From aef25980a7e934a08577ccd09d2fd333488ee132 Mon Sep 17 00:00:00 2001 From: Mary Date: Fri, 19 Mar 2021 20:07:37 +0100 Subject: [PATCH] Salieri: Detect and avoid caching shaders using bindless textures (#2097) * Salieri: Add blacklist system and blacklist shaders using bindless Currently the shader cache doesn't have the right format to support bindless textures correctly and may cache shaders that it cannot rebuild after host invalidation. This PR address the issue by blacklisting shaders using bindless textures. THis also support detection of already cached broken shader and handle removal of those. * Move to a feature flags design to avoid intrusive changes in the translator This remove the auto correct behaviour * Reduce diff on TranslationFlags * Reduce comma on last entry of TranslationFlags * Fix inverted logic and remove leftovers * remove debug edits oops --- Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | 19 ++++++++++++++++--- .../Translation/FeatureFlags.cs | 4 +++- .../Translation/Translator.cs | 18 ++++++++++++++++++ .../Translation/TranslatorContext.cs | 2 ++ 4 files changed, 39 insertions(+), 4 deletions(-) diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index 768a58e7b..a085936a4 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -195,7 +195,7 @@ namespace Ryujinx.Graphics.Gpu.Shader if (tfd != null) { - flags = TranslationFlags.Feedback; + flags |= TranslationFlags.Feedback; } TranslationCounts counts = new TranslationCounts(); @@ -426,6 +426,8 @@ namespace Ryujinx.Graphics.Gpu.Shader // The shader isn't currently cached, translate it and compile it. ShaderCodeHolder shader = TranslateShader(shaderContexts[0]); + bool isDiskShaderCacheIncompatible = shaderContexts[0].UsedFeatures.HasFlag(FeatureFlags.Bindless); + shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code); IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null); @@ -434,7 +436,7 @@ namespace Ryujinx.Graphics.Gpu.Shader cpShader = new ShaderBundle(hostProgram, shader); - if (isShaderCacheEnabled) + if (isShaderCacheEnabled && !isDiskShaderCacheIncompatible) { _cpProgramsDiskCache.Add(programCodeHash, cpShader); @@ -540,6 +542,17 @@ namespace Ryujinx.Graphics.Gpu.Shader shaders[3] = TranslateShader(shaderContexts[4]); shaders[4] = TranslateShader(shaderContexts[5]); + bool isDiskShaderCacheIncompatible = false; + + for (int i = 0; i < shaderContexts.Length; i++) + { + if (shaderContexts[i] != null && shaderContexts[i].UsedFeatures.HasFlag(FeatureFlags.Bindless)) + { + isDiskShaderCacheIncompatible = true; + break; + } + } + List hostShaders = new List(); for (int stage = 0; stage < Constants.ShaderStages; stage++) @@ -564,7 +577,7 @@ namespace Ryujinx.Graphics.Gpu.Shader gpShaders = new ShaderBundle(hostProgram, shaders); - if (isShaderCacheEnabled) + if (isShaderCacheEnabled && !isDiskShaderCacheIncompatible) { _gpProgramsDiskCache.Add(programCodeHash, gpShaders); diff --git a/Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs b/Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs index 9c65038a9..d2b53f84d 100644 --- a/Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs +++ b/Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs @@ -13,6 +13,8 @@ namespace Ryujinx.Graphics.Shader.Translation // Affected by resolution scaling. FragCoordXY = 1 << 1, - IntegerSampling = 1 << 0 + IntegerSampling = 1 << 0, + + Bindless = 1 << 2, } } diff --git a/Ryujinx.Graphics.Shader/Translation/Translator.cs b/Ryujinx.Graphics.Shader/Translation/Translator.cs index 0d64bccc4..c7eb27e5d 100644 --- a/Ryujinx.Graphics.Shader/Translation/Translator.cs +++ b/Ryujinx.Graphics.Shader/Translation/Translator.cs @@ -36,6 +36,22 @@ namespace Ryujinx.Graphics.Shader.Translation return new TranslatorContext(address, cfg, config); } + private static void ScanForBindless(BasicBlock[] blocks, ShaderConfig config) + { + for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++) + { + // Right now the guest shader cache cannot handle bindless textures correctly. + for (LinkedListNode node = blocks[blkIndex].Operations.First; node != null; node = node.Next) + { + if (node.Value is TextureOperation texOp && (texOp.Flags & TextureFlags.Bindless) != 0) + { + config.SetUsedFeature(FeatureFlags.Bindless); + break; + } + } + } + } + internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo) { var cfgs = new ControlFlowGraph[functions.Length]; @@ -75,6 +91,8 @@ namespace Ryujinx.Graphics.Shader.Translation Dominance.FindDominators(cfg); Dominance.FindDominanceFrontiers(cfg.Blocks); + ScanForBindless(cfg.Blocks, config); + Ssa.Rename(cfg.Blocks); Optimizer.RunPass(cfg.Blocks, config); diff --git a/Ryujinx.Graphics.Shader/Translation/TranslatorContext.cs b/Ryujinx.Graphics.Shader/Translation/TranslatorContext.cs index 501f78807..649911a23 100644 --- a/Ryujinx.Graphics.Shader/Translation/TranslatorContext.cs +++ b/Ryujinx.Graphics.Shader/Translation/TranslatorContext.cs @@ -17,6 +17,8 @@ namespace Ryujinx.Graphics.Shader.Translation public ShaderStage Stage => _config.Stage; public int Size => _config.Size; + public FeatureFlags UsedFeatures => _config.UsedFeatures; + public HashSet TextureHandlesForCache => _config.TextureHandlesForCache; public IGpuAccessor GpuAccessor => _config.GpuAccessor;