Salieri: shader cache (#1701)

Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
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Mary 2020-11-13 00:15:34 +01:00 committed by GitHub
parent 7166e82c3c
commit 48f6570557
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57 changed files with 3589 additions and 396 deletions

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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Graphics API type accepted by the shader cache.
/// </summary>
enum CacheGraphicsApi : byte
{
/// <summary>
/// OpenGL Core
/// </summary>
OpenGL,
/// <summary>
/// OpenGL ES
/// </summary>
OpenGLES,
/// <summary>
/// Vulkan
/// </summary>
Vulkan,
/// <summary>
/// DirectX
/// </summary>
DirectX,
/// <summary>
/// Metal
/// </summary>
Metal,
/// <summary>
/// Guest, used to cache games raw shader programs.
/// </summary>
Guest
}
}

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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Hash algorithm accepted by the shader cache.
/// </summary>
enum CacheHashType : byte
{
/// <summary>
/// xxHash128
/// </summary>
XxHash128
}
}

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using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Header of the shader cache manifest.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
struct CacheManifestHeader
{
/// <summary>
/// The version of the cache.
/// </summary>
public ulong Version;
/// <summary>
/// The graphics api used for this cache.
/// </summary>
public CacheGraphicsApi GraphicsApi;
/// <summary>
/// The hash type used for this cache.
/// </summary>
public CacheHashType HashType;
/// <summary>
/// CRC-16 checksum over the data in the file.
/// </summary>
public ushort TableChecksum;
/// <summary>
/// Construct a new cache manifest header.
/// </summary>
/// <param name="version">The version of the cache</param>
/// <param name="graphicsApi">The graphics api used for this cache</param>
/// <param name="hashType">The hash type used for this cache</param>
public CacheManifestHeader(ulong version, CacheGraphicsApi graphicsApi, CacheHashType hashType)
{
Version = version;
GraphicsApi = graphicsApi;
HashType = hashType;
TableChecksum = 0;
}
/// <summary>
/// Update the checksum in the header.
/// </summary>
/// <param name="data">The data to perform the checksum on</param>
public void UpdateChecksum(ReadOnlySpan<byte> data)
{
TableChecksum = CalculateCrc16(data);
}
/// <summary>
/// Calculate a CRC-16 over data.
/// </summary>
/// <param name="data">The data to perform the CRC-16 on</param>
/// <returns>A CRC-16 over data</returns>
private static ushort CalculateCrc16(ReadOnlySpan<byte> data)
{
int crc = 0;
const ushort poly = 0x1021;
for (int i = 0; i < data.Length; i++)
{
crc ^= data[i] << 8;
for (int j = 0; j < 8; j++)
{
crc <<= 1;
if ((crc & 0x10000) != 0)
{
crc = (crc ^ poly) & 0xFFFF;
}
}
}
return (ushort)crc;
}
/// <summary>
/// Check the validity of the header.
/// </summary>
/// <param name="version">The target version in use</param>
/// <param name="graphicsApi">The target graphics api in use</param>
/// <param name="hashType">The target hash type in use</param>
/// <param name="data">The data after this header</param>
/// <returns>True if the header is valid</returns>
public bool IsValid(ulong version, CacheGraphicsApi graphicsApi, CacheHashType hashType, ReadOnlySpan<byte> data)
{
return Version == version && GraphicsApi == graphicsApi && HashType == hashType && TableChecksum == CalculateCrc16(data);
}
}
}

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using Ryujinx.Graphics.Shader;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Header of a cached guest gpu accessor.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
struct GuestGpuAccessorHeader
{
/// <summary>
/// The count of texture descriptors.
/// </summary>
public int TextureDescriptorCount;
/// <summary>
/// Local Size X for compute shaders.
/// </summary>
public int ComputeLocalSizeX;
/// <summary>
/// Local Size Y for compute shaders.
/// </summary>
public int ComputeLocalSizeY;
/// <summary>
/// Local Size Z for compute shaders.
/// </summary>
public int ComputeLocalSizeZ;
/// <summary>
/// Local Memory size in bytes for compute shaders.
/// </summary>
public int ComputeLocalMemorySize;
/// <summary>
/// Shared Memory size in bytes for compute shaders.
/// </summary>
public int ComputeSharedMemorySize;
/// <summary>
/// Unused/reserved.
/// </summary>
public int Reserved1;
/// <summary>
/// Current primitive topology for geometry shaders.
/// </summary>
public InputTopology PrimitiveTopology;
/// <summary>
/// Unused/reserved.
/// </summary>
public ushort Reserved2;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved3;
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Represent a cached shader entry in a guest shader program.
/// </summary>
class GuestShaderCacheEntry
{
/// <summary>
/// The header of the cached shader entry.
/// </summary>
public GuestShaderCacheEntryHeader Header { get; }
/// <summary>
/// The code of this shader.
/// </summary>
/// <remarks>If a Vertex A is present, this also contains the code 2 section.</remarks>
public byte[] Code { get; }
/// <summary>
/// The textures descriptors used for this shader.
/// </summary>
public Dictionary<int, GuestTextureDescriptor> TextureDescriptors { get; }
/// <summary>
/// Create a new instance of <see cref="GuestShaderCacheEntry"/>.
/// </summary>
/// <param name="header">The header of the cached shader entry</param>
/// <param name="code">The code of this shader</param>
private GuestShaderCacheEntry(GuestShaderCacheEntryHeader header, byte[] code)
{
Header = header;
Code = code;
TextureDescriptors = new Dictionary<int, GuestTextureDescriptor>();
}
/// <summary>
/// Parse a raw cached user shader program into an array of shader cache entry.
/// </summary>
/// <param name="data">The raw cached user shader program</param>
/// <param name="fileHeader">The user shader program header</param>
/// <returns>An array of shader cache entry</returns>
public static GuestShaderCacheEntry[] Parse(ref ReadOnlySpan<byte> data, out GuestShaderCacheHeader fileHeader)
{
fileHeader = MemoryMarshal.Read<GuestShaderCacheHeader>(data);
data = data.Slice(Unsafe.SizeOf<GuestShaderCacheHeader>());
ReadOnlySpan<GuestShaderCacheEntryHeader> entryHeaders = MemoryMarshal.Cast<byte, GuestShaderCacheEntryHeader>(data.Slice(0, fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>()));
data = data.Slice(fileHeader.Count * Unsafe.SizeOf<GuestShaderCacheEntryHeader>());
GuestShaderCacheEntry[] result = new GuestShaderCacheEntry[fileHeader.Count];
for (int i = 0; i < result.Length; i++)
{
GuestShaderCacheEntryHeader header = entryHeaders[i];
// Ignore empty entries
if (header.Size == 0 && header.SizeA == 0)
{
continue;
}
byte[] code = data.Slice(0, header.Size + header.SizeA).ToArray();
data = data.Slice(header.Size + header.SizeA);
result[i] = new GuestShaderCacheEntry(header, code);
ReadOnlySpan<GuestTextureDescriptor> textureDescriptors = MemoryMarshal.Cast<byte, GuestTextureDescriptor>(data.Slice(0, header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>()));
foreach (GuestTextureDescriptor textureDescriptor in textureDescriptors)
{
result[i].TextureDescriptors.Add((int)textureDescriptor.Handle, textureDescriptor);
}
data = data.Slice(header.GpuAccessorHeader.TextureDescriptorCount * Unsafe.SizeOf<GuestTextureDescriptor>());
}
return result;
}
}
}

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using Ryujinx.Graphics.Shader;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// The header of a guest shader entry in a guest shader program.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x30)]
struct GuestShaderCacheEntryHeader
{
/// <summary>
/// The stage of this shader.
/// </summary>
public ShaderStage Stage;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved1;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved2;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved3;
/// <summary>
/// The size of the code section.
/// </summary>
public int Size;
/// <summary>
/// The size of the code2 section if present. (Vertex A)
/// </summary>
public int SizeA;
/// <summary>
/// Unused/reserved.
/// </summary>
public int Reserved4;
/// <summary>
/// The header of the cached gpu accessor.
/// </summary>
public GuestGpuAccessorHeader GpuAccessorHeader;
/// <summary>
/// Create a new guest shader entry header.
/// </summary>
/// <param name="stage">The stage of this shader</param>
/// <param name="size">The size of the code section</param>
/// <param name="sizeA">The size of the code2 section if present (Vertex A)</param>
/// <param name="gpuAccessorHeader">The header of the cached gpu accessor</param>
public GuestShaderCacheEntryHeader(ShaderStage stage, int size, int sizeA, GuestGpuAccessorHeader gpuAccessorHeader) : this()
{
Stage = stage;
Size = size;
SizeA = sizeA;
GpuAccessorHeader = gpuAccessorHeader;
}
}
}

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using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// The header of a shader program in the guest cache.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)]
struct GuestShaderCacheHeader
{
/// <summary>
/// The count of shaders defining this program.
/// </summary>
public byte Count;
/// <summary>
/// The count of transform feedback data used in this program.
/// </summary>
public byte TransformFeedbackCount;
/// <summary>
/// Unused/reserved.
/// </summary>
public ushort Reserved1;
/// <summary>
/// Unused/reserved.
/// </summary>
public ulong Reserved2;
/// <summary>
/// Create a new guest shader cache header.
/// </summary>
/// <param name="count">The count of shaders defining this program</param>
/// <param name="transformFeedbackCount">The count of transform feedback data used in this program</param>
public GuestShaderCacheHeader(byte count, byte transformFeedbackCount) : this()
{
Count = count;
TransformFeedbackCount = transformFeedbackCount;
}
}
}

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using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Header for transform feedback.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
struct GuestShaderCacheTransformFeedbackHeader
{
/// <summary>
/// The buffer index of the transform feedback.
/// </summary>
public int BufferIndex;
/// <summary>
/// The stride of the transform feedback.
/// </summary>
public int Stride;
/// <summary>
/// The length of the varying location buffer of the transform feedback.
/// </summary>
public int VaryingLocationsLength;
/// <summary>
/// Reserved/unused.
/// </summary>
public int Reserved1;
public GuestShaderCacheTransformFeedbackHeader(int bufferIndex, int stride, int varyingLocationsLength) : this()
{
BufferIndex = bufferIndex;
Stride = stride;
VaryingLocationsLength = varyingLocationsLength;
}
}
}

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using Ryujinx.Graphics.Gpu.Image;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Mostly identical to TextureDescriptor from <see cref="Image"/> but we don't store the address of the texture and store its handle instead.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
struct GuestTextureDescriptor
{
public uint Handle;
internal TextureDescriptor Descriptor;
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.Shader;
using System;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Host shader entry used for binding information.
/// </summary>
class HostShaderCacheEntry
{
/// <summary>
/// The header of the cached shader entry.
/// </summary>
public HostShaderCacheEntryHeader Header { get; }
/// <summary>
/// Cached constant buffers.
/// </summary>
public BufferDescriptor[] CBuffers { get; }
/// <summary>
/// Cached storage buffers.
/// </summary>
public BufferDescriptor[] SBuffers { get; }
/// <summary>
/// Cached texture descriptors.
/// </summary>
public TextureDescriptor[] Textures { get; }
/// <summary>
/// Cached image descriptors.
/// </summary>
public TextureDescriptor[] Images { get; }
/// <summary>
/// Create a new instance of <see cref="HostShaderCacheEntry"/>.
/// </summary>
/// <param name="header">The header of the cached shader entry</param>
/// <param name="cBuffers">Cached constant buffers</param>
/// <param name="sBuffers">Cached storage buffers</param>
/// <param name="textures">Cached texture descriptors</param>
/// <param name="images">Cached image descriptors</param>
private HostShaderCacheEntry(
HostShaderCacheEntryHeader header,
BufferDescriptor[] cBuffers,
BufferDescriptor[] sBuffers,
TextureDescriptor[] textures,
TextureDescriptor[] images)
{
Header = header;
CBuffers = cBuffers;
SBuffers = sBuffers;
Textures = textures;
Images = images;
}
private HostShaderCacheEntry()
{
Header = new HostShaderCacheEntryHeader();
CBuffers = new BufferDescriptor[0];
SBuffers = new BufferDescriptor[0];
Textures = new TextureDescriptor[0];
Images = new TextureDescriptor[0];
}
private HostShaderCacheEntry(ShaderProgramInfo programInfo)
{
Header = new HostShaderCacheEntryHeader(programInfo.CBuffers.Count,
programInfo.SBuffers.Count,
programInfo.Textures.Count,
programInfo.Images.Count,
programInfo.UsesInstanceId);
CBuffers = programInfo.CBuffers.ToArray();
SBuffers = programInfo.SBuffers.ToArray();
Textures = programInfo.Textures.ToArray();
Images = programInfo.Images.ToArray();
}
/// <summary>
/// Convert the host shader entry to a <see cref="ShaderProgramInfo"/>.
/// </summary>
/// <returns>A new <see cref="ShaderProgramInfo"/> from this instance</returns>
internal ShaderProgramInfo ToShaderProgramInfo()
{
return new ShaderProgramInfo(CBuffers, SBuffers, Textures, Images, Header.UsesInstanceId);
}
/// <summary>
/// Parse a raw cached user shader program into an array of shader cache entry.
/// </summary>
/// <param name="data">The raw cached host shader</param>
/// <param name="programCode">The host shader program</param>
/// <returns>An array of shader cache entry</returns>
internal static HostShaderCacheEntry[] Parse(ReadOnlySpan<byte> data, out ReadOnlySpan<byte> programCode)
{
HostShaderCacheHeader fileHeader = MemoryMarshal.Read<HostShaderCacheHeader>(data);
data = data.Slice(Unsafe.SizeOf<HostShaderCacheHeader>());
ReadOnlySpan<HostShaderCacheEntryHeader> entryHeaders = MemoryMarshal.Cast<byte, HostShaderCacheEntryHeader>(data.Slice(0, fileHeader.Count * Unsafe.SizeOf<HostShaderCacheEntryHeader>()));
data = data.Slice(fileHeader.Count * Unsafe.SizeOf<HostShaderCacheEntryHeader>());
HostShaderCacheEntry[] result = new HostShaderCacheEntry[fileHeader.Count];
for (int i = 0; i < result.Length; i++)
{
HostShaderCacheEntryHeader header = entryHeaders[i];
if (!header.InUse)
{
continue;
}
int cBufferDescriptorsSize = header.CBuffersCount * Unsafe.SizeOf<BufferDescriptor>();
int sBufferDescriptorsSize = header.SBuffersCount * Unsafe.SizeOf<BufferDescriptor>();
int textureDescriptorsSize = header.TexturesCount * Unsafe.SizeOf<TextureDescriptor>();
int imageDescriptorsSize = header.ImagesCount * Unsafe.SizeOf<TextureDescriptor>();
ReadOnlySpan<BufferDescriptor> cBuffers = MemoryMarshal.Cast<byte, BufferDescriptor>(data.Slice(0, cBufferDescriptorsSize));
data = data.Slice(cBufferDescriptorsSize);
ReadOnlySpan<BufferDescriptor> sBuffers = MemoryMarshal.Cast<byte, BufferDescriptor>(data.Slice(0, sBufferDescriptorsSize));
data = data.Slice(sBufferDescriptorsSize);
ReadOnlySpan<TextureDescriptor> textureDescriptors = MemoryMarshal.Cast<byte, TextureDescriptor>(data.Slice(0, textureDescriptorsSize));
data = data.Slice(textureDescriptorsSize);
ReadOnlySpan<TextureDescriptor> imageDescriptors = MemoryMarshal.Cast<byte, TextureDescriptor>(data.Slice(0, imageDescriptorsSize));
data = data.Slice(imageDescriptorsSize);
result[i] = new HostShaderCacheEntry(header, cBuffers.ToArray(), sBuffers.ToArray(), textureDescriptors.ToArray(), imageDescriptors.ToArray());
}
programCode = data.Slice(0, fileHeader.CodeSize);
return result;
}
/// <summary>
/// Create a new host shader cache file.
/// </summary>
/// <param name="programCode">The host shader program</param>
/// <param name="codeHolders">The shaders code holder</param>
/// <returns>Raw data of a new host shader cache file</returns>
internal static byte[] Create(ReadOnlySpan<byte> programCode, ShaderCodeHolder[] codeHolders)
{
HostShaderCacheHeader header = new HostShaderCacheHeader((byte)codeHolders.Length, programCode.Length);
HostShaderCacheEntry[] entries = new HostShaderCacheEntry[codeHolders.Length];
for (int i = 0; i < codeHolders.Length; i++)
{
if (codeHolders[i] == null)
{
entries[i] = new HostShaderCacheEntry();
}
else
{
entries[i] = new HostShaderCacheEntry(codeHolders[i].Info);
}
}
using (MemoryStream stream = new MemoryStream())
{
BinaryWriter writer = new BinaryWriter(stream);
writer.WriteStruct(header);
foreach (HostShaderCacheEntry entry in entries)
{
writer.WriteStruct(entry.Header);
}
foreach (HostShaderCacheEntry entry in entries)
{
foreach (BufferDescriptor cBuffer in entry.CBuffers)
{
writer.WriteStruct(cBuffer);
}
foreach (BufferDescriptor sBuffer in entry.SBuffers)
{
writer.WriteStruct(sBuffer);
}
foreach (TextureDescriptor texture in entry.Textures)
{
writer.WriteStruct(texture);
}
foreach (TextureDescriptor image in entry.Images)
{
writer.WriteStruct(image);
}
}
writer.Write(programCode);
return stream.ToArray();
}
}
}
}

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using System.Runtime.InteropServices;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Host shader entry header used for binding information.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x14)]
struct HostShaderCacheEntryHeader
{
/// <summary>
/// Count of constant buffer descriptors.
/// </summary>
public int CBuffersCount;
/// <summary>
/// Count of storage buffer descriptors.
/// </summary>
public int SBuffersCount;
/// <summary>
/// Count of texture descriptors.
/// </summary>
public int TexturesCount;
/// <summary>
/// Count of image descriptors.
/// </summary>
public int ImagesCount;
/// <summary>
/// Set to true if the shader uses instance id.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UsesInstanceId;
/// <summary>
/// Set to true if this entry is in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
/// <summary>
/// Reserved / unused.
/// </summary>
public short Reserved;
/// <summary>
/// Create a new host shader cache entry header.
/// </summary>
/// <param name="cBuffersCount">Count of constant buffer descriptors</param>
/// <param name="sBuffersCount">Count of storage buffer descriptors</param>
/// <param name="texturesCount">Count of texture descriptors</param>
/// <param name="imagesCount">Count of image descriptors</param>
/// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
public HostShaderCacheEntryHeader(int cBuffersCount, int sBuffersCount, int texturesCount, int imagesCount, bool usesInstanceId) : this()
{
CBuffersCount = cBuffersCount;
SBuffersCount = sBuffersCount;
TexturesCount = texturesCount;
ImagesCount = imagesCount;
UsesInstanceId = usesInstanceId;
InUse = true;
}
}
}

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using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// The header of a shader program in the guest cache.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)]
struct HostShaderCacheHeader
{
/// <summary>
/// The count of shaders defining this program.
/// </summary>
public byte Count;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved1;
/// <summary>
/// Unused/reserved.
/// </summary>
public ushort Reserved2;
/// <summary>
/// Size of the shader binary.
/// </summary>
public int CodeSize;
/// <summary>
/// Create a new host shader cache header.
/// </summary>
/// <param name="count">The count of shaders defining this program</param>
/// <param name="codeSize">The size of the shader binary</param>
public HostShaderCacheHeader(byte count, int codeSize) : this()
{
Count = count;
CodeSize = codeSize;
}
}
}