Update shader cache handling to process old versions

This commit is contained in:
sunshineinabox 2024-09-29 16:53:56 -07:00
parent 4e501f1a70
commit 95a0344eb4
5 changed files with 93 additions and 7 deletions

View file

@ -232,10 +232,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
for (int index = 0; index < ThreadCount; index++)
{
workThreads[index] = new Thread(ProcessAsyncQueue)
{
Name = $"GPU.AsyncTranslationThread.{index}",
};
workThreads[index] = new Thread(ProcessAsyncQueue) { Name = $"GPU.AsyncTranslationThread.{index}", };
}
int programCount = _hostStorage.GetProgramCount();
@ -305,6 +302,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
using var streams = _hostStorage.GetOutputStreams(_context);
int packagedShaders = 0;
ProgramPipelineState previousPipelineState = default;
ProgramPipelineState currentPipelineState = default;
foreach (var kv in _programList)
{
if (!Active)
@ -314,9 +314,53 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
(CachedShaderProgram program, byte[] binaryCode) = kv.Value;
_hostStorage.AddShader(_context, program, binaryCode, streams);
if (program.SpecializationState.PipelineState.HasValue && _context.Capabilities.SupportsExtendedDynamicState)
{
currentPipelineState = program.SpecializationState.PipelineState.Value;
_stateChangeCallback(ShaderCacheState.Packaging, ++packagedShaders, _programList.Count);
if (_context.Capabilities.SupportsExtendedDynamicState)
{
currentPipelineState.StencilTest = default;
currentPipelineState.CullMode = 0;
currentPipelineState.FrontFace = 0;
currentPipelineState.DepthTest = default;
currentPipelineState.Topology = ConvertToClass(currentPipelineState.Topology);
}
if (_context.Capabilities.SupportsExtendedDynamicState2)
{
currentPipelineState.PrimitiveRestartEnable = false;
currentPipelineState.BiasEnable = 0;
currentPipelineState.RasterizerDiscard = false;
}
if (_context.Capabilities.SupportsLogicOpDynamicState)
{
currentPipelineState.LogicOp = 0;
}
if (_context.Capabilities.SupportsPatchControlPointsDynamicState)
{
currentPipelineState.PatchControlPoints = 0;
}
currentPipelineState = program.SpecializationState.PipelineState.Value;
}
if (currentPipelineState.Equals(previousPipelineState) || !_context.Capabilities.SupportsExtendedDynamicState)
{
_hostStorage.AddShader(_context, program, binaryCode, streams);
_stateChangeCallback(ShaderCacheState.Packaging, ++packagedShaders, _programList.Count);
}
if (_context.Capabilities.SupportsExtendedDynamicState)
{
previousPipelineState = currentPipelineState;
}
}
Logger.Info?.Print(LogClass.Gpu, $"Rebuilt {_programList.Count} shaders successfully.");
@ -343,6 +387,28 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
_stateChangeCallback(ShaderCacheState.Loaded, programCount, programCount);
}
private PrimitiveTopology ConvertToClass(PrimitiveTopology topology)
{
return topology switch
{
PrimitiveTopology.Points => PrimitiveTopology.Points,
PrimitiveTopology.Lines or
PrimitiveTopology.LineStrip or
PrimitiveTopology.LinesAdjacency or
PrimitiveTopology.LineStripAdjacency => PrimitiveTopology.Lines,
PrimitiveTopology.Triangles or
PrimitiveTopology.TriangleStrip or
PrimitiveTopology.TriangleFan or
PrimitiveTopology.TrianglesAdjacency or
PrimitiveTopology.TriangleStripAdjacency or
PrimitiveTopology.Polygon => PrimitiveTopology.TriangleStrip,
PrimitiveTopology.Patches => PrimitiveTopology.Patches,
PrimitiveTopology.Quads => PrimitiveTopology.Quads,
PrimitiveTopology.QuadStrip => PrimitiveTopology.QuadStrip,
PrimitiveTopology.LineLoop => PrimitiveTopology.LineLoop,
};
}
/// <summary>
/// Enqueues a host program for compilation.
/// </summary>