Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)

* Introduce ResourceLayout

* Part 1: Use new ResourceSegments array on UpdateAndBind

* Part 2: Use ResourceLayout to build PipelineLayout

* Delete old code

* XML docs

* Fix shader cache load NRE

* Fix typo
This commit is contained in:
gdkchan 2023-05-21 14:04:21 -03:00 committed by GitHub
parent 402f05b8ef
commit 5626f2ca1c
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GPG key ID: 4AEE18F83AFDEB23
24 changed files with 1047 additions and 677 deletions

View file

@ -368,12 +368,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
if (hostCode != null)
{
bool hasFragmentShader = shaders.Length > 5 && shaders[5] != null;
int fragmentOutputMap = hasFragmentShader ? shaders[5].Info.FragmentOutputMap : -1;
ShaderInfo shaderInfo = specState.PipelineState.HasValue
? new ShaderInfo(fragmentOutputMap, specState.PipelineState.Value, fromCache: true)
: new ShaderInfo(fragmentOutputMap, fromCache: true);
ShaderInfo shaderInfo = ShaderInfoBuilder.BuildForCache(context, shaders, specState.PipelineState);
IProgram hostProgram;
@ -385,6 +380,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
}
else
{
bool hasFragmentShader = shaders.Length > 5 && shaders[5] != null;
hostProgram = context.Renderer.LoadProgramBinary(hostCode, hasFragmentShader, shaderInfo);
}

View file

@ -491,23 +491,16 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
{
ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
int fragmentOutputMap = -1;
ShaderInfoBuilder shaderInfoBuilder = new ShaderInfoBuilder(_context);
for (int index = 0; index < compilation.TranslatedStages.Length; index++)
{
ShaderProgram shader = compilation.TranslatedStages[index];
shaderSources[index] = CreateShaderSource(shader);
if (shader.Info.Stage == ShaderStage.Fragment)
{
fragmentOutputMap = shader.Info.FragmentOutputMap;
}
shaderInfoBuilder.AddStageInfo(shader.Info);
}
ShaderInfo shaderInfo = compilation.SpecializationState.PipelineState.HasValue
? new ShaderInfo(fragmentOutputMap, compilation.SpecializationState.PipelineState.Value, fromCache: true)
: new ShaderInfo(fragmentOutputMap, fromCache: true);
ShaderInfo shaderInfo = shaderInfoBuilder.Build(compilation.SpecializationState.PipelineState, fromCache: true);
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSources, shaderInfo);
CachedShaderProgram program = new CachedShaderProgram(hostProgram, compilation.SpecializationState, compilation.Shaders);

View file

@ -42,25 +42,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
int binaryCodeLength = reader.ReadInt32();
byte[] binaryCode = reader.ReadBytes(binaryCodeLength);
output.Add(new ShaderSource(binaryCode, GetBindings(stages, stage), stage, TargetLanguage.Spirv));
output.Add(new ShaderSource(binaryCode, stage, TargetLanguage.Spirv));
}
return output.ToArray();
}
private static ShaderBindings GetBindings(CachedShaderStage[] stages, ShaderStage stage)
{
for (int i = 0; i < stages.Length; i++)
{
CachedShaderStage currentStage = stages[i];
if (currentStage?.Info != null && currentStage.Info.Stage == stage)
{
return ShaderCache.GetBindings(currentStage.Info);
}
}
return new ShaderBindings(Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>(), Array.Empty<int>());
}
}
}

View file

@ -110,16 +110,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}.");
}
return GetStageIndex() * (int)maxPerStage + index;
return GetStageIndex(_stageIndex) * (int)maxPerStage + index;
}
private int GetStageIndex()
public static int GetStageIndex(int stageIndex)
{
// This is just a simple remapping to ensure that most frequently used shader stages
// have the lowest binding numbers.
// This is useful because if we need to run on a system with a low limit on the bindings,
// then we can still get most games working as the most common shaders will have low binding numbers.
return _stageIndex switch
return stageIndex switch
{
4 => 1, // Fragment
3 => 2, // Geometry

View file

@ -219,12 +219,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState);
TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(-1));
ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
cpShader = new CachedShaderProgram(hostProgram, specState, translatedShader.Shader);
@ -363,6 +362,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
TranslatorContext previousStage = null;
ShaderInfoBuilder infoBuilder = new ShaderInfoBuilder(_context);
for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
{
TranslatorContext currentStage = translatorContexts[stageIndex + 1];
@ -398,6 +399,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (program != null)
{
shaderSources.Add(CreateShaderSource(program));
infoBuilder.AddStageInfo(program.Info);
}
previousStage = currentStage;
@ -414,8 +416,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
ShaderSource[] shaderSourcesArray = shaderSources.ToArray();
int fragmentOutputMap = shaders[5]?.Info.FragmentOutputMap ?? -1;
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, new ShaderInfo(fragmentOutputMap, pipeline));
ShaderInfo info = infoBuilder.Build(pipeline);
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
@ -466,7 +469,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>Shader source</returns>
public static ShaderSource CreateShaderSource(ShaderProgram program)
{
return new ShaderSource(program.Code, program.BinaryCode, GetBindings(program.Info), program.Info.Stage, program.Language);
return new ShaderSource(program.Code, program.BinaryCode, program.Info.Stage, program.Language);
}
/// <summary>
@ -717,25 +720,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
};
}
/// <summary>
/// Gets information about the bindings used by a shader program.
/// </summary>
/// <param name="info">Shader program information to get the information from</param>
/// <returns>Shader bindings</returns>
public static ShaderBindings GetBindings(ShaderProgramInfo info)
{
var uniformBufferBindings = info.CBuffers.Select(x => x.Binding).ToArray();
var storageBufferBindings = info.SBuffers.Select(x => x.Binding).ToArray();
var textureBindings = info.Textures.Select(x => x.Binding).ToArray();
var imageBindings = info.Images.Select(x => x.Binding).ToArray();
return new ShaderBindings(
uniformBufferBindings,
storageBufferBindings,
textureBindings,
imageBindings);
}
/// <summary>
/// Creates shader translation options with the requested graphics API and flags.
/// The shader language is choosen based on the current configuration and graphics API.

View file

@ -0,0 +1,260 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Shader info structure builder.
/// </summary>
class ShaderInfoBuilder
{
private const int TotalSets = 4;
private const int UniformSetIndex = 0;
private const int StorageSetIndex = 1;
private const int TextureSetIndex = 2;
private const int ImageSetIndex = 3;
private const ResourceStages SupportBufferStags =
ResourceStages.Compute |
ResourceStages.Vertex |
ResourceStages.Fragment;
private readonly GpuContext _context;
private int _fragmentOutputMap;
private readonly List<ResourceDescriptor>[] _resourceDescriptors;
private readonly List<ResourceUsage>[] _resourceUsages;
/// <summary>
/// Creates a new shader info builder.
/// </summary>
/// <param name="context">GPU context that owns the shaders that will be added to the builder</param>
public ShaderInfoBuilder(GpuContext context)
{
_context = context;
_fragmentOutputMap = -1;
_resourceDescriptors = new List<ResourceDescriptor>[TotalSets];
_resourceUsages = new List<ResourceUsage>[TotalSets];
for (int index = 0; index < TotalSets; index++)
{
_resourceDescriptors[index] = new();
_resourceUsages[index] = new();
}
AddDescriptor(SupportBufferStags, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
}
/// <summary>
/// Adds information from a given shader stage.
/// </summary>
/// <param name="info">Shader stage information</param>
public void AddStageInfo(ShaderProgramInfo info)
{
if (info.Stage == ShaderStage.Fragment)
{
_fragmentOutputMap = info.FragmentOutputMap;
}
int stageIndex = GpuAccessorBase.GetStageIndex(info.Stage switch
{
ShaderStage.TessellationControl => 1,
ShaderStage.TessellationEvaluation => 2,
ShaderStage.Geometry => 3,
ShaderStage.Fragment => 4,
_ => 0
});
ResourceStages stages = info.Stage switch
{
ShaderStage.Compute => ResourceStages.Compute,
ShaderStage.Vertex => ResourceStages.Vertex,
ShaderStage.TessellationControl => ResourceStages.TessellationControl,
ShaderStage.TessellationEvaluation => ResourceStages.TessellationEvaluation,
ShaderStage.Geometry => ResourceStages.Geometry,
ShaderStage.Fragment => ResourceStages.Fragment,
_ => ResourceStages.None
};
int uniformsPerStage = (int)_context.Capabilities.MaximumUniformBuffersPerStage;
int storagesPerStage = (int)_context.Capabilities.MaximumStorageBuffersPerStage;
int texturesPerStage = (int)_context.Capabilities.MaximumTexturesPerStage;
int imagesPerStage = (int)_context.Capabilities.MaximumImagesPerStage;
int uniformBinding = 1 + stageIndex * uniformsPerStage;
int storageBinding = stageIndex * storagesPerStage;
int textureBinding = stageIndex * texturesPerStage * 2;
int imageBinding = stageIndex * imagesPerStage * 2;
AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
AddArrayDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage);
AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage);
AddUsage(info.CBuffers, stages, UniformSetIndex, isStorage: false);
AddUsage(info.SBuffers, stages, StorageSetIndex, isStorage: true);
AddUsage(info.Textures, stages, TextureSetIndex, isImage: false);
AddUsage(info.Images, stages, ImageSetIndex, isImage: true);
}
/// <summary>
/// Adds a resource descriptor to the list of descriptors.
/// </summary>
/// <param name="stages">Shader stages where the resource is used</param>
/// <param name="type">Type of the resource</param>
/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
/// <param name="binding">Binding number where the resource will be bound</param>
/// <param name="count">Number of resources bound at the binding location</param>
private void AddDescriptor(ResourceStages stages, ResourceType type, int setIndex, int binding, int count)
{
for (int index = 0; index < count; index++)
{
_resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding + index, 1, type, stages));
}
}
/// <summary>
/// Adds two interleaved groups of resources to the list of descriptors.
/// </summary>
/// <param name="stages">Shader stages where the resource is used</param>
/// <param name="type">Type of the first interleaved resource</param>
/// <param name="type2">Type of the second interleaved resource</param>
/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
/// <param name="binding">Binding number where the resource will be bound</param>
/// <param name="count">Number of resources bound at the binding location</param>
private void AddDualDescriptor(ResourceStages stages, ResourceType type, ResourceType type2, int setIndex, int binding, int count)
{
AddDescriptor(stages, type, setIndex, binding, count);
AddDescriptor(stages, type2, setIndex, binding + count, count);
}
/// <summary>
/// Adds an array resource to the list of descriptors.
/// </summary>
/// <param name="stages">Shader stages where the resource is used</param>
/// <param name="type">Type of the resource</param>
/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
/// <param name="binding">Binding number where the resource will be bound</param>
/// <param name="count">Number of resources bound at the binding location</param>
private void AddArrayDescriptor(ResourceStages stages, ResourceType type, int setIndex, int binding, int count)
{
_resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding, count, type, stages));
}
/// <summary>
/// Adds buffer usage information to the list of usages.
/// </summary>
/// <param name="buffers">Buffers to be added</param>
/// <param name="stages">Stages where the buffers are used</param>
/// <param name="setIndex">Descriptor set index where the buffers will be bound</param>
/// <param name="isStorage">True for storage buffers, false for uniform buffers</param>
private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, int setIndex, bool isStorage)
{
foreach (BufferDescriptor buffer in buffers)
{
_resourceUsages[setIndex].Add(new ResourceUsage(
buffer.Binding,
isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer,
stages,
buffer.Flags.HasFlag(BufferUsageFlags.Write) ? ResourceAccess.ReadWrite : ResourceAccess.Read));
}
}
/// <summary>
/// Adds texture usage information to the list of usages.
/// </summary>
/// <param name="textures">Textures to be added</param>
/// <param name="stages">Stages where the textures are used</param>
/// <param name="setIndex">Descriptor set index where the textures will be bound</param>
/// <param name="isImage">True for images, false for textures</param>
private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage)
{
foreach (TextureDescriptor texture in textures)
{
bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
ResourceType type = isBuffer
? (isImage ? ResourceType.BufferImage : ResourceType.BufferTexture)
: (isImage ? ResourceType.Image : ResourceType.TextureAndSampler);
_resourceUsages[setIndex].Add(new ResourceUsage(
texture.Binding,
type,
stages,
texture.Flags.HasFlag(TextureUsageFlags.ImageStore) ? ResourceAccess.ReadWrite : ResourceAccess.Read));
}
}
/// <summary>
/// Creates a new shader information structure from the added information.
/// </summary>
/// <param name="pipeline">Optional pipeline state for background shader compilation</param>
/// <param name="fromCache">Indicates if the shader comes from a disk cache</param>
/// <returns>Shader information</returns>
public ShaderInfo Build(ProgramPipelineState? pipeline, bool fromCache = false)
{
var descriptors = new ResourceDescriptorCollection[TotalSets];
var usages = new ResourceUsageCollection[TotalSets];
for (int index = 0; index < TotalSets; index++)
{
descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly());
usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly());
}
ResourceLayout resourceLayout = new ResourceLayout(descriptors.AsReadOnly(), usages.AsReadOnly());
if (pipeline.HasValue)
{
return new ShaderInfo(_fragmentOutputMap, resourceLayout, pipeline.Value, fromCache);
}
else
{
return new ShaderInfo(_fragmentOutputMap, resourceLayout, fromCache);
}
}
/// <summary>
/// Builds shader information for shaders from the disk cache.
/// </summary>
/// <param name="context">GPU context that owns the shaders</param>
/// <param name="programs">Shaders from the disk cache</param>
/// <param name="pipeline">Optional pipeline for background compilation</param>
/// <returns>Shader information</returns>
public static ShaderInfo BuildForCache(GpuContext context, IEnumerable<CachedShaderStage> programs, ProgramPipelineState? pipeline)
{
ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
foreach (CachedShaderStage program in programs)
{
if (program?.Info != null)
{
builder.AddStageInfo(program.Info);
}
}
return builder.Build(pipeline, fromCache: true);
}
/// <summary>
/// Builds shader information for a compute shader.
/// </summary>
/// <param name="context">GPU context that owns the shader</param>
/// <param name="info">Compute shader information</param>
/// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param>
/// <returns>Shader information</returns>
public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
{
ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
builder.AddStageInfo(info);
return builder.Build(null, fromCache);
}
}
}