Simplify handling of shader vertex A (#1999)

* Simplify handling of shader vertex A

* Theres no transformation feedback, its transform

* Merge TextureHandlesForCache
This commit is contained in:
gdkchan 2021-02-07 20:42:17 -03:00 committed by GitHub
parent 1319eda8b7
commit 4047477866
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 52 additions and 94 deletions

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@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
// Reconstruct code holder.
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
}
else
@ -176,7 +176,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformationFeedbackInformations(ref guestProgramReadOnlySpan, fileHeader);
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
TranslationFlags flags = DefaultFlags;
@ -217,14 +217,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
}
else
{
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
program = Translator.CreateContext((ulong)entry.Header.Size, 0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
TranslatorContext translatorContext = Translator.CreateContext(0, gpuAccessor, flags, counts);
TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);
program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
}
// NOTE: Vertex B comes first in the shader cache.
@ -239,7 +242,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (isHostProgramValid)
{
program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
program = new ShaderProgram(entry.Header.Stage, "");
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
}
else
@ -446,7 +449,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages];
TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];
TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);
@ -461,17 +464,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (addresses.VertexA != 0)
{
shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
}
else
{
shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
shaderContexts[0] = DecodeGraphicsShader(state, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
}
shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
shaderContexts[5] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
bool isShaderCacheEnabled = _cacheManager != null;
bool isShaderCacheReadOnly = false;
@ -501,11 +501,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
// The shader isn't currently cached, translate it and compile it.
ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
shaders[0] = TranslateShader(shaderContexts[0]);
shaders[1] = TranslateShader(shaderContexts[1]);
shaders[2] = TranslateShader(shaderContexts[2]);
shaders[3] = TranslateShader(shaderContexts[3]);
shaders[4] = TranslateShader(shaderContexts[4]);
shaders[0] = TranslateShader(shaderContexts[1], shaderContexts[0]);
shaders[1] = TranslateShader(shaderContexts[2]);
shaders[2] = TranslateShader(shaderContexts[3]);
shaders[3] = TranslateShader(shaderContexts[4]);
shaders[4] = TranslateShader(shaderContexts[5]);
List<IShader> hostShaders = new List<IShader>();
@ -696,15 +696,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="flags">Flags that controls shader translation</param>
/// <param name="stage">Shader stage</param>
/// <param name="gpuVa">GPU virtual address of the shader code</param>
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
/// <returns>The generated translator context</returns>
private TranslatorContext DecodeGraphicsShader(
GpuState state,
TranslationCounts counts,
TranslationFlags flags,
ShaderStage stage,
ulong gpuVa,
ulong gpuVaA = 0)
ulong gpuVa)
{
if (gpuVa == 0)
{
@ -713,37 +711,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
if (gpuVaA != 0)
{
return Translator.CreateContext(gpuVaA, gpuVa, gpuAccessor, flags, counts);
}
else
{
return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
}
return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
}
/// <summary>
/// Translates a previously generated translator context to something that the host API accepts.
/// </summary>
/// <param name="translatorContext">Current translator context to translate</param>
/// <param name="translatorContext2">Optional translator context of the shader that should be combined</param>
/// <returns>Compiled graphics shader code</returns>
private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext)
private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext, TranslatorContext translatorContext2 = null)
{
if (translatorContext == null)
{
return null;
}
if (translatorContext.AddressA != 0)
if (translatorContext2 != null)
{
byte[] codeA = _context.MemoryManager.GetSpan(translatorContext.AddressA, translatorContext.SizeA).ToArray();
byte[] codeA = _context.MemoryManager.GetSpan(translatorContext2.Address, translatorContext2.Size).ToArray();
byte[] codeB = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo);
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo, translatorContext2);
if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
{