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https://github.com/skyline-emu/skyline.git
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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.
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@ -14,6 +14,7 @@
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namespace skyline::gpu::interconnect {
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namespace skyline::gpu::interconnect {
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namespace maxwell3d = soc::gm20b::engine::maxwell3d::type;
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namespace maxwell3d = soc::gm20b::engine::maxwell3d::type;
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namespace ShaderCompiler = ::Shader; //!< Namespace alias to avoid conflict with the `Shader` class
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/**
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/**
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* @brief Host-equivalent context for state of the Maxwell3D engine on the guest
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* @brief Host-equivalent context for state of the Maxwell3D engine on the guest
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@ -381,36 +382,121 @@ namespace skyline::gpu::interconnect {
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private:
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private:
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struct Shader {
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struct Shader {
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bool enabled{false};
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bool enabled{false};
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bool invalidated{true}; //!< If the shader that existed earlier has been invalidated
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bool shouldCheckSame{false}; //!< If we should do a check for the shader being the same as before
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ShaderCompiler::Stage stage;
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vk::ShaderStageFlagBits vkStage;
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u32 offset{}; //!< Offset of the shader from the base IOVA
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u32 offset{}; //!< Offset of the shader from the base IOVA
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span<u8> data; //!< The shader bytecode in the CPU AS
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std::vector<u8> data; //!< The shader bytecode in a vector
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std::optional<vk::raii::ShaderModule> vkModule;
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Shader(ShaderCompiler::Stage stage, vk::ShaderStageFlagBits vkStage) : stage(stage), vkStage(vkStage) {}
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};
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};
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IOVA shaderBaseIova{}; //!< The base IOVA that shaders are located at an offset from
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IOVA shaderBaseIova{}; //!< The base IOVA that shaders are located at an offset from
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std::array<Shader, maxwell3d::StageCount> boundShaders{};
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std::array<Shader, maxwell3d::StageCount> shaders{
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Shader{ShaderCompiler::Stage::VertexA, vk::ShaderStageFlagBits::eVertex},
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Shader{ShaderCompiler::Stage::VertexB, vk::ShaderStageFlagBits::eVertex},
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Shader{ShaderCompiler::Stage::TessellationControl, vk::ShaderStageFlagBits::eTessellationControl},
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Shader{ShaderCompiler::Stage::TessellationEval, vk::ShaderStageFlagBits::eTessellationEvaluation},
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Shader{ShaderCompiler::Stage::Geometry, vk::ShaderStageFlagBits::eGeometry},
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Shader{ShaderCompiler::Stage::Fragment, vk::ShaderStageFlagBits::eFragment},
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};
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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'
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size_t activeShaderStagesInfoCount{}; //!< The amount of active shader stages with valid entries in 'shaderStagesInfo'
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ShaderCompiler::RuntimeInfo runtimeInfo{};
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constexpr static size_t MaxShaderBytecodeSize{1 * 1024 * 1024}; //!< The largest shader binary that we support (1 MiB)
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span<vk::PipelineShaderStageCreateInfo> GetShaderStages() {
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if (!activeShaderStagesInfoCount) {
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runtimeInfo.previous_stage_stores.mask.set(); // First stage should always have all bits set
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size_t count{};
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for (auto &shader : shaders) {
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if (shader.enabled) {
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// We only want to add the stage if it is enabled on the guest
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if (shader.invalidated) {
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// If a shader is invalidated, we need to ensure the corresponding VkShaderModule is accurate
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if (!shader.data.empty() && shader.shouldCheckSame) {
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auto newIovaRanges{channelCtx.asCtx->gmmu.TranslateRange(shaderBaseIova + shader.offset, shader.data.size())};
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auto originalShader{shader.data.data()};
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// A fast path to check if the shader is the same as before to avoid work
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for (auto &range : newIovaRanges) {
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if (range.data() && std::memcmp(range.data(), originalShader, range.size()) == 0) {
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originalShader += range.size();
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} else {
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break;
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}
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}
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shader.shouldCheckSame = true;
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}
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// A pass to check if the shader has a BRA infloop opcode ending (On most commercial games)
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shader.data.resize(MaxShaderBytecodeSize);
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auto foundEnd{channelCtx.asCtx->gmmu.ReadTill(shader.data, shaderBaseIova + shader.offset, [](span<u8> data) -> std::optional<size_t> {
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// We attempt to find the shader size by looking for "BRA $" (Infinite Loop) which is used as padding at the end of the shader
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// UAM Shader Compiler Reference: https://github.com/devkitPro/uam/blob/5a5afc2bae8b55409ab36ba45be63fcb73f68993/source/compiler_iface.cpp#L319-L351
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constexpr u64 BraSelf1{0xE2400FFFFF87000F}, BraSelf2{0xE2400FFFFF07000F};
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span<u64> shaderInstructions{data.cast<u64, std::dynamic_extent, true>()};
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for (auto it{shaderInstructions.begin()}; it != shaderInstructions.end(); it++) {
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auto instruction{*it};
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if (instruction == BraSelf1 || instruction == BraSelf2) [[unlikely]]
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// It is far more likely that the instruction doesn't match so this is an unlikely case
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return static_cast<size_t>(std::distance(shaderInstructions.begin(), it)) * sizeof(u64);
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}
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return std::nullopt;
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})};
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shader.vkModule = gpu.shader.CompileGraphicsShader(shader.data, shader.stage, shader.offset, runtimeInfo);
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}
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shaderStagesInfo[count++] = vk::PipelineShaderStageCreateInfo{
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.stage = shader.vkStage,
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.module = **shader.vkModule,
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.pName = "main",
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};
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}
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}
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activeShaderStagesInfoCount = count;
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}
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return span(shaderStagesInfo.data(), activeShaderStagesInfoCount);
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}
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public:
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public:
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void SetShaderBaseIovaHigh(u32 high) {
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void SetShaderBaseIovaHigh(u32 high) {
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shaderBaseIova.high = high;
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shaderBaseIova.high = high;
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for (auto &shader : boundShaders)
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for (auto &shader : shaders) {
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shader.data = span<u8>{};
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shader.invalidated = true;
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shader.shouldCheckSame = false;
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}
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}
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}
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void SetShaderBaseIovaLow(u32 low) {
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void SetShaderBaseIovaLow(u32 low) {
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shaderBaseIova.low = low;
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shaderBaseIova.low = low;
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for (auto &shader : boundShaders)
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for (auto &shader : shaders) {
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shader.data = span<u8>{};
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shader.invalidated = true;
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shader.shouldCheckSame = false;
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}
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}
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}
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void SetShaderEnabled(maxwell3d::StageId stage, bool enabled) {
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void SetShaderEnabled(maxwell3d::StageId stage, bool enabled) {
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auto &shader{boundShaders[static_cast<size_t>(stage)]};
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auto &shader{shaders[static_cast<size_t>(stage)]};
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shader.enabled = enabled;
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shader.enabled = enabled;
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shader.data = span<u8>{};
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shader.invalidated = true;
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}
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}
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void SetShaderOffset(maxwell3d::StageId stage, u32 offset) {
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void SetShaderOffset(maxwell3d::StageId stage, u32 offset) {
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auto &shader{boundShaders[static_cast<size_t>(stage)]};
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auto &shader{shaders[static_cast<size_t>(stage)]};
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shader.offset = offset;
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shader.offset = offset;
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shader.data = span<u8>{};
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shader.invalidated = true;
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}
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}
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/* Rasterizer State */
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/* Rasterizer State */
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