Files
AnyPS5/core/shader/recompiler/CacheKey.hpp
T
Muhammad Wasif Ali WasifandClaude Opus 5.5 243925113f fix(shader): order wave LDS accesses with a memory barrier on AMD's proprietary driver
A guest wave's lanes see each other's LDS writes without a barrier, so
the recompiler adds a subgroup-scope OpControlBarrier between an LDS
write and the next LDS access when the guest wave is one host subgroup
(WaveLdsScope). AMD's proprietary Windows driver 32.0.21042.62 (Vulkan
driver 2.0.353, "AMD proprietary shader compiler", Radeon 0x13c0)
compiles that barrier to s_barrier, as the pipeline's internal ISA
shows (26 s_barrier for the guest's 9 in a small LDS reduction). In a
workgroup of several waves, the waves that enter a branch holding LDS
accesses then execute extra s_barriers, which pair with the other
waves' barriers, and those waves read LDS before it is written. LLPC
compiles a subgroup-scope control barrier to a wave barrier instead.

PS5LM Plus (PPSA99581) answered with garbage on that driver: the first
compute dispatch of its first graph, an RMS norm with a 512-thread
wave32 LDS tree reduction, scaled every row except its first 32
elements by a partial sum, while NVIDIA matched a NumPy reference and
the inputs were identical.

On that driver the barrier is now a subgroup-scope OpMemoryBarrier,
which it compiles to no instruction. A 32-lane subgroup is one hardware
wave there, which runs its lanes in lockstep and issues its LDS
instructions in order; Vulkan does not guarantee that, so it is
recorded as debt. Other drivers keep the control barrier. The flag is
part of the shader cache key, and agc_shader_replay takes
--wave-lds-memory-barriers to replay a request the way that driver
compiles it.

agc_driver_lds_tree_reduction sums over eight wave32 waves the way the
guest does, with its last four steps inside one wave and no s_barrier
between them: before, thread 32 read 1936 instead of 32896 on the AMD
driver; it passes on AMD and NVIDIA now. agc_subgroup_barrier checks
the driver quirk and the emitted barriers on every runner. PS5LM Plus
now answers " Paris. It is the largest city in Europe ..." on the AMD
iGPU without flash attention, as on NVIDIA and the CPU.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-20 20:24:01 +05:00

299 lines
13 KiB
C++

#ifndef CORE_SHADER_RECOMPILER_CACHEKEY_HPP
#define CORE_SHADER_RECOMPILER_CACHEKEY_HPP
#include "Recompiler.hpp"
#include "RdnaDecoder/RdnaDescriptorFormat.hpp"
#include "prx/libc/include/HostThreadLocal.hpp"
#include <cstdlib>
#include <stdexcept>
#include <type_traits>
namespace ShaderRecompiler {
class RecompileCacheKey {
public:
static void Build(const RecompileRequest& request, std::vector<std::uint64_t>& key) {
key.clear();
append(key, RuntimeAbi::Version);
append(key, request.shader.stage);
// The code enters as a hash rather than word by word: the key is built, hashed and compared
// on every dispatch and draw. The cache verifies a match against the code it stored.
// Debug aid: APS5_NO_CODE_HASH_KEY=1 appends every code word, as before.
static const bool hashedCode = std::getenv("APS5_NO_CODE_HASH_KEY") == nullptr;
if (hashedCode) {
append(key, request.shader.code.size());
append(key, HashCode(request.shader.code));
} else {
append(key, request.shader.code);
}
appendInterface(key, request);
}
static void BuildInterface(const RecompileRequest& request, std::vector<std::uint64_t>& key) {
key.clear();
append(key, RuntimeAbi::Version);
append(key, request.shader.stage);
appendInterface(key, request);
}
// A hash over every field Build appends except the code, the target and the probe flag: the
// key of a source memo whose owner fixes the code (a registered shader at an offset) and the
// device itself, and which is bypassed while the probe is active.
static std::uint64_t ContextHash(const RecompileRequest& request) {
struct ContextKeyStorage {};
auto& key = HostThreadLocal<std::vector<std::uint64_t>, ContextKeyStorage>();
key.clear();
append(key, RuntimeAbi::Version);
append(key, request.shader.stage);
append(key, request.context.waveSize);
append(key, request.context.userDataBaseRegister);
append(key, request.context.userData.size());
append(key, request.context.compute);
append(key, request.context.pixel);
append(key, request.context.vertex);
append(key, request.context.floatMode);
append(key, request.context.convertedSamples);
appendFallbacks(key, request);
appendMesh(key, request);
appendTessellation(key, request);
std::uint64_t hash = 0xcbf29ce484222325ull;
for (const auto value : key) {
hash ^= value;
hash *= 0x100000001b3ull;
}
return hash;
}
// A 64-bit hash of the code, two dwords per step; collisions are resolved by comparing the code.
static std::uint64_t HashCode(std::span<const std::uint32_t> code) {
std::uint64_t hash = 0x9e3779b97f4a7c15ull ^ (static_cast<std::uint64_t>(code.size()) * 0x100000001b3ull);
const auto mix = [&](std::uint64_t chunk) {
hash = (hash ^ chunk) * 0x9e3779b97f4a7c15ull;
hash ^= hash >> 29u;
};
std::size_t index = 0;
for (; index + 2 <= code.size(); index += 2) mix(code[index] | (static_cast<std::uint64_t>(code[index + 1]) << 32u));
if (index < code.size()) mix(code[index]);
return hash;
}
private:
static void appendInterface(std::vector<std::uint64_t>& key, const RecompileRequest& request) {
append(key, request.context.waveSize);
append(key, request.context.userDataBaseRegister);
append(key, request.context.userData.size());
append(key, request.context.compute);
append(key, request.context.pixel);
append(key, request.context.vertex);
append(key, request.context.floatMode);
append(key, request.context.convertedSamples);
appendFallbacks(key, request);
appendMesh(key, request);
appendTessellation(key, request);
append(key, request.target);
append(key, DebugProbeActive());
append(key, RayTracingStrict());
append(key, RayTracingMiss());
}
static void appendFallbacks(std::vector<std::uint64_t>& key, const RecompileRequest& request) {
append(key, request.context.linkedCallFallbacks.size());
for (const auto programCounter : request.context.linkedCallFallbacks) append(key, programCounter);
}
static void appendMesh(std::vector<std::uint64_t>& key, const RecompileRequest& request) {
if (request.shader.stage == ShaderStage::Fragment) {
append(key, request.graphics && request.graphics->mesh);
return;
}
if (request.shader.stage != ShaderStage::Mesh) return;
const auto* mesh = request.graphics && request.graphics->mesh ? &*request.graphics->mesh : nullptr;
append(key, mesh != nullptr);
if (mesh == nullptr) return;
for (const auto value : {mesh->inputPrimitive, mesh->primitivesPerGroup, mesh->verticesPerGroup, mesh->maxVertices, mesh->maxPrimitives, mesh->threadsPerGroup, mesh->ldsSizeDwords, mesh->provokingVertex, mesh->esgsItemSize, mesh->outputPrimitiveSize}) append(key, value);
const auto& barycentrics = request.graphics->meshBarycentrics;
append(key, barycentrics.has_value());
if (!barycentrics.has_value()) return;
append(key, barycentrics->emulation.active);
append(key, barycentrics->emulation.smooth);
append(key, barycentrics->emulation.linear);
append(key, barycentrics->parameters.size());
for (const auto& parameter : barycentrics->parameters) {
append(key, parameter.location);
append(key, parameter.sourceLocation);
append(key, parameter.perVertex);
}
}
static void appendTessellation(std::vector<std::uint64_t>& key, const RecompileRequest& request) {
if (request.shader.stage != ShaderStage::Local && request.shader.stage != ShaderStage::TessellationControl && request.shader.stage != ShaderStage::TessellationEvaluation) return;
const auto* tessellation = request.graphics && request.graphics->tessellation ? &*request.graphics->tessellation : nullptr;
append(key, tessellation != nullptr);
if (tessellation == nullptr) return;
for (const auto value : {tessellation->inputControlPoints, tessellation->outputControlPoints, tessellation->domain, tessellation->partitioning, tessellation->outputTopology}) append(key, value);
if (request.shader.stage != ShaderStage::TessellationEvaluation) append(key, tessellation->mergedHull);
if (request.shader.stage == ShaderStage::Local) return;
append(key, tessellation->patchesPerGroup);
append(key, tessellation->primitiveGroupSize);
append(key, TessellationInstancePatches(request));
}
template<typename TValue>
static void append(std::vector<std::uint64_t>& key, TValue value) requires (std::is_integral_v<TValue> || std::is_enum_v<TValue>) {
key.push_back(static_cast<std::uint64_t>(value));
}
template<typename TValue, std::size_t TSize>
static void append(std::vector<std::uint64_t>& key, const std::array<TValue, TSize>& values) {
for (const auto value : values) append(key, value);
}
template<typename TValue>
static void append(std::vector<std::uint64_t>& key, std::span<TValue> values) {
append(key, values.size());
for (const auto value : values) append(key, value);
}
template<typename TValue>
static void append(std::vector<std::uint64_t>& key, const std::optional<TValue>& value) {
append(key, value.has_value());
if (value) append(key, *value);
}
static void append(std::vector<std::uint64_t>& key, std::string_view value) {
append(key, value.size());
for (const unsigned char byte : value) append(key, byte);
}
static void append(std::vector<std::uint64_t>& key, const ShaderFloatMode& value) {
append(key, value.floatMode);
append(key, value.dx10Clamp);
append(key, value.ieeeMode);
append(key, value.fp16Overflow);
}
static void append(std::vector<std::uint64_t>& key, const ShaderComputeStageInfo& value) {
append(key, value.numThreads);
append(key, value.ldsSizeDwords);
append(key, value.groupIdEnable);
append(key, value.tgSizeEnable);
append(key, value.threadIdComponentCount);
append(key, value.PartialGroups());
append(key, value.scratchDwords);
}
static void append(std::vector<std::uint64_t>& key, const ShaderPixelStageInfo& value) {
append(key, value.interpolatorCount);
if (value.interpolatorCount > value.interpolatorSettings.size()) throw std::runtime_error("Shader cache: invalid interpolator count");
for (std::uint32_t i = 0; i < value.interpolatorCount; ++i) append(key, value.interpolatorSettings[i]);
append(key, value.wave32);
append(key, value.inputAddr);
append(key, value.hasPerspectiveCenterVgpr);
append(key, value.perspectiveCentroid);
append(key, value.posX);
append(key, value.posY);
append(key, value.posZ);
append(key, value.posW);
append(key, value.frontFace);
append(key, value.frontFaceAllBits);
append(key, value.ancillary);
append(key, value.sampleShading);
append(key, value.noPerspective);
append(key, value.linearCentroid);
append(key, value.pixelKillEnable);
append(key, value.depthExportEnable);
append(key, value.sampleMaskExportEnable);
append(key, value.earlyZ);
append(key, value.executeOnNoop);
append(key, value.conservativeZExport);
append(key, value.orderedPixelShader);
append(key, value.alphaToCoverage);
append(key, value.stencilRefExportEnable);
append(key, value.stencilOperationValueExport);
append(key, value.ditheredAlphaToCoverage);
append(key, value.quadPixelMask);
append(key, value.quadSampleMask);
append(key, value.iteratesSamples);
append(key, value.positionLocation);
append(key, value.sampleLocations);
append(key, value.targetOutputMode);
}
static void append(std::vector<std::uint64_t>& key, const ShaderVertexResourceDestination& value) {
append(key, value.registerStart);
append(key, value.registersNum);
append(key, value.attrId);
append(key, value.fetchIndex);
}
static void append(std::vector<std::uint64_t>& key, const ShaderVertexStageInfo& value) {
append(key, value.fetchAttribReg);
append(key, value.fetchBufferReg);
append(key, value.fetchEmbedded);
append(key, value.paClVsOutCntl);
append(key, value.depthRemapMode);
if (value.resourcesNum > value.resources.size()) throw std::runtime_error("Shader cache: invalid vertex resource count");
append(key, value.resourcesNum);
for (std::uint32_t i = 0; i < value.resourcesNum; ++i) {
if (!value.fetchEmbedded) append(key, VertexInputNumericClass(static_cast<IrBufferFormat>((value.resources[i].fields[3] >> 12u) & 0x7fu)));
auto destination = value.resourcesDst[i];
if (value.fetchEmbedded) destination.fetchIndex = 0;
append(key, destination);
}
}
static void append(std::vector<std::uint64_t>& key, const MeshTargetLimits& value) {
append(key, value.maxWorkgroupSize);
append(key, value.maxWorkgroupInvocations);
append(key, value.maxSharedMemoryBytes);
append(key, value.maxOutputVertices);
append(key, value.maxOutputPrimitives);
append(key, value.maxOutputComponents);
append(key, value.maxOutputMemoryBytes);
append(key, value.outputPerVertexGranularity);
append(key, value.outputPerPrimitiveGranularity);
}
static void append(std::vector<std::uint64_t>& key, const TessellationTargetLimits& value) {
append(key, value.maxPatchSize);
append(key, value.maxControlPerVertexInputComponents);
append(key, value.maxControlPerVertexOutputComponents);
append(key, value.maxControlPerPatchOutputComponents);
append(key, value.maxControlTotalOutputComponents);
append(key, value.maxEvaluationInputComponents);
append(key, value.maxEvaluationOutputComponents);
}
static void append(std::vector<std::uint64_t>& key, const SpirvTarget& value) {
append(key, value.vulkanVersion);
append(key, value.spirvVersion);
append(key, value.subgroupSize);
append(key, value.bdaAbiVersion);
append(key, value.supportedCapabilities);
append(key, value.supportedExtensions);
append(key, value.fragmentShaderBarycentricEnabled);
append(key, value.maxWorkgroupSize);
append(key, value.maxWorkgroupInvocations);
append(key, value.maxWorkgroupSharedMemoryBytes);
append(key, value.mesh);
append(key, value.tessellation);
append(key, value.nonConstantImageOffsets);
append(key, value.srgbDecodeFormats);
append(key, value.narrowSubgroupClock);
append(key, value.float64DenormPreserve);
append(key, value.depthRangeRemap);
append(key, value.registrationModules);
append(key, value.registrationWordLimit);
append(key, value.vertexSubgroups);
append(key, value.float16DenormPreserve);
append(key, value.spannedWaves);
append(key, value.robustBufferAccess2);
append(key, value.float32FlushToZero);
append(key, value.waveLdsMemoryBarriers);
}
};
}
#endif