Commit graph

61 commits

Author SHA1 Message Date
gdkchan
7ffaeab4da New shader cache implementation (#3194)
* New shader cache implementation

* Remove some debug code

* Take transform feedback varying count into account

* Create shader cache directory if it does not exist + fragment output map related fixes

* Remove debug code

* Only check texture descriptors if the constant buffer is bound

* Also check CPU VA on GetSpanMapped

* Remove more unused code and move cache related code

* XML docs + remove more unused methods

* Better codegen for TransformFeedbackDescriptor.AsSpan

* Support migration from old cache format, remove more unused code

Shader cache rebuild now also rewrites the shared toc and data files

* Fix migration error with BRX shaders

* Add a limit to the async translation queue

 Avoid async translation threads not being able to keep up and the queue growing very large

* Re-create specialization state on recompile

This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access

* Make shader cache more error resilient

* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc

* Address early PR feedback

* Fix rebase

* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly

* Handle some missing exceptions

* Make shader cache purge delete both old and new shader caches

* Register textures on new specialization state

* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)

* Limit in-flight shader compilation to the maximum number of compilation threads

* Replace ParallelDiskCacheLoader state changed event with a callback function

* Better handling for invalid constant buffer 1 data length

* Do not create the old cache directory structure if the old cache does not exist

* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)

* Replace rectangle texture with just coordinate normalization

* Skip incompatible shaders that are missing texture information, instead of crashing

This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable

* Fix coordinates normalization on cubemap textures

* Check if title ID is null before combining shader cache path

* More robust constant buffer address validation on spec state

* More robust constant buffer address validation on spec state (2)

* Regenerate shader cache with one stream, rather than one per shader.

* Only create shader cache directory during initialization

* Logging improvements

* Proper shader program disposal

* PR feedback, and add a comment on serialized structs

* XML docs for RegisterTexture

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 10:49:44 -03:00
gdkchan
401f0cd555 Implement VMAD shader instruction and improve InvocationInfo and ISBERD handling (#3251)
* Implement VMAD shader instruction and improve InvocationInfo and ISBERD handling

* Shader cache version bump

* Fix typo
2022-04-08 12:42:39 +02:00
gdkchan
1d150b6730 Only initialize shader outputs that are actually used on the next stage (#3054)
* Only initialize shader outputs that are actually used on the next stage

* Shader cache version bump
2022-03-06 20:42:13 +01:00
gdkchan
1f5a6e43c2 Implement IMUL, PCNT and CONT shader instructions, fix FFMA32I and HFMA32I (#2972)
* Implement IMUL shader instruction

* Implement PCNT/CONT instruction and fix FFMA32I

* Add HFMA232I to the table

* Shader cache version bump

* No Rc on Ffma32i
2022-01-10 12:08:00 -03:00
gdkchan
4dbaeeec95 Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins (#2817)
* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins

* Shader cache version bump

* Fix back color value on fragment shader

* Disable IPA multiplication for fixed function attributes and back color selection
2021-11-08 13:18:46 -03:00
gdkchan
f229550167 Add support for fragment shader interlock (#2768)
* Support coherent images

* Add support for fragment shader interlock

* Change to tree based match approach

* Refactor + check for branch targets and external registers

* Make detection more robust

* Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available

* Remove unused field
2021-10-28 19:53:12 -03:00
gdkchan
6435cd798f Initial tessellation shader support (#2534)
* Initial tessellation shader support

* Nits

* Re-arrange built-in table

* This is not needed anymore

* PR feedback
2021-10-18 18:38:04 -03:00
gdkchan
88e8c82671 Add missing U8/S8 types from shader I2I instruction (#2740)
* Add missing U8/S8 types from shader I2I instruction

* Better names

* Fix dstIsSignedInt
2021-10-17 17:48:36 -03:00
gdkchan
a1b0fd1ba9 Rewrite shader decoding stage (#2698)
* Rewrite shader decoding stage

* Fix P2R constant buffer encoding

* Fix PSET/PSETP

* PR feedback

* Log unimplemented shader instructions

* Implement NOP

* Remove using

* PR feedback
2021-10-12 22:35:31 +02:00
riperiperi
ae821e8238 Implement Shader Instructions SUATOM and SURED (#2090)
* Initial Implementation

* Further improvements (no support for float/64-bit types)

* Merge atomic and reduce instructions, add missing format switch

* Fix rebase issues.

* Not used.

* Whoops. Fixed.

* Partial implementation of inc/dec, cleanup and TODOs

* Remove testing path

* Address Feedback
2021-08-31 02:51:57 -03:00
gdkchan
dfc0ebb616 Initial support for shader attribute indexing (#2546)
* Initial support for shader attribute indexing

* Support output indexing too, other improvements

* Fix order

* Address feedback
2021-08-27 01:44:47 +02:00
gdkchan
b56a469566 Make sure attributes used on subsequent shader stages are initialized (#2538) 2021-08-11 22:27:00 +02:00
gdkchan
d7fc382e9e 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)
2021-08-11 20:59:42 +02:00
riperiperi
bf38d4c092 End shader decoding when reaching a block that starts with an infinite loop (after BRX) (#2367)
* End shader decoding when reaching an infinite loop

The NV shader compiler puts these at the end of shaders.

* Update shader cache version
2021-06-15 02:09:59 +02:00
gdkchan
a78b631c18 Fix shaders with mixed PBK and SSY addresses on the stack (#2329)
* Fix shaders with mixed PBK and SSY addresses on the stack

* Address PR feedback and nits
2021-06-03 01:41:53 +02:00
gdkchan
3b90814fc8 Implement shader HelperThreadNV (#2163)
* Implement shader HelperThreadNV

* Bump shader cache version

* Use gl_HelperInvocation since its supported across all vendors

* Nit
2021-04-02 21:50:35 +11:00
mageven
5d88d75779 Shader Cache: Move bindless checking from translation to decode (#2145) 2021-03-27 00:50:26 +01:00
gdkchan
c3896bbef7 Fix shader LOP3 predicate write condition (#1910)
* Fix LOP3 predicate write condition

* Bump shader cache version
2021-01-14 01:07:50 +01:00
gdkchan
c87596239f Fix remap when handle is 0 (#1882)
* Nvservices cleanup and attempt to fix remap

* Unmap if remap handle is 0

* Remove mapped pool add from Remap
2021-01-10 10:11:31 +11:00
gdkchan
c8f155717f Support conditional on BRK and SYNC shader instructions (#1878)
* Support conditional on BRK and SYNC shader instructions

* Add TODO comment and bump cache version
2021-01-08 22:55:55 -03:00
Mary
a424c4621c 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.
2020-11-13 00:15:34 +01:00
gdkchan
bb5b61e59c Implement ATOM shader instruction (#1687)
* Implement ATOM shader instruction

* Fix reduction type decoding
2020-11-10 01:06:46 +01:00
gdkchan
4c40f241a8 Implement CAL and RET shader instructions (#1618)
* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
2020-10-25 17:00:44 -03:00
gdkchan
9c06876589 Get rid of Reflection.Emit dependency on CPU and Shader projects (#1626)
* Get rid of Reflection.Emit dependency on CPU and Shader projects

* Remove useless private sets

* Missed those due to the alignment
2020-10-21 09:13:44 -03:00
gdkchan
423c60f1c1 Fix LOP3 (cbuf) shader instruction encoding (#1616) 2020-10-13 19:33:04 -03:00
gdkchan
150c7234d2 Implement LEA.HI shader instruction (#1609) 2020-10-12 21:46:04 -03:00
gdkchan
c653c5d058 Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2020-10-12 21:40:50 -03:00
gdkchan
569b6e9ee1 Improve BRX target detection heuristics (#1591) 2020-10-03 15:43:33 +10:00
gdkchan
99a6e8a61c Implement shader LEA instruction and improve bindless image load/store (#1355) 2020-07-04 01:48:44 +02:00
gdkchan
49b4a4603e Omit image format if possible, and fix BA bit (#1280)
* Omit image format if possible, and fix BA bit

* Match extension name
2020-05-27 11:00:21 +02:00
Thog
fd0ada6aaa Implement TMML and TMML.B (#1270)
* Implement TMML and TMML.B

This implement TMML and TMML.B instructions

* Fix TmmlB declaration alignment

* Address gdkchan's comments

* Fix inverted encoding definitions
2020-05-23 12:04:35 +02:00
gdkchan
435ab6a552 Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
2020-05-06 11:02:28 +10:00
gdkchan
a21f7a7dc2 Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00
gdkchan
bd010a2288 Implement SULD shader instruction (#1117)
* Implement SULD shader instruction

* Some nits
2020-04-22 09:35:28 +10:00
gdkchan
45cf81c411 Implement FCMP shader instruction (#1067) 2020-03-30 12:04:00 +02:00
Chenj168
fb621010dd Move the OpActivator to OpCodeTable class for improve performance (#1001)
* Move the OpActivator to OpCodeTable class, for reduce the use of ConcurrentDictionary

* Modify code style.
2020-03-29 19:52:56 +11:00
Elise
0c169e7efd Implement NOP and stub DEPBAR shader instructions (#1041)
* Implement NOP and stub DEPBAR shader instruction

* Fix a few issues and formatting stuff

* Remove OpCodeNop/Depbar and use OpCode instead

* Fix NOP shader instruction opcode

* Fix formatting
2020-03-26 19:30:16 -03:00
gdkchan
d7863e9001 Implement VMNMX shader instruction (#1032)
* Implement VMNMX shader instruction

* No need for the gap on the enum

* Fix typo
2020-03-25 15:49:10 +01:00
gdkchan
8345f5f297 Implement ICMP shader instruction (#1010) 2020-03-23 17:32:30 +01:00
jduncanator
052281a166 Fix branch with CC and predicate, and a case of SYNC propagation (#967) 2020-03-06 11:09:49 +11:00
gdkchan
04f7a7955a Initial support for double precision shader instructions. (#963)
* Implement DADD, DFMA and DMUL shader instructions

* Rename FP to FP32

* Correct double immediate

* Classic mistake
2020-03-03 15:02:08 +01:00
gdkchan
79ea6daa52 Sign-extend shader memory instruction offsets (#934) 2020-02-14 01:48:07 +01:00
gdkchan
13aea6d726 Add a GetSpan method to the memory manager and use it on GPU (#877) 2020-01-13 10:27:50 +11:00
gdkchan
4bf59cc7bd Address PR feedback
Removes a useless null check

Aligns some values to improve readability
2020-01-09 02:13:00 +01:00
gdkchan
46530360e3 Address PR feedback
Add TODO comment for GL_EXT_polygon_offset_clamp
2020-01-09 02:13:00 +01:00
gdkchan
7bfde41ea4 Partial support for shader memory barriers 2020-01-09 02:13:00 +01:00
gdkchan
745814f94c Support bindless texture gather shader instruction 2020-01-09 02:13:00 +01:00
gdkchan
d5e8fc5c08 Support shared color mask, implement more shader instructions
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
2020-01-09 02:13:00 +01:00
gdk
85a00d4d76 Add a pass to turn global memory access into storage access, and do all storage related transformations on IR 2020-01-09 02:13:00 +01:00
gdk
f4582f9ff0 Partial support for branch with CC, and fix a edge case of branch out of loop on shaders 2020-01-09 02:13:00 +01:00