Add XML documentation to Ryujinx.Graphics.Gpu.Shader

This commit is contained in:
gdkchan 2019-12-31 01:46:57 -03:00 committed by Thog
parent e58b540c4e
commit 430faeb8ef
9 changed files with 197 additions and 11 deletions

View file

@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
using TextureDescriptor = Image.TextureDescriptor;
/// <summary>
/// Memory cache of shader code.
/// </summary>
class ShaderCache
{
private const int MaxProgramSize = 0x100000;
@ -25,17 +28,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
/// <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(context);
_dumper = new ShaderDumper();
_cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
_gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
}
/// <summary>
/// Gets a compute shader from the cache.
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </summary>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <param name="localSizeX">Local group size X of the computer shader</param>
/// <param name="localSizeY">Local group size Y of the computer shader</param>
/// <param name="localSizeZ">Local group size Z of the computer shader</param>
/// <returns>Compiled compute shader code</returns>
public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
{
bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
@ -73,6 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
return cpShader;
}
/// <summary>
/// Gets a graphics shader program from the shader cache.
/// This includes all the specified shader stages.
/// This automatically translates, compiles and adds the code to the cache if not present.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="addresses">Addresses of the shaders for each stage</param>
/// <returns>Compiled graphics shader code</returns>
public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
{
bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
@ -138,11 +163,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
return gpShaders;
}
/// <summary>
/// Checks if compute shader code in memory is different from the cached shader.
/// </summary>
/// <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 bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
{
return IsShaderDifferent(cpShader.Shader, gpuVa);
}
/// <summary>
/// Checks if graphics shader code from all stages in memory is different from the cached shaders.
/// </summary>
/// <param name="gpShaders">Cached graphics shaders</param>
/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
{
for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
@ -174,6 +211,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
/// <summary>
/// Checks if the code of the specified cached shader is different from the code in memory.
/// </summary>
/// <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 bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
{
for (int index = 0; index < shader.Code.Length; index++)
@ -187,6 +230,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
/// <summary>
/// Translates the binary Maxwell shader code to something that the host API accepts.
/// </summary>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <param name="localSizeX">Local group size X of the computer shader</param>
/// <param name="localSizeY">Local group size Y of the computer shader</param>
/// <param name="localSizeZ">Local group size Z of the computer shader</param>
/// <returns>Compiled compute shader code</returns>
private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
{
if (gpuVa == 0)
@ -230,6 +282,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new CachedShader(program, codeCached);
}
/// <summary>
/// Translates the binary Maxwell shader code to something that the host API accepts.
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
/// </summary>
/// <param name="state">Current GPU state</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></returns>
private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
{
if (gpuVa == 0)
@ -301,6 +362,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new CachedShader(program, codeCached);
}
/// <summary>
/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
/// to ealier shader stages output.
/// This is required by older versions of OpenGL (pre-4.3).
/// </summary>
/// <param name="program">Graphics shader cached code</param>
private void BackpropQualifiers(GraphicsShader program)
{
ShaderProgram fragmentShader = program.Shader[4].Program;
@ -334,6 +401,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
/// <summary>
/// Gets the primitive topology for the current draw.
/// This is required by geometry shaders.
/// </summary>
/// <returns>Primitive topology</returns>
private InputTopology GetPrimitiveTopology()
{
switch (_context.Methods.PrimitiveType)
@ -359,11 +431,29 @@ namespace Ryujinx.Graphics.Gpu.Shader
return InputTopology.Points;
}
/// <summary>
/// Check if the target of a given texture is texture buffer.
/// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
/// but not on GLSL.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>True if the texture is a buffer texture, false otherwise</returns>
private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
{
return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
}
/// <summary>
/// Check if the target of a given texture is texture rectangle.
/// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
/// but not on GLSL.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
{
var descriptor = GetTextureDescriptor(state, stageIndex, index);
@ -376,11 +466,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
}
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>Texture descriptor</returns>
private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
{
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
}
/// <summary>
/// Returns information required by both compute and graphics shader compilation.
/// </summary>
/// <param name="info">Information queried</param>
/// <returns>Requested information</returns>
private int QueryInfoCommon(QueryInfoName info)
{
switch (info)