Files
strato/app/src/main/cpp/skyline/gpu/shader_manager.cpp
2023-01-08 19:30:52 +00:00

350 lines
15 KiB
C++

// SPDX-License-Identifier: MPL-2.0
// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
#include <range/v3/algorithm.hpp>
#include <boost/functional/hash.hpp>
#include <gpu.h>
#include <shader_compiler/common/settings.h>
#include <shader_compiler/common/log.h>
#include <shader_compiler/frontend/maxwell/translate_program.h>
#include <shader_compiler/backend/spirv/emit_spirv.h>
#include <vulkan/vulkan_raii.hpp>
#include "shader_manager.h"
namespace Shader::Log {
void Debug(const std::string &message) {
skyline::Logger::Write(skyline::Logger::LogLevel::Debug, message);
}
void Warn(const std::string &message) {
skyline::Logger::Write(skyline::Logger::LogLevel::Warn, message);
}
void Error(const std::string &message) {
skyline::Logger::Write(skyline::Logger::LogLevel::Error, message);
}
}
namespace skyline::gpu {
ShaderManager::ShaderManager(const DeviceState &state, GPU &gpu) : gpu{gpu} {
auto &traits{gpu.traits};
hostTranslateInfo = Shader::HostTranslateInfo{
.support_float16 = traits.supportsFloat16,
.support_int64 = traits.supportsInt64,
.needs_demote_reorder = false,
.support_snorm_render_buffer = true,
.support_viewport_index_layer = gpu.traits.supportsShaderViewportIndexLayer,
.min_ssbo_alignment = traits.minimumStorageBufferAlignment,
.support_geometry_passthrough = false
};
constexpr u32 TegraX1WarpSize{32}; //!< The amount of threads in a warp on the Tegra X1
profile = Shader::Profile{
.supported_spirv = traits.supportsSpirv14 ? 0x00010400U : 0x00010000U,
.unified_descriptor_binding = true,
.support_descriptor_aliasing = !traits.quirks.brokenDescriptorAliasing,
.support_int8 = traits.supportsInt8,
.support_int16 = traits.supportsInt16,
.support_int64 = traits.supportsInt64,
.support_vertex_instance_id = false,
.support_float_controls = traits.supportsFloatControls,
.support_separate_denorm_behavior = traits.floatControls.denormBehaviorIndependence == vk::ShaderFloatControlsIndependence::eAll,
.support_separate_rounding_mode = traits.floatControls.roundingModeIndependence == vk::ShaderFloatControlsIndependence::eAll,
.support_fp16_denorm_preserve = static_cast<bool>(traits.floatControls.shaderDenormPreserveFloat16),
.support_fp32_denorm_preserve = static_cast<bool>(traits.floatControls.shaderDenormPreserveFloat32),
.support_fp16_denorm_flush = static_cast<bool>(traits.floatControls.shaderDenormFlushToZeroFloat16),
.support_fp32_denorm_flush = static_cast<bool>(traits.floatControls.shaderDenormFlushToZeroFloat32),
.support_fp16_signed_zero_nan_preserve = static_cast<bool>(traits.floatControls.shaderSignedZeroInfNanPreserveFloat16),
.support_fp32_signed_zero_nan_preserve = static_cast<bool>(traits.floatControls.shaderSignedZeroInfNanPreserveFloat32),
.support_fp64_signed_zero_nan_preserve = static_cast<bool>(traits.floatControls.shaderSignedZeroInfNanPreserveFloat64),
.support_explicit_workgroup_layout = false,
.support_vote = traits.supportsSubgroupVote,
.support_viewport_index_layer_non_geometry = traits.supportsShaderViewportIndexLayer,
.support_viewport_mask = false,
.support_typeless_image_loads = traits.supportsImageReadWithoutFormat,
.support_demote_to_helper_invocation = traits.supportsShaderDemoteToHelper,
.support_int64_atomics = traits.supportsAtomicInt64,
.support_derivative_control = true,
.support_geometry_shader_passthrough = false,
.support_native_ndc = false,
.warp_size_potentially_larger_than_guest = TegraX1WarpSize < traits.subgroupSize,
.lower_left_origin_mode = false,
.need_declared_frag_colors = false,
.has_broken_spirv_position_input = traits.quirks.brokenSpirvPositionInput,
.has_broken_spirv_subgroup_mask_vector_extract_dynamic = traits.quirks.brokenSubgroupMaskExtractDynamic,
.has_broken_spirv_subgroup_shuffle = traits.quirks.brokenSubgroupShuffle,
};
Shader::Settings::values = {
#ifdef NDEBUG
.renderer_debug = false,
.disable_shader_loop_safety_checks = false,
#else
.renderer_debug = true,
.disable_shader_loop_safety_checks = true,
#endif
.resolution_info = {
.active = false,
},
};
}
/**
* @brief A shader environment for all graphics pipeline stages
*/
class GraphicsEnvironment : public Shader::Environment {
private:
span<u8> binary;
u32 baseOffset;
u32 textureBufferIndex;
bool viewportTransformEnabled;
ShaderManager::ConstantBufferRead constantBufferRead;
ShaderManager::GetTextureType getTextureType;
public:
GraphicsEnvironment(const std::array<u32, 8> &postVtgShaderAttributeSkipMask,
Shader::Stage pStage,
span<u8> pBinary, u32 baseOffset,
u32 textureBufferIndex,
bool viewportTransformEnabled,
ShaderManager::ConstantBufferRead constantBufferRead, ShaderManager::GetTextureType getTextureType)
: binary{pBinary}, baseOffset{baseOffset},
textureBufferIndex{textureBufferIndex},
viewportTransformEnabled{viewportTransformEnabled},
constantBufferRead{std::move(constantBufferRead)}, getTextureType{std::move(getTextureType)} {
gp_passthrough_mask = postVtgShaderAttributeSkipMask;
stage = pStage;
sph = *reinterpret_cast<Shader::ProgramHeader *>(binary.data());
start_address = baseOffset;
}
[[nodiscard]] u64 ReadInstruction(u32 address) final {
address -= baseOffset;
if (binary.size() < (address + sizeof(u64)))
throw exception("Out of bounds instruction read: 0x{:X}", address);
return *reinterpret_cast<u64 *>(binary.data() + address);
}
[[nodiscard]] u32 ReadCbufValue(u32 index, u32 offset) final {
return constantBufferRead(index, offset);
}
[[nodiscard]] Shader::TexturePixelFormat ReadTexturePixelFormat(u32 handle) final {
throw exception("ReadTexturePixelFormat not implemented");
}
[[nodiscard]] Shader::TextureType ReadTextureType(u32 handle) final {
return getTextureType(handle);
}
[[nodiscard]] u32 ReadViewportTransformState() final {
return viewportTransformEnabled ? 1 : 0; // Only relevant for graphics shaders
}
[[nodiscard]] u32 TextureBoundBuffer() const final {
return textureBufferIndex;
}
[[nodiscard]] u32 LocalMemorySize() const final {
return static_cast<u32>(sph.LocalMemorySize()) + sph.common3.shader_local_memory_crs_size;
}
[[nodiscard]] u32 SharedMemorySize() const final {
return 0; // Only relevant for compute shaders
}
[[nodiscard]] std::array<u32, 3> WorkgroupSize() const final {
return {0, 0, 0}; // Only relevant for compute shaders
}
void Dump(u64 hash) final {}
};
/**
* @brief A shader environment for all compute pipeline stages
*/
class ComputeEnvironment : public Shader::Environment {
private:
span<u8> binary;
u32 baseOffset;
u32 textureBufferIndex;
u32 localMemorySize;
u32 sharedMemorySize;
std::array<u32, 3> workgroupDimensions;
ShaderManager::ConstantBufferRead constantBufferRead;
ShaderManager::GetTextureType getTextureType;
public:
ComputeEnvironment(span<u8> pBinary,
u32 baseOffset,
u32 textureBufferIndex,
u32 localMemorySize, u32 sharedMemorySize,
std::array<u32, 3> workgroupDimensions,
ShaderManager::ConstantBufferRead constantBufferRead, ShaderManager::GetTextureType getTextureType)
: binary{pBinary},
baseOffset{baseOffset},
textureBufferIndex{textureBufferIndex},
localMemorySize{localMemorySize},
sharedMemorySize{sharedMemorySize},
workgroupDimensions{workgroupDimensions},
constantBufferRead{std::move(constantBufferRead)},
getTextureType{std::move(getTextureType)} {
stage = Shader::Stage::Compute;
start_address = baseOffset;
}
[[nodiscard]] u64 ReadInstruction(u32 address) final {
address -= baseOffset;
if (binary.size() < (address + sizeof(u64)))
throw exception("Out of bounds instruction read: 0x{:X}", address);
return *reinterpret_cast<u64 *>(binary.data() + address);
}
[[nodiscard]] u32 ReadCbufValue(u32 index, u32 offset) final {
return constantBufferRead(index, offset);
}
[[nodiscard]] Shader::TexturePixelFormat ReadTexturePixelFormat(u32 handle) final {
throw exception("ReadTexturePixelFormat not implemented");
}
[[nodiscard]] Shader::TextureType ReadTextureType(u32 handle) final {
return getTextureType(handle);
}
[[nodiscard]] u32 ReadViewportTransformState() final {
return 0; // Only relevant for graphics shaders
}
[[nodiscard]] u32 TextureBoundBuffer() const final {
return textureBufferIndex;
}
[[nodiscard]] u32 LocalMemorySize() const final {
return localMemorySize;
}
[[nodiscard]] u32 SharedMemorySize() const final {
return sharedMemorySize;
}
[[nodiscard]] std::array<u32, 3> WorkgroupSize() const final {
return workgroupDimensions;
}
void Dump(u64 hash) final {}
};
/**
* @brief A shader environment for VertexB during combination as it only requires the shader header and no higher level context
*/
class VertexBEnvironment : public Shader::Environment {
public:
explicit VertexBEnvironment(span<u8> binary) {
sph = *reinterpret_cast<Shader::ProgramHeader *>(binary.data());
stage = Shader::Stage::VertexB;
}
[[nodiscard]] u64 ReadInstruction(u32 address) final {
throw exception("Not implemented");
}
[[nodiscard]] u32 ReadCbufValue(u32 index, u32 offset) final {
throw exception("Not implemented");
}
[[nodiscard]] Shader::TextureType ReadTextureType(u32 handle) final {
throw exception("Not implemented");
}
[[nodiscard]] Shader::TexturePixelFormat ReadTexturePixelFormat(u32 handle) final {
throw exception("Not implemented");
}
[[nodiscard]] u32 ReadViewportTransformState() final {
throw exception("Not implemented");
}
[[nodiscard]] u32 TextureBoundBuffer() const final {
throw exception("Not implemented");
}
[[nodiscard]] u32 LocalMemorySize() const final {
return static_cast<u32>(sph.LocalMemorySize()) + sph.common3.shader_local_memory_crs_size;
}
[[nodiscard]] u32 SharedMemorySize() const final {
return 0; // Only relevant for compute shaders
}
[[nodiscard]] std::array<u32, 3> WorkgroupSize() const final {
return {0, 0, 0}; // Only relevant for compute shaders
}
void Dump(u64 hash) final {}
};
Shader::IR::Program ShaderManager::ParseGraphicsShader(const std::array<u32, 8> &postVtgShaderAttributeSkipMask,
Shader::Stage stage,
span<u8> binary, u32 baseOffset,
u32 textureConstantBufferIndex,
bool viewportTransformEnabled,
const ConstantBufferRead &constantBufferRead, const GetTextureType &getTextureType) {
std::scoped_lock lock{poolMutex};
GraphicsEnvironment environment{postVtgShaderAttributeSkipMask, stage, binary, baseOffset, textureConstantBufferIndex, viewportTransformEnabled, constantBufferRead, getTextureType};
Shader::Maxwell::Flow::CFG cfg{environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))}};
return Shader::Maxwell::TranslateProgram(instructionPool, blockPool, environment, cfg, hostTranslateInfo);
}
Shader::IR::Program ShaderManager::CombineVertexShaders(Shader::IR::Program &vertexA, Shader::IR::Program &vertexB, span<u8> vertexBBinary) {
std::scoped_lock lock{poolMutex};
VertexBEnvironment env{vertexBBinary};
return Shader::Maxwell::MergeDualVertexPrograms(vertexA, vertexB, env);
}
Shader::IR::Program ShaderManager::GenerateGeometryPassthroughShader(Shader::IR::Program &layerSource, Shader::OutputTopology topology) {
std::scoped_lock lock{poolMutex};
return Shader::Maxwell::GenerateGeometryPassthrough(instructionPool, blockPool, hostTranslateInfo, layerSource, topology);
}
Shader::IR::Program ShaderManager::ParseComputeShader(span<u8> binary, u32 baseOffset,
u32 textureConstantBufferIndex,
u32 localMemorySize, u32 sharedMemorySize,
std::array<u32, 3> workgroupDimensions,
const ConstantBufferRead &constantBufferRead, const GetTextureType &getTextureType) {
std::scoped_lock lock{poolMutex};
ComputeEnvironment environment{binary, baseOffset, textureConstantBufferIndex, localMemorySize, sharedMemorySize, workgroupDimensions, constantBufferRead, getTextureType};
Shader::Maxwell::Flow::CFG cfg{environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset)}};
return Shader::Maxwell::TranslateProgram(instructionPool, blockPool, environment, cfg, hostTranslateInfo);
}
vk::ShaderModule ShaderManager::CompileShader(const Shader::RuntimeInfo &runtimeInfo, Shader::IR::Program &program, Shader::Backend::Bindings &bindings) {
std::scoped_lock lock{poolMutex};
if (program.info.loads.Legacy() || program.info.stores.Legacy())
Shader::Maxwell::ConvertLegacyToGeneric(program, runtimeInfo);
auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program, bindings)};
vk::ShaderModuleCreateInfo createInfo{
.pCode = spirv.data(),
.codeSize = spirv.size() * sizeof(u32),
};
return (*gpu.vkDevice).createShaderModule(createInfo, nullptr, *gpu.vkDevice.getDispatcher());
}
void ShaderManager::ResetPools() {
std::scoped_lock lock{poolMutex};
instructionPool.ReleaseContents();
blockPool.ReleaseContents();
flowBlockPool.ReleaseContents();
}
}