Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
This commit is contained in:
parent
7166e82c3c
commit
48f6570557
57 changed files with 3589 additions and 396 deletions
154
Ryujinx.Graphics.Gpu/Shader/CachedGpuAccessor.cs
Normal file
154
Ryujinx.Graphics.Gpu/Shader/CachedGpuAccessor.cs
Normal file
|
@ -0,0 +1,154 @@
|
|||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
class CachedGpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
|
||||
{
|
||||
private readonly GpuContext _context;
|
||||
private readonly ReadOnlyMemory<byte> _data;
|
||||
private readonly GuestGpuAccessorHeader _header;
|
||||
private readonly Dictionary<int, Image.TextureDescriptor> _textureDescriptors;
|
||||
|
||||
/// <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="header">The cache of the GPU accessor</param>
|
||||
/// <param name="guestTextureDescriptors">The cache of the texture descriptors</param>
|
||||
public CachedGpuAccessor(GpuContext context, ReadOnlyMemory<byte> data, GuestGpuAccessorHeader header, Dictionary<int, GuestTextureDescriptor> guestTextureDescriptors)
|
||||
{
|
||||
_context = context;
|
||||
_data = data;
|
||||
_header = header;
|
||||
_textureDescriptors = new Dictionary<int, Image.TextureDescriptor>();
|
||||
|
||||
foreach (KeyValuePair<int, GuestTextureDescriptor> guestTextureDescriptor in guestTextureDescriptors)
|
||||
{
|
||||
_textureDescriptors.Add(guestTextureDescriptor.Key, guestTextureDescriptor.Value.Descriptor);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prints a log message.
|
||||
/// </summary>
|
||||
/// <param name="message">Message to print</param>
|
||||
public void Log(string message)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads data from GPU memory.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of the data to be read</typeparam>
|
||||
/// <param name="address">GPU virtual address of the data</param>
|
||||
/// <returns>Data at the memory location</returns>
|
||||
public override T MemoryRead<T>(ulong address)
|
||||
{
|
||||
return MemoryMarshal.Cast<byte, T>(_data.Span.Slice((int)address))[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a given memory address is mapped.
|
||||
/// </summary>
|
||||
/// <param name="address">GPU virtual address to be checked</param>
|
||||
/// <returns>True if the address is mapped, false otherwise</returns>
|
||||
public bool MemoryMapped(ulong address)
|
||||
{
|
||||
return address < (ulong)_data.Length;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries Local Size X for compute shaders.
|
||||
/// </summary>
|
||||
/// <returns>Local Size X</returns>
|
||||
public int QueryComputeLocalSizeX()
|
||||
{
|
||||
return _header.ComputeLocalSizeX;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries Local Size Y for compute shaders.
|
||||
/// </summary>
|
||||
/// <returns>Local Size Y</returns>
|
||||
public int QueryComputeLocalSizeY()
|
||||
{
|
||||
return _header.ComputeLocalSizeY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries Local Size Z for compute shaders.
|
||||
/// </summary>
|
||||
/// <returns>Local Size Z</returns>
|
||||
public int QueryComputeLocalSizeZ()
|
||||
{
|
||||
return _header.ComputeLocalSizeZ;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries Local Memory size in bytes for compute shaders.
|
||||
/// </summary>
|
||||
/// <returns>Local Memory size in bytes</returns>
|
||||
public int QueryComputeLocalMemorySize()
|
||||
{
|
||||
return _header.ComputeLocalMemorySize;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries Shared Memory size in bytes for compute shaders.
|
||||
/// </summary>
|
||||
/// <returns>Shared Memory size in bytes</returns>
|
||||
public int QueryComputeSharedMemorySize()
|
||||
{
|
||||
return _header.ComputeSharedMemorySize;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries current primitive topology for geometry shaders.
|
||||
/// </summary>
|
||||
/// <returns>Current primitive topology</returns>
|
||||
public InputTopology QueryPrimitiveTopology()
|
||||
{
|
||||
return _header.PrimitiveTopology;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queries host storage buffer alignment required.
|
||||
/// </summary>
|
||||
/// <returns>Host storage buffer alignment in bytes</returns>
|
||||
public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host support for readable images without a explicit format declaration on the shader.
|
||||
/// </summary>
|
||||
/// <returns>True if formatted image load is supported, false otherwise</returns>
|
||||
public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
|
||||
|
||||
/// <summary>
|
||||
/// Queries host GPU non-constant texture offset support.
|
||||
/// </summary>
|
||||
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
|
||||
public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
|
||||
|
||||
/// <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>
|
||||
/// <returns>Texture descriptor</returns>
|
||||
public override Image.TextureDescriptor GetTextureDescriptor(int handle)
|
||||
{
|
||||
if (!_textureDescriptors.TryGetValue(handle, out Image.TextureDescriptor textureDescriptor))
|
||||
{
|
||||
throw new ArgumentException();
|
||||
}
|
||||
|
||||
return textureDescriptor;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue