressed.
- /// </summary>
- /// <param name="algorithm">Compression algorithm that should be used</param>
- public void BeginCompression(CompressionAlgorithm algorithm)
- {
- Write(ref algorithm);
-
- if (algorithm == CompressionAlgorithm.Deflate)
- {
- _activeStream = new DeflateStream(_stream, CompressionLevel.SmallestSize, true);
- }
- }
-
- /// <summary>
- /// Indicates the end of a compressed chunck.
- /// </summary>
- /// <remarks>
- /// Any data written after this will not be compressed unless <see cref="BeginCompression(CompressionAlgorithm)"/> is called again.
- /// Any data read after this will be assumed to be uncompressed unless <see cref="BeginCompression"/> is called again.
- /// </remarks>
- public void EndCompression()
- {
- if (_activeStream != _stream)
- {
- _activeStream.Dispose();
- _activeStream = _stream;
- }
- }
-
- /// <summary>
- /// Reads compressed data from the stream.
- /// </summary>
- /// <remarks>
- /// <paramref name="data"/> must have the exact length of the uncompressed data,
- /// otherwise decompression will fail.
- /// </remarks>
- /// <param name="stream">Stream to read from</param>
- /// <param name="data">Buffer to write the uncompressed data into</param>
- public static void ReadCompressed(Stream stream, Span<byte> data)
- {
- CompressionAlgorithm algorithm = (CompressionAlgorithm)stream.ReadByte();
-
- switch (algorithm)
- {
- case CompressionAlgorithm.None:
- stream.Read(data);
- break;
- case CompressionAlgorithm.Deflate:
- stream = new DeflateStream(stream, CompressionMode.Decompress, true);
- for (int offset = 0; offset < data.Length;)
- {
- offset += stream.Read(data.Slice(offset));
- }
- stream.Dispose();
- break;
- }
- }
-
- /// <summary>
- /// Compresses and writes the compressed data into the stream.
- /// </summary>
- /// <param name="stream">Stream to write into</param>
- /// <param name="data">Data to compress</param>
- /// <param name="algorithm">Compression algorithm to be used</param>
- public static void WriteCompressed(Stream stream, ReadOnlySpan<byte> data, CompressionAlgorithm algorithm)
- {
- stream.WriteByte((byte)algorithm);
-
- switch (algorithm)
- {
- case CompressionAlgorithm.None:
- stream.Write(data);
- break;
- case CompressionAlgorithm.Deflate:
- stream = new DeflateStream(stream, CompressionLevel.SmallestSize, true);
- stream.Write(data);
- stream.Dispose();
- break;
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/CompressionAlgorithm.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/CompressionAlgorithm.cs
deleted file mode 100644
index a46e1ef7..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/CompressionAlgorithm.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Algorithm used to compress the cache.
- /// </summary>
- enum CompressionAlgorithm : byte
- {
- /// <summary>
- /// No compression, the data is stored as-is.
- /// </summary>
- None,
-
- /// <summary>
- /// Deflate compression (RFC 1951).
- /// </summary>
- Deflate
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheCommon.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheCommon.cs
deleted file mode 100644
index c8a9f7ff..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheCommon.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using Ryujinx.Common.Logging;
-using System.IO;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Common disk cache utility methods.
- /// </summary>
- static class DiskCacheCommon
- {
- /// <summary>
- /// Opens a file for read or write.
- /// </summary>
- /// <param name="basePath">Base path of the file (should not include the file name)</param>
- /// <param name="fileName">Name of the file</param>
- /// <param name="writable">Indicates if the file will be read or written</param>
- /// <returns>File stream</returns>
- public static FileStream OpenFile(string basePath, string fileName, bool writable)
- {
- string fullPath = Path.Combine(basePath, fileName);
-
- FileMode mode;
- FileAccess access;
-
- if (writable)
- {
- mode = FileMode.OpenOrCreate;
- access = FileAccess.ReadWrite;
- }
- else
- {
- mode = FileMode.Open;
- access = FileAccess.Read;
- }
-
- try
- {
- return new FileStream(fullPath, mode, access, FileShare.Read);
- }
- catch (IOException ioException)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Could not access file \"{fullPath}\". {ioException.Message}");
-
- throw new DiskCacheLoadException(DiskCacheLoadResult.NoAccess);
- }
- }
-
- /// <summary>
- /// Gets the compression algorithm that should be used when writing the disk cache.
- /// </summary>
- /// <returns>Compression algorithm</returns>
- public static CompressionAlgorithm GetCompressionAlgorithm()
- {
- return CompressionAlgorithm.Deflate;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs
deleted file mode 100644
index 17639ca1..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs
+++ /dev/null
@@ -1,266 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Represents a GPU state and memory accessor.
- /// </summary>
- class DiskCacheGpuAccessor : GpuAccessorBase, IGpuAccessor
- {
- private readonly ReadOnlyMemory<byte> _data;
- private readonly ReadOnlyMemory<byte> _cb1Data;
- private readonly ShaderSpecializationState _oldSpecState;
- private readonly ShaderSpecializationState _newSpecState;
- private readonly int _stageIndex;
- private readonly bool _isVulkan;
- private readonly ResourceCounts _resourceCounts;
-
- /// <summary>
- /// Creates a new instance of the cached GPU state accessor for shader translation.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="data">The data of the shader</param>
- /// <param name="cb1Data">The constant buffer 1 data of the shader</param>
- /// <param name="oldSpecState">Shader specialization state of the cached shader</param>
- /// <param name="newSpecState">Shader specialization state of the recompiled shader</param>
- /// <param name="stageIndex">Shader stage index</param>
- public DiskCacheGpuAccessor(
- GpuContext context,
- ReadOnlyMemory<byte> data,
- ReadOnlyMemory<byte> cb1Data,
- ShaderSpecializationState oldSpecState,
- ShaderSpecializationState newSpecState,
- ResourceCounts counts,
- int stageIndex) : base(context, counts, stageIndex)
- {
- _data = data;
- _cb1Data = cb1Data;
- _oldSpecState = oldSpecState;
- _newSpecState = newSpecState;
- _stageIndex = stageIndex;
- _isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
- _resourceCounts = counts;
- }
-
- /// <inheritdoc/>
- public uint ConstantBuffer1Read(int offset)
- {
- if (offset + sizeof(uint) > _cb1Data.Length)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.InvalidCb1DataLength);
- }
-
- return MemoryMarshal.Cast<byte, uint>(_cb1Data.Span.Slice(offset))[0];
- }
-
- /// <inheritdoc/>
- public void Log(string message)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
- }
-
- /// <inheritdoc/>
- public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
- {
- return MemoryMarshal.Cast<byte, ulong>(_data.Span.Slice((int)address));
- }
-
- /// <inheritdoc/>
- public bool QueryAlphaToCoverageDitherEnable()
- {
- return _oldSpecState.GraphicsState.AlphaToCoverageEnable && _oldSpecState.GraphicsState.AlphaToCoverageDitherEnable;
- }
-
- /// <inheritdoc/>
- public AlphaTestOp QueryAlphaTestCompare()
- {
- if (!_isVulkan || !_oldSpecState.GraphicsState.AlphaTestEnable)
- {
- return AlphaTestOp.Always;
- }
-
- return _oldSpecState.GraphicsState.AlphaTestCompare switch
- {
- CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
- CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
- CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
- CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
- CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
- CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
- CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
- _ => AlphaTestOp.Always
- };
- }
-
- /// <inheritdoc/>
- public float QueryAlphaTestReference() => _oldSpecState.GraphicsState.AlphaTestReference;
-
- /// <inheritdoc/>
- public AttributeType QueryAttributeType(int location)
- {
- return _oldSpecState.GraphicsState.AttributeTypes[location];
- }
-
- /// <inheritdoc/>
- public AttributeType QueryFragmentOutputType(int location)
- {
- return _oldSpecState.GraphicsState.FragmentOutputTypes[location];
- }
-
- /// <inheritdoc/>
- public int QueryComputeLocalSizeX() => _oldSpecState.ComputeState.LocalSizeX;
-
- /// <inheritdoc/>
- public int QueryComputeLocalSizeY() => _oldSpecState.ComputeState.LocalSizeY;
-
- /// <inheritdoc/>
- public int QueryComputeLocalSizeZ() => _oldSpecState.ComputeState.LocalSizeZ;
-
- /// <inheritdoc/>
- public int QueryComputeLocalMemorySize() => _oldSpecState.ComputeState.LocalMemorySize;
-
- /// <inheritdoc/>
- public int QueryComputeSharedMemorySize() => _oldSpecState.ComputeState.SharedMemorySize;
-
- /// <inheritdoc/>
- public uint QueryConstantBufferUse()
- {
- _newSpecState.RecordConstantBufferUse(_stageIndex, _oldSpecState.ConstantBufferUse[_stageIndex]);
- return _oldSpecState.ConstantBufferUse[_stageIndex];
- }
-
- /// <inheritdoc/>
- public bool QueryHasConstantBufferDrawParameters()
- {
- return _oldSpecState.GraphicsState.HasConstantBufferDrawParameters;
- }
-
- /// <inheritdoc/>
- public bool QueryDualSourceBlendEnable()
- {
- return _oldSpecState.GraphicsState.DualSourceBlendEnable;
- }
-
- /// <inheritdoc/>
- public InputTopology QueryPrimitiveTopology()
- {
- _newSpecState.RecordPrimitiveTopology();
- return ConvertToInputTopology(_oldSpecState.GraphicsState.Topology, _oldSpecState.GraphicsState.TessellationMode);
- }
-
- /// <inheritdoc/>
- public bool QueryProgramPointSize()
- {
- return _oldSpecState.GraphicsState.ProgramPointSizeEnable;
- }
-
- /// <inheritdoc/>
- public float QueryPointSize()
- {
- return _oldSpecState.GraphicsState.PointSize;
- }
-
- /// <inheritdoc/>
- public bool QueryTessCw()
- {
- return _oldSpecState.GraphicsState.TessellationMode.UnpackCw();
- }
-
- /// <inheritdoc/>
- public TessPatchType QueryTessPatchType()
- {
- return _oldSpecState.GraphicsState.TessellationMode.UnpackPatchType();
- }
-
- /// <inheritdoc/>
- public TessSpacing QueryTessSpacing()
- {
- return _oldSpecState.GraphicsState.TessellationMode.UnpackSpacing();
- }
-
- /// <inheritdoc/>
- public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
- {
- _newSpecState.RecordTextureFormat(_stageIndex, handle, cbufSlot);
- (uint format, bool formatSrgb) = _oldSpecState.GetFormat(_stageIndex, handle, cbufSlot);
- return ConvertToTextureFormat(format, formatSrgb);
- }
-
- /// <inheritdoc/>
- public SamplerType QuerySamplerType(int handle, int cbufSlot)
- {
- _newSpecState.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
- return _oldSpecState.GetTextureTarget(_stageIndex, handle, cbufSlot).ConvertSamplerType();
- }
-
- /// <inheritdoc/>
- public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
- {
- _newSpecState.RecordTextureCoordNormalized(_stageIndex, handle, cbufSlot);
- return _oldSpecState.GetCoordNormalized(_stageIndex, handle, cbufSlot);
- }
-
- /// <inheritdoc/>
- public bool QueryTransformDepthMinusOneToOne()
- {
- return _oldSpecState.GraphicsState.DepthMode;
- }
-
- /// <inheritdoc/>
- public bool QueryTransformFeedbackEnabled()
- {
- return _oldSpecState.TransformFeedbackDescriptors != null;
- }
-
- /// <inheritdoc/>
- public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
- {
- return _oldSpecState.TransformFeedbackDescriptors[bufferIndex].AsSpan();
- }
-
- /// <inheritdoc/>
- public int QueryTransformFeedbackStride(int bufferIndex)
- {
- return _oldSpecState.TransformFeedbackDescriptors[bufferIndex].Stride;
- }
-
- /// <inheritdoc/>
- public bool QueryEarlyZForce()
- {
- _newSpecState.RecordEarlyZForce();
- return _oldSpecState.GraphicsState.EarlyZForce;
- }
-
- /// <inheritdoc/>
- public bool QueryHasUnalignedStorageBuffer()
- {
- return _oldSpecState.GraphicsState.HasUnalignedStorageBuffer || _oldSpecState.ComputeState.HasUnalignedStorageBuffer;
- }
-
- /// <inheritdoc/>
- public bool QueryViewportTransformDisable()
- {
- return _oldSpecState.GraphicsState.ViewportTransformDisable;
- }
-
- /// <inheritdoc/>
- public void RegisterTexture(int handle, int cbufSlot)
- {
- if (!_oldSpecState.TextureRegistered(_stageIndex, handle, cbufSlot))
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.MissingTextureDescriptor);
- }
-
- (uint format, bool formatSrgb) = _oldSpecState.GetFormat(_stageIndex, handle, cbufSlot);
- TextureTarget target = _oldSpecState.GetTextureTarget(_stageIndex, handle, cbufSlot);
- bool coordNormalized = _oldSpecState.GetCoordNormalized(_stageIndex, handle, cbufSlot);
- _newSpecState.RegisterTexture(_stageIndex, handle, cbufSlot, format, formatSrgb, target, coordNormalized);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGuestStorage.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGuestStorage.cs
deleted file mode 100644
index 01034b49..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGuestStorage.cs
+++ /dev/null
@@ -1,459 +0,0 @@
-using Ryujinx.Common;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Runtime.CompilerServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// On-disk shader cache storage for guest code.
- /// </summary>
- class DiskCacheGuestStorage
- {
- private const uint TocMagic = (byte)'T' | ((byte)'O' << 8) | ((byte)'C' << 16) | ((byte)'G' << 24);
-
- private const ushort VersionMajor = 1;
- private const ushort VersionMinor = 1;
- private const uint VersionPacked = ((uint)VersionMajor << 16) | VersionMinor;
-
- private const string TocFileName = "guest.toc";
- private const string DataFileName = "guest.data";
-
- private readonly string _basePath;
-
- /// <summary>
- /// TOC (Table of contents) file header.
- /// </summary>
- private struct TocHeader
- {
- /// <summary>
- /// Magic value, for validation and identification purposes.
- /// </summary>
- public uint Magic;
-
- /// <summary>
- /// File format version.
- /// </summary>
- public uint Version;
-
- /// <summary>
- /// Header padding.
- /// </summary>
- public uint Padding;
-
- /// <summary>
- /// Number of modifications to the file, also the shaders count.
- /// </summary>
- public uint ModificationsCount;
-
- /// <summary>
- /// Reserved space, to be used in the future. Write as zero.
- /// </summary>
- public ulong Reserved;
-
- /// <summary>
- /// Reserved space, to be used in the future. Write as zero.
- /// </summary>
- public ulong Reserved2;
- }
-
- /// <summary>
- /// TOC (Table of contents) file entry.
- /// </summary>
- private struct TocEntry
- {
- /// <summary>
- /// Offset of the data on the data file.
- /// </summary>
- public uint Offset;
-
- /// <summary>
- /// Code size.
- /// </summary>
- public uint CodeSize;
-
- /// <summary>
- /// Constant buffer 1 data size.
- /// </summary>
- public uint Cb1DataSize;
-
- /// <summary>
- /// Hash of the code and constant buffer data.
- /// </summary>
- public uint Hash;
- }
-
- /// <summary>
- /// TOC (Table of contents) memory cache entry.
- /// </summary>
- private struct TocMemoryEntry
- {
- /// <summary>
- /// Offset of the data on the data file.
- /// </summary>
- public uint Offset;
-
- /// <summary>
- /// Code size.
- /// </summary>
- public uint CodeSize;
-
- /// <summary>
- /// Constant buffer 1 data size.
- /// </summary>
- public uint Cb1DataSize;
-
- /// <summary>
- /// Index of the shader on the cache.
- /// </summary>
- public readonly int Index;
-
- /// <summary>
- /// Creates a new TOC memory entry.
- /// </summary>
- /// <param name="offset">Offset of the data on the data file</param>
- /// <param name="codeSize">Code size</param>
- /// <param name="cb1DataSize">Constant buffer 1 data size</param>
- /// <param name="index">Index of the shader on the cache</param>
- public TocMemoryEntry(uint offset, uint codeSize, uint cb1DataSize, int index)
- {
- Offset = offset;
- CodeSize = codeSize;
- Cb1DataSize = cb1DataSize;
- Index = index;
- }
- }
-
- private Dictionary<uint, List<TocMemoryEntry>> _toc;
- private uint _tocModificationsCount;
-
- private (byte[], byte[])[] _cache;
-
- /// <summary>
- /// Creates a new disk cache guest storage.
- /// </summary>
- /// <param name="basePath">Base path of the disk shader cache</param>
- public DiskCacheGuestStorage(string basePath)
- {
- _basePath = basePath;
- }
-
- /// <summary>
- /// Checks if the TOC (table of contents) file for the guest cache exists.
- /// </summary>
- /// <returns>True if the file exists, false otherwise</returns>
- public bool TocFileExists()
- {
- return File.Exists(Path.Combine(_basePath, TocFileName));
- }
-
- /// <summary>
- /// Checks if the data file for the guest cache exists.
- /// </summary>
- /// <returns>True if the file exists, false otherwise</returns>
- public bool DataFileExists()
- {
- return File.Exists(Path.Combine(_basePath, DataFileName));
- }
-
- /// <summary>
- /// Opens the guest cache TOC (table of contents) file.
- /// </summary>
- /// <returns>File stream</returns>
- public Stream OpenTocFileStream()
- {
- return DiskCacheCommon.OpenFile(_basePath, TocFileName, writable: false);
- }
-
- /// <summary>
- /// Opens the guest cache data file.
- /// </summary>
- /// <returns>File stream</returns>
- public Stream OpenDataFileStream()
- {
- return DiskCacheCommon.OpenFile(_basePath, DataFileName, writable: false);
- }
-
- /// <summary>
- /// Clear all content from the guest cache files.
- /// </summary>
- public void ClearCache()
- {
- using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, TocFileName, writable: true);
- using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, DataFileName, writable: true);
-
- tocFileStream.SetLength(0);
- dataFileStream.SetLength(0);
- }
-
- /// <summary>
- /// Loads the guest cache from file or memory cache.
- /// </summary>
- /// <param name="tocFileStream">Guest TOC file stream</param>
- /// <param name="dataFileStream">Guest data file stream</param>
- /// <param name="index">Guest shader index</param>
- /// <returns>Guest code and constant buffer 1 data</returns>
- public GuestCodeAndCbData LoadShader(Stream tocFileStream, Stream dataFileStream, int index)
- {
- if (_cache == null || index >= _cache.Length)
- {
- _cache = new (byte[], byte[])[Math.Max(index + 1, GetShadersCountFromLength(tocFileStream.Length))];
- }
-
- (byte[] guestCode, byte[] cb1Data) = _cache[index];
-
- if (guestCode == null || cb1Data == null)
- {
- BinarySerializer tocReader = new BinarySerializer(tocFileStream);
- tocFileStream.Seek(Unsafe.SizeOf<TocHeader>() + index * Unsafe.SizeOf<TocEntry>(), SeekOrigin.Begin);
-
- TocEntry entry = new TocEntry();
- tocReader.Read(ref entry);
-
- guestCode = new byte[entry.CodeSize];
- cb1Data = new byte[entry.Cb1DataSize];
-
- if (entry.Offset >= (ulong)dataFileStream.Length)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
- }
-
- dataFileStream.Seek((long)entry.Offset, SeekOrigin.Begin);
- dataFileStream.Read(cb1Data);
- BinarySerializer.ReadCompressed(dataFileStream, guestCode);
-
- _cache[index] = (guestCode, cb1Data);
- }
-
- return new GuestCodeAndCbData(guestCode, cb1Data);
- }
-
- /// <summary>
- /// Clears guest code memory cache, forcing future loads to be from file.
- /// </summary>
- public void ClearMemoryCache()
- {
- _cache = null;
- }
-
- /// <summary>
- /// Calculates the guest shaders count from the TOC file length.
- /// </summary>
- /// <param name="length">TOC file length</param>
- /// <returns>Shaders count</returns>
- private static int GetShadersCountFromLength(long length)
- {
- return (int)((length - Unsafe.SizeOf<TocHeader>()) / Unsafe.SizeOf<TocEntry>());
- }
-
- /// <summary>
- /// Adds a guest shader to the cache.
- /// </summary>
- /// <remarks>
- /// If the shader is already on the cache, the existing index will be returned and nothing will be written.
- /// </remarks>
- /// <param name="data">Guest code</param>
- /// <param name="cb1Data">Constant buffer 1 data accessed by the code</param>
- /// <returns>Index of the shader on the cache</returns>
- public int AddShader(ReadOnlySpan<byte> data, ReadOnlySpan<byte> cb1Data)
- {
- using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, TocFileName, writable: true);
- using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, DataFileName, writable: true);
-
- TocHeader header = new TocHeader();
-
- LoadOrCreateToc(tocFileStream, ref header);
-
- uint hash = CalcHash(data, cb1Data);
-
- if (_toc.TryGetValue(hash, out var list))
- {
- foreach (var entry in list)
- {
- if (data.Length != entry.CodeSize || cb1Data.Length != entry.Cb1DataSize)
- {
- continue;
- }
-
- dataFileStream.Seek((long)entry.Offset, SeekOrigin.Begin);
- byte[] cachedCode = new byte[entry.CodeSize];
- byte[] cachedCb1Data = new byte[entry.Cb1DataSize];
- dataFileStream.Read(cachedCb1Data);
- BinarySerializer.ReadCompressed(dataFileStream, cachedCode);
-
- if (data.SequenceEqual(cachedCode) && cb1Data.SequenceEqual(cachedCb1Data))
- {
- return entry.Index;
- }
- }
- }
-
- return WriteNewEntry(tocFileStream, dataFileStream, ref header, data, cb1Data, hash);
- }
-
- /// <summary>
- /// Loads the guest cache TOC file, or create a new one if not present.
- /// </summary>
- /// <param name="tocFileStream">Guest TOC file stream</param>
- /// <param name="header">Set to the TOC file header</param>
- private void LoadOrCreateToc(Stream tocFileStream, ref TocHeader header)
- {
- BinarySerializer reader = new BinarySerializer(tocFileStream);
-
- if (!reader.TryRead(ref header) || header.Magic != TocMagic || header.Version != VersionPacked)
- {
- CreateToc(tocFileStream, ref header);
- }
-
- if (_toc == null || header.ModificationsCount != _tocModificationsCount)
- {
- if (!LoadTocEntries(tocFileStream, ref reader))
- {
- CreateToc(tocFileStream, ref header);
- }
-
- _tocModificationsCount = header.ModificationsCount;
- }
- }
-
- /// <summary>
- /// Creates a new guest cache TOC file.
- /// </summary>
- /// <param name="tocFileStream">Guest TOC file stream</param>
- /// <param name="header">Set to the TOC header</param>
- private void CreateToc(Stream tocFileStream, ref TocHeader header)
- {
- BinarySerializer writer = new BinarySerializer(tocFileStream);
-
- header.Magic = TocMagic;
- header.Version = VersionPacked;
- header.Padding = 0;
- header.ModificationsCount = 0;
- header.Reserved = 0;
- header.Reserved2 = 0;
-
- if (tocFileStream.Length > 0)
- {
- tocFileStream.Seek(0, SeekOrigin.Begin);
- tocFileStream.SetLength(0);
- }
-
- writer.Write(ref header);
- }
-
- /// <summary>
- /// Reads all the entries on the guest TOC file.
- /// </summary>
- /// <param name="tocFileStream">Guest TOC file stream</param>
- /// <param name="reader">TOC file reader</param>
- /// <returns>True if the operation was successful, false otherwise</returns>
- private bool LoadTocEntries(Stream tocFileStream, ref BinarySerializer reader)
- {
- _toc = new Dictionary<uint, List<TocMemoryEntry>>();
-
- TocEntry entry = new TocEntry();
- int index = 0;
-
- while (tocFileStream.Position < tocFileStream.Length)
- {
- if (!reader.TryRead(ref entry))
- {
- return false;
- }
-
- AddTocMemoryEntry(entry.Offset, entry.CodeSize, entry.Cb1DataSize, entry.Hash, index++);
- }
-
- return true;
- }
-
- /// <summary>
- /// Writes a new guest code entry into the file.
- /// </summary>
- /// <param name="tocFileStream">TOC file stream</param>
- /// <param name="dataFileStream">Data file stream</param>
- /// <param name="header">TOC header, to be updated with the new count</param>
- /// <param name="data">Guest code</param>
- /// <param name="cb1Data">Constant buffer 1 data accessed by the guest code</param>
- /// <param name="hash">Code and constant buffer data hash</param>
- /// <returns>Entry index</returns>
- private int WriteNewEntry(
- Stream tocFileStream,
- Stream dataFileStream,
- ref TocHeader header,
- ReadOnlySpan<byte> data,
- ReadOnlySpan<byte> cb1Data,
- uint hash)
- {
- BinarySerializer tocWriter = new BinarySerializer(tocFileStream);
-
- dataFileStream.Seek(0, SeekOrigin.End);
- uint dataOffset = checked((uint)dataFileStream.Position);
- uint codeSize = (uint)data.Length;
- uint cb1DataSize = (uint)cb1Data.Length;
- dataFileStream.Write(cb1Data);
- BinarySerializer.WriteCompressed(dataFileStream, data, DiskCacheCommon.GetCompressionAlgorithm());
-
- _tocModificationsCount = ++header.ModificationsCount;
- tocFileStream.Seek(0, SeekOrigin.Begin);
- tocWriter.Write(ref header);
-
- TocEntry entry = new TocEntry()
- {
- Offset = dataOffset,
- CodeSize = codeSize,
- Cb1DataSize = cb1DataSize,
- Hash = hash
- };
-
- tocFileStream.Seek(0, SeekOrigin.End);
- int index = (int)((tocFileStream.Position - Unsafe.SizeOf<TocHeader>()) / Unsafe.SizeOf<TocEntry>());
-
- tocWriter.Write(ref entry);
-
- AddTocMemoryEntry(dataOffset, codeSize, cb1DataSize, hash, index);
-
- return index;
- }
-
- /// <summary>
- /// Adds an entry to the memory TOC cache. This can be used to avoid reading the TOC file all the time.
- /// </summary>
- /// <param name="dataOffset">Offset of the code and constant buffer data in the data file</param>
- /// <param name="codeSize">Code size</param>
- /// <param name="cb1DataSize">Constant buffer 1 data size</param>
- /// <param name="hash">Code and constant buffer data hash</param>
- /// <param name="index">Index of the data on the cache</param>
- private void AddTocMemoryEntry(uint dataOffset, uint codeSize, uint cb1DataSize, uint hash, int index)
- {
- if (!_toc.TryGetValue(hash, out var list))
- {
- _toc.Add(hash, list = new List<TocMemoryEntry>());
- }
-
- list.Add(new TocMemoryEntry(dataOffset, codeSize, cb1DataSize, index));
- }
-
- /// <summary>
- /// Calculates the hash for a data pair.
- /// </summary>
- /// <param name="data">Data 1</param>
- /// <param name="data2">Data 2</param>
- /// <returns>Hash of both data</returns>
- private static uint CalcHash(ReadOnlySpan<byte> data, ReadOnlySpan<byte> data2)
- {
- return CalcHash(data2) * 23 ^ CalcHash(data);
- }
-
- /// <summary>
- /// Calculates the hash for data.
- /// </summary>
- /// <param name="data">Data to be hashed</param>
- /// <returns>Hash of the data</returns>
- private static uint CalcHash(ReadOnlySpan<byte> data)
- {
- return (uint)XXHash128.ComputeHash(data).Low;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs
deleted file mode 100644
index b182f299..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs
+++ /dev/null
@@ -1,839 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using System;
-using System.IO;
-using System.Numerics;
-using System.Runtime.CompilerServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// On-disk shader cache storage for host code.
- /// </summary>
- class DiskCacheHostStorage
- {
- private const uint TocsMagic = (byte)'T' | ((byte)'O' << 8) | ((byte)'C' << 16) | ((byte)'S' << 24);
- private const uint TochMagic = (byte)'T' | ((byte)'O' << 8) | ((byte)'C' << 16) | ((byte)'H' << 24);
- private const uint ShdiMagic = (byte)'S' | ((byte)'H' << 8) | ((byte)'D' << 16) | ((byte)'I' << 24);
- private const uint BufdMagic = (byte)'B' | ((byte)'U' << 8) | ((byte)'F' << 16) | ((byte)'D' << 24);
- private const uint TexdMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'D' << 24);
-
- private const ushort FileFormatVersionMajor = 1;
- private const ushort FileFormatVersionMinor = 2;
- private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
- private const uint CodeGenVersion = 4735;
-
- private const string SharedTocFileName = "shared.toc";
- private const string SharedDataFileName = "shared.data";
-
- private readonly string _basePath;
-
- public bool CacheEnabled => !string.IsNullOrEmpty(_basePath);
-
- /// <summary>
- /// TOC (Table of contents) file header.
- /// </summary>
- private struct TocHeader
- {
- /// <summary>
- /// Magic value, for validation and identification.
- /// </summary>
- public uint Magic;
-
- /// <summary>
- /// File format version.
- /// </summary>
- public uint FormatVersion;
-
- /// <summary>
- /// Generated shader code version.
- /// </summary>
- public uint CodeGenVersion;
-
- /// <summary>
- /// Header padding.
- /// </summary>
- public uint Padding;
-
- /// <summary>
- /// Timestamp of when the file was first created.
- /// </summary>
- public ulong Timestamp;
-
- /// <summary>
- /// Reserved space, to be used in the future. Write as zero.
- /// </summary>
- public ulong Reserved;
- }
-
- /// <summary>
- /// Offset and size pair.
- /// </summary>
- private struct OffsetAndSize
- {
- /// <summary>
- /// Offset.
- /// </summary>
- public ulong Offset;
-
- /// <summary>
- /// Size of uncompressed data.
- /// </summary>
- public uint UncompressedSize;
-
- /// <summary>
- /// Size of compressed data.
- /// </summary>
- public uint CompressedSize;
- }
-
- /// <summary>
- /// Per-stage data entry.
- /// </summary>
- private struct DataEntryPerStage
- {
- /// <summary>
- /// Index of the guest code on the guest code cache TOC file.
- /// </summary>
- public int GuestCodeIndex;
- }
-
- /// <summary>
- /// Per-program data entry.
- /// </summary>
- private struct DataEntry
- {
- /// <summary>
- /// Bit mask where each bit set is a used shader stage. Should be zero for compute shaders.
- /// </summary>
- public uint StagesBitMask;
- }
-
- /// <summary>
- /// Per-stage shader information, returned by the translator.
- /// </summary>
- private struct DataShaderInfo
- {
- /// <summary>
- /// Total constant buffers used.
- /// </summary>
- public ushort CBuffersCount;
-
- /// <summary>
- /// Total storage buffers used.
- /// </summary>
- public ushort SBuffersCount;
-
- /// <summary>
- /// Total textures used.
- /// </summary>
- public ushort TexturesCount;
-
- /// <summary>
- /// Total images used.
- /// </summary>
- public ushort ImagesCount;
-
- /// <summary>
- /// Shader stage.
- /// </summary>
- public ShaderStage Stage;
-
- /// <summary>
- /// Indicates if the shader accesses the Instance ID built-in variable.
- /// </summary>
- public bool UsesInstanceId;
-
- /// <summary>
- /// Indicates if the shader modifies the Layer built-in variable.
- /// </summary>
- public bool UsesRtLayer;
-
- /// <summary>
- /// Bit mask with the clip distances written on the vertex stage.
- /// </summary>
- public byte ClipDistancesWritten;
-
- /// <summary>
- /// Bit mask of the render target components written by the fragment stage.
- /// </summary>
- public int FragmentOutputMap;
-
- /// <summary>
- /// Indicates if the vertex shader accesses draw parameters.
- /// </summary>
- public bool UsesDrawParameters;
- }
-
- private readonly DiskCacheGuestStorage _guestStorage;
-
- /// <summary>
- /// Creates a disk cache host storage.
- /// </summary>
- /// <param name="basePath">Base path of the shader cache</param>
- public DiskCacheHostStorage(string basePath)
- {
- _basePath = basePath;
- _guestStorage = new DiskCacheGuestStorage(basePath);
-
- if (CacheEnabled)
- {
- Directory.CreateDirectory(basePath);
- }
- }
-
- /// <summary>
- /// Gets the total of host programs on the cache.
- /// </summary>
- /// <returns>Host programs count</returns>
- public int GetProgramCount()
- {
- string tocFilePath = Path.Combine(_basePath, SharedTocFileName);
-
- if (!File.Exists(tocFilePath))
- {
- return 0;
- }
-
- return Math.Max((int)((new FileInfo(tocFilePath).Length - Unsafe.SizeOf<TocHeader>()) / sizeof(ulong)), 0);
- }
-
- /// <summary>
- /// Guest the name of the host program cache file, with extension.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <returns>Name of the file, without extension</returns>
- private static string GetHostFileName(GpuContext context)
- {
- string apiName = context.Capabilities.Api.ToString().ToLowerInvariant();
- string vendorName = RemoveInvalidCharacters(context.Capabilities.VendorName.ToLowerInvariant());
- return $"{apiName}_{vendorName}";
- }
-
- /// <summary>
- /// Removes invalid path characters and spaces from a file name.
- /// </summary>
- /// <param name="fileName">File name</param>
- /// <returns>Filtered file name</returns>
- private static string RemoveInvalidCharacters(string fileName)
- {
- int indexOfSpace = fileName.IndexOf(' ');
- if (indexOfSpace >= 0)
- {
- fileName = fileName.Substring(0, indexOfSpace);
- }
-
- return string.Concat(fileName.Split(Path.GetInvalidFileNameChars(), StringSplitOptions.RemoveEmptyEntries));
- }
-
- /// <summary>
- /// Gets the name of the TOC host file.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <returns>File name</returns>
- private static string GetHostTocFileName(GpuContext context)
- {
- return GetHostFileName(context) + ".toc";
- }
-
- /// <summary>
- /// Gets the name of the data host file.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <returns>File name</returns>
- private static string GetHostDataFileName(GpuContext context)
- {
- return GetHostFileName(context) + ".data";
- }
-
- /// <summary>
- /// Checks if a disk cache exists for the current application.
- /// </summary>
- /// <returns>True if a disk cache exists, false otherwise</returns>
- public bool CacheExists()
- {
- string tocFilePath = Path.Combine(_basePath, SharedTocFileName);
- string dataFilePath = Path.Combine(_basePath, SharedDataFileName);
-
- if (!File.Exists(tocFilePath) || !File.Exists(dataFilePath) || !_guestStorage.TocFileExists() || !_guestStorage.DataFileExists())
- {
- return false;
- }
-
- return true;
- }
-
- /// <summary>
- /// Loads all shaders from the cache.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="loader">Parallel disk cache loader</param>
- public void LoadShaders(GpuContext context, ParallelDiskCacheLoader loader)
- {
- if (!CacheExists())
- {
- return;
- }
-
- Stream hostTocFileStream = null;
- Stream hostDataFileStream = null;
-
- try
- {
- using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: false);
- using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: false);
-
- using var guestTocFileStream = _guestStorage.OpenTocFileStream();
- using var guestDataFileStream = _guestStorage.OpenDataFileStream();
-
- BinarySerializer tocReader = new BinarySerializer(tocFileStream);
- BinarySerializer dataReader = new BinarySerializer(dataFileStream);
-
- TocHeader header = new TocHeader();
-
- if (!tocReader.TryRead(ref header) || header.Magic != TocsMagic)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
- }
-
- if (header.FormatVersion != FileFormatVersionPacked)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.IncompatibleVersion);
- }
-
- bool loadHostCache = header.CodeGenVersion == CodeGenVersion;
-
- int programIndex = 0;
-
- DataEntry entry = new DataEntry();
-
- while (tocFileStream.Position < tocFileStream.Length && loader.Active)
- {
- ulong dataOffset = 0;
- tocReader.Read(ref dataOffset);
-
- if ((ulong)dataOffset >= (ulong)dataFileStream.Length)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
- }
-
- dataFileStream.Seek((long)dataOffset, SeekOrigin.Begin);
-
- dataReader.BeginCompression();
- dataReader.Read(ref entry);
- uint stagesBitMask = entry.StagesBitMask;
-
- if ((stagesBitMask & ~0x3fu) != 0)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
- }
-
- bool isCompute = stagesBitMask == 0;
- if (isCompute)
- {
- stagesBitMask = 1;
- }
-
- GuestCodeAndCbData?[] guestShaders = new GuestCodeAndCbData?[isCompute ? 1 : Constants.ShaderStages + 1];
-
- DataEntryPerStage stageEntry = new DataEntryPerStage();
-
- while (stagesBitMask != 0)
- {
- int stageIndex = BitOperations.TrailingZeroCount(stagesBitMask);
-
- dataReader.Read(ref stageEntry);
-
- guestShaders[stageIndex] = _guestStorage.LoadShader(
- guestTocFileStream,
- guestDataFileStream,
- stageEntry.GuestCodeIndex);
-
- stagesBitMask &= ~(1u << stageIndex);
- }
-
- ShaderSpecializationState specState = ShaderSpecializationState.Read(ref dataReader);
- dataReader.EndCompression();
-
- if (loadHostCache)
- {
- (byte[] hostCode, CachedShaderStage[] shaders) = ReadHostCode(
- context,
- ref hostTocFileStream,
- ref hostDataFileStream,
- guestShaders,
- programIndex,
- header.Timestamp);
-
- if (hostCode != null)
- {
- bool hasFragmentShader = shaders.Length > 5 && shaders[5] != null;
- int fragmentOutputMap = hasFragmentShader ? shaders[5].Info.FragmentOutputMap : -1;
-
- ShaderInfo shaderInfo = specState.PipelineState.HasValue
- ? new ShaderInfo(fragmentOutputMap, specState.PipelineState.Value, fromCache: true)
- : new ShaderInfo(fragmentOutputMap, fromCache: true);
-
- IProgram hostProgram;
-
- if (context.Capabilities.Api == TargetApi.Vulkan)
- {
- ShaderSource[] shaderSources = ShaderBinarySerializer.Unpack(shaders, hostCode);
-
- hostProgram = context.Renderer.CreateProgram(shaderSources, shaderInfo);
- }
- else
- {
- hostProgram = context.Renderer.LoadProgramBinary(hostCode, hasFragmentShader, shaderInfo);
- }
-
- CachedShaderProgram program = new CachedShaderProgram(hostProgram, specState, shaders);
-
- loader.QueueHostProgram(program, hostCode, programIndex, isCompute);
- }
- else
- {
- loadHostCache = false;
- }
- }
-
- if (!loadHostCache)
- {
- loader.QueueGuestProgram(guestShaders, specState, programIndex, isCompute);
- }
-
- loader.CheckCompilation();
- programIndex++;
- }
- }
- finally
- {
- _guestStorage.ClearMemoryCache();
-
- hostTocFileStream?.Dispose();
- hostDataFileStream?.Dispose();
- }
- }
-
- /// <summary>
- /// Reads the host code for a given shader, if existent.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="tocFileStream">Host TOC file stream, intialized if needed</param>
- /// <param name="dataFileStream">Host data file stream, initialized if needed</param>
- /// <param name="guestShaders">Guest shader code for each active stage</param>
- /// <param name="programIndex">Index of the program on the cache</param>
- /// <param name="expectedTimestamp">Timestamp of the shared cache file. The host file must be newer than it</param>
- /// <returns>Host binary code, or null if not found</returns>
- private (byte[], CachedShaderStage[]) ReadHostCode(
- GpuContext context,
- ref Stream tocFileStream,
- ref Stream dataFileStream,
- GuestCodeAndCbData?[] guestShaders,
- int programIndex,
- ulong expectedTimestamp)
- {
- if (tocFileStream == null && dataFileStream == null)
- {
- string tocFilePath = Path.Combine(_basePath, GetHostTocFileName(context));
- string dataFilePath = Path.Combine(_basePath, GetHostDataFileName(context));
-
- if (!File.Exists(tocFilePath) || !File.Exists(dataFilePath))
- {
- return (null, null);
- }
-
- tocFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: false);
- dataFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: false);
-
- BinarySerializer tempTocReader = new BinarySerializer(tocFileStream);
-
- TocHeader header = new TocHeader();
-
- tempTocReader.Read(ref header);
-
- if (header.Timestamp < expectedTimestamp)
- {
- return (null, null);
- }
- }
-
- int offset = Unsafe.SizeOf<TocHeader>() + programIndex * Unsafe.SizeOf<OffsetAndSize>();
- if (offset + Unsafe.SizeOf<OffsetAndSize>() > tocFileStream.Length)
- {
- return (null, null);
- }
-
- if ((ulong)offset >= (ulong)dataFileStream.Length)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
- }
-
- tocFileStream.Seek(offset, SeekOrigin.Begin);
-
- BinarySerializer tocReader = new BinarySerializer(tocFileStream);
-
- OffsetAndSize offsetAndSize = new OffsetAndSize();
- tocReader.Read(ref offsetAndSize);
-
- if (offsetAndSize.Offset >= (ulong)dataFileStream.Length)
- {
- throw new DiskCacheLoadException(DiskCacheLoadResult.FileCorruptedGeneric);
- }
-
- dataFileStream.Seek((long)offsetAndSize.Offset, SeekOrigin.Begin);
-
- byte[] hostCode = new byte[offsetAndSize.UncompressedSize];
-
- BinarySerializer.ReadCompressed(dataFileStream, hostCode);
-
- CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
- BinarySerializer dataReader = new BinarySerializer(dataFileStream);
-
- dataFileStream.Seek((long)(offsetAndSize.Offset + offsetAndSize.CompressedSize), SeekOrigin.Begin);
-
- dataReader.BeginCompression();
-
- for (int index = 0; index < guestShaders.Length; index++)
- {
- if (!guestShaders[index].HasValue)
- {
- continue;
- }
-
- GuestCodeAndCbData guestShader = guestShaders[index].Value;
- ShaderProgramInfo info = index != 0 || guestShaders.Length == 1 ? ReadShaderProgramInfo(ref dataReader) : null;
-
- shaders[index] = new CachedShaderStage(info, guestShader.Code, guestShader.Cb1Data);
- }
-
- dataReader.EndCompression();
-
- return (hostCode, shaders);
- }
-
- /// <summary>
- /// Gets output streams for the disk cache, for faster batch writing.
- /// </summary>
- /// <param name="context">The GPU context, used to determine the host disk cache</param>
- /// <returns>A collection of disk cache output streams</returns>
- public DiskCacheOutputStreams GetOutputStreams(GpuContext context)
- {
- var tocFileStream = DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: true);
- var dataFileStream = DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: true);
-
- var hostTocFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: true);
- var hostDataFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: true);
-
- return new DiskCacheOutputStreams(tocFileStream, dataFileStream, hostTocFileStream, hostDataFileStream);
- }
-
- /// <summary>
- /// Adds a shader to the cache.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="program">Cached program</param>
- /// <param name="hostCode">Optional host binary code</param>
- /// <param name="streams">Output streams to use</param>
- public void AddShader(GpuContext context, CachedShaderProgram program, ReadOnlySpan<byte> hostCode, DiskCacheOutputStreams streams = null)
- {
- uint stagesBitMask = 0;
-
- for (int index = 0; index < program.Shaders.Length; index++)
- {
- var shader = program.Shaders[index];
- if (shader == null || (shader.Info != null && shader.Info.Stage == ShaderStage.Compute))
- {
- continue;
- }
-
- stagesBitMask |= 1u << index;
- }
-
- var tocFileStream = streams != null ? streams.TocFileStream : DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: true);
- var dataFileStream = streams != null ? streams.DataFileStream : DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: true);
-
- ulong timestamp = (ulong)DateTime.UtcNow.Subtract(DateTime.UnixEpoch).TotalSeconds;
-
- if (tocFileStream.Length == 0)
- {
- TocHeader header = new TocHeader();
- CreateToc(tocFileStream, ref header, TocsMagic, CodeGenVersion, timestamp);
- }
-
- tocFileStream.Seek(0, SeekOrigin.End);
- dataFileStream.Seek(0, SeekOrigin.End);
-
- BinarySerializer tocWriter = new BinarySerializer(tocFileStream);
- BinarySerializer dataWriter = new BinarySerializer(dataFileStream);
-
- ulong dataOffset = (ulong)dataFileStream.Position;
- tocWriter.Write(ref dataOffset);
-
- DataEntry entry = new DataEntry();
-
- entry.StagesBitMask = stagesBitMask;
-
- dataWriter.BeginCompression(DiskCacheCommon.GetCompressionAlgorithm());
- dataWriter.Write(ref entry);
-
- DataEntryPerStage stageEntry = new DataEntryPerStage();
-
- for (int index = 0; index < program.Shaders.Length; index++)
- {
- var shader = program.Shaders[index];
- if (shader == null)
- {
- continue;
- }
-
- stageEntry.GuestCodeIndex = _guestStorage.AddShader(shader.Code, shader.Cb1Data);
-
- dataWriter.Write(ref stageEntry);
- }
-
- program.SpecializationState.Write(ref dataWriter);
- dataWriter.EndCompression();
-
- if (streams == null)
- {
- tocFileStream.Dispose();
- dataFileStream.Dispose();
- }
-
- if (hostCode.IsEmpty)
- {
- return;
- }
-
- WriteHostCode(context, hostCode, program.Shaders, streams, timestamp);
- }
-
- /// <summary>
- /// Clears all content from the guest cache files.
- /// </summary>
- public void ClearGuestCache()
- {
- _guestStorage.ClearCache();
- }
-
- /// <summary>
- /// Clears all content from the shared cache files.
- /// </summary>
- /// <param name="context">GPU context</param>
- public void ClearSharedCache()
- {
- using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, SharedTocFileName, writable: true);
- using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, SharedDataFileName, writable: true);
-
- tocFileStream.SetLength(0);
- dataFileStream.SetLength(0);
- }
-
- /// <summary>
- /// Deletes all content from the host cache files.
- /// </summary>
- /// <param name="context">GPU context</param>
- public void ClearHostCache(GpuContext context)
- {
- using var tocFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: true);
- using var dataFileStream = DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: true);
-
- tocFileStream.SetLength(0);
- dataFileStream.SetLength(0);
- }
-
- /// <summary>
- /// Writes the host binary code on the host cache.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="hostCode">Host binary code</param>
- /// <param name="shaders">Shader stages to be added to the host cache</param>
- /// <param name="streams">Output streams to use</param>
- /// <param name="timestamp">File creation timestamp</param>
- private void WriteHostCode(
- GpuContext context,
- ReadOnlySpan<byte> hostCode,
- CachedShaderStage[] shaders,
- DiskCacheOutputStreams streams,
- ulong timestamp)
- {
- var tocFileStream = streams != null ? streams.HostTocFileStream : DiskCacheCommon.OpenFile(_basePath, GetHostTocFileName(context), writable: true);
- var dataFileStream = streams != null ? streams.HostDataFileStream : DiskCacheCommon.OpenFile(_basePath, GetHostDataFileName(context), writable: true);
-
- if (tocFileStream.Length == 0)
- {
- TocHeader header = new TocHeader();
- CreateToc(tocFileStream, ref header, TochMagic, 0, timestamp);
- }
-
- tocFileStream.Seek(0, SeekOrigin.End);
- dataFileStream.Seek(0, SeekOrigin.End);
-
- BinarySerializer tocWriter = new BinarySerializer(tocFileStream);
- BinarySerializer dataWriter = new BinarySerializer(dataFileStream);
-
- OffsetAndSize offsetAndSize = new OffsetAndSize();
- offsetAndSize.Offset = (ulong)dataFileStream.Position;
- offsetAndSize.UncompressedSize = (uint)hostCode.Length;
-
- long dataStartPosition = dataFileStream.Position;
-
- BinarySerializer.WriteCompressed(dataFileStream, hostCode, DiskCacheCommon.GetCompressionAlgorithm());
-
- offsetAndSize.CompressedSize = (uint)(dataFileStream.Position - dataStartPosition);
-
- tocWriter.Write(ref offsetAndSize);
-
- dataWriter.BeginCompression(DiskCacheCommon.GetCompressionAlgorithm());
-
- for (int index = 0; index < shaders.Length; index++)
- {
- if (shaders[index] != null)
- {
- WriteShaderProgramInfo(ref dataWriter, shaders[index].Info);
- }
- }
-
- dataWriter.EndCompression();
-
- if (streams == null)
- {
- tocFileStream.Dispose();
- dataFileStream.Dispose();
- }
- }
-
- /// <summary>
- /// Creates a TOC file for the host or shared cache.
- /// </summary>
- /// <param name="tocFileStream">TOC file stream</param>
- /// <param name="header">Set to the TOC file header</param>
- /// <param name="magic">Magic value to be written</param>
- /// <param name="codegenVersion">Shader codegen version, only valid for the host file</param>
- /// <param name="timestamp">File creation timestamp</param>
- private void CreateToc(Stream tocFileStream, ref TocHeader header, uint magic, uint codegenVersion, ulong timestamp)
- {
- BinarySerializer writer = new BinarySerializer(tocFileStream);
-
- header.Magic = magic;
- header.FormatVersion = FileFormatVersionPacked;
- header.CodeGenVersion = codegenVersion;
- header.Padding = 0;
- header.Reserved = 0;
- header.Timestamp = timestamp;
-
- if (tocFileStream.Length > 0)
- {
- tocFileStream.Seek(0, SeekOrigin.Begin);
- tocFileStream.SetLength(0);
- }
-
- writer.Write(ref header);
- }
-
- /// <summary>
- /// Reads the shader program info from the cache.
- /// </summary>
- /// <param name="dataReader">Cache data reader</param>
- /// <returns>Shader program info</returns>
- private static ShaderProgramInfo ReadShaderProgramInfo(ref BinarySerializer dataReader)
- {
- DataShaderInfo dataInfo = new DataShaderInfo();
-
- dataReader.ReadWithMagicAndSize(ref dataInfo, ShdiMagic);
-
- BufferDescriptor[] cBuffers = new BufferDescriptor[dataInfo.CBuffersCount];
- BufferDescriptor[] sBuffers = new BufferDescriptor[dataInfo.SBuffersCount];
- TextureDescriptor[] textures = new TextureDescriptor[dataInfo.TexturesCount];
- TextureDescriptor[] images = new TextureDescriptor[dataInfo.ImagesCount];
-
- for (int index = 0; index < dataInfo.CBuffersCount; index++)
- {
- dataReader.ReadWithMagicAndSize(ref cBuffers[index], BufdMagic);
- }
-
- for (int index = 0; index < dataInfo.SBuffersCount; index++)
- {
- dataReader.ReadWithMagicAndSize(ref sBuffers[index], BufdMagic);
- }
-
- for (int index = 0; index < dataInfo.TexturesCount; index++)
- {
- dataReader.ReadWithMagicAndSize(ref textures[index], TexdMagic);
- }
-
- for (int index = 0; index < dataInfo.ImagesCount; index++)
- {
- dataReader.ReadWithMagicAndSize(ref images[index], TexdMagic);
- }
-
- return new ShaderProgramInfo(
- cBuffers,
- sBuffers,
- textures,
- images,
- ShaderIdentification.None,
- 0,
- dataInfo.Stage,
- dataInfo.UsesInstanceId,
- dataInfo.UsesDrawParameters,
- dataInfo.UsesRtLayer,
- dataInfo.ClipDistancesWritten,
- dataInfo.FragmentOutputMap);
- }
-
- /// <summary>
- /// Writes the shader program info into the cache.
- /// </summary>
- /// <param name="dataWriter">Cache data writer</param>
- /// <param name="info">Program info</param>
- private static void WriteShaderProgramInfo(ref BinarySerializer dataWriter, ShaderProgramInfo info)
- {
- if (info == null)
- {
- return;
- }
-
- DataShaderInfo dataInfo = new DataShaderInfo();
-
- dataInfo.CBuffersCount = (ushort)info.CBuffers.Count;
- dataInfo.SBuffersCount = (ushort)info.SBuffers.Count;
- dataInfo.TexturesCount = (ushort)info.Textures.Count;
- dataInfo.ImagesCount = (ushort)info.Images.Count;
- dataInfo.Stage = info.Stage;
- dataInfo.UsesInstanceId = info.UsesInstanceId;
- dataInfo.UsesDrawParameters = info.UsesDrawParameters;
- dataInfo.UsesRtLayer = info.UsesRtLayer;
- dataInfo.ClipDistancesWritten = info.ClipDistancesWritten;
- dataInfo.FragmentOutputMap = info.FragmentOutputMap;
-
- dataWriter.WriteWithMagicAndSize(ref dataInfo, ShdiMagic);
-
- for (int index = 0; index < info.CBuffers.Count; index++)
- {
- var entry = info.CBuffers[index];
- dataWriter.WriteWithMagicAndSize(ref entry, BufdMagic);
- }
-
- for (int index = 0; index < info.SBuffers.Count; index++)
- {
- var entry = info.SBuffers[index];
- dataWriter.WriteWithMagicAndSize(ref entry, BufdMagic);
- }
-
- for (int index = 0; index < info.Textures.Count; index++)
- {
- var entry = info.Textures[index];
- dataWriter.WriteWithMagicAndSize(ref entry, TexdMagic);
- }
-
- for (int index = 0; index < info.Images.Count; index++)
- {
- var entry = info.Images[index];
- dataWriter.WriteWithMagicAndSize(ref entry, TexdMagic);
- }
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadException.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadException.cs
deleted file mode 100644
index d6e23302..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadException.cs
+++ /dev/null
@@ -1,48 +0,0 @@
-using System;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Disk cache load exception.
- /// </summary>
- class DiskCacheLoadException : Exception
- {
- /// <summary>
- /// Result of the cache load operation.
- /// </summary>
- public DiskCacheLoadResult Result { get; }
-
- /// <summary>
- /// Creates a new instance of the disk cache load exception.
- /// </summary>
- public DiskCacheLoadException()
- {
- }
-
- /// <summary>
- /// Creates a new instance of the disk cache load exception.
- /// </summary>
- /// <param name="message">Exception message</param>
- public DiskCacheLoadException(string message) : base(message)
- {
- }
-
- /// <summary>
- /// Creates a new instance of the disk cache load exception.
- /// </summary>
- /// <param name="message">Exception message</param>
- /// <param name="inner">Inner exception</param>
- public DiskCacheLoadException(string message, Exception inner) : base(message, inner)
- {
- }
-
- /// <summary>
- /// Creates a new instance of the disk cache load exception.
- /// </summary>
- /// <param name="result">Result code</param>
- public DiskCacheLoadException(DiskCacheLoadResult result) : base(result.GetMessage())
- {
- Result = result;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadResult.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadResult.cs
deleted file mode 100644
index b3ffa4a7..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheLoadResult.cs
+++ /dev/null
@@ -1,72 +0,0 @@
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Result of a shader cache load operation.
- /// </summary>
- enum DiskCacheLoadResult
- {
- /// <summary>
- /// No error.
- /// </summary>
- Success,
-
- /// <summary>
- /// File can't be accessed.
- /// </summary>
- NoAccess,
-
- /// <summary>
- /// The constant buffer 1 data length is too low for the translation of the guest shader.
- /// </summary>
- InvalidCb1DataLength,
-
- /// <summary>
- /// The cache is missing the descriptor of a texture used by the shader.
- /// </summary>
- MissingTextureDescriptor,
-
- /// <summary>
- /// File is corrupted.
- /// </summary>
- FileCorruptedGeneric,
-
- /// <summary>
- /// File is corrupted, detected by magic value check.
- /// </summary>
- FileCorruptedInvalidMagic,
-
- /// <summary>
- /// File is corrupted, detected by length check.
- /// </summary>
- FileCorruptedInvalidLength,
-
- /// <summary>
- /// File might be valid, but is incompatible with the current emulator version.
- /// </summary>
- IncompatibleVersion
- }
-
- static class DiskCacheLoadResultExtensions
- {
- /// <summary>
- /// Gets an error message from a result code.
- /// </summary>
- /// <param name="result">Result code</param>
- /// <returns>Error message</returns>
- public static string GetMessage(this DiskCacheLoadResult result)
- {
- return result switch
- {
- DiskCacheLoadResult.Success => "No error.",
- DiskCacheLoadResult.NoAccess => "Could not access the cache file.",
- DiskCacheLoadResult.InvalidCb1DataLength => "Constant buffer 1 data length is too low.",
- DiskCacheLoadResult.MissingTextureDescriptor => "Texture descriptor missing from the cache file.",
- DiskCacheLoadResult.FileCorruptedGeneric => "The cache file is corrupted.",
- DiskCacheLoadResult.FileCorruptedInvalidMagic => "Magic check failed, the cache file is corrupted.",
- DiskCacheLoadResult.FileCorruptedInvalidLength => "Length check failed, the cache file is corrupted.",
- DiskCacheLoadResult.IncompatibleVersion => "The version of the disk cache is not compatible with this version of the emulator.",
- _ => "Unknown error."
- };
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheOutputStreams.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheOutputStreams.cs
deleted file mode 100644
index 1e0df264..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheOutputStreams.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using System;
-using System.IO;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Output streams for the disk shader cache.
- /// </summary>
- class DiskCacheOutputStreams : IDisposable
- {
- /// <summary>
- /// Shared table of contents (TOC) file stream.
- /// </summary>
- public readonly FileStream TocFileStream;
-
- /// <summary>
- /// Shared data file stream.
- /// </summary>
- public readonly FileStream DataFileStream;
-
- /// <summary>
- /// Host table of contents (TOC) file stream.
- /// </summary>
- public readonly FileStream HostTocFileStream;
-
- /// <summary>
- /// Host data file stream.
- /// </summary>
- public readonly FileStream HostDataFileStream;
-
- /// <summary>
- /// Creates a new instance of a disk cache output stream container.
- /// </summary>
- /// <param name="tocFileStream">Stream for the shared table of contents file</param>
- /// <param name="dataFileStream">Stream for the shared data file</param>
- /// <param name="hostTocFileStream">Stream for the host table of contents file</param>
- /// <param name="hostDataFileStream">Stream for the host data file</param>
- public DiskCacheOutputStreams(FileStream tocFileStream, FileStream dataFileStream, FileStream hostTocFileStream, FileStream hostDataFileStream)
- {
- TocFileStream = tocFileStream;
- DataFileStream = dataFileStream;
- HostTocFileStream = hostTocFileStream;
- HostDataFileStream = hostDataFileStream;
- }
-
- /// <summary>
- /// Disposes the output file streams.
- /// </summary>
- public void Dispose()
- {
- TocFileStream.Dispose();
- DataFileStream.Dispose();
- HostTocFileStream.Dispose();
- HostDataFileStream.Dispose();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/GuestCodeAndCbData.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/GuestCodeAndCbData.cs
deleted file mode 100644
index 959d6e18..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/GuestCodeAndCbData.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- /// <summary>
- /// Guest shader code and constant buffer data accessed by the shader.
- /// </summary>
- readonly struct GuestCodeAndCbData
- {
- /// <summary>
- /// Maxwell binary shader code.
- /// </summary>
- public byte[] Code { get; }
-
- /// <summary>
- /// Constant buffer 1 data accessed by the shader.
- /// </summary>
- public byte[] Cb1Data { get; }
-
- /// <summary>
- /// Creates a new instance of the guest shader code and constant buffer data.
- /// </summary>
- /// <param name="code">Maxwell binary shader code</param>
- /// <param name="cb1Data">Constant buffer 1 data accessed by the shader</param>
- public GuestCodeAndCbData(byte[] code, byte[] cb1Data)
- {
- Code = code;
- Cb1Data = cb1Data;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
deleted file mode 100644
index 77fb3ca4..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs
+++ /dev/null
@@ -1,725 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using System;
-using System.Collections.Concurrent;
-using System.Collections.Generic;
-using System.IO;
-using System.Threading;
-using static Ryujinx.Graphics.Gpu.Shader.ShaderCache;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- class ParallelDiskCacheLoader
- {
- private const int ThreadCount = 8;
-
- private readonly GpuContext _context;
- private readonly ShaderCacheHashTable _graphicsCache;
- private readonly ComputeShaderCacheHashTable _computeCache;
- private readonly DiskCacheHostStorage _hostStorage;
- private readonly CancellationToken _cancellationToken;
- private readonly Action<ShaderCacheState, int, int> _stateChangeCallback;
-
- /// <summary>
- /// Indicates if the cache should be loaded.
- /// </summary>
- public bool Active => !_cancellationToken.IsCancellationRequested;
-
- private bool _needsHostRegen;
-
- /// <summary>
- /// Number of shaders that failed to compile from the cache.
- /// </summary>
- public int ErrorCount { get; private set; }
-
- /// <summary>
- /// Program validation entry.
- /// </summary>
- private readonly struct ProgramEntry
- {
- /// <summary>
- /// Cached shader program.
- /// </summary>
- public readonly CachedShaderProgram CachedProgram;
-
- /// <summary>
- /// Optional binary code. If not null, it is used instead of the backend host binary.
- /// </summary>
- public readonly byte[] BinaryCode;
-
- /// <summary>
- /// Program index.
- /// </summary>
- public readonly int ProgramIndex;
-
- /// <summary>
- /// Indicates if the program is a compute shader.
- /// </summary>
- public readonly bool IsCompute;
-
- /// <summary>
- /// Indicates if the program is a host binary shader.
- /// </summary>
- public readonly bool IsBinary;
-
- /// <summary>
- /// Creates a new program validation entry.
- /// </summary>
- /// <param name="cachedProgram">Cached shader program</param>
- /// <param name="binaryCode">Optional binary code. If not null, it is used instead of the backend host binary</param>
- /// <param name="programIndex">Program index</param>
- /// <param name="isCompute">Indicates if the program is a compute shader</param>
- /// <param name="isBinary">Indicates if the program is a host binary shader</param>
- public ProgramEntry(
- CachedShaderProgram cachedProgram,
- byte[] binaryCode,
- int programIndex,
- bool isCompute,
- bool isBinary)
- {
- CachedProgram = cachedProgram;
- BinaryCode = binaryCode;
- ProgramIndex = programIndex;
- IsCompute = isCompute;
- IsBinary = isBinary;
- }
- }
-
- /// <summary>
- /// Translated shader compilation entry.
- /// </summary>
- private readonly struct ProgramCompilation
- {
- /// <summary>
- /// Translated shader stages.
- /// </summary>
- public readonly ShaderProgram[] TranslatedStages;
-
- /// <summary>
- /// Cached shaders.
- /// </summary>
- public readonly CachedShaderStage[] Shaders;
-
- /// <summary>
- /// Specialization state.
- /// </summary>
- public readonly ShaderSpecializationState SpecializationState;
-
- /// <summary>
- /// Program index.
- /// </summary>
- public readonly int ProgramIndex;
-
- /// <summary>
- /// Indicates if the program is a compute shader.
- /// </summary>
- public readonly bool IsCompute;
-
- /// <summary>
- /// Creates a new translated shader compilation entry.
- /// </summary>
- /// <param name="translatedStages">Translated shader stages</param>
- /// <param name="shaders">Cached shaders</param>
- /// <param name="specState">Specialization state</param>
- /// <param name="programIndex">Program index</param>
- /// <param name="isCompute">Indicates if the program is a compute shader</param>
- public ProgramCompilation(
- ShaderProgram[] translatedStages,
- CachedShaderStage[] shaders,
- ShaderSpecializationState specState,
- int programIndex,
- bool isCompute)
- {
- TranslatedStages = translatedStages;
- Shaders = shaders;
- SpecializationState = specState;
- ProgramIndex = programIndex;
- IsCompute = isCompute;
- }
- }
-
- /// <summary>
- /// Program translation entry.
- /// </summary>
- private readonly struct AsyncProgramTranslation
- {
- /// <summary>
- /// Guest code for each active stage.
- /// </summary>
- public readonly GuestCodeAndCbData?[] GuestShaders;
-
- /// <summary>
- /// Specialization state.
- /// </summary>
- public readonly ShaderSpecializationState SpecializationState;
-
- /// <summary>
- /// Program index.
- /// </summary>
- public readonly int ProgramIndex;
-
- /// <summary>
- /// Indicates if the program is a compute shader.
- /// </summary>
- public readonly bool IsCompute;
-
- /// <summary>
- /// Creates a new program translation entry.
- /// </summary>
- /// <param name="guestShaders">Guest code for each active stage</param>
- /// <param name="specState">Specialization state</param>
- /// <param name="programIndex">Program index</param>
- /// <param name="isCompute">Indicates if the program is a compute shader</param>
- public AsyncProgramTranslation(
- GuestCodeAndCbData?[] guestShaders,
- ShaderSpecializationState specState,
- int programIndex,
- bool isCompute)
- {
- GuestShaders = guestShaders;
- SpecializationState = specState;
- ProgramIndex = programIndex;
- IsCompute = isCompute;
- }
- }
-
- private readonly Queue<ProgramEntry> _validationQueue;
- private readonly ConcurrentQueue<ProgramCompilation> _compilationQueue;
- private readonly BlockingCollection<AsyncProgramTranslation> _asyncTranslationQueue;
- private readonly SortedList<int, (CachedShaderProgram, byte[])> _programList;
-
- private int _backendParallelCompileThreads;
- private int _compiledCount;
- private int _totalCount;
-
- /// <summary>
- /// Creates a new parallel disk cache loader.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="graphicsCache">Graphics shader cache</param>
- /// <param name="computeCache">Compute shader cache</param>
- /// <param name="hostStorage">Disk cache host storage</param>
- /// <param name="cancellationToken">Cancellation token</param>
- /// <param name="stateChangeCallback">Function to be called when there is a state change, reporting state, compiled and total shaders count</param>
- public ParallelDiskCacheLoader(
- GpuContext context,
- ShaderCacheHashTable graphicsCache,
- ComputeShaderCacheHashTable computeCache,
- DiskCacheHostStorage hostStorage,
- CancellationToken cancellationToken,
- Action<ShaderCacheState, int, int> stateChangeCallback)
- {
- _context = context;
- _graphicsCache = graphicsCache;
- _computeCache = computeCache;
- _hostStorage = hostStorage;
- _cancellationToken = cancellationToken;
- _stateChangeCallback = stateChangeCallback;
- _validationQueue = new Queue<ProgramEntry>();
- _compilationQueue = new ConcurrentQueue<ProgramCompilation>();
- _asyncTranslationQueue = new BlockingCollection<AsyncProgramTranslation>(ThreadCount);
- _programList = new SortedList<int, (CachedShaderProgram, byte[])>();
- _backendParallelCompileThreads = Math.Min(Environment.ProcessorCount, 8); // Must be kept in sync with the backend code.
- }
-
- /// <summary>
- /// Loads all shaders from the cache.
- /// </summary>
- public void LoadShaders()
- {
- Thread[] workThreads = new Thread[ThreadCount];
-
- for (int index = 0; index < ThreadCount; index++)
- {
- workThreads[index] = new Thread(ProcessAsyncQueue)
- {
- Name = $"GPU.AsyncTranslationThread.{index}"
- };
- }
-
- int programCount = _hostStorage.GetProgramCount();
-
- _compiledCount = 0;
- _totalCount = programCount;
-
- _stateChangeCallback(ShaderCacheState.Start, 0, programCount);
-
- Logger.Info?.Print(LogClass.Gpu, $"Loading {programCount} shaders from the cache...");
-
- for (int index = 0; index < ThreadCount; index++)
- {
- workThreads[index].Start(_cancellationToken);
- }
-
- try
- {
- _hostStorage.LoadShaders(_context, this);
- }
- catch (DiskCacheLoadException diskCacheLoadException)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Error loading the shader cache. {diskCacheLoadException.Message}");
-
- // If we can't even access the file, then we also can't rebuild.
- if (diskCacheLoadException.Result != DiskCacheLoadResult.NoAccess)
- {
- _needsHostRegen = true;
- }
- }
- catch (InvalidDataException invalidDataException)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Error decompressing the shader cache file. {invalidDataException.Message}");
- _needsHostRegen = true;
- }
- catch (IOException ioException)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Error reading the shader cache file. {ioException.Message}");
- _needsHostRegen = true;
- }
-
- _asyncTranslationQueue.CompleteAdding();
-
- for (int index = 0; index < ThreadCount; index++)
- {
- workThreads[index].Join();
- }
-
- CheckCompilationBlocking();
-
- if (_needsHostRegen && Active)
- {
- // Rebuild both shared and host cache files.
- // Rebuilding shared is required because the shader information returned by the translator
- // might have changed, and so we have to reconstruct the file with the new information.
- try
- {
- _hostStorage.ClearSharedCache();
- _hostStorage.ClearHostCache(_context);
-
- if (_programList.Count != 0)
- {
- Logger.Info?.Print(LogClass.Gpu, $"Rebuilding {_programList.Count} shaders...");
-
- using var streams = _hostStorage.GetOutputStreams(_context);
-
- foreach (var kv in _programList)
- {
- if (!Active)
- {
- break;
- }
-
- (CachedShaderProgram program, byte[] binaryCode) = kv.Value;
- _hostStorage.AddShader(_context, program, binaryCode, streams);
- }
-
- Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully.");
- }
- else
- {
- _hostStorage.ClearGuestCache();
-
- Logger.Info?.Print(LogClass.Gpu, "Shader cache deleted due to corruption.");
- }
- }
- catch (DiskCacheLoadException diskCacheLoadException)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Error deleting the shader cache. {diskCacheLoadException.Message}");
- }
- catch (IOException ioException)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Error deleting the shader cache file. {ioException.Message}");
- }
- }
-
- Logger.Info?.Print(LogClass.Gpu, "Shader cache loaded.");
-
- _stateChangeCallback(ShaderCacheState.Loaded, programCount, programCount);
- }
-
- /// <summary>
- /// Enqueues a host program for compilation.
- /// </summary>
- /// <param name="cachedProgram">Cached program</param>
- /// <param name="binaryCode">Host binary code</param>
- /// <param name="programIndex">Program index</param>
- /// <param name="isCompute">Indicates if the program is a compute shader</param>
- public void QueueHostProgram(CachedShaderProgram cachedProgram, byte[] binaryCode, int programIndex, bool isCompute)
- {
- EnqueueForValidation(new ProgramEntry(cachedProgram, binaryCode, programIndex, isCompute, isBinary: true));
- }
-
- /// <summary>
- /// Enqueues a guest program for compilation.
- /// </summary>
- /// <param name="guestShaders">Guest code for each active stage</param>
- /// <param name="specState">Specialization state</param>
- /// <param name="programIndex">Program index</param>
- /// <param name="isCompute">Indicates if the program is a compute shader</param>
- public void QueueGuestProgram(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute)
- {
- try
- {
- AsyncProgramTranslation asyncTranslation = new AsyncProgramTranslation(guestShaders, specState, programIndex, isCompute);
- _asyncTranslationQueue.Add(asyncTranslation, _cancellationToken);
- }
- catch (OperationCanceledException)
- {
- }
- }
-
- /// <summary>
- /// Check the state of programs that have already been compiled,
- /// and add to the cache if the compilation was successful.
- /// </summary>
- public void CheckCompilation()
- {
- ProcessCompilationQueue();
-
- // Process programs that already finished compiling.
- // If not yet compiled, do nothing. This avoids blocking to wait for shader compilation.
- while (_validationQueue.TryPeek(out ProgramEntry entry))
- {
- ProgramLinkStatus result = entry.CachedProgram.HostProgram.CheckProgramLink(false);
-
- if (result != ProgramLinkStatus.Incomplete)
- {
- ProcessCompiledProgram(ref entry, result);
- _validationQueue.Dequeue();
- }
- else
- {
- break;
- }
- }
- }
-
- /// <summary>
- /// Waits until all programs finishes compiling, then adds the ones
- /// with successful compilation to the cache.
- /// </summary>
- private void CheckCompilationBlocking()
- {
- ProcessCompilationQueue();
-
- while (_validationQueue.TryDequeue(out ProgramEntry entry) && Active)
- {
- ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false);
- }
- }
-
- /// <summary>
- /// Process a compiled program result.
- /// </summary>
- /// <param name="entry">Compiled program entry</param>
- /// <param name="result">Compilation result</param>
- /// <param name="asyncCompile">For failed host compilations, indicates if a guest compilation should be done asynchronously</param>
- private void ProcessCompiledProgram(ref ProgramEntry entry, ProgramLinkStatus result, bool asyncCompile = true)
- {
- if (result == ProgramLinkStatus.Success)
- {
- // Compilation successful, add to memory cache.
- if (entry.IsCompute)
- {
- _computeCache.Add(entry.CachedProgram);
- }
- else
- {
- _graphicsCache.Add(entry.CachedProgram);
- }
-
- if (!entry.IsBinary)
- {
- _needsHostRegen = true;
- }
-
- // Fetch the binary code from the backend if it isn't already present.
- byte[] binaryCode = entry.BinaryCode ?? entry.CachedProgram.HostProgram.GetBinary();
-
- _programList.Add(entry.ProgramIndex, (entry.CachedProgram, binaryCode));
- SignalCompiled();
- }
- else if (entry.IsBinary)
- {
- // If this is a host binary and compilation failed,
- // we still have a chance to recompile from the guest binary.
- CachedShaderProgram program = entry.CachedProgram;
-
- GuestCodeAndCbData?[] guestShaders = new GuestCodeAndCbData?[program.Shaders.Length];
-
- for (int index = 0; index < program.Shaders.Length; index++)
- {
- CachedShaderStage shader = program.Shaders[index];
-
- if (shader != null)
- {
- guestShaders[index] = new GuestCodeAndCbData(shader.Code, shader.Cb1Data);
- }
- }
-
- if (asyncCompile)
- {
- QueueGuestProgram(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute);
- }
- else
- {
- RecompileFromGuestCode(guestShaders, program.SpecializationState, entry.ProgramIndex, entry.IsCompute);
- ProcessCompilationQueue();
- }
- }
- else
- {
- // Failed to compile from both host and guest binary.
- ErrorCount++;
- SignalCompiled();
- }
- }
-
- /// <summary>
- /// Processes the queue of translated guest programs that should be compiled on the host.
- /// </summary>
- private void ProcessCompilationQueue()
- {
- while (_compilationQueue.TryDequeue(out ProgramCompilation compilation) && Active)
- {
- ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
-
- int fragmentOutputMap = -1;
-
- for (int index = 0; index < compilation.TranslatedStages.Length; index++)
- {
- ShaderProgram shader = compilation.TranslatedStages[index];
- shaderSources[index] = CreateShaderSource(shader);
-
- if (shader.Info.Stage == ShaderStage.Fragment)
- {
- fragmentOutputMap = shader.Info.FragmentOutputMap;
- }
- }
-
- ShaderInfo shaderInfo = compilation.SpecializationState.PipelineState.HasValue
- ? new ShaderInfo(fragmentOutputMap, compilation.SpecializationState.PipelineState.Value, fromCache: true)
- : new ShaderInfo(fragmentOutputMap, fromCache: true);
-
- IProgram hostProgram = _context.Renderer.CreateProgram(shaderSources, shaderInfo);
- CachedShaderProgram program = new CachedShaderProgram(hostProgram, compilation.SpecializationState, compilation.Shaders);
-
- // Vulkan's binary code is the SPIR-V used for compilation, so it is ready immediately. Other APIs get this after compilation.
- byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(shaderSources) : null;
-
- EnqueueForValidation(new ProgramEntry(program, binaryCode, compilation.ProgramIndex, compilation.IsCompute, isBinary: false));
- }
- }
-
- /// <summary>
- /// Enqueues a program for validation, which will check if the program was compiled successfully.
- /// </summary>
- /// <param name="newEntry">Program entry to be validated</param>
- private void EnqueueForValidation(ProgramEntry newEntry)
- {
- _validationQueue.Enqueue(newEntry);
-
- // Do not allow more than N shader compilation in-flight, where N is the maximum number of threads
- // the driver will be using for parallel compilation.
- // Submitting more seems to cause NVIDIA OpenGL driver to crash.
- if (_validationQueue.Count >= _backendParallelCompileThreads && _validationQueue.TryDequeue(out ProgramEntry entry))
- {
- ProcessCompiledProgram(ref entry, entry.CachedProgram.HostProgram.CheckProgramLink(true), asyncCompile: false);
- }
- }
-
- /// <summary>
- /// Processses the queue of programs that should be translated from guest code.
- /// </summary>
- /// <param name="state">Cancellation token</param>
- private void ProcessAsyncQueue(object state)
- {
- CancellationToken ct = (CancellationToken)state;
-
- try
- {
- foreach (AsyncProgramTranslation asyncCompilation in _asyncTranslationQueue.GetConsumingEnumerable(ct))
- {
- RecompileFromGuestCode(
- asyncCompilation.GuestShaders,
- asyncCompilation.SpecializationState,
- asyncCompilation.ProgramIndex,
- asyncCompilation.IsCompute);
- }
- }
- catch (OperationCanceledException)
- {
- }
- }
-
- /// <summary>
- /// Recompiles a program from guest code.
- /// </summary>
- /// <param name="guestShaders">Guest code for each active stage</param>
- /// <param name="specState">Specialization state</param>
- /// <param name="programIndex">Program index</param>
- /// <param name="isCompute">Indicates if the program is a compute shader</param>
- private void RecompileFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex, bool isCompute)
- {
- try
- {
- if (isCompute)
- {
- RecompileComputeFromGuestCode(guestShaders, specState, programIndex);
- }
- else
- {
- RecompileGraphicsFromGuestCode(guestShaders, specState, programIndex);
- }
- }
- catch (Exception exception)
- {
- Logger.Error?.Print(LogClass.Gpu, $"Error translating guest shader. {exception.Message}");
-
- ErrorCount++;
- SignalCompiled();
- }
- }
-
- /// <summary>
- /// Recompiles a graphics program from guest code.
- /// </summary>
- /// <param name="guestShaders">Guest code for each active stage</param>
- /// <param name="specState">Specialization state</param>
- /// <param name="programIndex">Program index</param>
- private void RecompileGraphicsFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
- {
- ShaderSpecializationState newSpecState = new ShaderSpecializationState(
- ref specState.GraphicsState,
- specState.PipelineState,
- specState.TransformFeedbackDescriptors);
-
- ResourceCounts counts = new ResourceCounts();
-
- TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
- TranslatorContext nextStage = null;
-
- TargetApi api = _context.Capabilities.Api;
-
- for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
- {
- if (guestShaders[stageIndex + 1].HasValue)
- {
- GuestCodeAndCbData shader = guestShaders[stageIndex + 1].Value;
-
- byte[] guestCode = shader.Code;
- byte[] cb1Data = shader.Cb1Data;
-
- DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex);
- TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, 0);
-
- if (nextStage != null)
- {
- currentStage.SetNextStage(nextStage);
- }
-
- if (stageIndex == 0 && guestShaders[0].HasValue)
- {
- byte[] guestCodeA = guestShaders[0].Value.Code;
- byte[] cb1DataA = guestShaders[0].Value.Cb1Data;
-
- DiskCacheGpuAccessor gpuAccessorA = new DiskCacheGpuAccessor(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0);
- translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
- }
-
- translatorContexts[stageIndex + 1] = currentStage;
- nextStage = currentStage;
- }
- }
-
- if (!_context.Capabilities.SupportsGeometryShader)
- {
- ShaderCache.TryRemoveGeometryStage(translatorContexts);
- }
-
- CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
- List<ShaderProgram> translatedStages = new List<ShaderProgram>();
-
- TranslatorContext previousStage = null;
-
- for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
- {
- TranslatorContext currentStage = translatorContexts[stageIndex + 1];
-
- if (currentStage != null)
- {
- ShaderProgram program;
-
- byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
- byte[] cb1Data = guestShaders[stageIndex + 1].Value.Cb1Data;
-
- if (stageIndex == 0 && guestShaders[0].HasValue)
- {
- program = currentStage.Translate(translatorContexts[0]);
-
- byte[] guestCodeA = guestShaders[0].Value.Code;
- byte[] cb1DataA = guestShaders[0].Value.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);
- }
-
- previousStage = currentStage;
- }
- else if (
- previousStage != null &&
- previousStage.LayerOutputWritten &&
- stageIndex == 3 &&
- !_context.Capabilities.SupportsLayerVertexTessellation)
- {
- translatedStages.Add(previousStage.GenerateGeometryPassthrough());
- }
- }
-
- _compilationQueue.Enqueue(new ProgramCompilation(translatedStages.ToArray(), shaders, newSpecState, programIndex, isCompute: false));
- }
-
- /// <summary>
- /// Recompiles a compute program from guest code.
- /// </summary>
- /// <param name="guestShaders">Guest code for each active stage</param>
- /// <param name="specState">Specialization state</param>
- /// <param name="programIndex">Program index</param>
- private void RecompileComputeFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
- {
- GuestCodeAndCbData shader = guestShaders[0].Value;
- ResourceCounts counts = new ResourceCounts();
- ShaderSpecializationState newSpecState = new ShaderSpecializationState(ref specState.ComputeState);
- DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
-
- TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
-
- ShaderProgram program = translatorContext.Translate();
-
- CachedShaderStage[] shaders = new[] { new CachedShaderStage(program.Info, shader.Code, shader.Cb1Data) };
-
- _compilationQueue.Enqueue(new ProgramCompilation(new[] { program }, shaders, newSpecState, programIndex, isCompute: true));
- }
-
- /// <summary>
- /// Signals that compilation of a program has been finished successfully,
- /// or that it failed and guest recompilation has also been attempted.
- /// </summary>
- private void SignalCompiled()
- {
- _stateChangeCallback(ShaderCacheState.Loading, ++_compiledCount, _totalCount);
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/DiskCache/ShaderBinarySerializer.cs b/Ryujinx.Graphics.Gpu/Shader/DiskCache/ShaderBinarySerializer.cs
deleted file mode 100644
index 77e52667..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/DiskCache/ShaderBinarySerializer.cs
+++ /dev/null
@@ -1,66 +0,0 @@
-using Ryujinx.Common;
-using Ryujinx.Common.Memory;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using System;
-using System.Collections.Generic;
-using System.IO;
-
-namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
-{
- static class ShaderBinarySerializer
- {
- public static byte[] Pack(ShaderSource[] sources)
- {
- using MemoryStream output = MemoryStreamManager.Shared.GetStream();
-
- output.Write(sources.Length);
-
- foreach (ShaderSource source in sources)
- {
- output.Write((int)source.Stage);
- output.Write(source.BinaryCode.Length);
- output.Write(source.BinaryCode);
- }
-
- return output.ToArray();
- }
-
- public static ShaderSource[] Unpack(CachedShaderStage[] stages, byte[] code)
- {
- using MemoryStream input = new MemoryStream(code);
- using BinaryReader reader = new BinaryReader(input);
-
- List<ShaderSource> output = new List<ShaderSource>();
-
- int count = reader.ReadInt32();
-
- for (int i = 0; i < count; i++)
- {
- ShaderStage stage = (ShaderStage)reader.ReadInt32();
- int binaryCodeLength = reader.ReadInt32();
- byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
-
- output.Add(new ShaderSource(binaryCode, GetBindings(stages, stage), stage, TargetLanguage.Spirv));
- }
-
- return output.ToArray();
- }
-
- private static ShaderBindings GetBindings(CachedShaderStage[] stages, ShaderStage stage)
- {
- for (int i = 0; i < stages.Length; i++)
- {
- CachedShaderStage currentStage = stages[i];
-
- if (currentStage?.Info != null && currentStage.Info.Stage == stage)
- {
- return ShaderCache.GetBindings(currentStage.Info);
- }
- }
-
- return new ShaderBindings(Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>());
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
deleted file mode 100644
index 3e816733..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
+++ /dev/null
@@ -1,297 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Represents a GPU state and memory accessor.
- /// </summary>
- class GpuAccessor : GpuAccessorBase, IGpuAccessor
- {
- private readonly GpuChannel _channel;
- private readonly GpuAccessorState _state;
- private readonly int _stageIndex;
- private readonly bool _compute;
- private readonly bool _isVulkan;
-
- /// <summary>
- /// Creates a new instance of the GPU state accessor for graphics shader translation.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <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)
- {
- _isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
- _channel = channel;
- _state = state;
- _stageIndex = stageIndex;
- }
-
- /// <summary>
- /// Creates a new instance of the GPU state accessor for compute shader translation.
- /// </summary>
- /// <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)
- {
- _channel = channel;
- _state = state;
- _compute = true;
- }
-
- /// <inheritdoc/>
- public uint ConstantBuffer1Read(int offset)
- {
- ulong baseAddress = _compute
- ? _channel.BufferManager.GetComputeUniformBufferAddress(1)
- : _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);
-
- return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
- }
-
- /// <inheritdoc/>
- public void Log(string message)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
- }
-
- /// <inheritdoc/>
- public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
- {
- int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
- return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
- }
-
- /// <inheritdoc/>
- public bool QueryAlphaToCoverageDitherEnable()
- {
- return _state.GraphicsState.AlphaToCoverageEnable && _state.GraphicsState.AlphaToCoverageDitherEnable;
- }
-
- /// <inheritdoc/>
- public AlphaTestOp QueryAlphaTestCompare()
- {
- if (!_isVulkan || !_state.GraphicsState.AlphaTestEnable)
- {
- return AlphaTestOp.Always;
- }
-
- return _state.GraphicsState.AlphaTestCompare switch
- {
- CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
- CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
- CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
- CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
- CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
- CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
- CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
- _ => AlphaTestOp.Always
- };
- }
-
- /// <inheritdoc/>
- public float QueryAlphaTestReference()
- {
- return _state.GraphicsState.AlphaTestReference;
- }
-
- /// <inheritdoc/>
- public AttributeType QueryAttributeType(int location)
- {
- return _state.GraphicsState.AttributeTypes[location];
- }
-
- /// <inheritdoc/>
- public AttributeType QueryFragmentOutputType(int location)
- {
- return _state.GraphicsState.FragmentOutputTypes[location];
- }
-
- /// <inheritdoc/>
- public int QueryComputeLocalSizeX() => _state.ComputeState.LocalSizeX;
-
- /// <inheritdoc/>
- public int QueryComputeLocalSizeY() => _state.ComputeState.LocalSizeY;
-
- /// <inheritdoc/>
- public int QueryComputeLocalSizeZ() => _state.ComputeState.LocalSizeZ;
-
- /// <inheritdoc/>
- public int QueryComputeLocalMemorySize() => _state.ComputeState.LocalMemorySize;
-
- /// <inheritdoc/>
- public int QueryComputeSharedMemorySize() => _state.ComputeState.SharedMemorySize;
-
- /// <inheritdoc/>
- public uint QueryConstantBufferUse()
- {
- uint useMask = _compute
- ? _channel.BufferManager.GetComputeUniformBufferUseMask()
- : _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
-
- _state.SpecializationState?.RecordConstantBufferUse(_stageIndex, useMask);
- return useMask;
- }
-
- /// <inheritdoc/>
- public bool QueryHasConstantBufferDrawParameters()
- {
- return _state.GraphicsState.HasConstantBufferDrawParameters;
- }
-
- /// <inheritdoc/>
- public bool QueryHasUnalignedStorageBuffer()
- {
- return _state.GraphicsState.HasUnalignedStorageBuffer || _state.ComputeState.HasUnalignedStorageBuffer;
- }
-
- /// <inheritdoc/>
- public bool QueryDualSourceBlendEnable()
- {
- return _state.GraphicsState.DualSourceBlendEnable;
- }
-
- /// <inheritdoc/>
- public InputTopology QueryPrimitiveTopology()
- {
- _state.SpecializationState?.RecordPrimitiveTopology();
- return ConvertToInputTopology(_state.GraphicsState.Topology, _state.GraphicsState.TessellationMode);
- }
-
- /// <inheritdoc/>
- public bool QueryProgramPointSize()
- {
- return _state.GraphicsState.ProgramPointSizeEnable;
- }
-
- /// <inheritdoc/>
- public float QueryPointSize()
- {
- return _state.GraphicsState.PointSize;
- }
-
- /// <inheritdoc/>
- public bool QueryTessCw()
- {
- return _state.GraphicsState.TessellationMode.UnpackCw();
- }
-
- /// <inheritdoc/>
- public TessPatchType QueryTessPatchType()
- {
- return _state.GraphicsState.TessellationMode.UnpackPatchType();
- }
-
- /// <inheritdoc/>
- public TessSpacing QueryTessSpacing()
- {
- return _state.GraphicsState.TessellationMode.UnpackSpacing();
- }
-
- //// <inheritdoc/>
- public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
- {
- _state.SpecializationState?.RecordTextureFormat(_stageIndex, handle, cbufSlot);
- var descriptor = GetTextureDescriptor(handle, cbufSlot);
- return ConvertToTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb());
- }
-
- /// <inheritdoc/>
- public SamplerType QuerySamplerType(int handle, int cbufSlot)
- {
- _state.SpecializationState?.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
- return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
- }
-
- /// <inheritdoc/>
- public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
- {
- _state.SpecializationState?.RecordTextureCoordNormalized(_stageIndex, handle, cbufSlot);
- return GetTextureDescriptor(handle, cbufSlot).UnpackTextureCoordNormalized();
- }
-
- /// <summary>
- /// Gets the texture descriptor for a given texture on the pool.
- /// </summary>
- /// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
- /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
- /// <returns>Texture descriptor</returns>
- private Image.TextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
- {
- if (_compute)
- {
- return _channel.TextureManager.GetComputeTextureDescriptor(
- _state.PoolState.TexturePoolGpuVa,
- _state.PoolState.TextureBufferIndex,
- _state.PoolState.TexturePoolMaximumId,
- handle,
- cbufSlot);
- }
- else
- {
- return _channel.TextureManager.GetGraphicsTextureDescriptor(
- _state.PoolState.TexturePoolGpuVa,
- _state.PoolState.TextureBufferIndex,
- _state.PoolState.TexturePoolMaximumId,
- _stageIndex,
- handle,
- cbufSlot);
- }
- }
-
- /// <inheritdoc/>
- public bool QueryTransformDepthMinusOneToOne()
- {
- return _state.GraphicsState.DepthMode;
- }
-
- /// <inheritdoc/>
- public bool QueryTransformFeedbackEnabled()
- {
- return _state.TransformFeedbackDescriptors != null;
- }
-
- /// <inheritdoc/>
- public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
- {
- return _state.TransformFeedbackDescriptors[bufferIndex].AsSpan();
- }
-
- /// <inheritdoc/>
- public int QueryTransformFeedbackStride(int bufferIndex)
- {
- return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
- }
-
- /// <inheritdoc/>
- public bool QueryEarlyZForce()
- {
- _state.SpecializationState?.RecordEarlyZForce();
- return _state.GraphicsState.EarlyZForce;
- }
-
- /// <inheritdoc/>
- public bool QueryViewportTransformDisable()
- {
- return _state.GraphicsState.ViewportTransformDisable;
- }
-
- /// <inheritdoc/>
- public void RegisterTexture(int handle, int cbufSlot)
- {
- _state.SpecializationState?.RegisterTexture(_stageIndex, handle, cbufSlot, GetTextureDescriptor(handle, cbufSlot));
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
deleted file mode 100644
index d35b8d92..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
+++ /dev/null
@@ -1,238 +0,0 @@
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Engine.Threed;
-using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// GPU accessor.
- /// </summary>
- class GpuAccessorBase
- {
- private readonly GpuContext _context;
- private readonly ResourceCounts _resourceCounts;
- private readonly int _stageIndex;
-
- /// <summary>
- /// Creates a new GPU accessor.
- /// </summary>
- /// <param name="context">GPU context</param>
- public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
- {
- _context = context;
- _resourceCounts = resourceCounts;
- _stageIndex = stageIndex;
- }
-
- public int QueryBindingConstantBuffer(int index)
- {
- if (_context.Capabilities.Api == TargetApi.Vulkan)
- {
- // We need to start counting from 1 since binding 0 is reserved for the support uniform buffer.
- return GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer") + 1;
- }
- else
- {
- return _resourceCounts.UniformBuffersCount++;
- }
- }
-
- public int QueryBindingStorageBuffer(int index)
- {
- if (_context.Capabilities.Api == TargetApi.Vulkan)
- {
- return GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
- }
- else
- {
- return _resourceCounts.StorageBuffersCount++;
- }
- }
-
- public int QueryBindingTexture(int index, bool isBuffer)
- {
- if (_context.Capabilities.Api == TargetApi.Vulkan)
- {
- if (isBuffer)
- {
- index += (int)_context.Capabilities.MaximumTexturesPerStage;
- }
-
- return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
- }
- else
- {
- return _resourceCounts.TexturesCount++;
- }
- }
-
- public int QueryBindingImage(int index, bool isBuffer)
- {
- if (_context.Capabilities.Api == TargetApi.Vulkan)
- {
- if (isBuffer)
- {
- index += (int)_context.Capabilities.MaximumImagesPerStage;
- }
-
- return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
- }
- else
- {
- return _resourceCounts.ImagesCount++;
- }
- }
-
- private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
- {
- if ((uint)index >= maxPerStage)
- {
- Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}.");
- }
-
- return GetStageIndex() * (int)maxPerStage + index;
- }
-
- private int GetStageIndex()
- {
- // This is just a simple remapping to ensure that most frequently used shader stages
- // have the lowest binding numbers.
- // This is useful because if we need to run on a system with a low limit on the bindings,
- // then we can still get most games working as the most common shaders will have low binding numbers.
- return _stageIndex switch
- {
- 4 => 1, // Fragment
- 3 => 2, // Geometry
- 1 => 3, // Tessellation control
- 2 => 4, // Tessellation evaluation
- _ => 0 // Vertex/Compute
- };
- }
-
- public int QueryHostGatherBiasPrecision() => _context.Capabilities.GatherBiasPrecision;
-
- public bool QueryHostReducedPrecision() => _context.Capabilities.ReduceShaderPrecision;
-
- public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
-
- public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
-
- public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
-
- public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat;
-
- public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;
-
- public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
-
- public bool QueryHostSupportsGeometryShader() => _context.Capabilities.SupportsGeometryShader;
-
- public bool QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough;
-
- public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
-
- public bool QueryHostSupportsLayerVertexTessellation() => _context.Capabilities.SupportsLayerVertexTessellation;
-
- public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
-
- public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
-
- public bool QueryHostSupportsSnormBufferTextureFormat() => _context.Capabilities.SupportsSnormBufferTextureFormat;
-
- public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
-
- public bool QueryHostSupportsViewportIndexVertexTessellation() => _context.Capabilities.SupportsViewportIndexVertexTessellation;
-
- public bool QueryHostSupportsViewportMask() => _context.Capabilities.SupportsViewportMask;
-
- /// <summary>
- /// Converts a packed Maxwell texture format to the shader translator texture format.
- /// </summary>
- /// <param name="format">Packed maxwell format</param>
- /// <param name="formatSrgb">Indicates if the format is sRGB</param>
- /// <returns>Shader translator texture format</returns>
- protected static TextureFormat ConvertToTextureFormat(uint format, bool formatSrgb)
- {
- if (!FormatTable.TryGetTextureFormat(format, formatSrgb, out FormatInfo formatInfo))
- {
- return TextureFormat.Unknown;
- }
-
- return formatInfo.Format switch
- {
- Format.R8Unorm => TextureFormat.R8Unorm,
- Format.R8Snorm => TextureFormat.R8Snorm,
- Format.R8Uint => TextureFormat.R8Uint,
- Format.R8Sint => TextureFormat.R8Sint,
- Format.R16Float => TextureFormat.R16Float,
- Format.R16Unorm => TextureFormat.R16Unorm,
- Format.R16Snorm => TextureFormat.R16Snorm,
- Format.R16Uint => TextureFormat.R16Uint,
- Format.R16Sint => TextureFormat.R16Sint,
- Format.R32Float => TextureFormat.R32Float,
- Format.R32Uint => TextureFormat.R32Uint,
- Format.R32Sint => TextureFormat.R32Sint,
- Format.R8G8Unorm => TextureFormat.R8G8Unorm,
- Format.R8G8Snorm => TextureFormat.R8G8Snorm,
- Format.R8G8Uint => TextureFormat.R8G8Uint,
- Format.R8G8Sint => TextureFormat.R8G8Sint,
- Format.R16G16Float => TextureFormat.R16G16Float,
- Format.R16G16Unorm => TextureFormat.R16G16Unorm,
- Format.R16G16Snorm => TextureFormat.R16G16Snorm,
- Format.R16G16Uint => TextureFormat.R16G16Uint,
- Format.R16G16Sint => TextureFormat.R16G16Sint,
- Format.R32G32Float => TextureFormat.R32G32Float,
- Format.R32G32Uint => TextureFormat.R32G32Uint,
- Format.R32G32Sint => TextureFormat.R32G32Sint,
- Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
- Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
- Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
- Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
- Format.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm,
- Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
- Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
- Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
- Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
- Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
- Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
- Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
- Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
- Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
- Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
- Format.R11G11B10Float => TextureFormat.R11G11B10Float,
- _ => TextureFormat.Unknown
- };
- }
-
- /// <summary>
- /// Converts the Maxwell primitive topology to the shader translator topology.
- /// </summary>
- /// <param name="topology">Maxwell primitive topology</param>
- /// <param name="tessellationMode">Maxwell tessellation mode</param>
- /// <returns>Shader translator topology</returns>
- protected static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
- {
- return topology switch
- {
- PrimitiveTopology.Points => InputTopology.Points,
- PrimitiveTopology.Lines or
- PrimitiveTopology.LineLoop or
- PrimitiveTopology.LineStrip => InputTopology.Lines,
- PrimitiveTopology.LinesAdjacency or
- PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
- PrimitiveTopology.Triangles or
- PrimitiveTopology.TriangleStrip or
- PrimitiveTopology.TriangleFan => InputTopology.Triangles,
- PrimitiveTopology.TrianglesAdjacency or
- PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
- PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
- ? InputTopology.Lines
- : InputTopology.Triangles,
- _ => InputTopology.Points
- };
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessorState.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessorState.cs
deleted file mode 100644
index 0e8e979c..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessorState.cs
+++ /dev/null
@@ -1,61 +0,0 @@
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// State used by the <see cref="GpuAccessor"/>.
- /// </summary>
- class GpuAccessorState
- {
- /// <summary>
- /// GPU texture pool state.
- /// </summary>
- public readonly GpuChannelPoolState PoolState;
-
- /// <summary>
- /// GPU compute state, for compute shaders.
- /// </summary>
- public readonly GpuChannelComputeState ComputeState;
-
- /// <summary>
- /// GPU graphics state, for vertex, tessellation, geometry and fragment shaders.
- /// </summary>
- public readonly GpuChannelGraphicsState GraphicsState;
-
- /// <summary>
- /// Shader specialization state (shared by all stages).
- /// </summary>
- public readonly ShaderSpecializationState SpecializationState;
-
- /// <summary>
- /// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null.
- /// </summary>
- public readonly TransformFeedbackDescriptor[] TransformFeedbackDescriptors;
-
- /// <summary>
- /// Shader resource counts (shared by all stages).
- /// </summary>
- public readonly ResourceCounts ResourceCounts;
-
- /// <summary>
- /// Creates a new GPU accessor state.
- /// </summary>
- /// <param name="poolState">GPU texture pool state</param>
- /// <param name="computeState">GPU compute state, for compute shaders</param>
- /// <param name="graphicsState">GPU graphics state, for vertex, tessellation, geometry and fragment shaders</param>
- /// <param name="specializationState">Shader specialization state (shared by all stages)</param>
- /// <param name="transformFeedbackDescriptors">Transform feedback information, if the shader uses transform feedback. Otherwise, should be null</param>
- public GpuAccessorState(
- GpuChannelPoolState poolState,
- GpuChannelComputeState computeState,
- GpuChannelGraphicsState graphicsState,
- ShaderSpecializationState specializationState,
- TransformFeedbackDescriptor[] transformFeedbackDescriptors = null)
- {
- PoolState = poolState;
- GraphicsState = graphicsState;
- ComputeState = computeState;
- SpecializationState = specializationState;
- TransformFeedbackDescriptors = transformFeedbackDescriptors;
- ResourceCounts = new ResourceCounts();
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuChannelComputeState.cs b/Ryujinx.Graphics.Gpu/Shader/GpuChannelComputeState.cs
deleted file mode 100644
index b65dd75e..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/GpuChannelComputeState.cs
+++ /dev/null
@@ -1,65 +0,0 @@
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// State used by the <see cref="GpuAccessor"/>.
- /// </summary>
- readonly struct GpuChannelComputeState
- {
- // New fields should be added to the end of the struct to keep disk shader cache compatibility.
-
- /// <summary>
- /// Local group size X of the compute shader.
- /// </summary>
- public readonly int LocalSizeX;
-
- /// <summary>
- /// Local group size Y of the compute shader.
- /// </summary>
- public readonly int LocalSizeY;
-
- /// <summary>
- /// Local group size Z of the compute shader.
- /// </summary>
- public readonly int LocalSizeZ;
-
- /// <summary>
- /// Local memory size of the compute shader.
- /// </summary>
- public readonly int LocalMemorySize;
-
- /// <summary>
- /// Shared memory size of the compute shader.
- /// </summary>
- public readonly int SharedMemorySize;
-
- /// <summary>
- /// Indicates that any storage buffer use is unaligned.
- /// </summary>
- public readonly bool HasUnalignedStorageBuffer;
-
- /// <summary>
- /// Creates a new GPU compute state.
- /// </summary>
- /// <param name="localSizeX">Local group size X of the compute shader</param>
- /// <param name="localSizeY">Local group size Y of the compute shader</param>
- /// <param name="localSizeZ">Local group size Z of the compute shader</param>
- /// <param name="localMemorySize">Local memory size of the compute shader</param>
- /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
- /// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
- public GpuChannelComputeState(
- int localSizeX,
- int localSizeY,
- int localSizeZ,
- int localMemorySize,
- int sharedMemorySize,
- bool hasUnalignedStorageBuffer)
- {
- LocalSizeX = localSizeX;
- LocalSizeY = localSizeY;
- LocalSizeZ = localSizeZ;
- LocalMemorySize = localMemorySize;
- SharedMemorySize = sharedMemorySize;
- HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuChannelGraphicsState.cs b/Ryujinx.Graphics.Gpu/Shader/GpuChannelGraphicsState.cs
deleted file mode 100644
index 5247a096..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/GpuChannelGraphicsState.cs
+++ /dev/null
@@ -1,158 +0,0 @@
-using Ryujinx.Common.Memory;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Engine.Threed;
-using Ryujinx.Graphics.Shader;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// State used by the <see cref="GpuAccessor"/>.
- /// </summary>
- struct GpuChannelGraphicsState
- {
- // New fields should be added to the end of the struct to keep disk shader cache compatibility.
-
- /// <summary>
- /// Early Z force enable.
- /// </summary>
- public bool EarlyZForce;
-
- /// <summary>
- /// Primitive topology of current draw.
- /// </summary>
- public PrimitiveTopology Topology;
-
- /// <summary>
- /// Tessellation mode.
- /// </summary>
- public TessMode TessellationMode;
-
- /// <summary>
- /// Indicates whether alpha-to-coverage is enabled.
- /// </summary>
- public bool AlphaToCoverageEnable;
-
- /// <summary>
- /// Indicates whether alpha-to-coverage dithering is enabled.
- /// </summary>
- public bool AlphaToCoverageDitherEnable;
-
- /// <summary>
- /// Indicates whether the viewport transform is disabled.
- /// </summary>
- public bool ViewportTransformDisable;
-
- /// <summary>
- /// Depth mode zero to one or minus one to one.
- /// </summary>
- public bool DepthMode;
-
- /// <summary>
- /// Indicates if the point size is set on the shader or is fixed.
- /// </summary>
- public bool ProgramPointSizeEnable;
-
- /// <summary>
- /// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
- /// </summary>
- public float PointSize;
-
- /// <summary>
- /// Indicates whether alpha test is enabled.
- /// </summary>
- public bool AlphaTestEnable;
-
- /// <summary>
- /// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
- /// </summary>
- public CompareOp AlphaTestCompare;
-
- /// <summary>
- /// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
- /// </summary>
- public float AlphaTestReference;
-
- /// <summary>
- /// Type of the vertex attributes consumed by the shader.
- /// </summary>
- public Array32<AttributeType> AttributeTypes;
-
- /// <summary>
- /// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
- /// </summary>
- public bool HasConstantBufferDrawParameters;
-
- /// <summary>
- /// Indicates that any storage buffer use is unaligned.
- /// </summary>
- public bool HasUnalignedStorageBuffer;
-
- /// <summary>
- /// Type of the fragment shader outputs.
- /// </summary>
- public Array8<AttributeType> FragmentOutputTypes;
-
- /// <summary>
- /// Indicates whether dual source blend is enabled.
- /// </summary>
- public bool DualSourceBlendEnable;
-
- /// <summary>
- /// Creates a new GPU graphics state.
- /// </summary>
- /// <param name="earlyZForce">Early Z force enable</param>
- /// <param name="topology">Primitive topology</param>
- /// <param name="tessellationMode">Tessellation mode</param>
- /// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
- /// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
- /// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
- /// <param name="depthMode">Depth mode zero to one or minus one to one</param>
- /// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
- /// <param name="pointSize">Point size if not set from shader</param>
- /// <param name="alphaTestEnable">Indicates whether alpha test is enabled</param>
- /// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
- /// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
- /// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
- /// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
- /// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
- /// <param name="fragmentOutputTypes">Type of the fragment shader outputs</param>
- /// <param name="dualSourceBlendEnable">Type of the vertex attributes consumed by the shader</param>
- public GpuChannelGraphicsState(
- bool earlyZForce,
- PrimitiveTopology topology,
- TessMode tessellationMode,
- bool alphaToCoverageEnable,
- bool alphaToCoverageDitherEnable,
- bool viewportTransformDisable,
- bool depthMode,
- bool programPointSizeEnable,
- float pointSize,
- bool alphaTestEnable,
- CompareOp alphaTestCompare,
- float alphaTestReference,
- ref Array32<AttributeType> attributeTypes,
- bool hasConstantBufferDrawParameters,
- bool hasUnalignedStorageBuffer,
- ref Array8<AttributeType> fragmentOutputTypes,
- bool dualSourceBlendEnable)
- {
- EarlyZForce = earlyZForce;
- Topology = topology;
- TessellationMode = tessellationMode;
- AlphaToCoverageEnable = alphaToCoverageEnable;
- AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
- ViewportTransformDisable = viewportTransformDisable;
- DepthMode = depthMode;
- ProgramPointSizeEnable = programPointSizeEnable;
- PointSize = pointSize;
- AlphaTestEnable = alphaTestEnable;
- AlphaTestCompare = alphaTestCompare;
- AlphaTestReference = alphaTestReference;
- AttributeTypes = attributeTypes;
- HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
- HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
- FragmentOutputTypes = fragmentOutputTypes;
- DualSourceBlendEnable = dualSourceBlendEnable;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs b/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs
deleted file mode 100644
index 1e34c5de..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/GpuChannelPoolState.cs
+++ /dev/null
@@ -1,50 +0,0 @@
-using System;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// State used by the <see cref="GpuAccessor"/>.
- /// </summary>
- readonly struct GpuChannelPoolState : IEquatable<GpuChannelPoolState>
- {
- /// <summary>
- /// GPU virtual address of the texture pool.
- /// </summary>
- public readonly ulong TexturePoolGpuVa;
-
- /// <summary>
- /// Maximum ID of the texture pool.
- /// </summary>
- public readonly int TexturePoolMaximumId;
-
- /// <summary>
- /// Constant buffer slot where the texture handles are located.
- /// </summary>
- public readonly int TextureBufferIndex;
-
- /// <summary>
- /// Creates a new GPU texture pool state.
- /// </summary>
- /// <param name="texturePoolGpuVa">GPU virtual address of the texture pool</param>
- /// <param name="texturePoolMaximumId">Maximum ID of the texture pool</param>
- /// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
- public GpuChannelPoolState(ulong texturePoolGpuVa, int texturePoolMaximumId, int textureBufferIndex)
- {
- TexturePoolGpuVa = texturePoolGpuVa;
- TexturePoolMaximumId = texturePoolMaximumId;
- TextureBufferIndex = textureBufferIndex;
- }
-
- /// <summary>
- /// Check if the pool states are equal.
- /// </summary>
- /// <param name="other">Pool state to compare with</param>
- /// <returns>True if they are equal, false otherwise</returns>
- public bool Equals(GpuChannelPoolState other)
- {
- return TexturePoolGpuVa == other.TexturePoolGpuVa &&
- TexturePoolMaximumId == other.TexturePoolMaximumId &&
- TextureBufferIndex == other.TextureBufferIndex;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs b/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs
deleted file mode 100644
index 584eefdc..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs
+++ /dev/null
@@ -1,113 +0,0 @@
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader.HashTable
-{
- /// <summary>
- /// State of a hash calculation.
- /// </summary>
- struct HashState
- {
- // This is using a slightly modified implementation of FastHash64.
- // Reference: https://github.com/ztanml/fast-hash/blob/master/fasthash.c
- private const ulong M = 0x880355f21e6d1965UL;
- private ulong _hash;
- private int _start;
-
- /// <summary>
- /// One shot hash calculation for a given data.
- /// </summary>
- /// <param name="data">Data to be hashed</param>
- /// <returns>Hash of the given data</returns>
- public static uint CalcHash(ReadOnlySpan<byte> data)
- {
- HashState state = new HashState();
-
- state.Initialize();
- state.Continue(data);
- return state.Finalize(data);
- }
-
- /// <summary>
- /// Initializes the hash state.
- /// </summary>
- public void Initialize()
- {
- _hash = 23;
- }
-
- /// <summary>
- /// Calculates the hash of the given data.
- /// </summary>
- /// <remarks>
- /// The full data must be passed on <paramref name="data"/>.
- /// If this is not the first time the method is called, then <paramref name="data"/> must start with the data passed on the last call.
- /// If a smaller slice of the data was already hashed before, only the additional data will be hashed.
- /// This can be used for additive hashing of data in chuncks.
- /// </remarks>
- /// <param name="data">Data to be hashed</param>
- public void Continue(ReadOnlySpan<byte> data)
- {
- ulong h = _hash;
-
- ReadOnlySpan<ulong> dataAsUlong = MemoryMarshal.Cast<byte, ulong>(data.Slice(_start));
-
- for (int i = 0; i < dataAsUlong.Length; i++)
- {
- ulong value = dataAsUlong[i];
-
- h ^= Mix(value);
- h *= M;
- }
-
- _hash = h;
- _start = data.Length & ~7;
- }
-
- /// <summary>
- /// Performs the hash finalization step, and returns the calculated hash.
- /// </summary>
- /// <remarks>
- /// The full data must be passed on <paramref name="data"/>.
- /// <paramref name="data"/> must start with the data passed on the last call to <see cref="Continue"/>.
- /// No internal state is changed, so one can still continue hashing data with <see cref="Continue"/>
- /// after calling this method.
- /// </remarks>
- /// <param name="data">Data to be hashed</param>
- /// <returns>Hash of all the data hashed with this <see cref="HashState"/></returns>
- public uint Finalize(ReadOnlySpan<byte> data)
- {
- ulong h = _hash;
-
- int remainder = data.Length & 7;
- if (remainder != 0)
- {
- ulong v = 0;
-
- for (int i = data.Length - remainder; i < data.Length; i++)
- {
- v |= (ulong)data[i] << ((i - remainder) * 8);
- }
-
- h ^= Mix(v);
- h *= M;
- }
-
- h = Mix(h);
- return (uint)(h - (h >> 32));
- }
-
- /// <summary>
- /// Hash mix function.
- /// </summary>
- /// <param name="h">Hash to mix</param>
- /// <returns>Mixed hash</returns>
- private static ulong Mix(ulong h)
- {
- h ^= h >> 23;
- h *= 0x2127599bf4325c37UL;
- h ^= h >> 47;
- return h;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/HashTable/IDataAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/HashTable/IDataAccessor.cs
deleted file mode 100644
index c982cd9f..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/HashTable/IDataAccessor.cs
+++ /dev/null
@@ -1,27 +0,0 @@
-using System;
-
-namespace Ryujinx.Graphics.Gpu.Shader.HashTable
-{
- /// <summary>
- /// Data accessor, used by <see cref="PartitionedHashTable{T}"/> to access data of unknown length.
- /// </summary>
- /// <remarks>
- /// This will be used to access chuncks of data and try finding a match on the table.
- /// This is necessary because the data size is assumed to be unknown, and so the
- /// hash table must try to "guess" the size of the data based on the entries on the table.
- /// </remarks>
- public interface IDataAccessor
- {
- /// <summary>
- /// Gets a span of shader code at the specified offset, with at most the specified size.
- /// </summary>
- /// <remarks>
- /// This might return a span smaller than the requested <paramref name="length"/> if there's
- /// no more code available.
- /// </remarks>
- /// <param name="offset">Offset in shader code</param>
- /// <param name="length">Size in bytes</param>
- /// <returns>Shader code span</returns>
- ReadOnlySpan<byte> GetSpan(int offset, int length);
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs b/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs
deleted file mode 100644
index d7cb3d99..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs
+++ /dev/null
@@ -1,451 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Numerics;
-
-namespace Ryujinx.Graphics.Gpu.Shader.HashTable
-{
- /// <summary>
- /// Partitioned hash table.
- /// </summary>
- /// <typeparam name="T">Hash table entry type</typeparam>
- class PartitionHashTable<T>
- {
- /// <summary>
- /// Hash table entry.
- /// </summary>
- private struct Entry
- {
- /// <summary>
- /// Hash <see cref="OwnSize"/> bytes of <see cref="Data"/>.
- /// </summary>
- public readonly uint Hash;
-
- /// <summary>
- /// If this entry is only a sub-region of <see cref="Data"/>, this indicates the size in bytes
- /// of that region. Otherwise, it should be zero.
- /// </summary>
- public readonly int OwnSize;
-
- /// <summary>
- /// Data used to compute the hash for this entry.
- /// </summary>
- /// <remarks>
- /// To avoid additional allocations, this might be a instance of the full entry data,
- /// and only a sub-region of it might be actually used by this entry. Such sub-region
- /// has its size indicated by <see cref="OwnSize"/> in this case.
- /// </remarks>
- public readonly byte[] Data;
-
- /// <summary>
- /// Item associated with this entry.
- /// </summary>
- public T Item;
-
- /// <summary>
- /// Indicates if the entry is partial, which means that this entry is only for a sub-region of the data.
- /// </summary>
- /// <remarks>
- /// Partial entries have no items associated with them. They just indicates that the data might be present on
- /// the table, and one must keep looking for the full entry on other tables of larger data size.
- /// </remarks>
- public bool IsPartial => OwnSize != 0;
-
- /// <summary>
- /// Creates a new partial hash table entry.
- /// </summary>
- /// <param name="hash">Hash of the data</param>
- /// <param name="ownerData">Full data</param>
- /// <param name="ownSize">Size of the sub-region of data that belongs to this entry</param>
- public Entry(uint hash, byte[] ownerData, int ownSize)
- {
- Hash = hash;
- OwnSize = ownSize;
- Data = ownerData;
- Item = default;
- }
-
- /// <summary>
- /// Creates a new full hash table entry.
- /// </summary>
- /// <param name="hash">Hash of the data</param>
- /// <param name="data">Data</param>
- /// <param name="item">Item associated with this entry</param>
- public Entry(uint hash, byte[] data, T item)
- {
- Hash = hash;
- OwnSize = 0;
- Data = data;
- Item = item;
- }
-
- /// <summary>
- /// Gets the data for this entry, either full or partial.
- /// </summary>
- /// <returns>Data sub-region</returns>
- public ReadOnlySpan<byte> GetData()
- {
- if (OwnSize != 0)
- {
- return new ReadOnlySpan<byte>(Data).Slice(0, OwnSize);
- }
-
- return Data;
- }
- }
-
- /// <summary>
- /// Hash table bucket.
- /// </summary>
- private struct Bucket
- {
- /// <summary>
- /// Inline entry, to avoid allocations for the common single entry case.
- /// </summary>
- public Entry InlineEntry;
-
- /// <summary>
- /// List of additional entries for the not-so-common multiple entries case.
- /// </summary>
- public List<Entry> MoreEntries;
- }
-
- private Bucket[] _buckets;
- private int _count;
-
- /// <summary>
- /// Total amount of entries on the hash table.
- /// </summary>
- public int Count => _count;
-
- /// <summary>
- /// Creates a new instance of the partitioned hash table.
- /// </summary>
- public PartitionHashTable()
- {
- _buckets = Array.Empty<Bucket>();
- }
-
- /// <summary>
- /// Gets an item on the table, or adds a new one if not present.
- /// </summary>
- /// <param name="data">Data</param>
- /// <param name="dataHash">Hash of the data</param>
- /// <param name="item">Item to be added if not found</param>
- /// <returns>Existing item if found, or <paramref name="item"/> if not found</returns>
- public T GetOrAdd(byte[] data, uint dataHash, T item)
- {
- if (TryFindItem(dataHash, data, out T existingItem))
- {
- return existingItem;
- }
-
- Entry entry = new Entry(dataHash, data, item);
-
- AddToBucket(dataHash, ref entry);
-
- return item;
- }
-
- /// <summary>
- /// Adds an item to the hash table.
- /// </summary>
- /// <param name="data">Data</param>
- /// <param name="dataHash">Hash of the data</param>
- /// <param name="item">Item to be added</param>
- /// <returns>True if the item was added, false due to an item associated with the data already being on the table</returns>
- public bool Add(byte[] data, uint dataHash, T item)
- {
- if (TryFindItem(dataHash, data, out _))
- {
- return false;
- }
-
- Entry entry = new Entry(dataHash, data, item);
-
- AddToBucket(dataHash, ref entry);
-
- return true;
- }
-
- /// <summary>
- /// Adds a partial entry to the hash table.
- /// </summary>
- /// <param name="ownerData">Full data</param>
- /// <param name="ownSize">Size of the sub-region of <paramref name="ownerData"/> used by the partial entry</param>
- /// <returns>True if added, false otherwise</returns>
- public bool AddPartial(byte[] ownerData, int ownSize)
- {
- ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize);
-
- return AddPartial(ownerData, HashState.CalcHash(data), ownSize);
- }
-
- /// <summary>
- /// Adds a partial entry to the hash table.
- /// </summary>
- /// <param name="ownerData">Full data</param>
- /// <param name="dataHash">Hash of the data sub-region</param>
- /// <param name="ownSize">Size of the sub-region of <paramref name="ownerData"/> used by the partial entry</param>
- /// <returns>True if added, false otherwise</returns>
- public bool AddPartial(byte[] ownerData, uint dataHash, int ownSize)
- {
- ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize);
-
- if (TryFindItem(dataHash, data, out _))
- {
- return false;
- }
-
- Entry entry = new Entry(dataHash, ownerData, ownSize);
-
- AddToBucket(dataHash, ref entry);
-
- return true;
- }
-
- /// <summary>
- /// Adds entry with a given hash to the table.
- /// </summary>
- /// <param name="dataHash">Hash of the entry</param>
- /// <param name="entry">Entry</param>
- private void AddToBucket(uint dataHash, ref Entry entry)
- {
- int pow2Count = GetPow2Count(++_count);
- if (pow2Count != _buckets.Length)
- {
- Rebuild(pow2Count);
- }
-
- ref Bucket bucket = ref GetBucketForHash(dataHash);
-
- AddToBucket(ref bucket, ref entry);
- }
-
- /// <summary>
- /// Adds an entry to a bucket.
- /// </summary>
- /// <param name="bucket">Bucket to add the entry into</param>
- /// <param name="entry">Entry to be added</param>
- private void AddToBucket(ref Bucket bucket, ref Entry entry)
- {
- if (bucket.InlineEntry.Data == null)
- {
- bucket.InlineEntry = entry;
- }
- else
- {
- (bucket.MoreEntries ??= new List<Entry>()).Add(entry);
- }
- }
-
- /// <summary>
- /// Creates partial entries on a new hash table for all existing full entries.
- /// </summary>
- /// <remarks>
- /// This should be called every time a new hash table is created, and there are hash
- /// tables with data sizes that are higher than that of the new table.
- /// This will then fill the new hash table with "partial" entries of full entries
- /// on the hash tables with higher size.
- /// </remarks>
- /// <param name="newTable">New hash table</param>
- /// <param name="newEntrySize">Size of the data on the new hash table</param>
- public void FillPartials(PartitionHashTable<T> newTable, int newEntrySize)
- {
- for (int i = 0; i < _buckets.Length; i++)
- {
- ref Bucket bucket = ref _buckets[i];
- ref Entry inlineEntry = ref bucket.InlineEntry;
-
- if (inlineEntry.Data != null)
- {
- if (!inlineEntry.IsPartial)
- {
- newTable.AddPartial(inlineEntry.Data, newEntrySize);
- }
-
- if (bucket.MoreEntries != null)
- {
- foreach (Entry entry in bucket.MoreEntries)
- {
- if (entry.IsPartial)
- {
- continue;
- }
-
- newTable.AddPartial(entry.Data, newEntrySize);
- }
- }
- }
- }
- }
-
- /// <summary>
- /// Tries to find an item on the table.
- /// </summary>
- /// <param name="dataHash">Hash of <paramref name="data"/></param>
- /// <param name="data">Data to find</param>
- /// <param name="item">Item associated with the data</param>
- /// <returns>True if an item was found, false otherwise</returns>
- private bool TryFindItem(uint dataHash, ReadOnlySpan<byte> data, out T item)
- {
- if (_count == 0)
- {
- item = default;
- return false;
- }
-
- ref Bucket bucket = ref GetBucketForHash(dataHash);
-
- if (bucket.InlineEntry.Data != null)
- {
- if (bucket.InlineEntry.Hash == dataHash && bucket.InlineEntry.GetData().SequenceEqual(data))
- {
- item = bucket.InlineEntry.Item;
- return true;
- }
-
- if (bucket.MoreEntries != null)
- {
- foreach (Entry entry in bucket.MoreEntries)
- {
- if (entry.Hash == dataHash && entry.GetData().SequenceEqual(data))
- {
- item = entry.Item;
- return true;
- }
- }
- }
- }
-
- item = default;
- return false;
- }
-
- /// <summary>
- /// Indicates the result of a hash table lookup.
- /// </summary>
- public enum SearchResult
- {
- /// <summary>
- /// No entry was found, the search must continue on hash tables of lower size.
- /// </summary>
- NotFound,
-
- /// <summary>
- /// A partial entry was found, the search must continue on hash tables of higher size.
- /// </summary>
- FoundPartial,
-
- /// <summary>
- /// A full entry was found, the search was concluded and the item can be retrieved.
- /// </summary>
- FoundFull
- }
-
- /// <summary>
- /// Tries to find an item on the table.
- /// </summary>
- /// <param name="dataAccessor">Data accessor</param>
- /// <param name="size">Size of the hash table data</param>
- /// <param name="item">The item on the table, if found, otherwise unmodified</param>
- /// <param name="data">The data on the table, if found, otherwise unmodified</param>
- /// <returns>Table lookup result</returns>
- public SearchResult TryFindItem(scoped ref SmartDataAccessor dataAccessor, int size, scoped ref T item, scoped ref byte[] data)
- {
- if (_count == 0)
- {
- return SearchResult.NotFound;
- }
-
- ReadOnlySpan<byte> dataSpan = dataAccessor.GetSpanAndHash(size, out uint dataHash);
-
- if (dataSpan.Length != size)
- {
- return SearchResult.NotFound;
- }
-
- ref Bucket bucket = ref GetBucketForHash(dataHash);
-
- if (bucket.InlineEntry.Data != null)
- {
- if (bucket.InlineEntry.Hash == dataHash && bucket.InlineEntry.GetData().SequenceEqual(dataSpan))
- {
- item = bucket.InlineEntry.Item;
- data = bucket.InlineEntry.Data;
- return bucket.InlineEntry.IsPartial ? SearchResult.FoundPartial : SearchResult.FoundFull;
- }
-
- if (bucket.MoreEntries != null)
- {
- foreach (Entry entry in bucket.MoreEntries)
- {
- if (entry.Hash == dataHash && entry.GetData().SequenceEqual(dataSpan))
- {
- item = entry.Item;
- data = entry.Data;
- return entry.IsPartial ? SearchResult.FoundPartial : SearchResult.FoundFull;
- }
- }
- }
- }
-
- return SearchResult.NotFound;
- }
-
- /// <summary>
- /// Rebuilds the table for a new count.
- /// </summary>
- /// <param name="newPow2Count">New power of two count of the table</param>
- private void Rebuild(int newPow2Count)
- {
- Bucket[] newBuckets = new Bucket[newPow2Count];
-
- uint mask = (uint)newPow2Count - 1;
-
- for (int i = 0; i < _buckets.Length; i++)
- {
- ref Bucket bucket = ref _buckets[i];
-
- if (bucket.InlineEntry.Data != null)
- {
- AddToBucket(ref newBuckets[(int)(bucket.InlineEntry.Hash & mask)], ref bucket.InlineEntry);
-
- if (bucket.MoreEntries != null)
- {
- foreach (Entry entry in bucket.MoreEntries)
- {
- Entry entryCopy = entry;
- AddToBucket(ref newBuckets[(int)(entry.Hash & mask)], ref entryCopy);
- }
- }
- }
- }
-
- _buckets = newBuckets;
- }
-
- /// <summary>
- /// Gets the bucket for a given hash.
- /// </summary>
- /// <param name="hash">Data hash</param>
- /// <returns>Bucket for the hash</returns>
- private ref Bucket GetBucketForHash(uint hash)
- {
- int index = (int)(hash & (_buckets.Length - 1));
-
- return ref _buckets[index];
- }
-
- /// <summary>
- /// Gets a power of two count from a regular count.
- /// </summary>
- /// <param name="count">Count</param>
- /// <returns>Power of two count</returns>
- private static int GetPow2Count(int count)
- {
- // This returns the nearest power of two that is lower than count.
- // This was done to optimize memory usage rather than performance.
- return 1 << BitOperations.Log2((uint)count);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs b/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs
deleted file mode 100644
index e9a4f654..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs
+++ /dev/null
@@ -1,244 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Diagnostics;
-
-namespace Ryujinx.Graphics.Gpu.Shader.HashTable
-{
- /// <summary>
- /// Partitioned hash table.
- /// </summary>
- /// <typeparam name="T"></typeparam>
- public class PartitionedHashTable<T>
- {
- /// <summary>
- /// Entry for a given data size.
- /// </summary>
- private readonly struct SizeEntry
- {
- /// <summary>
- /// Size for the data that will be stored on the hash table on this entry.
- /// </summary>
- public int Size { get; }
-
- /// <summary>
- /// Number of entries on the hash table.
- /// </summary>
- public int TableCount => _table.Count;
-
- private readonly PartitionHashTable<T> _table;
-
- /// <summary>
- /// Creates an entry for a given size.
- /// </summary>
- /// <param name="size">Size of the data to be stored on this entry</param>
- public SizeEntry(int size)
- {
- Size = size;
- _table = new PartitionHashTable<T>();
- }
-
- /// <summary>
- /// Gets an item for existing data, or adds a new one.
- /// </summary>
- /// <param name="data">Data associated with the item</param>
- /// <param name="dataHash">Hash of <paramref name="data"/></param>
- /// <param name="item">Item to be added</param>
- /// <returns>Existing item, or <paramref name="item"/> if not present</returns>
- public T GetOrAdd(byte[] data, uint dataHash, T item)
- {
- Debug.Assert(data.Length == Size);
- return _table.GetOrAdd(data, dataHash, item);
- }
-
- /// <summary>
- /// Adds a new item.
- /// </summary>
- /// <param name="data">Data associated with the item</param>
- /// <param name="dataHash">Hash of <paramref name="data"/></param>
- /// <param name="item">Item to be added</param>
- /// <returns>True if added, false otherwise</returns>
- public bool Add(byte[] data, uint dataHash, T item)
- {
- Debug.Assert(data.Length == Size);
- return _table.Add(data, dataHash, item);
- }
-
- /// <summary>
- /// Adds a partial entry.
- /// </summary>
- /// <param name="ownerData">Full entry data</param>
- /// <param name="dataHash">Hash of the sub-region of the data that belongs to this entry</param>
- /// <returns>True if added, false otherwise</returns>
- public bool AddPartial(byte[] ownerData, uint dataHash)
- {
- return _table.AddPartial(ownerData, dataHash, Size);
- }
-
- /// <summary>
- /// Fills a new hash table with "partials" of existing full entries of higher size.
- /// </summary>
- /// <param name="newEntry">Entry with the new hash table</param>
- public void FillPartials(SizeEntry newEntry)
- {
- Debug.Assert(newEntry.Size < Size);
- _table.FillPartials(newEntry._table, newEntry.Size);
- }
-
- /// <summary>
- /// Tries to find an item on the hash table.
- /// </summary>
- /// <param name="dataAccessor">Data accessor</param>
- /// <param name="item">The item on the table, if found, otherwise unmodified</param>
- /// <param name="data">The data on the table, if found, otherwise unmodified</param>
- /// <returns>Table lookup result</returns>
- public PartitionHashTable<T>.SearchResult TryFindItem(scoped ref SmartDataAccessor dataAccessor, scoped ref T item, scoped ref byte[] data)
- {
- return _table.TryFindItem(ref dataAccessor, Size, ref item, ref data);
- }
- }
-
- private readonly List<SizeEntry> _sizeTable;
-
- /// <summary>
- /// Creates a new partitioned hash table.
- /// </summary>
- public PartitionedHashTable()
- {
- _sizeTable = new List<SizeEntry>();
- }
-
- /// <summary>
- /// Adds a new item to the table.
- /// </summary>
- /// <param name="data">Data</param>
- /// <param name="item">Item associated with the data</param>
- public void Add(byte[] data, T item)
- {
- GetOrAdd(data, item);
- }
-
- /// <summary>
- /// Gets an existing item from the table, or adds a new one if not present.
- /// </summary>
- /// <param name="data">Data</param>
- /// <param name="item">Item associated with the data</param>
- /// <returns>Existing item, or <paramref name="item"/> if not present</returns>
- public T GetOrAdd(byte[] data, T item)
- {
- SizeEntry sizeEntry;
-
- int index = BinarySearch(_sizeTable, data.Length);
- if (index < _sizeTable.Count && _sizeTable[index].Size == data.Length)
- {
- sizeEntry = _sizeTable[index];
- }
- else
- {
- if (index < _sizeTable.Count && _sizeTable[index].Size < data.Length)
- {
- index++;
- }
-
- sizeEntry = new SizeEntry(data.Length);
-
- _sizeTable.Insert(index, sizeEntry);
-
- for (int i = index + 1; i < _sizeTable.Count; i++)
- {
- _sizeTable[i].FillPartials(sizeEntry);
- }
- }
-
- HashState hashState = new HashState();
- hashState.Initialize();
-
- for (int i = 0; i < index; i++)
- {
- ReadOnlySpan<byte> dataSlice = new ReadOnlySpan<byte>(data).Slice(0, _sizeTable[i].Size);
- hashState.Continue(dataSlice);
- _sizeTable[i].AddPartial(data, hashState.Finalize(dataSlice));
- }
-
- hashState.Continue(data);
- return sizeEntry.GetOrAdd(data, hashState.Finalize(data), item);
- }
-
- /// <summary>
- /// Performs binary search on a list of hash tables, each one with a fixed data size.
- /// </summary>
- /// <param name="entries">List of hash tables</param>
- /// <param name="size">Size to search for</param>
- /// <returns>Index of the hash table with the given size, or nearest one otherwise</returns>
- private static int BinarySearch(List<SizeEntry> entries, int size)
- {
- int left = 0;
- int middle = 0;
- int right = entries.Count - 1;
-
- while (left <= right)
- {
- middle = left + ((right - left) >> 1);
-
- SizeEntry entry = entries[middle];
-
- if (size == entry.Size)
- {
- break;
- }
-
- if (size < entry.Size)
- {
- right = middle - 1;
- }
- else
- {
- left = middle + 1;
- }
- }
-
- return middle;
- }
-
- /// <summary>
- /// Tries to find an item on the table.
- /// </summary>
- /// <param name="dataAccessor">Data accessor</param>
- /// <param name="item">Item, if found</param>
- /// <param name="data">Data, if found</param>
- /// <returns>True if the item was found on the table, false otherwise</returns>
- public bool TryFindItem(IDataAccessor dataAccessor, out T item, out byte[] data)
- {
- SmartDataAccessor sda = new SmartDataAccessor(dataAccessor);
-
- item = default;
- data = null;
-
- int left = 0;
- int right = _sizeTable.Count;
-
- while (left != right)
- {
- int index = left + ((right - left) >> 1);
-
- PartitionHashTable<T>.SearchResult result = _sizeTable[index].TryFindItem(ref sda, ref item, ref data);
-
- if (result == PartitionHashTable<T>.SearchResult.FoundFull)
- {
- return true;
- }
-
- if (result == PartitionHashTable<T>.SearchResult.NotFound)
- {
- right = index;
- }
- else /* if (result == PartitionHashTable<T>.SearchResult.FoundPartial) */
- {
- left = index + 1;
- }
- }
-
- data = null;
- return false;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs
deleted file mode 100644
index 0632add6..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs
+++ /dev/null
@@ -1,96 +0,0 @@
-using System;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Gpu.Shader.HashTable
-{
- /// <summary>
- /// Smart data accessor that can cache data and hashes to avoid reading and re-hashing the same memory regions.
- /// </summary>
- ref struct SmartDataAccessor
- {
- private readonly IDataAccessor _dataAccessor;
- private ReadOnlySpan<byte> _data;
- private readonly SortedList<int, HashState> _cachedHashes;
-
- /// <summary>
- /// Creates a new smart data accessor.
- /// </summary>
- /// <param name="dataAccessor">Data accessor</param>
- public SmartDataAccessor(IDataAccessor dataAccessor)
- {
- _dataAccessor = dataAccessor;
- _data = ReadOnlySpan<byte>.Empty;
- _cachedHashes = new SortedList<int, HashState>();
- }
-
- /// <summary>
- /// Get a spans of a given size.
- /// </summary>
- /// <remarks>
- /// The actual length of the span returned depends on the <see cref="IDataAccessor"/>
- /// and might be less than requested.
- /// </remarks>
- /// <param name="length">Size in bytes</param>
- /// <returns>Span with the requested size</returns>
- public ReadOnlySpan<byte> GetSpan(int length)
- {
- if (_data.Length < length)
- {
- _data = _dataAccessor.GetSpan(0, length);
- }
- else if (_data.Length > length)
- {
- return _data.Slice(0, length);
- }
-
- return _data;
- }
-
- /// <summary>
- /// Gets a span of the requested size, and a hash of its data.
- /// </summary>
- /// <param name="length">Length of the span</param>
- /// <param name="hash">Hash of the span data</param>
- /// <returns>Span of data</returns>
- public ReadOnlySpan<byte> GetSpanAndHash(int length, out uint hash)
- {
- ReadOnlySpan<byte> data = GetSpan(length);
- hash = data.Length == length ? CalcHashCached(data) : 0;
- return data;
- }
-
- /// <summary>
- /// Calculates the hash for a requested span.
- /// This will try to use a cached hash if the data was already accessed before, to avoid re-hashing.
- /// </summary>
- /// <param name="data">Data to be hashed</param>
- /// <returns>Hash of the data</returns>
- private uint CalcHashCached(ReadOnlySpan<byte> data)
- {
- HashState state = default;
- bool found = false;
-
- for (int i = _cachedHashes.Count - 1; i >= 0; i--)
- {
- int cachedHashSize = _cachedHashes.Keys[i];
-
- if (cachedHashSize < data.Length)
- {
- state = _cachedHashes.Values[i];
- found = true;
- break;
- }
- }
-
- if (!found)
- {
- state = new HashState();
- state.Initialize();
- }
-
- state.Continue(data);
- _cachedHashes[data.Length & ~7] = state;
- return state.Finalize(data);
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/ResourceCounts.cs b/Ryujinx.Graphics.Gpu/Shader/ResourceCounts.cs
deleted file mode 100644
index b85423cb..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ResourceCounts.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Holds counts for the resources used by a shader.
- /// </summary>
- class ResourceCounts
- {
- /// <summary>
- /// Total of uniform buffers used by the shaders.
- /// </summary>
- public int UniformBuffersCount;
-
- /// <summary>
- /// Total of storage buffers used by the shaders.
- /// </summary>
- public int StorageBuffersCount;
-
- /// <summary>
- /// Total of textures used by the shaders.
- /// </summary>
- public int TexturesCount;
-
- /// <summary>
- /// Total of images used by the shaders.
- /// </summary>
- public int ImagesCount;
-
- /// <summary>
- /// Creates a new instance of the shader resource counts class.
- /// </summary>
- public ResourceCounts()
- {
- UniformBuffersCount = 1; // The first binding is reserved for the support buffer.
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
deleted file mode 100644
index 651dfd26..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
+++ /dev/null
@@ -1,64 +0,0 @@
-using System;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Shader code addresses in memory for each shader stage.
- /// </summary>
- struct ShaderAddresses : IEquatable<ShaderAddresses>
- {
-#pragma warning disable CS0649
- public ulong VertexA;
- public ulong VertexB;
- public ulong TessControl;
- public ulong TessEvaluation;
- public ulong Geometry;
- public ulong Fragment;
-#pragma warning restore CS0649
-
- /// <summary>
- /// Check if the addresses are equal.
- /// </summary>
- /// <param name="other">Shader addresses structure to compare with</param>
- /// <returns>True if they are equal, false otherwise</returns>
- public override bool Equals(object other)
- {
- return other is ShaderAddresses addresses && Equals(addresses);
- }
-
- /// <summary>
- /// Check if the addresses are equal.
- /// </summary>
- /// <param name="other">Shader addresses structure to compare with</param>
- /// <returns>True if they are equal, false otherwise</returns>
- public bool Equals(ShaderAddresses other)
- {
- return VertexA == other.VertexA &&
- VertexB == other.VertexB &&
- TessControl == other.TessControl &&
- TessEvaluation == other.TessEvaluation &&
- Geometry == other.Geometry &&
- Fragment == other.Fragment;
- }
-
- /// <summary>
- /// Computes hash code from the addresses.
- /// </summary>
- /// <returns>Hash code</returns>
- public override int GetHashCode()
- {
- return HashCode.Combine(VertexA, VertexB, TessControl, TessEvaluation, Geometry, Fragment);
- }
-
- /// <summary>
- /// Gets a view of the structure as a span of addresses.
- /// </summary>
- /// <returns>Span of addresses</returns>
- public Span<ulong> AsSpan()
- {
- return MemoryMarshal.CreateSpan(ref VertexA, Unsafe.SizeOf<ShaderAddresses>() / sizeof(ulong));
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
deleted file mode 100644
index e1ab9327..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ /dev/null
@@ -1,774 +0,0 @@
-using Ryujinx.Common.Configuration;
-using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Engine.Threed;
-using Ryujinx.Graphics.Gpu.Engine.Types;
-using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Gpu.Memory;
-using Ryujinx.Graphics.Gpu.Shader.DiskCache;
-using Ryujinx.Graphics.Shader;
-using Ryujinx.Graphics.Shader.Translation;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Threading;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Memory cache of shader code.
- /// </summary>
- class ShaderCache : IDisposable
- {
- /// <summary>
- /// Default flags used on the shader translation process.
- /// </summary>
- public const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
-
- private readonly struct TranslatedShader
- {
- public readonly CachedShaderStage Shader;
- public readonly ShaderProgram Program;
-
- public TranslatedShader(CachedShaderStage shader, ShaderProgram program)
- {
- Shader = shader;
- Program = program;
- }
- }
-
- private readonly struct TranslatedShaderVertexPair
- {
- public readonly CachedShaderStage VertexA;
- public readonly CachedShaderStage VertexB;
- public readonly ShaderProgram Program;
-
- public TranslatedShaderVertexPair(CachedShaderStage vertexA, CachedShaderStage vertexB, ShaderProgram program)
- {
- VertexA = vertexA;
- VertexB = vertexB;
- Program = program;
- }
- }
-
- private readonly GpuContext _context;
-
- private readonly ShaderDumper _dumper;
-
- private readonly Dictionary<ulong, CachedShaderProgram> _cpPrograms;
- private readonly Dictionary<ShaderAddresses, CachedShaderProgram> _gpPrograms;
-
- private readonly struct ProgramToSave
- {
- public readonly CachedShaderProgram CachedProgram;
- public readonly IProgram HostProgram;
- public readonly byte[] BinaryCode;
-
- public ProgramToSave(CachedShaderProgram cachedProgram, IProgram hostProgram, byte[] binaryCode)
- {
- CachedProgram = cachedProgram;
- HostProgram = hostProgram;
- BinaryCode = binaryCode;
- }
- }
-
- private Queue<ProgramToSave> _programsToSaveQueue;
-
- private readonly ComputeShaderCacheHashTable _computeShaderCache;
- private readonly ShaderCacheHashTable _graphicsShaderCache;
- private readonly DiskCacheHostStorage _diskCacheHostStorage;
- private readonly BackgroundDiskCacheWriter _cacheWriter;
-
- /// <summary>
- /// Event for signalling shader cache loading progress.
- /// </summary>
- public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
-
- /// <summary>
- /// Creates a new instance of the shader cache.
- /// </summary>
- /// <param name="context">GPU context that the shader cache belongs to</param>
- public ShaderCache(GpuContext context)
- {
- _context = context;
-
- _dumper = new ShaderDumper();
-
- _cpPrograms = new Dictionary<ulong, CachedShaderProgram>();
- _gpPrograms = new Dictionary<ShaderAddresses, CachedShaderProgram>();
-
- _programsToSaveQueue = new Queue<ProgramToSave>();
-
- string diskCacheTitleId = GetDiskCachePath();
-
- _computeShaderCache = new ComputeShaderCacheHashTable();
- _graphicsShaderCache = new ShaderCacheHashTable();
- _diskCacheHostStorage = new DiskCacheHostStorage(diskCacheTitleId);
-
- if (_diskCacheHostStorage.CacheEnabled)
- {
- _cacheWriter = new BackgroundDiskCacheWriter(context, _diskCacheHostStorage);
- }
- }
-
- /// <summary>
- /// Gets the path where the disk cache for the current application is stored.
- /// </summary>
- private static string GetDiskCachePath()
- {
- return GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null
- ? Path.Combine(AppDataManager.GamesDirPath, GraphicsConfig.TitleId, "cache", "shader")
- : null;
- }
-
- /// <summary>
- /// Processes the queue of shaders that must save their binaries to the disk cache.
- /// </summary>
- public void ProcessShaderCacheQueue()
- {
- // Check to see if the binaries for previously compiled shaders are ready, and save them out.
-
- while (_programsToSaveQueue.TryPeek(out ProgramToSave programToSave))
- {
- ProgramLinkStatus result = programToSave.HostProgram.CheckProgramLink(false);
-
- if (result != ProgramLinkStatus.Incomplete)
- {
- if (result == ProgramLinkStatus.Success)
- {
- _cacheWriter.AddShader(programToSave.CachedProgram, programToSave.BinaryCode ?? programToSave.HostProgram.GetBinary());
- }
-
- _programsToSaveQueue.Dequeue();
- }
- else
- {
- break;
- }
- }
- }
-
- /// <summary>
- /// Initialize the cache.
- /// </summary>
- /// <param name="cancellationToken">Cancellation token to cancel the shader cache initialization process</param>
- internal void Initialize(CancellationToken cancellationToken)
- {
- if (_diskCacheHostStorage.CacheEnabled)
- {
- ParallelDiskCacheLoader loader = new ParallelDiskCacheLoader(
- _context,
- _graphicsShaderCache,
- _computeShaderCache,
- _diskCacheHostStorage,
- cancellationToken,
- ShaderCacheStateUpdate);
-
- loader.LoadShaders();
-
- int errorCount = loader.ErrorCount;
- if (errorCount != 0)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Failed to load {errorCount} shaders from the disk cache.");
- }
- }
- }
-
- /// <summary>
- /// Shader cache state update handler.
- /// </summary>
- /// <param name="state">Current state of the shader cache load process</param>
- /// <param name="current">Number of the current shader being processed</param>
- /// <param name="total">Total number of shaders to process</param>
- private void ShaderCacheStateUpdate(ShaderCacheState state, int current, int total)
- {
- ShaderCacheStateChanged?.Invoke(state, current, total);
- }
-
- /// <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="poolState">Texture pool state</param>
- /// <param name="computeState">Compute engine state</param>
- /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
- /// <returns>Compiled compute shader code</returns>
- public CachedShaderProgram GetComputeShader(
- GpuChannel channel,
- GpuChannelPoolState poolState,
- GpuChannelComputeState computeState,
- ulong gpuVa)
- {
- if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
- {
- return cpShader;
- }
-
- if (_computeShaderCache.TryFind(channel, poolState, computeState, gpuVa, out cpShader, out byte[] cachedGuestCode))
- {
- _cpPrograms[gpuVa] = cpShader;
- return cpShader;
- }
-
- ShaderSpecializationState specState = new ShaderSpecializationState(ref computeState);
- GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, computeState, default, specState);
- GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState);
-
- TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
-
- TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
-
- ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
-
- IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(-1));
-
- cpShader = new CachedShaderProgram(hostProgram, specState, translatedShader.Shader);
-
- _computeShaderCache.Add(cpShader);
- EnqueueProgramToSave(cpShader, hostProgram, shaderSourcesArray);
- _cpPrograms[gpuVa] = cpShader;
-
- return cpShader;
- }
-
- /// <summary>
- /// Updates the shader pipeline state based on the current GPU state.
- /// </summary>
- /// <param name="state">Current GPU 3D engine state</param>
- /// <param name="pipeline">Shader pipeline state to be updated</param>
- /// <param name="graphicsState">Current graphics state</param>
- /// <param name="channel">Current GPU channel</param>
- private void UpdatePipelineInfo(
- ref ThreedClassState state,
- ref ProgramPipelineState pipeline,
- GpuChannelGraphicsState graphicsState,
- GpuChannel channel)
- {
- channel.TextureManager.UpdateRenderTargets();
-
- var rtControl = state.RtControl;
- var msaaMode = state.RtMsaaMode;
-
- pipeline.SamplesCount = msaaMode.SamplesInX() * msaaMode.SamplesInY();
-
- int count = rtControl.UnpackCount();
-
- for (int index = 0; index < Constants.TotalRenderTargets; index++)
- {
- int rtIndex = rtControl.UnpackPermutationIndex(index);
-
- var colorState = state.RtColorState[rtIndex];
-
- if (index >= count || colorState.Format == 0 || colorState.WidthOrStride == 0)
- {
- pipeline.AttachmentEnable[index] = false;
- pipeline.AttachmentFormats[index] = Format.R8G8B8A8Unorm;
- }
- else
- {
- pipeline.AttachmentEnable[index] = true;
- pipeline.AttachmentFormats[index] = colorState.Format.Convert().Format;
- }
- }
-
- pipeline.DepthStencilEnable = state.RtDepthStencilEnable;
- pipeline.DepthStencilFormat = pipeline.DepthStencilEnable ? state.RtDepthStencilState.Format.Convert().Format : Format.D24UnormS8Uint;
-
- pipeline.VertexBufferCount = Constants.TotalVertexBuffers;
- pipeline.Topology = graphicsState.Topology;
- }
-
- /// <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="pipeline">Pipeline state</param>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="graphicsState">3D engine state</param>
- /// <param name="addresses">Addresses of the shaders for each stage</param>
- /// <returns>Compiled graphics shader code</returns>
- public CachedShaderProgram GetGraphicsShader(
- ref ThreedClassState state,
- ref ProgramPipelineState pipeline,
- GpuChannel channel,
- ref GpuChannelPoolState poolState,
- ref GpuChannelGraphicsState graphicsState,
- ShaderAddresses addresses)
- {
- if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
- {
- return gpShaders;
- }
-
- if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out var cachedGuestCode))
- {
- _gpPrograms[addresses] = gpShaders;
- return gpShaders;
- }
-
- TransformFeedbackDescriptor[] transformFeedbackDescriptors = GetTransformFeedbackDescriptors(ref state);
-
- UpdatePipelineInfo(ref state, ref pipeline, graphicsState, channel);
-
- ShaderSpecializationState specState = new ShaderSpecializationState(ref graphicsState, ref pipeline, transformFeedbackDescriptors);
- GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, default, graphicsState, specState, transformFeedbackDescriptors);
-
- ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
-
- TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
- TranslatorContext nextStage = null;
-
- TargetApi api = _context.Capabilities.Api;
-
- for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
- {
- ulong gpuVa = addressesSpan[stageIndex + 1];
-
- if (gpuVa != 0)
- {
- GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState, stageIndex);
- TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, gpuVa);
-
- if (nextStage != null)
- {
- currentStage.SetNextStage(nextStage);
- }
-
- if (stageIndex == 0 && addresses.VertexA != 0)
- {
- translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
- }
-
- translatorContexts[stageIndex + 1] = currentStage;
- nextStage = currentStage;
- }
- }
-
- if (!_context.Capabilities.SupportsGeometryShader)
- {
- TryRemoveGeometryStage(translatorContexts);
- }
-
- CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
- List<ShaderSource> shaderSources = new List<ShaderSource>();
-
- TranslatorContext previousStage = null;
-
- for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
- {
- TranslatorContext currentStage = translatorContexts[stageIndex + 1];
-
- if (currentStage != null)
- {
- ShaderProgram program;
-
- if (stageIndex == 0 && translatorContexts[0] != null)
- {
- TranslatedShaderVertexPair translatedShader = TranslateShader(
- _dumper,
- channel,
- currentStage,
- translatorContexts[0],
- cachedGuestCode.VertexACode,
- cachedGuestCode.VertexBCode);
-
- shaders[0] = translatedShader.VertexA;
- shaders[1] = translatedShader.VertexB;
- program = translatedShader.Program;
- }
- else
- {
- byte[] code = cachedGuestCode.GetByIndex(stageIndex);
-
- TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code);
-
- shaders[stageIndex + 1] = translatedShader.Shader;
- program = translatedShader.Program;
- }
-
- if (program != null)
- {
- shaderSources.Add(CreateShaderSource(program));
- }
-
- previousStage = currentStage;
- }
- else if (
- previousStage != null &&
- previousStage.LayerOutputWritten &&
- stageIndex == 3 &&
- !_context.Capabilities.SupportsLayerVertexTessellation)
- {
- shaderSources.Add(CreateShaderSource(previousStage.GenerateGeometryPassthrough()));
- }
- }
-
- ShaderSource[] shaderSourcesArray = shaderSources.ToArray();
-
- int fragmentOutputMap = shaders[5]?.Info.FragmentOutputMap ?? -1;
- IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(fragmentOutputMap, pipeline));
-
- gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
-
- _graphicsShaderCache.Add(gpShaders);
- EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
- _gpPrograms[addresses] = gpShaders;
-
- return gpShaders;
- }
-
- /// <summary>
- /// Tries to eliminate the geometry stage from the array of translator contexts.
- /// </summary>
- /// <param name="translatorContexts">Array of translator contexts</param>
- public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
- {
- if (translatorContexts[4] != null)
- {
- // We have a geometry shader, but geometry shaders are not supported.
- // Try to eliminate the geometry shader.
-
- ShaderProgramInfo info = translatorContexts[4].Translate().Info;
-
- 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.
-
- for (int i = 3; i >= 1; i--)
- {
- if (translatorContexts[i] != null)
- {
- translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
- translatorContexts[i].SetLastInVertexPipeline();
- break;
- }
- }
-
- translatorContexts[4] = null;
- }
- }
- }
-
- /// <summary>
- /// Creates a shader source for use with the backend from a translated shader program.
- /// </summary>
- /// <param name="program">Translated shader program</param>
- /// <returns>Shader source</returns>
- public static ShaderSource CreateShaderSource(ShaderProgram program)
- {
- return new ShaderSource(program.Code, program.BinaryCode, GetBindings(program.Info), program.Info.Stage, program.Language);
- }
-
- /// <summary>
- /// Puts a program on the queue of programs to be saved on the disk cache.
- /// </summary>
- /// <remarks>
- /// This will not do anything if disk shader cache is disabled.
- /// </remarks>
- /// <param name="program">Cached shader program</param>
- /// <param name="hostProgram">Host program</param>
- /// <param name="sources">Source for each shader stage</param>
- private void EnqueueProgramToSave(CachedShaderProgram program, IProgram hostProgram, ShaderSource[] sources)
- {
- if (_diskCacheHostStorage.CacheEnabled)
- {
- byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(sources) : null;
- ProgramToSave programToSave = new ProgramToSave(program, hostProgram, binaryCode);
-
- _programsToSaveQueue.Enqueue(programToSave);
- }
- }
-
- /// <summary>
- /// Gets transform feedback state from the current GPU state.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <returns>Four transform feedback descriptors for the enabled TFBs, or null if TFB is disabled</returns>
- private static TransformFeedbackDescriptor[] GetTransformFeedbackDescriptors(ref ThreedClassState state)
- {
- bool tfEnable = state.TfEnable;
- if (!tfEnable)
- {
- return null;
- }
-
- TransformFeedbackDescriptor[] descs = new TransformFeedbackDescriptor[Constants.TotalTransformFeedbackBuffers];
-
- for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
- {
- var tf = state.TfState[i];
-
- descs[i] = new TransformFeedbackDescriptor(
- tf.BufferIndex,
- tf.Stride,
- tf.VaryingsCount,
- ref state.TfVaryingLocations[i]);
- }
-
- return descs;
- }
-
- /// <summary>
- /// Checks if compute shader code in memory is equal to the cached shader.
- /// </summary>
- /// <param name="channel">GPU channel using the shader</param>
- /// <param name="poolState">GPU channel state to verify shader compatibility</param>
- /// <param name="computeState">GPU channel compute state to verify shader compatibility</param>
- /// <param name="cpShader">Cached compute shader</param>
- /// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
- /// <returns>True if the code is different, false otherwise</returns>
- private static bool IsShaderEqual(
- GpuChannel channel,
- GpuChannelPoolState poolState,
- GpuChannelComputeState computeState,
- CachedShaderProgram cpShader,
- ulong gpuVa)
- {
- if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
- {
- return cpShader.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true);
- }
-
- return false;
- }
-
- /// <summary>
- /// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
- /// </summary>
- /// <param name="channel">GPU channel using the shader</param>
- /// <param name="poolState">GPU channel state to verify shader compatibility</param>
- /// <param name="graphicsState">GPU channel graphics state to verify shader compatibility</param>
- /// <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 static bool IsShaderEqual(
- GpuChannel channel,
- ref GpuChannelPoolState poolState,
- ref GpuChannelGraphicsState graphicsState,
- CachedShaderProgram gpShaders,
- ShaderAddresses addresses)
- {
- ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
-
- for (int stageIndex = 0; stageIndex < gpShaders.Shaders.Length; stageIndex++)
- {
- CachedShaderStage shader = gpShaders.Shaders[stageIndex];
-
- ulong gpuVa = addressesSpan[stageIndex];
-
- if (!IsShaderEqual(channel.MemoryManager, shader, gpuVa))
- {
- return false;
- }
- }
-
- bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
-
- return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
- }
-
- /// <summary>
- /// Checks if the code of the specified cached shader is different from the code in memory.
- /// </summary>
- /// <param name="memoryManager">Memory manager used to access the GPU memory where the shader is located</param>
- /// <param name="shader">Cached shader to compare with</param>
- /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
- /// <returns>True if the code is different, false otherwise</returns>
- private static bool IsShaderEqual(MemoryManager memoryManager, CachedShaderStage shader, ulong gpuVa)
- {
- if (shader == null)
- {
- return true;
- }
-
- ReadOnlySpan<byte> memoryCode = memoryManager.GetSpan(gpuVa, shader.Code.Length);
-
- return memoryCode.SequenceEqual(shader.Code);
- }
-
- /// <summary>
- /// Decode the binary Maxwell shader code to a translator context.
- /// </summary>
- /// <param name="gpuAccessor">GPU state accessor</param>
- /// <param name="api">Graphics API that will be used with the shader</param>
- /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
- /// <returns>The generated translator context</returns>
- public static TranslatorContext DecodeComputeShader(IGpuAccessor gpuAccessor, TargetApi api, ulong gpuVa)
- {
- var options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
- return Translator.CreateContext(gpuVa, gpuAccessor, options);
- }
-
- /// <summary>
- /// Decode the binary Maxwell shader code to a translator context.
- /// </summary>
- /// <remarks>
- /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
- /// </remarks>
- /// <param name="gpuAccessor">GPU state accessor</param>
- /// <param name="api">Graphics API that will be used with the shader</param>
- /// <param name="flags">Flags that controls shader translation</param>
- /// <param name="gpuVa">GPU virtual address of the shader code</param>
- /// <returns>The generated translator context</returns>
- public static TranslatorContext DecodeGraphicsShader(IGpuAccessor gpuAccessor, TargetApi api, TranslationFlags flags, ulong gpuVa)
- {
- var options = CreateTranslationOptions(api, flags);
- return Translator.CreateContext(gpuVa, gpuAccessor, options);
- }
-
- /// <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="channel">GPU channel using the shader</param>
- /// <param name="currentStage">Translator context of the stage to be translated</param>
- /// <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>
- /// <returns>Compiled graphics shader code</returns>
- private static TranslatedShaderVertexPair TranslateShader(
- ShaderDumper dumper,
- GpuChannel channel,
- TranslatorContext currentStage,
- TranslatorContext vertexA,
- byte[] codeA,
- byte[] codeB)
- {
- ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
-
- var memoryManager = channel.MemoryManager;
-
- codeA ??= memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
- codeB ??= memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
- byte[] cb1DataA = memoryManager.Physical.GetSpan(cb1DataAddress, vertexA.Cb1DataSize).ToArray();
- byte[] cb1DataB = memoryManager.Physical.GetSpan(cb1DataAddress, currentStage.Cb1DataSize).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(vertexA);
-
- pathsB.Prepend(program);
- pathsA.Prepend(program);
-
- CachedShaderStage vertexAStage = new CachedShaderStage(null, codeA, cb1DataA);
- CachedShaderStage vertexBStage = new CachedShaderStage(program.Info, codeB, cb1DataB);
-
- return new TranslatedShaderVertexPair(vertexAStage, vertexBStage, program);
- }
-
- /// <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="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>
- /// <returns>Compiled graphics shader code</returns>
- private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code)
- {
- var memoryManager = channel.MemoryManager;
-
- ulong cb1DataAddress = context.Stage == ShaderStage.Compute
- ? channel.BufferManager.GetComputeUniformBufferAddress(1)
- : channel.BufferManager.GetGraphicsUniformBufferAddress(StageToStageIndex(context.Stage), 1);
-
- byte[] cb1Data = memoryManager.Physical.GetSpan(cb1DataAddress, context.Cb1DataSize).ToArray();
- code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
-
- ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
- ShaderProgram program = context.Translate();
-
- paths.Prepend(program);
-
- return new TranslatedShader(new CachedShaderStage(program.Info, code, cb1Data), program);
- }
-
- /// <summary>
- /// Gets the index of a stage from a <see cref="ShaderStage"/>.
- /// </summary>
- /// <param name="stage">Stage to get the index from</param>
- /// <returns>Stage index</returns>
- private static int StageToStageIndex(ShaderStage stage)
- {
- return stage switch
- {
- ShaderStage.TessellationControl => 1,
- ShaderStage.TessellationEvaluation => 2,
- ShaderStage.Geometry => 3,
- ShaderStage.Fragment => 4,
- _ => 0
- };
- }
-
- /// <summary>
- /// Gets information about the bindings used by a shader program.
- /// </summary>
- /// <param name="info">Shader program information to get the information from</param>
- /// <returns>Shader bindings</returns>
- public static ShaderBindings GetBindings(ShaderProgramInfo info)
- {
- var uniformBufferBindings = info.CBuffers.Select(x => x.Binding).ToArray();
- var storageBufferBindings = info.SBuffers.Select(x => x.Binding).ToArray();
- var textureBindings = info.Textures.Select(x => x.Binding).ToArray();
- var imageBindings = info.Images.Select(x => x.Binding).ToArray();
-
- return new ShaderBindings(
- uniformBufferBindings,
- storageBufferBindings,
- textureBindings,
- imageBindings);
- }
-
- /// <summary>
- /// Creates shader translation options with the requested graphics API and flags.
- /// The shader language is choosen based on the current configuration and graphics API.
- /// </summary>
- /// <param name="api">Target graphics API</param>
- /// <param name="flags">Translation flags</param>
- /// <returns>Translation options</returns>
- private static TranslationOptions CreateTranslationOptions(TargetApi api, TranslationFlags flags)
- {
- TargetLanguage lang = GraphicsConfig.EnableSpirvCompilationOnVulkan && api == TargetApi.Vulkan
- ? TargetLanguage.Spirv
- : TargetLanguage.Glsl;
-
- return new TranslationOptions(lang, api, flags);
- }
-
- /// <summary>
- /// Disposes the shader cache, deleting all the cached shaders.
- /// It's an error to use the shader cache after disposal.
- /// </summary>
- public void Dispose()
- {
- foreach (CachedShaderProgram program in _graphicsShaderCache.GetPrograms())
- {
- program.Dispose();
- }
-
- foreach (CachedShaderProgram program in _computeShaderCache.GetPrograms())
- {
- program.Dispose();
- }
-
- _cacheWriter?.Dispose();
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCacheHashTable.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCacheHashTable.cs
deleted file mode 100644
index e35c06b1..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCacheHashTable.cs
+++ /dev/null
@@ -1,282 +0,0 @@
-using Ryujinx.Graphics.Gpu.Memory;
-using Ryujinx.Graphics.Gpu.Shader.HashTable;
-using Ryujinx.Graphics.Shader;
-using System;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Holds already cached code for a guest shader.
- /// </summary>
- struct CachedGraphicsGuestCode
- {
- public byte[] VertexACode;
- public byte[] VertexBCode;
- public byte[] TessControlCode;
- public byte[] TessEvaluationCode;
- public byte[] GeometryCode;
- public byte[] FragmentCode;
-
- /// <summary>
- /// Gets the guest code of a shader stage by its index.
- /// </summary>
- /// <param name="stageIndex">Index of the shader stage</param>
- /// <returns>Guest code, or null if not present</returns>
- public byte[] GetByIndex(int stageIndex)
- {
- return stageIndex switch
- {
- 1 => TessControlCode,
- 2 => TessEvaluationCode,
- 3 => GeometryCode,
- 4 => FragmentCode,
- _ => VertexBCode
- };
- }
- }
-
- /// <summary>
- /// Graphics shader cache hash table.
- /// </summary>
- class ShaderCacheHashTable
- {
- /// <summary>
- /// Shader ID cache.
- /// </summary>
- private struct IdCache
- {
- private PartitionedHashTable<int> _cache;
- private int _id;
-
- /// <summary>
- /// Initializes the state.
- /// </summary>
- public void Initialize()
- {
- _cache = new PartitionedHashTable<int>();
- _id = 0;
- }
-
- /// <summary>
- /// Adds guest code to the cache.
- /// </summary>
- /// <remarks>
- /// If the code was already cached, it will just return the existing ID.
- /// </remarks>
- /// <param name="code">Code to add</param>
- /// <returns>Unique ID for the guest code</returns>
- public int Add(byte[] code)
- {
- int id = ++_id;
- int cachedId = _cache.GetOrAdd(code, id);
- if (cachedId != id)
- {
- --_id;
- }
-
- return cachedId;
- }
-
- /// <summary>
- /// Tries to find cached guest code.
- /// </summary>
- /// <param name="dataAccessor">Code accessor used to read guest code to find a match on the hash table</param>
- /// <param name="id">ID of the guest code, if found</param>
- /// <param name="data">Cached guest code, if found</param>
- /// <returns>True if found, false otherwise</returns>
- public bool TryFind(IDataAccessor dataAccessor, out int id, out byte[] data)
- {
- return _cache.TryFindItem(dataAccessor, out id, out data);
- }
- }
-
- /// <summary>
- /// Guest code IDs of the guest shaders that when combined forms a single host program.
- /// </summary>
- private struct IdTable : IEquatable<IdTable>
- {
- public int VertexAId;
- public int VertexBId;
- public int TessControlId;
- public int TessEvaluationId;
- public int GeometryId;
- public int FragmentId;
-
- public override bool Equals(object obj)
- {
- return obj is IdTable other && Equals(other);
- }
-
- public bool Equals(IdTable other)
- {
- return other.VertexAId == VertexAId &&
- other.VertexBId == VertexBId &&
- other.TessControlId == TessControlId &&
- other.TessEvaluationId == TessEvaluationId &&
- other.GeometryId == GeometryId &&
- other.FragmentId == FragmentId;
- }
-
- public override int GetHashCode()
- {
- return HashCode.Combine(VertexAId, VertexBId, TessControlId, TessEvaluationId, GeometryId, FragmentId);
- }
- }
-
- private IdCache _vertexACache;
- private IdCache _vertexBCache;
- private IdCache _tessControlCache;
- private IdCache _tessEvaluationCache;
- private IdCache _geometryCache;
- private IdCache _fragmentCache;
-
- private readonly Dictionary<IdTable, ShaderSpecializationList> _shaderPrograms;
-
- /// <summary>
- /// Creates a new graphics shader cache hash table.
- /// </summary>
- public ShaderCacheHashTable()
- {
- _vertexACache.Initialize();
- _vertexBCache.Initialize();
- _tessControlCache.Initialize();
- _tessEvaluationCache.Initialize();
- _geometryCache.Initialize();
- _fragmentCache.Initialize();
-
- _shaderPrograms = new Dictionary<IdTable, ShaderSpecializationList>();
- }
-
- /// <summary>
- /// Adds a program to the cache.
- /// </summary>
- /// <param name="program">Program to be added</param>
- public void Add(CachedShaderProgram program)
- {
- IdTable idTable = new IdTable();
-
- foreach (var shader in program.Shaders)
- {
- if (shader == null)
- {
- continue;
- }
-
- if (shader.Info != null)
- {
- switch (shader.Info.Stage)
- {
- case ShaderStage.Vertex:
- idTable.VertexBId = _vertexBCache.Add(shader.Code);
- break;
- case ShaderStage.TessellationControl:
- idTable.TessControlId = _tessControlCache.Add(shader.Code);
- break;
- case ShaderStage.TessellationEvaluation:
- idTable.TessEvaluationId = _tessEvaluationCache.Add(shader.Code);
- break;
- case ShaderStage.Geometry:
- idTable.GeometryId = _geometryCache.Add(shader.Code);
- break;
- case ShaderStage.Fragment:
- idTable.FragmentId = _fragmentCache.Add(shader.Code);
- break;
- }
- }
- else
- {
- idTable.VertexAId = _vertexACache.Add(shader.Code);
- }
- }
-
- if (!_shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
- {
- specList = new ShaderSpecializationList();
- _shaderPrograms.Add(idTable, specList);
- }
-
- specList.Add(program);
- }
-
- /// <summary>
- /// Tries to find a cached program.
- /// </summary>
- /// <remarks>
- /// Even if false is returned, <paramref name="guestCode"/> might still contain cached guest code.
- /// This can be used to avoid additional allocations for guest code that was already cached.
- /// </remarks>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="graphicsState">Graphics state</param>
- /// <param name="addresses">Guest addresses of the shaders to find</param>
- /// <param name="program">Cached host program for the given state, if found</param>
- /// <param name="guestCode">Cached guest code, if any found</param>
- /// <returns>True if a cached host program was found, false otherwise</returns>
- public bool TryFind(
- GpuChannel channel,
- ref GpuChannelPoolState poolState,
- ref GpuChannelGraphicsState graphicsState,
- ShaderAddresses addresses,
- out CachedShaderProgram program,
- out CachedGraphicsGuestCode guestCode)
- {
- var memoryManager = channel.MemoryManager;
- IdTable idTable = new IdTable();
- guestCode = new CachedGraphicsGuestCode();
-
- program = null;
-
- bool found = TryGetId(_vertexACache, memoryManager, addresses.VertexA, out idTable.VertexAId, out guestCode.VertexACode);
- found &= TryGetId(_vertexBCache, memoryManager, addresses.VertexB, out idTable.VertexBId, out guestCode.VertexBCode);
- found &= TryGetId(_tessControlCache, memoryManager, addresses.TessControl, out idTable.TessControlId, out guestCode.TessControlCode);
- found &= TryGetId(_tessEvaluationCache, memoryManager, addresses.TessEvaluation, out idTable.TessEvaluationId, out guestCode.TessEvaluationCode);
- found &= TryGetId(_geometryCache, memoryManager, addresses.Geometry, out idTable.GeometryId, out guestCode.GeometryCode);
- found &= TryGetId(_fragmentCache, memoryManager, addresses.Fragment, out idTable.FragmentId, out guestCode.FragmentCode);
-
- if (found && _shaderPrograms.TryGetValue(idTable, out ShaderSpecializationList specList))
- {
- return specList.TryFindForGraphics(channel, ref poolState, ref graphicsState, out program);
- }
-
- return false;
- }
-
- /// <summary>
- /// Tries to get the ID of a single cached shader stage.
- /// </summary>
- /// <param name="idCache">ID cache of the stage</param>
- /// <param name="memoryManager">GPU memory manager</param>
- /// <param name="baseAddress">Base address of the shader</param>
- /// <param name="id">ID, if found</param>
- /// <param name="data">Cached guest code, if found</param>
- /// <returns>True if a cached shader is found, false otherwise</returns>
- private static bool TryGetId(IdCache idCache, MemoryManager memoryManager, ulong baseAddress, out int id, out byte[] data)
- {
- if (baseAddress == 0)
- {
- id = 0;
- data = null;
- return true;
- }
-
- ShaderCodeAccessor codeAccessor = new ShaderCodeAccessor(memoryManager, baseAddress);
- return idCache.TryFind(codeAccessor, out id, out data);
- }
-
- /// <summary>
- /// Gets all programs that have been added to the table.
- /// </summary>
- /// <returns>Programs added to the table</returns>
- public IEnumerable<CachedShaderProgram> GetPrograms()
- {
- foreach (var specList in _shaderPrograms.Values)
- {
- foreach (var program in specList)
- {
- yield return program;
- }
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCacheState.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCacheState.cs
deleted file mode 100644
index 623b73d7..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCacheState.cs
+++ /dev/null
@@ -1,13 +0,0 @@
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>Shader cache loading states</summary>
- public enum ShaderCacheState
- {
- /// <summary>Shader cache started loading</summary>
- Start,
- /// <summary>Shader cache is loading</summary>
- Loading,
- /// <summary>Shader cache finished loading</summary>
- Loaded
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCodeAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCodeAccessor.cs
deleted file mode 100644
index e896493c..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCodeAccessor.cs
+++ /dev/null
@@ -1,32 +0,0 @@
-using Ryujinx.Graphics.Gpu.Memory;
-using Ryujinx.Graphics.Gpu.Shader.HashTable;
-using System;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Shader code accessor.
- /// </summary>
- readonly struct ShaderCodeAccessor : IDataAccessor
- {
- private readonly MemoryManager _memoryManager;
- private readonly ulong _baseAddress;
-
- /// <summary>
- /// Creates a new shader code accessor.
- /// </summary>
- /// <param name="memoryManager">Memory manager used to access the shader code</param>
- /// <param name="baseAddress">Base address of the shader in memory</param>
- public ShaderCodeAccessor(MemoryManager memoryManager, ulong baseAddress)
- {
- _memoryManager = memoryManager;
- _baseAddress = baseAddress;
- }
-
- /// <inheritdoc/>
- public ReadOnlySpan<byte> GetSpan(int offset, int length)
- {
- return _memoryManager.GetSpanMapped(_baseAddress + (ulong)offset, length);
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderDumpPaths.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderDumpPaths.cs
deleted file mode 100644
index 6ca7daef..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderDumpPaths.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-using Ryujinx.Graphics.Shader;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Paths where shader code was dumped on disk.
- /// </summary>
- readonly struct ShaderDumpPaths
- {
- /// <summary>
- /// Path where the full shader code with header was dumped, or null if not dumped.
- /// </summary>
- public string FullPath { get; }
-
- /// <summary>
- /// Path where the shader code without header was dumped, or null if not dumped.
- /// </summary>
- public string CodePath { get; }
-
- /// <summary>
- /// True if the shader was dumped, false otherwise.
- /// </summary>
- public bool HasPath => FullPath != null && CodePath != null;
-
- /// <summary>
- /// Creates a new shader dumps path structure.
- /// </summary>
- /// <param name="fullPath">Path where the full shader code with header was dumped, or null if not dumped</param>
- /// <param name="codePath">Path where the shader code without header was dumped, or null if not dumped</param>
- public ShaderDumpPaths(string fullPath, string codePath)
- {
- FullPath = fullPath;
- CodePath = codePath;
- }
-
- /// <summary>
- /// Prepends the shader paths on the program source, as a comment.
- /// </summary>
- /// <param name="program">Program to prepend into</param>
- public void Prepend(ShaderProgram program)
- {
- if (HasPath)
- {
- program.Prepend("// " + CodePath);
- program.Prepend("// " + FullPath);
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
deleted file mode 100644
index 93eeb8d7..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
+++ /dev/null
@@ -1,129 +0,0 @@
-using System.IO;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Shader dumper, writes binary shader code to disk.
- /// </summary>
- class ShaderDumper
- {
- private string _runtimeDir;
- private string _dumpPath;
-
- /// <summary>
- /// Current index of the shader dump binary file.
- /// This is incremented after each save, in order to give unique names to the files.
- /// </summary>
- public int CurrentDumpIndex { get; private set; }
-
- /// <summary>
- /// Creates a new instance of the shader dumper.
- /// </summary>
- public ShaderDumper()
- {
- CurrentDumpIndex = 1;
- }
-
- /// <summary>
- /// Dumps shader code to disk.
- /// </summary>
- /// <param name="code">Code to be dumped</param>
- /// <param name="compute">True for compute shader code, false for graphics shader code</param>
- /// <returns>Paths where the shader code was dumped</returns>
- public ShaderDumpPaths Dump(byte[] code, bool compute)
- {
- _dumpPath = GraphicsConfig.ShadersDumpPath;
-
- if (string.IsNullOrWhiteSpace(_dumpPath))
- {
- return default;
- }
-
- string fileName = "Shader" + CurrentDumpIndex.ToString("d4") + ".bin";
-
- string fullPath = Path.Combine(FullDir(), fileName);
- string codePath = Path.Combine(CodeDir(), fileName);
-
- CurrentDumpIndex++;
-
- using MemoryStream stream = new MemoryStream(code);
- BinaryReader codeReader = new BinaryReader(stream);
-
- using FileStream fullFile = File.Create(fullPath);
- using FileStream codeFile = File.Create(codePath);
- BinaryWriter fullWriter = new BinaryWriter(fullFile);
- BinaryWriter codeWriter = new BinaryWriter(codeFile);
-
- int headerSize = compute ? 0 : 0x50;
-
- fullWriter.Write(codeReader.ReadBytes(headerSize));
-
- byte[] temp = codeReader.ReadBytes(code.Length - headerSize);
-
- fullWriter.Write(temp);
- codeWriter.Write(temp);
-
- // Align to meet nvdisasm requirements.
- while (codeFile.Length % 0x20 != 0)
- {
- codeWriter.Write(0);
- }
-
- return new ShaderDumpPaths(fullPath, codePath);
- }
-
- /// <summary>
- /// Returns the output directory for shader code with header.
- /// </summary>
- /// <returns>Directory path</returns>
- private string FullDir()
- {
- return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
- }
-
- /// <summary>
- /// Returns the output directory for shader code without header.
- /// </summary>
- /// <returns>Directory path</returns>
- private string CodeDir()
- {
- return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
- }
-
- /// <summary>
- /// Returns the full output directory for the current shader dump.
- /// </summary>
- /// <returns>Directory path</returns>
- private string DumpDir()
- {
- if (string.IsNullOrEmpty(_runtimeDir))
- {
- int index = 1;
-
- do
- {
- _runtimeDir = Path.Combine(_dumpPath, "Dumps" + index.ToString("d2"));
-
- index++;
- }
- while (Directory.Exists(_runtimeDir));
-
- Directory.CreateDirectory(_runtimeDir);
- }
-
- return _runtimeDir;
- }
-
- /// <summary>
- /// Creates a new specified directory if needed.
- /// </summary>
- /// <param name="dir">The directory to create</param>
- /// <returns>The same directory passed to the method</returns>
- private static string CreateAndReturn(string dir)
- {
- Directory.CreateDirectory(dir);
-
- return dir;
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
deleted file mode 100644
index 7d61332e..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs
+++ /dev/null
@@ -1,84 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// List of cached shader programs that differs only by specialization state.
- /// </summary>
- class ShaderSpecializationList : IEnumerable<CachedShaderProgram>
- {
- private readonly List<CachedShaderProgram> _entries = new List<CachedShaderProgram>();
-
- /// <summary>
- /// Adds a program to the list.
- /// </summary>
- /// <param name="program">Program to be added</param>
- public void Add(CachedShaderProgram program)
- {
- _entries.Add(program);
- }
-
- /// <summary>
- /// Tries to find an existing 3D program on the cache.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="graphicsState">Graphics state</param>
- /// <param name="program">Cached program, if found</param>
- /// <returns>True if a compatible program is found, false otherwise</returns>
- public bool TryFindForGraphics(
- GpuChannel channel,
- ref GpuChannelPoolState poolState,
- ref GpuChannelGraphicsState graphicsState,
- out CachedShaderProgram program)
- {
- foreach (var entry in _entries)
- {
- bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
-
- if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true))
- {
- program = entry;
- return true;
- }
- }
-
- program = default;
- return false;
- }
-
- /// <summary>
- /// Tries to find an existing compute program on the cache.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="computeState">Compute state</param>
- /// <param name="program">Cached program, if found</param>
- /// <returns>True if a compatible program is found, false otherwise</returns>
- public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelComputeState computeState, out CachedShaderProgram program)
- {
- foreach (var entry in _entries)
- {
- if (entry.SpecializationState.MatchesCompute(channel, ref poolState, computeState, true))
- {
- program = entry;
- return true;
- }
- }
-
- program = default;
- return false;
- }
-
- public IEnumerator<CachedShaderProgram> GetEnumerator()
- {
- return _entries.GetEnumerator();
- }
-
- IEnumerator IEnumerable.GetEnumerator()
- {
- return GetEnumerator();
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
deleted file mode 100644
index b2c4fccd..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
+++ /dev/null
@@ -1,874 +0,0 @@
-using Ryujinx.Common.Memory;
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Image;
-using Ryujinx.Graphics.Gpu.Memory;
-using Ryujinx.Graphics.Gpu.Shader.DiskCache;
-using Ryujinx.Graphics.Shader;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Numerics;
-using System.Runtime.CompilerServices;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- class ShaderSpecializationState
- {
- private const uint ComsMagic = (byte)'C' | ((byte)'O' << 8) | ((byte)'M' << 16) | ((byte)'S' << 24);
- private const uint GfxsMagic = (byte)'G' | ((byte)'F' << 8) | ((byte)'X' << 16) | ((byte)'S' << 24);
- private const uint TfbdMagic = (byte)'T' | ((byte)'F' << 8) | ((byte)'B' << 16) | ((byte)'D' << 24);
- private const uint TexkMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'K' << 24);
- private const uint TexsMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'S' << 24);
- private const uint PgpsMagic = (byte)'P' | ((byte)'G' << 8) | ((byte)'P' << 16) | ((byte)'S' << 24);
-
- /// <summary>
- /// Flags indicating GPU state that is used by the shader.
- /// </summary>
- [Flags]
- private enum QueriedStateFlags
- {
- EarlyZForce = 1 << 0,
- PrimitiveTopology = 1 << 1,
- TessellationMode = 1 << 2,
- TransformFeedback = 1 << 3
- }
-
- private QueriedStateFlags _queriedState;
- private bool _compute;
- private byte _constantBufferUsePerStage;
-
- /// <summary>
- /// Compute engine state.
- /// </summary>
- public GpuChannelComputeState ComputeState;
-
- /// <summary>
- /// 3D engine state.
- /// </summary>
- public GpuChannelGraphicsState GraphicsState;
-
- /// <summary>
- /// Contant buffers bound at the time the shader was compiled, per stage.
- /// </summary>
- public Array5<uint> ConstantBufferUse;
-
- /// <summary>
- /// Pipeline state captured at the time of shader use.
- /// </summary>
- public ProgramPipelineState? PipelineState;
-
- /// <summary>
- /// Transform feedback buffers active at the time the shader was compiled.
- /// </summary>
- public TransformFeedbackDescriptor[] TransformFeedbackDescriptors;
-
- /// <summary>
- /// Flags indicating texture state that is used by the shader.
- /// </summary>
- [Flags]
- private enum QueriedTextureStateFlags
- {
- TextureFormat = 1 << 0,
- SamplerType = 1 << 1,
- CoordNormalized = 1 << 2
- }
-
- /// <summary>
- /// Reference type wrapping a value.
- /// </summary>
- private class Box<T>
- {
- /// <summary>
- /// Wrapped value.
- /// </summary>
- public T Value;
- }
-
- /// <summary>
- /// State of a texture or image that is accessed by the shader.
- /// </summary>
- private struct TextureSpecializationState
- {
- // New fields should be added to the end of the struct to keep disk shader cache compatibility.
-
- /// <summary>
- /// Flags indicating which state of the texture the shader depends on.
- /// </summary>
- public QueriedTextureStateFlags QueriedFlags;
-
- /// <summary>
- /// Encoded texture format value.
- /// </summary>
- public uint Format;
-
- /// <summary>
- /// True if the texture format is sRGB, false otherwise.
- /// </summary>
- public bool FormatSrgb;
-
- /// <summary>
- /// Texture target.
- /// </summary>
- public TextureTarget TextureTarget;
-
- /// <summary>
- /// Indicates if the coordinates used to sample the texture are normalized or not (0.0..1.0 or 0..Width/Height).
- /// </summary>
- public bool CoordNormalized;
- }
-
- /// <summary>
- /// Texture binding information, used to identify each texture accessed by the shader.
- /// </summary>
- private readonly record struct TextureKey
- {
- // New fields should be added to the end of the struct to keep disk shader cache compatibility.
-
- /// <summary>
- /// Shader stage where the texture is used.
- /// </summary>
- public readonly int StageIndex;
-
- /// <summary>
- /// Texture handle offset in words on the texture buffer.
- /// </summary>
- public readonly int Handle;
-
- /// <summary>
- /// Constant buffer slot of the texture buffer (-1 to use the texture buffer index GPU register).
- /// </summary>
- public readonly int CbufSlot;
-
- /// <summary>
- /// Creates a new texture key.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Texture handle offset in words on the texture buffer</param>
- /// <param name="cbufSlot">Constant buffer slot of the texture buffer (-1 to use the texture buffer index GPU register)</param>
- public TextureKey(int stageIndex, int handle, int cbufSlot)
- {
- StageIndex = stageIndex;
- Handle = handle;
- CbufSlot = cbufSlot;
- }
- }
-
- private readonly Dictionary<TextureKey, Box<TextureSpecializationState>> _textureSpecialization;
- private KeyValuePair<TextureKey, Box<TextureSpecializationState>>[] _allTextures;
- private Box<TextureSpecializationState>[][] _textureByBinding;
- private Box<TextureSpecializationState>[][] _imageByBinding;
-
- /// <summary>
- /// Creates a new instance of the shader specialization state.
- /// </summary>
- private ShaderSpecializationState()
- {
- _textureSpecialization = new Dictionary<TextureKey, Box<TextureSpecializationState>>();
- }
-
- /// <summary>
- /// Creates a new instance of the shader specialization state.
- /// </summary>
- /// <param name="state">Current compute engine state</param>
- public ShaderSpecializationState(ref GpuChannelComputeState state) : this()
- {
- ComputeState = state;
- _compute = true;
- }
-
- /// <summary>
- /// Creates a new instance of the shader specialization state.
- /// </summary>
- /// <param name="state">Current 3D engine state</param>
- /// <param name="descriptors">Optional transform feedback buffers in use, if any</param>
- private ShaderSpecializationState(ref GpuChannelGraphicsState state, TransformFeedbackDescriptor[] descriptors) : this()
- {
- GraphicsState = state;
- _compute = false;
-
- if (descriptors != null)
- {
- TransformFeedbackDescriptors = descriptors;
- _queriedState |= QueriedStateFlags.TransformFeedback;
- }
- }
-
- /// <summary>
- /// Prepare the shader specialization state for quick binding lookups.
- /// </summary>
- /// <param name="stages">The shader stages</param>
- public void Prepare(CachedShaderStage[] stages)
- {
- _allTextures = _textureSpecialization.ToArray();
-
- _textureByBinding = new Box<TextureSpecializationState>[stages.Length][];
- _imageByBinding = new Box<TextureSpecializationState>[stages.Length][];
-
- for (int i = 0; i < stages.Length; i++)
- {
- CachedShaderStage stage = stages[i];
- if (stage?.Info != null)
- {
- var textures = stage.Info.Textures;
- var images = stage.Info.Images;
-
- var texBindings = new Box<TextureSpecializationState>[textures.Count];
- var imageBindings = new Box<TextureSpecializationState>[images.Count];
-
- int stageIndex = Math.Max(i - 1, 0); // Don't count VertexA for looking up spec state. No-Op for compute.
-
- for (int j = 0; j < textures.Count; j++)
- {
- var texture = textures[j];
- texBindings[j] = GetTextureSpecState(stageIndex, texture.HandleIndex, texture.CbufSlot);
- }
-
- for (int j = 0; j < images.Count; j++)
- {
- var image = images[j];
- imageBindings[j] = GetTextureSpecState(stageIndex, image.HandleIndex, image.CbufSlot);
- }
-
- _textureByBinding[i] = texBindings;
- _imageByBinding[i] = imageBindings;
- }
- }
- }
-
- /// <summary>
- /// Creates a new instance of the shader specialization state.
- /// </summary>
- /// <param name="state">Current 3D engine state</param>
- /// <param name="pipelineState">Current program pipeline state</param>
- /// <param name="descriptors">Optional transform feedback buffers in use, if any</param>
- public ShaderSpecializationState(
- ref GpuChannelGraphicsState state,
- ref ProgramPipelineState pipelineState,
- TransformFeedbackDescriptor[] descriptors) : this(ref state, descriptors)
- {
- PipelineState = pipelineState;
- }
-
- /// <summary>
- /// Creates a new instance of the shader specialization state.
- /// </summary>
- /// <param name="state">Current 3D engine state</param>
- /// <param name="pipelineState">Current program pipeline state</param>
- /// <param name="descriptors">Optional transform feedback buffers in use, if any</param>
- public ShaderSpecializationState(
- ref GpuChannelGraphicsState state,
- ProgramPipelineState? pipelineState,
- TransformFeedbackDescriptor[] descriptors) : this(ref state, descriptors)
- {
- PipelineState = pipelineState;
- }
-
- /// <summary>
- /// Indicates that the shader accesses the early Z force state.
- /// </summary>
- public void RecordEarlyZForce()
- {
- _queriedState |= QueriedStateFlags.EarlyZForce;
- }
-
- /// <summary>
- /// Indicates that the shader accesses the primitive topology state.
- /// </summary>
- public void RecordPrimitiveTopology()
- {
- _queriedState |= QueriedStateFlags.PrimitiveTopology;
- }
-
- /// <summary>
- /// Indicates that the shader accesses the tessellation mode state.
- /// </summary>
- public void RecordTessellationMode()
- {
- _queriedState |= QueriedStateFlags.TessellationMode;
- }
-
- /// <summary>
- /// Indicates that the shader accesses the constant buffer use state.
- /// </summary>
- /// <param name="stageIndex">Shader stage index</param>
- /// <param name="useMask">Mask indicating the constant buffers bound at the time of the shader compilation</param>
- public void RecordConstantBufferUse(int stageIndex, uint useMask)
- {
- ConstantBufferUse[stageIndex] = useMask;
- _constantBufferUsePerStage |= (byte)(1 << stageIndex);
- }
-
- /// <summary>
- /// Indicates that a given texture is accessed by the shader.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- /// <param name="descriptor">Descriptor of the texture</param>
- public void RegisterTexture(int stageIndex, int handle, int cbufSlot, Image.TextureDescriptor descriptor)
- {
- Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
- state.Value.Format = descriptor.UnpackFormat();
- state.Value.FormatSrgb = descriptor.UnpackSrgb();
- state.Value.TextureTarget = descriptor.UnpackTextureTarget();
- state.Value.CoordNormalized = descriptor.UnpackTextureCoordNormalized();
- }
-
- /// <summary>
- /// Indicates that a given texture is accessed by the shader.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- /// <param name="format">Maxwell texture format value</param>
- /// <param name="formatSrgb">Whenever the texture format is a sRGB format</param>
- /// <param name="target">Texture target type</param>
- /// <param name="coordNormalized">Whenever the texture coordinates used on the shader are considered normalized</param>
- public void RegisterTexture(
- int stageIndex,
- int handle,
- int cbufSlot,
- uint format,
- bool formatSrgb,
- TextureTarget target,
- bool coordNormalized)
- {
- Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
- state.Value.Format = format;
- state.Value.FormatSrgb = formatSrgb;
- state.Value.TextureTarget = target;
- state.Value.CoordNormalized = coordNormalized;
- }
-
- /// <summary>
- /// Indicates that the format of a given texture was used during the shader translation process.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- public void RecordTextureFormat(int stageIndex, int handle, int cbufSlot)
- {
- Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
- state.Value.QueriedFlags |= QueriedTextureStateFlags.TextureFormat;
- }
-
- /// <summary>
- /// Indicates that the target of a given texture was used during the shader translation process.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- public void RecordTextureSamplerType(int stageIndex, int handle, int cbufSlot)
- {
- Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
- state.Value.QueriedFlags |= QueriedTextureStateFlags.SamplerType;
- }
-
- /// <summary>
- /// Indicates that the coordinate normalization state of a given texture was used during the shader translation process.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- public void RecordTextureCoordNormalized(int stageIndex, int handle, int cbufSlot)
- {
- Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
- state.Value.QueriedFlags |= QueriedTextureStateFlags.CoordNormalized;
- }
-
- /// <summary>
- /// Checks if primitive topology was queried by the shader.
- /// </summary>
- /// <returns>True if queried, false otherwise</returns>
- public bool IsPrimitiveTopologyQueried()
- {
- return _queriedState.HasFlag(QueriedStateFlags.PrimitiveTopology);
- }
-
- /// <summary>
- /// Checks if a given texture was registerd on this specialization state.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- public bool TextureRegistered(int stageIndex, int handle, int cbufSlot)
- {
- return GetTextureSpecState(stageIndex, handle, cbufSlot) != null;
- }
-
- /// <summary>
- /// Gets the recorded format of a given texture.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- public (uint, bool) GetFormat(int stageIndex, int handle, int cbufSlot)
- {
- TextureSpecializationState state = GetTextureSpecState(stageIndex, handle, cbufSlot).Value;
- return (state.Format, state.FormatSrgb);
- }
-
- /// <summary>
- /// Gets the recorded target of a given texture.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- public TextureTarget GetTextureTarget(int stageIndex, int handle, int cbufSlot)
- {
- return GetTextureSpecState(stageIndex, handle, cbufSlot).Value.TextureTarget;
- }
-
- /// <summary>
- /// Gets the recorded coordinate normalization state of a given texture.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- public bool GetCoordNormalized(int stageIndex, int handle, int cbufSlot)
- {
- return GetTextureSpecState(stageIndex, handle, cbufSlot).Value.CoordNormalized;
- }
-
- /// <summary>
- /// Gets texture specialization state for a given texture, or create a new one if not present.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- /// <returns>Texture specialization state</returns>
- private Box<TextureSpecializationState> GetOrCreateTextureSpecState(int stageIndex, int handle, int cbufSlot)
- {
- TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
-
- if (!_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
- {
- _textureSpecialization.Add(key, state = new Box<TextureSpecializationState>());
- }
-
- return state;
- }
-
- /// <summary>
- /// Gets texture specialization state for a given texture.
- /// </summary>
- /// <param name="stageIndex">Shader stage where the texture is used</param>
- /// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
- /// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
- /// <returns>Texture specialization state</returns>
- private Box<TextureSpecializationState> GetTextureSpecState(int stageIndex, int handle, int cbufSlot)
- {
- TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
-
- if (_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
- {
- return state;
- }
-
- return null;
- }
-
- /// <summary>
- /// Checks if the recorded state matches the current GPU 3D engine state.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="graphicsState">Graphics state</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>
- public bool MatchesGraphics(
- GpuChannel channel,
- ref GpuChannelPoolState poolState,
- ref GpuChannelGraphicsState graphicsState,
- bool usesDrawParameters,
- bool checkTextures)
- {
- if (graphicsState.ViewportTransformDisable != GraphicsState.ViewportTransformDisable)
- {
- return false;
- }
-
- bool thisA2cDitherEnable = GraphicsState.AlphaToCoverageEnable && GraphicsState.AlphaToCoverageDitherEnable;
- bool otherA2cDitherEnable = graphicsState.AlphaToCoverageEnable && graphicsState.AlphaToCoverageDitherEnable;
-
- if (otherA2cDitherEnable != thisA2cDitherEnable)
- {
- return false;
- }
-
- if (graphicsState.DepthMode != GraphicsState.DepthMode)
- {
- return false;
- }
-
- if (graphicsState.AlphaTestEnable != GraphicsState.AlphaTestEnable)
- {
- return false;
- }
-
- if (graphicsState.AlphaTestEnable &&
- (graphicsState.AlphaTestCompare != GraphicsState.AlphaTestCompare ||
- graphicsState.AlphaTestReference != GraphicsState.AlphaTestReference))
- {
- return false;
- }
-
- if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan()))
- {
- return false;
- }
-
- if (usesDrawParameters && graphicsState.HasConstantBufferDrawParameters != GraphicsState.HasConstantBufferDrawParameters)
- {
- return false;
- }
-
- if (graphicsState.HasUnalignedStorageBuffer != GraphicsState.HasUnalignedStorageBuffer)
- {
- return false;
- }
-
- if (channel.Capabilities.NeedsFragmentOutputSpecialization && !graphicsState.FragmentOutputTypes.AsSpan().SequenceEqual(GraphicsState.FragmentOutputTypes.AsSpan()))
- {
- return false;
- }
-
- if (graphicsState.DualSourceBlendEnable != GraphicsState.DualSourceBlendEnable)
- {
- return false;
- }
-
- return Matches(channel, ref poolState, checkTextures, isCompute: false);
- }
-
- /// <summary>
- /// Checks if the recorded state matches the current GPU compute engine state.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="computeState">Compute state</param>
- /// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
- /// <returns>True if the state matches, false otherwise</returns>
- public bool MatchesCompute(GpuChannel channel, ref GpuChannelPoolState poolState, GpuChannelComputeState computeState, bool checkTextures)
- {
- if (computeState.HasUnalignedStorageBuffer != ComputeState.HasUnalignedStorageBuffer)
- {
- return false;
- }
-
- return Matches(channel, ref poolState, checkTextures, isCompute: true);
- }
-
- /// <summary>
- /// Fetch the constant buffers used for a texture to cache.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
- /// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
- /// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
- /// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
- /// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
- /// <param name="cachedStageIndex">The currently cached stage</param>
- /// <param name="textureBufferIndex">The new texture buffer index</param>
- /// <param name="samplerBufferIndex">The new sampler buffer index</param>
- /// <param name="stageIndex">Stage index of the constant buffer</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private static void UpdateCachedBuffer(
- GpuChannel channel,
- bool isCompute,
- scoped ref int cachedTextureBufferIndex,
- scoped ref int cachedSamplerBufferIndex,
- scoped ref ReadOnlySpan<int> cachedTextureBuffer,
- scoped ref ReadOnlySpan<int> cachedSamplerBuffer,
- scoped ref int cachedStageIndex,
- int textureBufferIndex,
- int samplerBufferIndex,
- int stageIndex)
- {
- bool stageChange = stageIndex != cachedStageIndex;
-
- if (stageChange || textureBufferIndex != cachedTextureBufferIndex)
- {
- ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, textureBufferIndex);
-
- cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
- cachedTextureBufferIndex = textureBufferIndex;
-
- if (samplerBufferIndex == textureBufferIndex)
- {
- cachedSamplerBuffer = cachedTextureBuffer;
- cachedSamplerBufferIndex = samplerBufferIndex;
- }
- }
-
- if (stageChange || samplerBufferIndex != cachedSamplerBufferIndex)
- {
- ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, samplerBufferIndex);
-
- cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
- cachedSamplerBufferIndex = samplerBufferIndex;
- }
-
- cachedStageIndex = stageIndex;
- }
-
- /// <summary>
- /// Checks if the recorded state matches the current GPU state.
- /// </summary>
- /// <param name="channel">GPU channel</param>
- /// <param name="poolState">Texture pool state</param>
- /// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
- /// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
- /// <returns>True if the state matches, false otherwise</returns>
- private bool Matches(GpuChannel channel, ref GpuChannelPoolState poolState, bool checkTextures, bool isCompute)
- {
- int constantBufferUsePerStageMask = _constantBufferUsePerStage;
-
- while (constantBufferUsePerStageMask != 0)
- {
- int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
-
- uint useMask = isCompute
- ? channel.BufferManager.GetComputeUniformBufferUseMask()
- : channel.BufferManager.GetGraphicsUniformBufferUseMask(index);
-
- if (ConstantBufferUse[index] != useMask)
- {
- return false;
- }
-
- constantBufferUsePerStageMask &= ~(1 << index);
- }
-
- if (checkTextures)
- {
- TexturePool pool = channel.TextureManager.GetTexturePool(poolState.TexturePoolGpuVa, poolState.TexturePoolMaximumId);
-
- int cachedTextureBufferIndex = -1;
- int cachedSamplerBufferIndex = -1;
- int cachedStageIndex = -1;
- ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
- ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
-
- foreach (var kv in _allTextures)
- {
- TextureKey textureKey = kv.Key;
-
- (int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(textureKey.CbufSlot, poolState.TextureBufferIndex);
-
- UpdateCachedBuffer(channel,
- isCompute,
- ref cachedTextureBufferIndex,
- ref cachedSamplerBufferIndex,
- ref cachedTextureBuffer,
- ref cachedSamplerBuffer,
- ref cachedStageIndex,
- textureBufferIndex,
- samplerBufferIndex,
- textureKey.StageIndex);
-
- int packedId = TextureHandle.ReadPackedId(textureKey.Handle, cachedTextureBuffer, cachedSamplerBuffer);
- int textureId = TextureHandle.UnpackTextureId(packedId);
-
- if (pool.IsValidId(textureId))
- {
- ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
-
- if (!MatchesTexture(kv.Value, descriptor))
- {
- return false;
- }
- }
- }
- }
-
- return true;
- }
-
- /// <summary>
- /// Checks if the recorded texture state matches the given texture descriptor.
- /// </summary>
- /// <param name="specializationState">Texture specialization state</param>
- /// <param name="descriptor">Texture descriptor</param>
- /// <returns>True if the state matches, false otherwise</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
- {
- if (specializationState != null)
- {
- if (specializationState.Value.QueriedFlags.HasFlag(QueriedTextureStateFlags.CoordNormalized) &&
- specializationState.Value.CoordNormalized != descriptor.UnpackTextureCoordNormalized())
- {
- return false;
- }
- }
-
- return true;
- }
-
- /// <summary>
- /// Checks if the recorded texture state for a given texture binding matches a texture descriptor.
- /// </summary>
- /// <param name="stage">The shader stage</param>
- /// <param name="index">The texture index</param>
- /// <param name="descriptor">Texture descriptor</param>
- /// <returns>True if the state matches, false otherwise</returns>
- public bool MatchesTexture(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
- {
- Box<TextureSpecializationState> specializationState = _textureByBinding[(int)stage][index];
-
- return MatchesTexture(specializationState, descriptor);
- }
-
- /// <summary>
- /// Checks if the recorded texture state for a given image binding matches a texture descriptor.
- /// </summary>
- /// <param name="stage">The shader stage</param>
- /// <param name="index">The texture index</param>
- /// <param name="descriptor">Texture descriptor</param>
- /// <returns>True if the state matches, false otherwise</returns>
- public bool MatchesImage(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
- {
- Box<TextureSpecializationState> specializationState = _imageByBinding[(int)stage][index];
-
- return MatchesTexture(specializationState, descriptor);
- }
-
- /// <summary>
- /// Reads shader specialization state that has been serialized.
- /// </summary>
- /// <param name="dataReader">Data reader</param>
- /// <returns>Shader specialization state</returns>
- public static ShaderSpecializationState Read(ref BinarySerializer dataReader)
- {
- ShaderSpecializationState specState = new ShaderSpecializationState();
-
- dataReader.Read(ref specState._queriedState);
- dataReader.Read(ref specState._compute);
-
- if (specState._compute)
- {
- dataReader.ReadWithMagicAndSize(ref specState.ComputeState, ComsMagic);
- }
- else
- {
- dataReader.ReadWithMagicAndSize(ref specState.GraphicsState, GfxsMagic);
- }
-
- dataReader.Read(ref specState._constantBufferUsePerStage);
-
- int constantBufferUsePerStageMask = specState._constantBufferUsePerStage;
-
- while (constantBufferUsePerStageMask != 0)
- {
- int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
- dataReader.Read(ref specState.ConstantBufferUse[index]);
- constantBufferUsePerStageMask &= ~(1 << index);
- }
-
- bool hasPipelineState = false;
-
- dataReader.Read(ref hasPipelineState);
-
- if (hasPipelineState)
- {
- ProgramPipelineState pipelineState = default;
- dataReader.ReadWithMagicAndSize(ref pipelineState, PgpsMagic);
- specState.PipelineState = pipelineState;
- }
-
- if (specState._queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
- {
- ushort tfCount = 0;
- dataReader.Read(ref tfCount);
- specState.TransformFeedbackDescriptors = new TransformFeedbackDescriptor[tfCount];
-
- for (int index = 0; index < tfCount; index++)
- {
- dataReader.ReadWithMagicAndSize(ref specState.TransformFeedbackDescriptors[index], TfbdMagic);
- }
- }
-
- ushort count = 0;
- dataReader.Read(ref count);
-
- for (int index = 0; index < count; index++)
- {
- TextureKey textureKey = default;
- Box<TextureSpecializationState> textureState = new Box<TextureSpecializationState>();
-
- dataReader.ReadWithMagicAndSize(ref textureKey, TexkMagic);
- dataReader.ReadWithMagicAndSize(ref textureState.Value, TexsMagic);
-
- specState._textureSpecialization[textureKey] = textureState;
- }
-
- return specState;
- }
-
- /// <summary>
- /// Serializes the shader specialization state.
- /// </summary>
- /// <param name="dataWriter">Data writer</param>
- public void Write(ref BinarySerializer dataWriter)
- {
- dataWriter.Write(ref _queriedState);
- dataWriter.Write(ref _compute);
-
- if (_compute)
- {
- dataWriter.WriteWithMagicAndSize(ref ComputeState, ComsMagic);
- }
- else
- {
- dataWriter.WriteWithMagicAndSize(ref GraphicsState, GfxsMagic);
- }
-
- dataWriter.Write(ref _constantBufferUsePerStage);
-
- int constantBufferUsePerStageMask = _constantBufferUsePerStage;
-
- while (constantBufferUsePerStageMask != 0)
- {
- int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
- dataWriter.Write(ref ConstantBufferUse[index]);
- constantBufferUsePerStageMask &= ~(1 << index);
- }
-
- bool hasPipelineState = PipelineState.HasValue;
-
- dataWriter.Write(ref hasPipelineState);
-
- if (hasPipelineState)
- {
- ProgramPipelineState pipelineState = PipelineState.Value;
- dataWriter.WriteWithMagicAndSize(ref pipelineState, PgpsMagic);
- }
-
- if (_queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
- {
- ushort tfCount = (ushort)TransformFeedbackDescriptors.Length;
- dataWriter.Write(ref tfCount);
-
- for (int index = 0; index < TransformFeedbackDescriptors.Length; index++)
- {
- dataWriter.WriteWithMagicAndSize(ref TransformFeedbackDescriptors[index], TfbdMagic);
- }
- }
-
- ushort count = (ushort)_textureSpecialization.Count;
- dataWriter.Write(ref count);
-
- foreach (var kv in _textureSpecialization)
- {
- var textureKey = kv.Key;
- var textureState = kv.Value;
-
- dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
- dataWriter.WriteWithMagicAndSize(ref textureState.Value, TexsMagic);
- }
- }
- }
-} \ No newline at end of file
diff --git a/Ryujinx.Graphics.Gpu/Shader/TransformFeedbackDescriptor.cs b/Ryujinx.Graphics.Gpu/Shader/TransformFeedbackDescriptor.cs
deleted file mode 100644
index 5baf2a1a..00000000
--- a/Ryujinx.Graphics.Gpu/Shader/TransformFeedbackDescriptor.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using Ryujinx.Common.Memory;
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Graphics.Gpu.Shader
-{
- /// <summary>
- /// Transform feedback descriptor.
- /// </summary>
- struct TransformFeedbackDescriptor
- {
- // New fields should be added to the end of the struct to keep disk shader cache compatibility.
-
- /// <summary>
- /// Index of the transform feedback.
- /// </summary>
- public readonly int BufferIndex;
-
- /// <summary>
- /// Amount of bytes consumed per vertex.
- /// </summary>
- public readonly int Stride;
-
- /// <summary>
- /// Number of varyings written into the buffer.
- /// </summary>
- public readonly int VaryingCount;
-
- /// <summary>
- /// Location of varyings to be written into the buffer. Each byte is one location.
- /// </summary>
- public Array32<uint> VaryingLocations; // Making this readonly breaks AsSpan
-
- /// <summary>
- /// Creates a new transform feedback descriptor.
- /// </summary>
- /// <param name="bufferIndex">Index of the transform feedback</param>
- /// <param name="stride">Amount of bytes consumed per vertex</param>
- /// <param name="varyingCount">Number of varyings written into the buffer. Indicates size in bytes of <paramref name="varyingLocations"/></param>
- /// <param name="varyingLocations">Location of varyings to be written into the buffer. Each byte is one location</param>
- public TransformFeedbackDescriptor(int bufferIndex, int stride, int varyingCount, ref Array32<uint> varyingLocations)
- {
- BufferIndex = bufferIndex;
- Stride = stride;
- VaryingCount = varyingCount;
- VaryingLocations = varyingLocations;
- }
-
- /// <summary>
- /// Gets a span of the <see cref="VaryingLocations"/>.
- /// </summary>
- /// <returns>Span of varying locations</returns>
- public ReadOnlySpan<byte> AsSpan()
- {
- return MemoryMarshal.Cast<uint, byte>(VaryingLocations.AsSpan()).Slice(0, Math.Min(128, VaryingCount));
- }
- }
-}