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shader: hash only the program code and literal buffer
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@@ -1,5 +1,6 @@
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#include "graphics/shader/shader.h"
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/common.h"
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#include "common/emulatorConfig.h"
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@@ -19,6 +20,7 @@
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#include <algorithm>
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#include <bit>
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#include <cstdio>
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#include <cstring>
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#include <memory>
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#include <mutex>
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#include <span>
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@@ -59,15 +61,33 @@ void ShaderInit() {
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g_shader_map = std::make_unique<std::unordered_map<uint64_t, ShaderMapEntry>>();
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}
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// The program's code and, at align16(code size), its literal buffer, as sized by the 0x30-byte
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// footer that ends a binary; the whole binary when the footer is unknown.
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static uint32_t ShaderProgramSize(const uint32_t* binary, uint32_t size) {
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constexpr uint32_t FooterSize = 0x30;
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if (size < FooterSize) return size;
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// Magic, then version, code size and literal buffer size at +0x10.
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const auto* footer = binary + (size - FooterSize) / 4;
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const auto end = Common::AlignUp(uint64_t {footer[5]}, 16) + footer[6];
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if (std::memcmp(footer, "barefoot", 8) != 0 || footer[4] != 1 || footer[5] == 0 ||
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end % 4 != 0 || end > size - FooterSize) {
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return size;
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}
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return static_cast<uint32_t>(end);
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}
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void ShaderMapUserData(uint64_t addr, const ShaderMappedData& data) {
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EXIT_IF(g_shader_map == nullptr);
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if (addr == 0 || data.code_size_bytes == 0 || data.code_size_bytes % sizeof(uint32_t) != 0) {
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EXIT("ShaderMapUserData shader=0x%016" PRIx64 " has invalid AGC shader_size=0x%08" PRIx32 "\n",
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EXIT("ShaderMapUserData shader=0x%016" PRIx64 " has invalid shader_size=0x%08" PRIx32 "\n",
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addr, data.code_size_bytes);
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}
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const auto hash = XXH3_64bits(reinterpret_cast<const void*>(addr), data.code_size_bytes);
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const auto* binary = reinterpret_cast<const uint32_t*>(addr);
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ShaderMapData mapped {data};
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// Translation reads the bytes the hash covers.
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mapped.code_size_bytes = ShaderProgramSize(binary, data.code_size_bytes);
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const auto hash = XXH3_64bits(binary, mapped.code_size_bytes);
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mapped.vertex_error =
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ShaderReadVertexMetadata(data, HW::UserSgprInfo::SGPRS_MAX, mapped.vertex);
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std::scoped_lock lock(g_shader_map_mutex);
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