Use a new approach for shader BRX targets (#2532)
* Use a new approach for shader BRX targets * Make shader cache actually work * Improve the shader pattern matching a bit * Extend LDC search to predecessor blocks, catches more cases * Nit * Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers * Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
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70f79e689b
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12 changed files with 472 additions and 149 deletions
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@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2469;
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private const ulong ShaderCodeGenVersion = 2530;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -112,7 +112,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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int programIndex = 0;
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List<ShaderCompileTask> activeTasks = new List<ShaderCompileTask>();
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AutoResetEvent taskDoneEvent = new AutoResetEvent(false);
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using AutoResetEvent taskDoneEvent = new AutoResetEvent(false);
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// This thread dispatches tasks to do shader translation, and creates programs that OpenGL will link in the background.
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// The program link status is checked in a non-blocking manner so that multiple shaders can be compiled at once.
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@ -191,7 +191,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Task compileTask = Task.Run(() =>
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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var binaryCode = new Memory<byte>(entry.Code);
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var gpuAccessor = new CachedGpuAccessor(
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_context,
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binaryCode,
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binaryCode.Slice(binaryCode.Length - entry.Header.Cb1DataSize),
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entry.Header.GpuAccessorHeader,
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entry.TextureDescriptors);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.Compute);
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program = Translator.CreateContext(0, gpuAccessor, options).Translate(out shaderProgramInfo);
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@ -199,12 +206,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
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task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
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{
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if (task.IsFaulted)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Host shader {key} is corrupted or incompatible, discarding...");
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_cacheManager.RemoveProgram(ref key);
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return true; // Exit early, the decoding step failed.
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}
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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// Compile shader and create program as the shader program binary got invalidated.
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, program.Code);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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@ -298,7 +313,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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else
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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var binaryCode = new Memory<byte>(entry.Code);
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var gpuAccessor = new CachedGpuAccessor(
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_context,
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binaryCode,
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binaryCode.Slice(binaryCode.Length - entry.Header.Cb1DataSize),
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entry.Header.GpuAccessorHeader,
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entry.TextureDescriptors);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
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var options2 = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags | TranslationFlags.VertexA);
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@ -310,7 +332,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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// NOTE: Vertex B comes first in the shader cache.
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size).ToArray();
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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byte[] code2 = entry.Code.AsSpan().Slice(entry.Header.Size, entry.Header.SizeA).ToArray();
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shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code, code2);
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@ -326,13 +348,22 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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else
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{
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IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
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var binaryCode = new Memory<byte>(entry.Code);
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var gpuAccessor = new CachedGpuAccessor(
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_context,
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binaryCode,
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binaryCode.Slice(binaryCode.Length - entry.Header.Cb1DataSize),
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entry.Header.GpuAccessorHeader,
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entry.TextureDescriptors);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
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program = Translator.CreateContext(0, gpuAccessor, options, counts).Translate(out shaderProgramInfo);
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}
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shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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shaders[i] = new ShaderCodeHolder(program, shaderProgramInfo, code);
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}
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shaderPrograms.Add(program);
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@ -341,6 +372,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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task.OnTask(compileTask, (bool _, ShaderCompileTask task) =>
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{
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if (task.IsFaulted)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Host shader {key} is corrupted or incompatible, discarding...");
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_cacheManager.RemoveProgram(ref key);
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return true; // Exit early, the decoding step failed.
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}
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// If the host program was rejected by the gpu driver or isn't in cache, try to build from program sources again.
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if (!isHostProgramValid)
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{
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@ -537,7 +576,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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isShaderCacheReadOnly = _cacheManager.IsReadOnly;
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// Compute hash and prepare data for shader disk cache comparison.
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts);
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel, shaderContexts);
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programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries);
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}
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@ -659,7 +698,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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isShaderCacheReadOnly = _cacheManager.IsReadOnly;
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// Compute hash and prepare data for shader disk cache comparison.
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel.MemoryManager, shaderContexts);
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shaderCacheEntries = CacheHelper.CreateShaderCacheEntries(channel, shaderContexts);
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programCodeHash = CacheHelper.ComputeGuestHashFromCache(shaderCacheEntries, tfd);
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}
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