Commonise maxwell3d guest shader caching code

This commit is contained in:
Billy Laws 2022-11-18 21:28:04 +00:00
parent 6f6a312692
commit 23a7f70a8e
5 changed files with 168 additions and 134 deletions

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@ -0,0 +1,119 @@
// SPDX-License-Identifier: MPL-2.0
// Copyright © 2022 Ryujinx Team and Contributors (https://github.com/Ryujinx/)
// Copyright © 2022 yuzu Team and Contributors (https://github.com/yuzu-emu/)
// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
#include <nce.h>
#include <kernel/memory.h>
#include <soc/gm20b/channel.h>
#include <soc/gm20b/gmmu.h>
#include <gpu.h>
#include "shader_cache.h"
namespace skyline::gpu::interconnect {
/* Pipeline Stage */
ShaderBinary ShaderCache::Lookup(InterconnectContext &ctx, u64 programBase, u32 programOffset) {
lastProgramBase = programBase;
lastProgramOffset = programOffset;
auto[blockMapping, blockOffset]{ctx.channelCtx.asCtx->gmmu.LookupBlock(programBase + programOffset)};
if (!trapExecutionLock)
trapExecutionLock.emplace(trapMutex);
// Skip looking up the mirror if it is the same as the one used for the previous update
if (!mirrorBlock.valid() || !mirrorBlock.contains(blockMapping)) {
auto mirrorIt{mirrorMap.find(blockMapping.data())};
if (mirrorIt == mirrorMap.end()) {
// Allocate a host mirror for the mapping and trap the guest region
auto newIt{mirrorMap.emplace(blockMapping.data(), std::make_unique<MirrorEntry>(ctx.memory.CreateMirror(blockMapping)))};
// We need to create the trap after allocating the entry so that we have an `invalid` pointer we can pass in
auto trapHandle{ctx.nce.CreateTrap(blockMapping, [mutex = &trapMutex]() {
std::scoped_lock lock{*mutex};
return;
}, []() { return true; }, [entry = newIt.first->second.get(), mutex = &trapMutex]() {
std::unique_lock lock{*mutex, std::try_to_lock};
if (!lock)
return false;
if (++entry->trapCount <= MirrorEntry::SkipTrapThreshold)
entry->dirty = true;
return true;
})};
// Write only trap
ctx.nce.TrapRegions(trapHandle, true);
entry = newIt.first->second.get();
entry->trap = trapHandle;
} else {
entry = mirrorIt->second.get();
}
mirrorBlock = blockMapping;
}
if (entry->trapCount > MirrorEntry::SkipTrapThreshold && entry->channelSequenceNumber != ctx.channelCtx.channelSequenceNumber) {
entry->channelSequenceNumber = ctx.channelCtx.channelSequenceNumber;
entry->dirty = true;
}
// If the mirror entry has been written to, clear its shader binary cache and retrap to catch any future writes
if (entry->dirty) {
entry->cache.clear();
entry->dirty = false;
if (entry->trapCount <= MirrorEntry::SkipTrapThreshold)
ctx.nce.TrapRegions(*entry->trap, true);
} else if (auto it{entry->cache.find(blockMapping.data() + blockOffset)}; it != entry->cache.end()) {
return it->second;
}
// entry->mirror may not be a direct mirror of blockMapping and may just contain it as a subregion, so we need to explicitly calculate the offset
span<u8> blockMappingMirror{blockMapping.data() - mirrorBlock.data() + entry->mirror.data(), blockMapping.size()};
ShaderBinary binary{};
// If nothing was in the cache then do a full shader parse
binary.binary = [](span<u8> mapping) {
// We attempt to find the shader size by looking for "BRA $" (Infinite Loop) which is used as padding at the end of the shader
// UAM Shader Compiler Reference: https://github.com/devkitPro/uam/blob/5a5afc2bae8b55409ab36ba45be63fcb73f68993/source/compiler_iface.cpp#L319-L351
constexpr u64 BraSelf1{0xE2400FFFFF87000F}, BraSelf2{0xE2400FFFFF07000F};
span<u64> shaderInstructions{mapping.cast<u64, std::dynamic_extent, true>()};
for (auto it{shaderInstructions.begin()}; it != shaderInstructions.end(); it++) {
auto instruction{*it};
if (instruction == BraSelf1 || instruction == BraSelf2) [[unlikely]]
// It is far more likely that the instruction doesn't match so this is an unlikely case
return span{shaderInstructions.begin(), it}.cast<u8>();
}
return span<u8>{};
}(blockMappingMirror.subspan(blockOffset));
binary.baseOffset = programOffset;
binary.hash = XXH64(binary.binary.data(), binary.binary.size_bytes(), 0);
entry->cache.insert({blockMapping.data() + blockOffset, binary});
return binary;
}
bool ShaderCache::Refresh(InterconnectContext &ctx, u64 programBase, u32 programOffset) {
if (!trapExecutionLock)
trapExecutionLock.emplace(trapMutex);
if (programBase != lastProgramBase || programOffset != lastProgramOffset)
return true;
if (entry && entry->trapCount > MirrorEntry::SkipTrapThreshold && entry->channelSequenceNumber != ctx.channelCtx.channelSequenceNumber)
return true;
else if (entry && entry->dirty)
return true;
return false;
}
void ShaderCache::PurgeCaches() {
trapExecutionLock.reset();
}
}

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@ -0,0 +1,42 @@
// SPDX-License-Identifier: MPL-2.0
// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
#pragma once
#include "common.h"
namespace skyline::gpu::interconnect {
class ShaderCache {
private:
/**
* @brief Holds mirror state for a single GPU mapped block
*/
struct MirrorEntry {
span<u8> mirror;
tsl::robin_map<u8 *, ShaderBinary> cache;
std::optional<nce::NCE::TrapHandle> trap;
static constexpr u32 SkipTrapThreshold{20}; //!< Threshold for the number of times a mirror trap needs to be hit before we fallback to always hashing
u32 trapCount{}; //!< The number of times the trap has been hit, used to avoid trapping in cases where the constant retraps would harm performance
size_t channelSequenceNumber{}; //!< For the case where `trapCount > SkipTrapThreshold`, the memory sequence number number used to clear the cache after every access
bool dirty{}; //!< If the trap has been hit and the cache needs to be cleared
MirrorEntry(span<u8> alignedMirror) : mirror{alignedMirror} {}
};
tsl::robin_map<u8 *, std::unique_ptr<MirrorEntry>> mirrorMap;
std::mutex trapMutex; //!< Protects accesses from trap handlers to the mirror map
std::optional<std::scoped_lock<std::mutex>> trapExecutionLock; //!< Persistently held lock over an execution to avoid frequent relocking
MirrorEntry *entry{};
span<u8> mirrorBlock{}; //!< Guest mapped memory block corresponding to `entry`
u64 lastProgramBase{};
u32 lastProgramOffset{};
public:
ShaderBinary Lookup(InterconnectContext &ctx, u64 programBase, u32 programOffset);
bool Refresh(InterconnectContext &ctx, u64 programBase, u32 programOffset);
void PurgeCaches();
};
}

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@ -17,11 +17,6 @@ namespace skyline::gpu {
}
namespace skyline::gpu::interconnect::maxwell3d {
struct ShaderBinary {
span<u8> binary;
u32 baseOffset;
};
class Pipeline {
public:
struct ShaderStage {

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@ -255,112 +255,19 @@ namespace skyline::gpu::interconnect::maxwell3d {
throw exception("Shader type mismatch: {} != {}!", engine->pipeline.shader.type, static_cast<u8>(shaderType));
if (!engine->pipeline.shader.enable && shaderType != engine::Pipeline::Shader::Type::Vertex) {
hash = 0;
binary.hash = 0;
return;
}
auto[blockMapping, blockOffset]{ctx.channelCtx.asCtx->gmmu.LookupBlock(engine->programRegion + engine->pipeline.programOffset)};
if (!trapExecutionLock)
trapExecutionLock.emplace(trapMutex);
// Skip looking up the mirror if it is the same as the one used for the previous update
if (!mirrorBlock.valid() || !mirrorBlock.contains(blockMapping)) {
auto mirrorIt{mirrorMap.find(blockMapping.data())};
if (mirrorIt == mirrorMap.end()) {
// Allocate a host mirror for the mapping and trap the guest region
auto newIt{mirrorMap.emplace(blockMapping.data(), std::make_unique<MirrorEntry>(ctx.memory.CreateMirror(blockMapping)))};
// We need to create the trap after allocating the entry so that we have an `invalid` pointer we can pass in
auto trapHandle{ctx.nce.CreateTrap(blockMapping, [mutex = &trapMutex]() {
std::scoped_lock lock{*mutex};
return;
}, []() { return true; }, [entry = newIt.first->second.get(), mutex = &trapMutex]() {
std::unique_lock lock{*mutex, std::try_to_lock};
if (!lock)
return false;
if (++entry->trapCount <= MirrorEntry::SkipTrapThreshold)
entry->dirty = true;
return true;
})};
// Write only trap
ctx.nce.TrapRegions(trapHandle, true);
entry = newIt.first->second.get();
entry->trap = trapHandle;
} else {
entry = mirrorIt->second.get();
}
mirrorBlock = blockMapping;
}
if (entry->trapCount > MirrorEntry::SkipTrapThreshold && entry->channelSequenceNumber != ctx.channelCtx.channelSequenceNumber) {
entry->channelSequenceNumber = ctx.channelCtx.channelSequenceNumber;
entry->dirty = true;
}
// If the mirror entry has been written to, clear its shader binary cache and retrap to catch any future writes
if (entry->dirty) {
entry->cache.clear();
entry->dirty = false;
if (entry->trapCount <= MirrorEntry::SkipTrapThreshold)
ctx.nce.TrapRegions(*entry->trap, true);
} else if (auto it{entry->cache.find(blockMapping.data() + blockOffset)}; it != entry->cache.end()) {
binary = it->second.binary;
hash = it->second.hash;
return;
}
// entry->mirror may not be a direct mirror of blockMapping and may just contain it as a subregion, so we need to explicitly calculate the offset
span<u8> blockMappingMirror{blockMapping.data() - mirrorBlock.data() + entry->mirror.data(), blockMapping.size()};
// If nothing was in the cache then do a full shader parse
binary.binary = [](span<u8> mapping) {
// We attempt to find the shader size by looking for "BRA $" (Infinite Loop) which is used as padding at the end of the shader
// UAM Shader Compiler Reference: https://github.com/devkitPro/uam/blob/5a5afc2bae8b55409ab36ba45be63fcb73f68993/source/compiler_iface.cpp#L319-L351
constexpr u64 BraSelf1{0xE2400FFFFF87000F}, BraSelf2{0xE2400FFFFF07000F};
span<u64> shaderInstructions{mapping.cast<u64, std::dynamic_extent, true>()};
for (auto it{shaderInstructions.begin()}; it != shaderInstructions.end(); it++) {
auto instruction{*it};
if (instruction == BraSelf1 || instruction == BraSelf2) [[unlikely]]
// It is far more likely that the instruction doesn't match so this is an unlikely case
return span{shaderInstructions.begin(), it}.cast<u8>();
}
return span<u8>{};
}(blockMappingMirror.subspan(blockOffset));
binary.baseOffset = engine->pipeline.programOffset;
hash = XXH64(binary.binary.data(), binary.binary.size_bytes(), 0);
entry->cache.insert({blockMapping.data() + blockOffset, CacheEntry{binary, hash}});
binary = cache.Lookup(ctx, engine->programRegion, engine->pipeline.programOffset);
}
bool PipelineStageState::Refresh(InterconnectContext &ctx) {
if (!trapExecutionLock)
trapExecutionLock.emplace(trapMutex);
if (entry && entry->trapCount > MirrorEntry::SkipTrapThreshold && entry->channelSequenceNumber != ctx.channelCtx.channelSequenceNumber)
return true;
else if (entry && entry->dirty)
return true;
return false;
return cache.Refresh(ctx, engine->programRegion, engine->pipeline.programOffset);
}
void PipelineStageState::PurgeCaches() {
trapExecutionLock.reset();
}
PipelineStageState::~PipelineStageState() {
std::scoped_lock lock{trapMutex};
//for (const auto &mirror : mirrorMap)
// ctx.nce.DestroyTrap(*mirror.second->trap);
cache.PurgeCaches();
}
/* Vertex Input State */
@ -584,7 +491,7 @@ namespace skyline::gpu::interconnect::maxwell3d {
std::array<ShaderBinary, engine::PipelineCount> shaderBinaries;
for (size_t i{}; i < engine::PipelineCount; i++) {
const auto &stage{pipelineStages[i].UpdateGet(ctx)};
packedState.shaderHashes[i] = stage.hash;
packedState.shaderHashes[i] = stage.binary.hash;
shaderBinaries[i] = stage.binary;
}

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@ -5,6 +5,7 @@
#include <boost/container/static_vector.hpp>
#include <gpu/texture/texture.h>
#include <gpu/interconnect/common/shader_cache.h>
#include "common.h"
#include "packed_pipeline_state.h"
#include "pipeline_manager.h"
@ -67,46 +68,16 @@ namespace skyline::gpu::interconnect::maxwell3d {
};
private:
struct CacheEntry {
ShaderBinary binary;
u64 hash;
CacheEntry(ShaderBinary binary, u64 hash) : binary{binary}, hash{hash} {}
};
/**
* @brief Holds mirror state for a single GPU mapped block
*/
struct MirrorEntry {
span<u8> mirror;
tsl::robin_map<u8 *, CacheEntry> cache;
std::optional<nce::NCE::TrapHandle> trap;
static constexpr u32 SkipTrapThreshold{20}; //!< Threshold for the number of times a mirror trap needs to be hit before we fallback to always hashing
u32 trapCount{}; //!< The number of times the trap has been hit, used to avoid trapping in cases where the constant retraps would harm performance
size_t channelSequenceNumber{}; //!< For the case where `trapCount > SkipTrapThreshold`, the memory sequence number number used to clear the cache after every access
bool dirty{}; //!< If the trap has been hit and the cache needs to be cleared
MirrorEntry(span<u8> alignedMirror) : mirror{alignedMirror} {}
};
dirty::BoundSubresource<EngineRegisters> engine;
engine::Pipeline::Shader::Type shaderType;
tsl::robin_map<u8 *, std::unique_ptr<MirrorEntry>> mirrorMap;
std::mutex trapMutex; //!< Protects accesses from trap handlers to the mirror map
std::optional<std::scoped_lock<std::mutex>> trapExecutionLock;
MirrorEntry *entry{};
span<u8> mirrorBlock{}; //!< Guest mapped memory block corresponding to `entry`
ShaderCache cache;
public:
ShaderBinary binary;
u64 hash;
PipelineStageState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine, u8 shaderType);
~PipelineStageState();
void Flush(InterconnectContext &ctx);
bool Refresh(InterconnectContext &ctx);