Files
AnyPS5/core/shader/recompiler/CacheKey.hpp
T
Karan Vora e4f212b2e2 perf(shader): convert f16 operands with UnpackHalf2x16 where f16 denormals are kept
Since #1463, every f16 operand read decodes sign, exponent and mantissa
with integer operations, 8 to 12 instructions more per read than
UnpackHalf2x16 on NVIDIA. The decode works around an AMD Windows driver
that folds the mask of a byte-selected half into UnpackHalf2x16.

A new target flag, float16DenormPreserve, is set when the device reports
shaderDenormPreserveFloat16 and denormBehaviorIndependence ALL, the same
rule as float64DenormPreserve. With it, EmitF16BitsToF32 uses
UnpackHalf2x16 and declares DenormPreserve for 16-bit floats, under
which SPV_KHR_float_controls keeps unpacked subnormal halves. NVIDIA
returns the default NaN for every NaN half, so the NaN bits are rebuilt
from the half: its sign at bit 31, its payload at bits 22:13. The
DenormPreserve 16 mode is declared once, shared with the native f32 to
f16 conversion. Without the flag (lavapipe; RADV reports 32_BIT_ONLY)
the integer decode stays. Halves of fields narrower than 16 bits, such
as SDWA byte selects, keep the integer decode on every device.

The flag is serialized (request version 17) and part of the cache key.

New test agc_driver_f16_to_f32_unpack converts all 65,536 halves, with
nonzero high bits, through v_cvt_f32_f16, and byte-selected halves
through v_add_f16 SDWA, with each decode the device supports, and
compares the bits with an exact decode. agc_driver_f16_to_f32_unpack_spirv
checks which decode the SPIR-V uses with and without the flag.
2026-10-13 12:15:00 +02:00

255 lines
11 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);
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);
appendMesh(key, request);
appendTessellation(key, request);
append(key, request.target);
append(key, DebugProbeActive());
append(key, RayTracingStrict());
append(key, RayTracingMiss());
}
static void appendMesh(std::vector<std::uint64_t>& key, const RecompileRequest& request) {
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}) append(key, value);
}
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);
}
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.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.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);
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.registrationModules);
append(key, value.registrationWordLimit);
append(key, value.vertexSubgroups);
append(key, value.float16DenormPreserve);
}
};
}
#endif