Implement Shader Compiler Extension/Feature Quirks

Introduces several quirks for optional features used by the shader compiler which are now reported in the `Shader::HostTranslateInfo` and `Shader::Profile` structure. There are still property-related quirks for the shader compiler which haven't been implemented in this commit.
This commit is contained in:
PixelyIon 2021-12-05 19:38:46 +05:30
parent 8f3887c56a
commit 0588a525b4
5 changed files with 75 additions and 6 deletions

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@ -122,7 +122,7 @@ namespace skyline::gpu {
vk::raii::Device GPU::CreateDevice(const vk::raii::PhysicalDevice &physicalDevice, decltype(vk::DeviceQueueCreateInfo::queueCount) &vkQueueFamilyIndex, QuirkManager &quirks) { vk::raii::Device GPU::CreateDevice(const vk::raii::PhysicalDevice &physicalDevice, decltype(vk::DeviceQueueCreateInfo::queueCount) &vkQueueFamilyIndex, QuirkManager &quirks) {
auto properties{physicalDevice.getProperties()}; auto properties{physicalDevice.getProperties()};
auto deviceFeatures2{physicalDevice.getFeatures2<vk::PhysicalDeviceFeatures2, vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT>()}; auto deviceFeatures2{physicalDevice.getFeatures2<vk::PhysicalDeviceFeatures2, vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT, vk::PhysicalDeviceShaderFloat16Int8Features, vk::PhysicalDeviceShaderAtomicInt64Features>()};
decltype(deviceFeatures2) enabledFeatures2{}; // We only want to enable features we required due to potential overhead from unused features decltype(deviceFeatures2) enabledFeatures2{}; // We only want to enable features we required due to potential overhead from unused features
#define FEAT_REQ(structName, feature) \ #define FEAT_REQ(structName, feature) \
@ -202,5 +202,5 @@ namespace skyline::gpu {
}); });
} }
GPU::GPU(const DeviceState &state) : vkInstance(CreateInstance(state, vkContext)), vkDebugReportCallback(CreateDebugReportCallback(vkInstance)), vkPhysicalDevice(CreatePhysicalDevice(vkInstance)), vkDevice(CreateDevice(vkPhysicalDevice, vkQueueFamilyIndex, quirks)), vkQueue(vkDevice, vkQueueFamilyIndex, 0), memory(*this), scheduler(*this), presentation(state, *this), texture(*this), shader(state) {} GPU::GPU(const DeviceState &state) : vkInstance(CreateInstance(state, vkContext)), vkDebugReportCallback(CreateDebugReportCallback(vkInstance)), vkPhysicalDevice(CreatePhysicalDevice(vkInstance)), vkDevice(CreateDevice(vkPhysicalDevice, vkQueueFamilyIndex, quirks)), vkQueue(vkDevice, vkQueueFamilyIndex, 0), memory(*this), scheduler(*this), presentation(state, *this), texture(*this), shader(state, *this) {}
} }

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@ -5,6 +5,8 @@
namespace skyline::gpu { namespace skyline::gpu {
QuirkManager::QuirkManager(const vk::PhysicalDeviceProperties &properties, const DeviceFeatures2 &deviceFeatures2, DeviceFeatures2 &enabledFeatures2, const std::vector<vk::ExtensionProperties> &deviceExtensions, std::vector<std::array<char, VK_MAX_EXTENSION_NAME_SIZE>> &enabledExtensions) { QuirkManager::QuirkManager(const vk::PhysicalDeviceProperties &properties, const DeviceFeatures2 &deviceFeatures2, DeviceFeatures2 &enabledFeatures2, const std::vector<vk::ExtensionProperties> &deviceExtensions, std::vector<std::array<char, VK_MAX_EXTENSION_NAME_SIZE>> &enabledExtensions) {
bool hasShaderAtomicInt64{}, hasShaderFloat16Int8Ext{};
for (auto &extension : deviceExtensions) { for (auto &extension : deviceExtensions) {
#define EXT_SET(name, property) \ #define EXT_SET(name, property) \
case util::Hash(name): \ case util::Hash(name): \
@ -27,6 +29,10 @@ namespace skyline::gpu {
switch (util::Hash(extensionName)) { switch (util::Hash(extensionName)) {
EXT_SET("VK_EXT_provoking_vertex", supportsLastProvokingVertex); EXT_SET("VK_EXT_provoking_vertex", supportsLastProvokingVertex);
EXT_SET("VK_EXT_vertex_attribute_divisor", supportsVertexAttributeDivisor); EXT_SET("VK_EXT_vertex_attribute_divisor", supportsVertexAttributeDivisor);
EXT_SET("VK_KHR_spirv_1_4", supportsSpirv14);
EXT_SET("VK_KHR_shader_atomic_int64", hasShaderAtomicInt64);
EXT_SET("VK_KHR_shader_float16_int8", hasShaderFloat16Int8Ext);
EXT_SET("VK_KHR_shader_float_controls", supportsFloatControls);
} }
#undef EXT_SET #undef EXT_SET
@ -41,6 +47,9 @@ namespace skyline::gpu {
FEAT_SET(vk::PhysicalDeviceFeatures2, features.logicOp, supportsLogicOp) FEAT_SET(vk::PhysicalDeviceFeatures2, features.logicOp, supportsLogicOp)
FEAT_SET(vk::PhysicalDeviceFeatures2, features.multiViewport, supportsMultipleViewports) FEAT_SET(vk::PhysicalDeviceFeatures2, features.multiViewport, supportsMultipleViewports)
FEAT_SET(vk::PhysicalDeviceFeatures2, features.shaderInt16, supportsInt16)
FEAT_SET(vk::PhysicalDeviceFeatures2, features.shaderInt64, supportsInt64)
FEAT_SET(vk::PhysicalDeviceFeatures2, features.shaderStorageImageReadWithoutFormat, supportsImageReadWithoutFormat)
if (supportsVertexAttributeDivisor) { if (supportsVertexAttributeDivisor) {
FEAT_SET(vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT, vertexAttributeInstanceRateDivisor, supportsVertexAttributeDivisor) FEAT_SET(vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT, vertexAttributeInstanceRateDivisor, supportsVertexAttributeDivisor)
@ -49,10 +58,24 @@ namespace skyline::gpu {
enabledFeatures2.unlink<vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT>(); enabledFeatures2.unlink<vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT>();
} }
auto& shaderAtomicFeatures{deviceFeatures2.get<vk::PhysicalDeviceShaderAtomicInt64Features>()};
if (hasShaderAtomicInt64 && shaderAtomicFeatures.shaderBufferInt64Atomics && shaderAtomicFeatures.shaderSharedInt64Atomics) {
supportsAtomicInt64 = true;
} else {
enabledFeatures2.unlink<vk::PhysicalDeviceShaderAtomicInt64Features>();
}
if (hasShaderFloat16Int8Ext) {
FEAT_SET(vk::PhysicalDeviceShaderFloat16Int8Features, shaderFloat16, supportsFloat16)
FEAT_SET(vk::PhysicalDeviceShaderFloat16Int8Features, shaderInt8, supportsInt8)
} else {
enabledFeatures2.unlink<vk::PhysicalDeviceShaderFloat16Int8Features>();
}
#undef FEAT_SET #undef FEAT_SET
} }
std::string QuirkManager::Summary() { std::string QuirkManager::Summary() {
return fmt::format("\n* Supports Last Provoking Vertex: {}\n* Supports Logical Operations: {}\n* Supports Vertex Attribute Divisor: {}\n* Supports Vertex Attribute Zero Divisor: {}\n* Supports Multiple Viewports: {}", supportsLastProvokingVertex, supportsLogicOp, supportsVertexAttributeDivisor, supportsVertexAttributeZeroDivisor, supportsMultipleViewports); return fmt::format("\n* Supports Last Provoking Vertex: {}\n* Supports Logical Operations: {}\n* Supports Vertex Attribute Divisor: {}\n* Supports Vertex Attribute Zero Divisor: {}\n* Supports Multiple Viewports: {}\n* Supports SPIR-V 1.4: {}\n* Supports 16-bit FP: {}\n* Supports 8-bit Integers: {}\n* Supports 16-bit Integers: {}\n* Supports 64-bit Integers: {}\n* Supports Atomic 64-bit Integers: {}\n* Supports Floating Point Behavior Control: {}\n* Supports Image Read Without Format: {}", supportsLastProvokingVertex, supportsLogicOp, supportsVertexAttributeDivisor, supportsVertexAttributeZeroDivisor, supportsMultipleViewports, supportsSpirv14, supportsFloat16, supportsInt8, supportsInt16, supportsInt64, supportsAtomicInt64, supportsFloatControls, supportsImageReadWithoutFormat);
} }
} }

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@ -17,10 +17,18 @@ namespace skyline::gpu {
bool supportsVertexAttributeDivisor{}; //!< If the device supports a divisor for instance-rate vertex attributes (with VK_EXT_vertex_attribute_divisor) bool supportsVertexAttributeDivisor{}; //!< If the device supports a divisor for instance-rate vertex attributes (with VK_EXT_vertex_attribute_divisor)
bool supportsVertexAttributeZeroDivisor{}; //!< If the device supports a zero divisor for instance-rate vertex attributes (with VK_EXT_vertex_attribute_divisor) bool supportsVertexAttributeZeroDivisor{}; //!< If the device supports a zero divisor for instance-rate vertex attributes (with VK_EXT_vertex_attribute_divisor)
bool supportsMultipleViewports{}; //!< If the device supports more than one viewport bool supportsMultipleViewports{}; //!< If the device supports more than one viewport
bool supportsSpirv14{}; //!< If SPIR-V 1.4 is supported (with VK_KHR_spirv_1_4)
bool supportsFloat16{}; //!< If 16-bit floating point integers are supported in shaders
bool supportsInt8{}; //!< If 8-bit integers are supported in shaders
bool supportsInt16{}; //!< If 16-bit integers are supported in shaders
bool supportsInt64{}; //!< If 64-bit integers are supported in shaders
bool supportsAtomicInt64{}; //!< If atomic operations on 64-bit integers are supported in shaders
bool supportsFloatControls{}; //!< If extensive control over FP behavior is exposed (with VK_KHR_shader_float_controls)
bool supportsImageReadWithoutFormat{}; //!< If a storage image can be read without a format
QuirkManager() = default; QuirkManager() = default;
using DeviceFeatures2 = vk::StructureChain<vk::PhysicalDeviceFeatures2, vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT>; using DeviceFeatures2 = vk::StructureChain<vk::PhysicalDeviceFeatures2, vk::PhysicalDeviceVertexAttributeDivisorFeaturesEXT, vk::PhysicalDeviceShaderFloat16Int8Features, vk::PhysicalDeviceShaderAtomicInt64Features>;
QuirkManager(const vk::PhysicalDeviceProperties &properties, const DeviceFeatures2 &deviceFeatures2, DeviceFeatures2 &enabledFeatures2, const std::vector<vk::ExtensionProperties> &deviceExtensions, std::vector<std::array<char, VK_MAX_EXTENSION_NAME_SIZE>> &enabledExtensions); QuirkManager(const vk::PhysicalDeviceProperties &properties, const DeviceFeatures2 &deviceFeatures2, DeviceFeatures2 &enabledFeatures2, const std::vector<vk::ExtensionProperties> &deviceExtensions, std::vector<std::array<char, VK_MAX_EXTENSION_NAME_SIZE>> &enabledExtensions);

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@ -1,6 +1,7 @@
// SPDX-License-Identifier: MPL-2.0 // SPDX-License-Identifier: MPL-2.0
// Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/) // Copyright © 2021 Skyline Team and Contributors (https://github.com/skyline-emu/)
#include <gpu.h>
#include <shader_compiler/common/settings.h> #include <shader_compiler/common/settings.h>
#include <shader_compiler/common/log.h> #include <shader_compiler/common/log.h>
#include "shader_manager.h" #include "shader_manager.h"
@ -20,7 +21,37 @@ namespace Shader::Log {
} }
namespace skyline::gpu { namespace skyline::gpu {
ShaderManager::ShaderManager(const DeviceState &state) { ShaderManager::ShaderManager(const DeviceState &state, GPU &gpu) : gpu(gpu) {
auto& quirks{gpu.quirks};
hostTranslateInfo = Shader::HostTranslateInfo{
.support_float16 = quirks.supportsFloat16,
.support_int64 = quirks.supportsInt64,
.needs_demote_reorder = false,
};
profile = Shader::Profile{
.supported_spirv = quirks.supportsSpirv14 ? 0x00010400U : 0x00010000U,
.unified_descriptor_binding = true,
.support_descriptor_aliasing = true,
.support_int8 = quirks.supportsInt8,
.support_int16 = quirks.supportsInt16,
.support_int64 = quirks.supportsInt64,
.support_vertex_instance_id = false,
.support_float_controls = quirks.supportsFloatControls,
// TODO: Float control specifics
.support_vote = true,
.support_viewport_index_layer_non_geometry = false,
.support_viewport_mask = false,
.support_typeless_image_loads = quirks.supportsImageReadWithoutFormat,
.support_demote_to_helper_invocation = true,
.support_int64_atomics = false,
.support_derivative_control = true,
.support_geometry_shader_passthrough = false,
// TODO: Warp size property
.lower_left_origin_mode = false,
.need_declared_frag_colors = false,
};
Shader::Settings::values = { Shader::Settings::values = {
.disable_shader_loop_safety_checks = false, .disable_shader_loop_safety_checks = false,
.renderer_debug = true, .renderer_debug = true,

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@ -4,6 +4,8 @@
#pragma once #pragma once
#include <vulkan/vulkan.hpp> #include <vulkan/vulkan.hpp>
#include <shader_compiler/host_translate_info.h>
#include <shader_compiler/profile.h>
#include <common.h> #include <common.h>
namespace skyline::gpu { namespace skyline::gpu {
@ -11,7 +13,12 @@ namespace skyline::gpu {
* @brief The Shader Manager is responsible for caching and looking up shaders alongside handling compilation of shaders when not found in any cache * @brief The Shader Manager is responsible for caching and looking up shaders alongside handling compilation of shaders when not found in any cache
*/ */
class ShaderManager { class ShaderManager {
private:
GPU &gpu;
Shader::HostTranslateInfo hostTranslateInfo;
Shader::Profile profile;
public: public:
ShaderManager(const DeviceState& state); ShaderManager(const DeviceState& state, GPU &gpu);
}; };
} }