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https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 03:51:21 -08:00
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.
164 lines
4.9 KiB
C#
164 lines
4.9 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader.CodeGen.Glsl;
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using System;
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using System.Buffers.Binary;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Program : IProgram
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{
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public int Handle { get; private set; }
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public int FragmentIsBgraUniform { get; }
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public int FragmentRenderScaleUniform { get; }
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public int ComputeRenderScaleUniform { get; }
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public bool IsLinked { get; private set; }
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public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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{
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Handle = GL.CreateProgram();
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GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
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for (int index = 0; index < shaders.Length; index++)
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{
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int shaderHandle = ((Shader)shaders[index]).Handle;
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GL.AttachShader(Handle, shaderHandle);
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}
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if (transformFeedbackDescriptors != null)
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{
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List<string> varyings = new List<string>();
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int cbi = 0;
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foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
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{
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if (tfd.VaryingLocations.Length == 0)
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{
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continue;
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}
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while (cbi < tfd.BufferIndex)
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{
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varyings.Add("gl_NextBuffer");
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cbi++;
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}
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int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
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int j = 0;
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for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
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{
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byte location = tfd.VaryingLocations[j];
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varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
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j += Varying.GetSize(location) - 1;
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}
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int feedbackBytes = j * 4;
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while (feedbackBytes < stride)
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{
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int bytes = Math.Min(16, stride - feedbackBytes);
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varyings.Add($"gl_SkipComponents{(bytes / 4)}");
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feedbackBytes += bytes;
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}
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}
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GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
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}
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GL.LinkProgram(Handle);
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for (int index = 0; index < shaders.Length; index++)
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{
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int shaderHandle = ((Shader)shaders[index]).Handle;
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GL.DetachShader(Handle, shaderHandle);
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}
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CheckProgramLink();
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FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
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FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
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ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
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}
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public Program(ReadOnlySpan<byte> code)
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{
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BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
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Handle = GL.CreateProgram();
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unsafe
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{
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fixed (byte* ptr = code)
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{
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GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
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}
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}
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CheckProgramLink();
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FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
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FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
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ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
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}
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public void Bind()
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{
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GL.UseProgram(Handle);
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}
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private void CheckProgramLink()
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{
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
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if (status == 0)
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{
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// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
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Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
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}
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else
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{
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IsLinked = true;
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}
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}
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public byte[] GetBinary()
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{
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GL.GetProgram(Handle, (GetProgramParameterName)All.ProgramBinaryLength, out int size);
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byte[] data = new byte[size + 4];
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GL.GetProgramBinary(Handle, size, out _, out BinaryFormat binFormat, data);
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BinaryPrimitives.WriteInt32LittleEndian(data.AsSpan().Slice(size, 4), (int)binFormat);
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return data;
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteProgram(Handle);
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Handle = 0;
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}
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}
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}
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}
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