// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include #include #include "common/alignment.h" #include "common/assert.h" #include "common/logging/log.h" #include "common/scope_exit.h" #include "core/core.h" #include "core/frontend/emu_window.h" #include "shader_recompiler/backend/glasm/emit_glasm.h" #include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/maxwell/control_flow.h" #include "shader_recompiler/frontend/maxwell/program.h" #include "shader_recompiler/profile.h" #include "video_core/engines/kepler_compute.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/engines/shader_type.h" #include "video_core/memory_manager.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_state_tracker.h" #include "video_core/shader_cache.h" #include "video_core/shader_environment.h" #include "video_core/shader_notify.h" namespace OpenGL { namespace { using Shader::Backend::GLASM::EmitGLASM; using Shader::Backend::SPIRV::EmitSPIRV; using Shader::Maxwell::TranslateProgram; using VideoCommon::ComputeEnvironment; using VideoCommon::GraphicsEnvironment; template auto MakeSpan(Container& container) { return std::span(container.data(), container.size()); } void AddShader(GLenum stage, GLuint program, std::span code) { OGLShader shader; shader.handle = glCreateShader(stage); glShaderBinary(1, &shader.handle, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, code.data(), static_cast(code.size_bytes())); glSpecializeShader(shader.handle, "main", 0, nullptr, nullptr); glAttachShader(program, shader.handle); if (!Settings::values.renderer_debug) { return; } GLint shader_status{}; glGetShaderiv(shader.handle, GL_COMPILE_STATUS, &shader_status); if (shader_status == GL_FALSE) { LOG_ERROR(Render_OpenGL, "Failed to build shader"); } GLint log_length{}; glGetShaderiv(shader.handle, GL_INFO_LOG_LENGTH, &log_length); if (log_length == 0) { return; } std::string log(log_length, 0); glGetShaderInfoLog(shader.handle, log_length, nullptr, log.data()); if (shader_status == GL_FALSE) { LOG_ERROR(Render_OpenGL, "{}", log); } else { LOG_WARNING(Render_OpenGL, "{}", log); } } void LinkProgram(GLuint program) { glLinkProgram(program); if (!Settings::values.renderer_debug) { return; } GLint link_status{}; glGetProgramiv(program, GL_LINK_STATUS, &link_status); GLint log_length{}; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); if (log_length == 0) { return; } std::string log(log_length, 0); glGetProgramInfoLog(program, log_length, nullptr, log.data()); if (link_status == GL_FALSE) { LOG_ERROR(Render_OpenGL, "{}", log); } else { LOG_WARNING(Render_OpenGL, "{}", log); } } OGLAssemblyProgram CompileProgram(std::string_view code, GLenum target) { OGLAssemblyProgram program; glGenProgramsARB(1, &program.handle); glNamedProgramStringEXT(program.handle, target, GL_PROGRAM_FORMAT_ASCII_ARB, static_cast(code.size()), code.data()); if (Settings::values.renderer_debug) { const auto err = reinterpret_cast(glGetString(GL_PROGRAM_ERROR_STRING_NV)); if (err && *err) { if (std::strstr(err, "error")) { LOG_CRITICAL(Render_OpenGL, "\n{}", err); LOG_INFO(Render_OpenGL, "\n{}", code); } else { LOG_WARNING(Render_OpenGL, "\n{}", err); } } } return program; } GLenum Stage(size_t stage_index) { switch (stage_index) { case 0: return GL_VERTEX_SHADER; case 1: return GL_TESS_CONTROL_SHADER; case 2: return GL_TESS_EVALUATION_SHADER; case 3: return GL_GEOMETRY_SHADER; case 4: return GL_FRAGMENT_SHADER; } UNREACHABLE_MSG("{}", stage_index); return GL_NONE; } GLenum AssemblyStage(size_t stage_index) { switch (stage_index) { case 0: return GL_VERTEX_PROGRAM_NV; case 1: return GL_TESS_CONTROL_PROGRAM_NV; case 2: return GL_TESS_EVALUATION_PROGRAM_NV; case 3: return GL_GEOMETRY_PROGRAM_NV; case 4: return GL_FRAGMENT_PROGRAM_NV; } UNREACHABLE_MSG("{}", stage_index); return GL_NONE; } Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsProgramKey& key, const Shader::IR::Program& program) { UNIMPLEMENTED_IF_MSG(key.xfb_enabled != 0, "Transform feedbacks"); Shader::RuntimeInfo info; switch (program.stage) { case Shader::Stage::TessellationEval: // We have to flip tessellation clockwise for some reason... info.tess_clockwise = key.tessellation_clockwise == 0; info.tess_primitive = [&key] { switch (key.tessellation_primitive) { case Maxwell::TessellationPrimitive::Isolines: return Shader::TessPrimitive::Isolines; case Maxwell::TessellationPrimitive::Triangles: return Shader::TessPrimitive::Triangles; case Maxwell::TessellationPrimitive::Quads: return Shader::TessPrimitive::Quads; } UNREACHABLE(); return Shader::TessPrimitive::Triangles; }(); info.tess_spacing = [&] { switch (key.tessellation_spacing) { case Maxwell::TessellationSpacing::Equal: return Shader::TessSpacing::Equal; case Maxwell::TessellationSpacing::FractionalOdd: return Shader::TessSpacing::FractionalOdd; case Maxwell::TessellationSpacing::FractionalEven: return Shader::TessSpacing::FractionalEven; } UNREACHABLE(); return Shader::TessSpacing::Equal; }(); break; case Shader::Stage::Fragment: info.force_early_z = key.early_z != 0; break; default: break; } switch (key.gs_input_topology) { case Maxwell::PrimitiveTopology::Points: info.input_topology = Shader::InputTopology::Points; break; case Maxwell::PrimitiveTopology::Lines: case Maxwell::PrimitiveTopology::LineLoop: case Maxwell::PrimitiveTopology::LineStrip: info.input_topology = Shader::InputTopology::Lines; break; case Maxwell::PrimitiveTopology::Triangles: case Maxwell::PrimitiveTopology::TriangleStrip: case Maxwell::PrimitiveTopology::TriangleFan: case Maxwell::PrimitiveTopology::Quads: case Maxwell::PrimitiveTopology::QuadStrip: case Maxwell::PrimitiveTopology::Polygon: case Maxwell::PrimitiveTopology::Patches: info.input_topology = Shader::InputTopology::Triangles; break; case Maxwell::PrimitiveTopology::LinesAdjacency: case Maxwell::PrimitiveTopology::LineStripAdjacency: info.input_topology = Shader::InputTopology::LinesAdjacency; break; case Maxwell::PrimitiveTopology::TrianglesAdjacency: case Maxwell::PrimitiveTopology::TriangleStripAdjacency: info.input_topology = Shader::InputTopology::TrianglesAdjacency; break; } return info; } void SetXfbState(VideoCommon::TransformFeedbackState& state, const Maxwell& regs) { std::ranges::transform(regs.tfb_layouts, state.layouts.begin(), [](const auto& layout) { return VideoCommon::TransformFeedbackState::Layout{ .stream = layout.stream, .varying_count = layout.varying_count, .stride = layout.stride, }; }); state.varyings = regs.tfb_varying_locs; } } // Anonymous namespace ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindow& emu_window_, Tegra::Engines::Maxwell3D& maxwell3d_, Tegra::Engines::KeplerCompute& kepler_compute_, Tegra::MemoryManager& gpu_memory_, const Device& device_, TextureCache& texture_cache_, BufferCache& buffer_cache_, ProgramManager& program_manager_, StateTracker& state_tracker_) : VideoCommon::ShaderCache{rasterizer_, gpu_memory_, maxwell3d_, kepler_compute_}, emu_window{emu_window_}, device{device_}, texture_cache{texture_cache_}, buffer_cache{buffer_cache_}, program_manager{program_manager_}, state_tracker{ state_tracker_} { profile = Shader::Profile{ .supported_spirv = 0x00010000, .unified_descriptor_binding = false, .support_descriptor_aliasing = false, .support_int8 = false, .support_int16 = false, .support_vertex_instance_id = true, .support_float_controls = false, .support_separate_denorm_behavior = false, .support_separate_rounding_mode = false, .support_fp16_denorm_preserve = false, .support_fp32_denorm_preserve = false, .support_fp16_denorm_flush = false, .support_fp32_denorm_flush = false, .support_fp16_signed_zero_nan_preserve = false, .support_fp32_signed_zero_nan_preserve = false, .support_fp64_signed_zero_nan_preserve = false, .support_explicit_workgroup_layout = false, .support_vote = true, .support_viewport_index_layer_non_geometry = device.HasNvViewportArray2() || device.HasVertexViewportLayer(), .support_viewport_mask = device.HasNvViewportArray2(), .support_typeless_image_loads = device.HasImageLoadFormatted(), .support_demote_to_helper_invocation = false, .support_int64_atomics = false, .warp_size_potentially_larger_than_guest = true, .lower_left_origin_mode = true, .has_broken_spirv_clamp = true, .has_broken_unsigned_image_offsets = true, .has_broken_signed_operations = true, .ignore_nan_fp_comparisons = true, }; } ShaderCache::~ShaderCache() = default; GraphicsProgram* ShaderCache::CurrentGraphicsProgram() { if (!RefreshStages(graphics_key.unique_hashes)) { return nullptr; } const auto& regs{maxwell3d.regs}; graphics_key.raw = 0; graphics_key.early_z.Assign(regs.force_early_fragment_tests != 0 ? 1 : 0); graphics_key.gs_input_topology.Assign(graphics_key.unique_hashes[4] != 0 ? regs.draw.topology.Value() : Maxwell::PrimitiveTopology{}); graphics_key.tessellation_primitive.Assign(regs.tess_mode.prim.Value()); graphics_key.tessellation_spacing.Assign(regs.tess_mode.spacing.Value()); graphics_key.tessellation_clockwise.Assign(regs.tess_mode.cw.Value()); graphics_key.xfb_enabled.Assign(regs.tfb_enabled != 0 ? 1 : 0); if (graphics_key.xfb_enabled) { SetXfbState(graphics_key.xfb_state, regs); } const auto [pair, is_new]{graphics_cache.try_emplace(graphics_key)}; auto& program{pair->second}; if (is_new) { program = CreateGraphicsProgram(); } return program.get(); } ComputeProgram* ShaderCache::CurrentComputeProgram() { const VideoCommon::ShaderInfo* const shader{ComputeShader()}; if (!shader) { return nullptr; } const auto& qmd{kepler_compute.launch_description}; const ComputeProgramKey key{ .unique_hash = shader->unique_hash, .shared_memory_size = qmd.shared_alloc, .workgroup_size{qmd.block_dim_x, qmd.block_dim_y, qmd.block_dim_z}, }; const auto [pair, is_new]{compute_cache.try_emplace(key)}; auto& pipeline{pair->second}; if (!is_new) { return pipeline.get(); } pipeline = CreateComputeProgram(key, shader); return pipeline.get(); } std::unique_ptr ShaderCache::CreateGraphicsProgram() { GraphicsEnvironments environments; GetGraphicsEnvironments(environments, graphics_key.unique_hashes); main_pools.ReleaseContents(); return CreateGraphicsProgram(main_pools, graphics_key, environments.Span(), true); } std::unique_ptr ShaderCache::CreateGraphicsProgram( ShaderPools& pools, const GraphicsProgramKey& key, std::span envs, bool build_in_parallel) { LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash()); size_t env_index{0}; std::array programs; for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) { if (key.unique_hashes[index] == 0) { continue; } Shader::Environment& env{*envs[env_index]}; ++env_index; const u32 cfg_offset{static_cast(env.StartAddress() + sizeof(Shader::ProgramHeader))}; Shader::Maxwell::Flow::CFG cfg(env, pools.flow_block, cfg_offset); programs[index] = TranslateProgram(pools.inst, pools.block, env, cfg); } std::array infos{}; OGLProgram source_program; std::array assembly_programs; Shader::Backend::Bindings binding; if (!device.UseAssemblyShaders()) { source_program.handle = glCreateProgram(); } for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) { if (key.unique_hashes[index] == 0) { continue; } UNIMPLEMENTED_IF(index == 0); Shader::IR::Program& program{programs[index]}; const size_t stage_index{index - 1}; infos[stage_index] = &program.info; const Shader::RuntimeInfo runtime_info{MakeRuntimeInfo(key, program)}; if (device.UseAssemblyShaders()) { const std::string code{EmitGLASM(profile, runtime_info, program, binding)}; assembly_programs[stage_index] = CompileProgram(code, AssemblyStage(stage_index)); } else { const std::vector code{EmitSPIRV(profile, runtime_info, program, binding)}; AddShader(Stage(stage_index), source_program.handle, code); } } if (!device.UseAssemblyShaders()) { LinkProgram(source_program.handle); } return std::make_unique( texture_cache, buffer_cache, gpu_memory, maxwell3d, program_manager, state_tracker, std::move(source_program), std::move(assembly_programs), infos, key.xfb_enabled != 0 ? &key.xfb_state : nullptr); } std::unique_ptr ShaderCache::CreateComputeProgram( const ComputeProgramKey& key, const VideoCommon::ShaderInfo* shader) { const GPUVAddr program_base{kepler_compute.regs.code_loc.Address()}; const auto& qmd{kepler_compute.launch_description}; ComputeEnvironment env{kepler_compute, gpu_memory, program_base, qmd.program_start}; env.SetCachedSize(shader->size_bytes); main_pools.ReleaseContents(); return CreateComputeProgram(main_pools, key, env, true); } std::unique_ptr ShaderCache::CreateComputeProgram(ShaderPools& pools, const ComputeProgramKey& key, Shader::Environment& env, bool build_in_parallel) { LOG_INFO(Render_OpenGL, "0x{:016x}", key.Hash()); Shader::Maxwell::Flow::CFG cfg{env, pools.flow_block, env.StartAddress()}; Shader::IR::Program program{TranslateProgram(pools.inst, pools.block, env, cfg)}; OGLAssemblyProgram asm_program; OGLProgram source_program; if (device.UseAssemblyShaders()) { const std::string code{EmitGLASM(profile, program)}; asm_program = CompileProgram(code, GL_COMPUTE_PROGRAM_NV); } else { const std::vector code{EmitSPIRV(profile, program)}; source_program.handle = glCreateProgram(); AddShader(GL_COMPUTE_SHADER, source_program.handle, code); LinkProgram(source_program.handle); } return std::make_unique(texture_cache, buffer_cache, gpu_memory, kepler_compute, program_manager, program.info, std::move(source_program), std::move(asm_program)); } } // namespace OpenGL