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https://github.com/Ryujinx/Ryujinx.git
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48f6570557
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.
161 lines
5.2 KiB
C#
161 lines
5.2 KiB
C#
using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.Translator;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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public class TranslatorContext
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{
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private readonly Block[][] _cfg;
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private readonly Block[][] _cfgA;
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private ShaderConfig _config;
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private ShaderConfig _configA;
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public ulong Address { get; }
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public ulong AddressA { get; }
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public ShaderStage Stage => _config.Stage;
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public int Size => _config.Size;
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public int SizeA => _configA != null ? _configA.Size : 0;
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public HashSet<int> TextureHandlesForCache => _config.TextureHandlesForCache;
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public IGpuAccessor GpuAccessor => _config.GpuAccessor;
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internal TranslatorContext(ulong address, Block[][] cfg, ShaderConfig config)
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{
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Address = address;
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AddressA = 0;
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_config = config;
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_configA = null;
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_cfg = cfg;
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_cfgA = null;
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}
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internal TranslatorContext(ulong addressA, ulong addressB, Block[][] cfgA, Block[][] cfgB, ShaderConfig configA, ShaderConfig configB)
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{
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Address = addressB;
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AddressA = addressA;
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_config = configB;
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_configA = configA;
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_cfg = cfgB;
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_cfgA = cfgA;
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}
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private static bool IsUserAttribute(Operand operand)
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{
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return operand != null &&
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operand.Type == OperandType.Attribute &&
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operand.Value >= AttributeConsts.UserAttributeBase &&
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operand.Value < AttributeConsts.UserAttributeEnd;
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}
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private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b)
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{
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// Here we combine two shaders.
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// For shader A:
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// - All user attribute stores on shader A are turned into copies to a
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// temporary variable. It's assumed that shader B will consume them.
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// - All return instructions are turned into branch instructions, the
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// branch target being the start of the shader B code.
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// For shader B:
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// - All user attribute loads on shader B are turned into copies from a
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// temporary variable, as long that attribute is written by shader A.
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FunctionCode[] output = new FunctionCode[a.Length + b.Length - 1];
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List<Operation> ops = new List<Operation>(a.Length + b.Length);
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Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
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Operand lblB = Label();
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for (int index = 0; index < a[0].Code.Length; index++)
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{
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Operation operation = a[0].Code[index];
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if (IsUserAttribute(operation.Dest))
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{
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int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
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Operand temp = temps[tIndex];
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if (temp == null)
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{
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temp = Local();
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temps[tIndex] = temp;
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}
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operation.Dest = temp;
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}
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if (operation.Inst == Instruction.Return)
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{
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ops.Add(new Operation(Instruction.Branch, lblB));
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}
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else
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{
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ops.Add(operation);
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}
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}
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ops.Add(new Operation(Instruction.MarkLabel, lblB));
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for (int index = 0; index < b[0].Code.Length; index++)
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{
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Operation operation = b[0].Code[index];
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for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
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{
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Operand src = operation.GetSource(srcIndex);
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if (IsUserAttribute(src))
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{
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Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
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if (temp != null)
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{
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operation.SetSource(srcIndex, temp);
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}
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}
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}
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ops.Add(operation);
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}
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output[0] = new FunctionCode(ops.ToArray());
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for (int i = 1; i < a.Length; i++)
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{
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output[i] = a[i];
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}
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for (int i = 1; i < b.Length; i++)
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{
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output[a.Length + i - 1] = b[i];
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}
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return output;
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}
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public ShaderProgram Translate(out ShaderProgramInfo shaderProgramInfo)
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{
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FunctionCode[] code = EmitShader(_cfg, _config);
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if (_configA != null)
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{
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FunctionCode[] codeA = EmitShader(_cfgA, _configA);
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_config.SetUsedFeature(_configA.UsedFeatures);
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code = Combine(codeA, code);
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}
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return Translator.Translate(code, _config, out shaderProgramInfo, SizeA);
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}
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}
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}
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