mirror of
https://github.com/skyline-emu/skyline.git
synced 2024-11-23 09:29:18 +01:00
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:
parent
08afda6ac4
commit
b6ba770a27
@ -14,6 +14,7 @@
|
||||
|
||||
namespace skyline::gpu::interconnect {
|
||||
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
|
||||
@ -381,36 +382,121 @@ namespace skyline::gpu::interconnect {
|
||||
private:
|
||||
struct Shader {
|
||||
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
|
||||
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
|
||||
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:
|
||||
void SetShaderBaseIovaHigh(u32 high) {
|
||||
shaderBaseIova.high = high;
|
||||
for (auto &shader : boundShaders)
|
||||
shader.data = span<u8>{};
|
||||
for (auto &shader : shaders) {
|
||||
shader.invalidated = true;
|
||||
shader.shouldCheckSame = false;
|
||||
}
|
||||
}
|
||||
|
||||
void SetShaderBaseIovaLow(u32 low) {
|
||||
shaderBaseIova.low = low;
|
||||
for (auto &shader : boundShaders)
|
||||
shader.data = span<u8>{};
|
||||
for (auto &shader : shaders) {
|
||||
shader.invalidated = true;
|
||||
shader.shouldCheckSame = false;
|
||||
}
|
||||
}
|
||||
|
||||
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.data = span<u8>{};
|
||||
shader.invalidated = true;
|
||||
}
|
||||
|
||||
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.data = span<u8>{};
|
||||
shader.invalidated = true;
|
||||
}
|
||||
|
||||
/* Rasterizer State */
|
||||
|
Loading…
Reference in New Issue
Block a user