Implement Maxwell3D Shader Compilation

Compiles shaders supplied by the guest with caching and automatic invalidation, the size of the shader is also automatically determined by looking for `BRA $` instructions which cause an infloop, it should be noted that we have a maximum shader bytecode size, any shader above this size will not be supported.
This commit is contained in:
PixelyIon 2021-12-07 02:02:59 +05:30
parent 08afda6ac4
commit b6ba770a27

View File

@ -14,6 +14,7 @@
namespace skyline::gpu::interconnect { namespace skyline::gpu::interconnect {
namespace maxwell3d = soc::gm20b::engine::maxwell3d::type; namespace maxwell3d = soc::gm20b::engine::maxwell3d::type;
namespace ShaderCompiler = ::Shader; //!< Namespace alias to avoid conflict with the `Shader` class
/** /**
* @brief Host-equivalent context for state of the Maxwell3D engine on the guest * @brief Host-equivalent context for state of the Maxwell3D engine on the guest
@ -381,36 +382,121 @@ namespace skyline::gpu::interconnect {
private: private:
struct Shader { struct Shader {
bool enabled{false}; bool enabled{false};
bool invalidated{true}; //!< If the shader that existed earlier has been invalidated
bool shouldCheckSame{false}; //!< If we should do a check for the shader being the same as before
ShaderCompiler::Stage stage;
vk::ShaderStageFlagBits vkStage;
u32 offset{}; //!< Offset of the shader from the base IOVA u32 offset{}; //!< Offset of the shader from the base IOVA
span<u8> data; //!< The shader bytecode in the CPU AS std::vector<u8> data; //!< The shader bytecode in a vector
std::optional<vk::raii::ShaderModule> vkModule;
Shader(ShaderCompiler::Stage stage, vk::ShaderStageFlagBits vkStage) : stage(stage), vkStage(vkStage) {}
}; };
IOVA shaderBaseIova{}; //!< The base IOVA that shaders are located at an offset from IOVA shaderBaseIova{}; //!< The base IOVA that shaders are located at an offset from
std::array<Shader, maxwell3d::StageCount> boundShaders{}; std::array<Shader, maxwell3d::StageCount> shaders{
Shader{ShaderCompiler::Stage::VertexA, vk::ShaderStageFlagBits::eVertex},
Shader{ShaderCompiler::Stage::VertexB, vk::ShaderStageFlagBits::eVertex},
Shader{ShaderCompiler::Stage::TessellationControl, vk::ShaderStageFlagBits::eTessellationControl},
Shader{ShaderCompiler::Stage::TessellationEval, vk::ShaderStageFlagBits::eTessellationEvaluation},
Shader{ShaderCompiler::Stage::Geometry, vk::ShaderStageFlagBits::eGeometry},
Shader{ShaderCompiler::Stage::Fragment, vk::ShaderStageFlagBits::eFragment},
};
std::array<vk::PipelineShaderStageCreateInfo, maxwell3d::StageCount - 1> shaderStagesInfo{}; //!< Storage backing for the pipeline shader stage information for all shaders aside from 'VertexA' which uses the same stage as 'VertexB'
size_t activeShaderStagesInfoCount{}; //!< The amount of active shader stages with valid entries in 'shaderStagesInfo'
ShaderCompiler::RuntimeInfo runtimeInfo{};
constexpr static size_t MaxShaderBytecodeSize{1 * 1024 * 1024}; //!< The largest shader binary that we support (1 MiB)
span<vk::PipelineShaderStageCreateInfo> GetShaderStages() {
if (!activeShaderStagesInfoCount) {
runtimeInfo.previous_stage_stores.mask.set(); // First stage should always have all bits set
size_t count{};
for (auto &shader : shaders) {
if (shader.enabled) {
// We only want to add the stage if it is enabled on the guest
if (shader.invalidated) {
// If a shader is invalidated, we need to ensure the corresponding VkShaderModule is accurate
if (!shader.data.empty() && shader.shouldCheckSame) {
auto newIovaRanges{channelCtx.asCtx->gmmu.TranslateRange(shaderBaseIova + shader.offset, shader.data.size())};
auto originalShader{shader.data.data()};
// A fast path to check if the shader is the same as before to avoid work
for (auto &range : newIovaRanges) {
if (range.data() && std::memcmp(range.data(), originalShader, range.size()) == 0) {
originalShader += range.size();
} else {
break;
}
}
shader.shouldCheckSame = true;
}
// A pass to check if the shader has a BRA infloop opcode ending (On most commercial games)
shader.data.resize(MaxShaderBytecodeSize);
auto foundEnd{channelCtx.asCtx->gmmu.ReadTill(shader.data, shaderBaseIova + shader.offset, [](span<u8> data) -> std::optional<size_t> {
// 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{data.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 static_cast<size_t>(std::distance(shaderInstructions.begin(), it)) * sizeof(u64);
}
return std::nullopt;
})};
shader.vkModule = gpu.shader.CompileGraphicsShader(shader.data, shader.stage, shader.offset, runtimeInfo);
}
shaderStagesInfo[count++] = vk::PipelineShaderStageCreateInfo{
.stage = shader.vkStage,
.module = **shader.vkModule,
.pName = "main",
};
}
}
activeShaderStagesInfoCount = count;
}
return span(shaderStagesInfo.data(), activeShaderStagesInfoCount);
}
public: public:
void SetShaderBaseIovaHigh(u32 high) { void SetShaderBaseIovaHigh(u32 high) {
shaderBaseIova.high = high; shaderBaseIova.high = high;
for (auto &shader : boundShaders) for (auto &shader : shaders) {
shader.data = span<u8>{}; shader.invalidated = true;
shader.shouldCheckSame = false;
}
} }
void SetShaderBaseIovaLow(u32 low) { void SetShaderBaseIovaLow(u32 low) {
shaderBaseIova.low = low; shaderBaseIova.low = low;
for (auto &shader : boundShaders) for (auto &shader : shaders) {
shader.data = span<u8>{}; shader.invalidated = true;
shader.shouldCheckSame = false;
}
} }
void SetShaderEnabled(maxwell3d::StageId stage, bool enabled) { void SetShaderEnabled(maxwell3d::StageId stage, bool enabled) {
auto &shader{boundShaders[static_cast<size_t>(stage)]}; auto &shader{shaders[static_cast<size_t>(stage)]};
shader.enabled = enabled; shader.enabled = enabled;
shader.data = span<u8>{}; shader.invalidated = true;
} }
void SetShaderOffset(maxwell3d::StageId stage, u32 offset) { void SetShaderOffset(maxwell3d::StageId stage, u32 offset) {
auto &shader{boundShaders[static_cast<size_t>(stage)]}; auto &shader{shaders[static_cast<size_t>(stage)]};
shader.offset = offset; shader.offset = offset;
shader.data = span<u8>{}; shader.invalidated = true;
} }
/* Rasterizer State */ /* Rasterizer State */