mirror of
https://github.com/GreemDev/Ryujinx.git
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GPU: Swap bindings array instead of copying (#4003)
* GPU: Swap bindings array instead of copying Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data. Downside: bindings arrays are no longer readonly. * Micro optimisation * Add missing docs * Address Feedback
This commit is contained in:
parent
3868a00206
commit
4965681e06
7 changed files with 162 additions and 252 deletions
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@ -202,57 +202,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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_channel.BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
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}
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_channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
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_channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
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_channel.BufferManager.SetComputeBufferBindings(cs.Bindings);
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int maxTextureBinding = -1;
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int maxImageBinding = -1;
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TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
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for (int index = 0; index < info.Textures.Count; index++)
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{
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var descriptor = info.Textures[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxTextureBinding)
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{
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maxTextureBinding = descriptor.Binding;
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}
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}
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TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
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for (int index = 0; index < info.Images.Count; index++)
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{
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var descriptor = info.Images[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(
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target,
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format,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxImageBinding)
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{
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maxImageBinding = descriptor.Binding;
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}
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}
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_channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
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_channel.TextureManager.SetComputeBindings(cs.Bindings);
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// Should never return false for mismatching spec state, since the shader was fetched above.
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_channel.TextureManager.CommitComputeBindings(cs.SpecializationState);
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@ -1257,88 +1257,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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UpdateUserClipState();
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}
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UpdateShaderBindings(gs.Bindings);
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for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
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{
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UpdateStageBindings(stageIndex, gs.Shaders[stageIndex + 1]?.Info);
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_currentProgramInfo[stageIndex] = gs.Shaders[stageIndex + 1]?.Info;
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}
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_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
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}
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/// <summary>
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/// Updates bindings consumed by the shader stage on the texture and buffer managers.
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/// Updates bindings consumed by the shader on the texture and buffer managers.
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/// </summary>
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/// <param name="stage">Shader stage to have the bindings updated</param>
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/// <param name="info">Shader stage bindings info</param>
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private void UpdateStageBindings(int stage, ShaderProgramInfo info)
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/// <param name="bindings">Bindings for the active shader</param>
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private void UpdateShaderBindings(CachedShaderBindings bindings)
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{
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_currentProgramInfo[stage] = info;
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if (info == null)
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{
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_channel.TextureManager.RentGraphicsTextureBindings(stage, 0);
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_channel.TextureManager.RentGraphicsImageBindings(stage, 0);
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_channel.BufferManager.SetGraphicsStorageBufferBindings(stage, null);
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_channel.BufferManager.SetGraphicsUniformBufferBindings(stage, null);
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return;
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}
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int maxTextureBinding = -1;
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int maxImageBinding = -1;
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Span<TextureBindingInfo> textureBindings = _channel.TextureManager.RentGraphicsTextureBindings(stage, info.Textures.Count);
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if (info.UsesRtLayer)
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{
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_vtgWritesRtLayer = true;
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}
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for (int index = 0; index < info.Textures.Count; index++)
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{
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var descriptor = info.Textures[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxTextureBinding)
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{
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maxTextureBinding = descriptor.Binding;
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}
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}
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TextureBindingInfo[] imageBindings = _channel.TextureManager.RentGraphicsImageBindings(stage, info.Images.Count);
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for (int index = 0; index < info.Images.Count; index++)
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{
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var descriptor = info.Images[index];
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(
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target,
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format,
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descriptor.Binding,
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxImageBinding)
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{
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maxImageBinding = descriptor.Binding;
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}
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}
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_channel.TextureManager.SetGraphicsMaxBindings(maxTextureBinding, maxImageBinding);
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_channel.BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
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_channel.BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
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_channel.TextureManager.SetGraphicsBindings(bindings);
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_channel.BufferManager.SetGraphicsBufferBindings(bindings);
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}
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/// <summary>
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@ -37,8 +37,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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private TexturePool _cachedTexturePool;
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private SamplerPool _cachedSamplerPool;
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private readonly TextureBindingInfo[][] _textureBindings;
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private readonly TextureBindingInfo[][] _imageBindings;
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private TextureBindingInfo[][] _textureBindings;
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private TextureBindingInfo[][] _imageBindings;
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private struct TextureState
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{
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@ -56,9 +56,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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private TextureState[] _textureState;
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private TextureState[] _imageState;
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private int[] _textureBindingsCount;
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private int[] _imageBindingsCount;
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private int _texturePoolSequence;
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private int _samplerPoolSequence;
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@ -101,9 +98,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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_textureState = new TextureState[InitialTextureStateSize];
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_imageState = new TextureState[InitialImageStateSize];
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_textureBindingsCount = new int[stages];
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_imageBindingsCount = new int[stages];
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for (int stage = 0; stage < stages; stage++)
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{
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_textureBindings[stage] = new TextureBindingInfo[InitialTextureStateSize];
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@ -112,39 +106,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Rents the texture bindings array for a given stage, so that they can be modified.
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/// Sets the texture and image bindings.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The texture bindings array</returns>
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public TextureBindingInfo[] RentTextureBindings(int stage, int count)
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetBindings(CachedShaderBindings bindings)
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{
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if (count > _textureBindings[stage].Length)
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{
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Array.Resize(ref _textureBindings[stage], count);
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}
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_textureBindings = bindings.TextureBindings;
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_imageBindings = bindings.ImageBindings;
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_textureBindingsCount[stage] = count;
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return _textureBindings[stage];
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}
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/// <summary>
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/// Rents the image bindings array for a given stage, so that they can be modified.
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/// </summary>
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/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The image bindings array</returns>
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public TextureBindingInfo[] RentImageBindings(int stage, int count)
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{
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if (count > _imageBindings[stage].Length)
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{
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Array.Resize(ref _imageBindings[stage], count);
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}
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_imageBindingsCount[stage] = count;
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return _imageBindings[stage];
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SetMaxBindings(bindings.MaxTextureBinding, bindings.MaxImageBinding);
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}
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/// <summary>
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@ -257,7 +227,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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case ShaderStage.Vertex:
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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index += _textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex];
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index += _textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length;
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result = texture.ScaleFactor;
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break;
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@ -284,7 +254,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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private bool VertexRequiresScale()
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{
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for (int i = 0; i < _textureBindingsCount[0]; i++)
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for (int i = 0; i < _textureBindings[0].Length; i++)
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{
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if ((_textureBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
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{
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@ -292,7 +262,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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for (int i = 0; i < _imageBindingsCount[0]; i++)
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for (int i = 0; i < _imageBindings[0].Length; i++)
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{
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if ((_imageBindings[0][i].Flags & TextureUsageFlags.NeedsScaleValue) != 0)
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{
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@ -309,10 +279,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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private void CommitRenderScale()
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{
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// Stage 0 total: Compute or Vertex.
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int total = _textureBindingsCount[0] + _imageBindingsCount[0];
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int total = _textureBindings[0].Length + _imageBindings[0].Length;
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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int fragmentTotal = _isCompute ? 0 : (_textureBindingsCount[fragmentIndex] + _imageBindingsCount[fragmentIndex]);
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int fragmentTotal = _isCompute ? 0 : (_textureBindings[fragmentIndex].Length + _imageBindings[fragmentIndex].Length);
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if (total != 0 && fragmentTotal != _lastFragmentTotal && VertexRequiresScale())
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{
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@ -481,7 +451,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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bool poolModified,
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ShaderSpecializationState specState)
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{
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int textureCount = _textureBindingsCount[stageIndex];
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int textureCount = _textureBindings[stageIndex].Length;
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if (textureCount == 0)
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{
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return true;
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@ -609,7 +579,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>True if all bound images match the current shader specialiation state, false otherwise</returns>
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private bool CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex, bool poolModified, ShaderSpecializationState specState)
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{
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int imageCount = _imageBindingsCount[stageIndex];
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int imageCount = _imageBindings[stageIndex].Length;
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if (imageCount == 0)
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{
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return true;
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@ -622,7 +592,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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// Scales for images appear after the texture ones.
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int baseScaleIndex = _textureBindingsCount[stageIndex];
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int baseScaleIndex = _textureBindings[stageIndex].Length;
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int cachedTextureBufferIndex = -1;
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int cachedSamplerBufferIndex = -1;
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@ -57,45 +57,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Rents the texture bindings array of the compute pipeline.
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/// Sets the texture and image bindings for the compute pipeline.
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/// </summary>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The texture bindings array</returns>
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public TextureBindingInfo[] RentComputeTextureBindings(int count)
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetComputeBindings(CachedShaderBindings bindings)
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{
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return _cpBindingsManager.RentTextureBindings(0, count);
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_cpBindingsManager.SetBindings(bindings);
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}
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/// <summary>
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/// Rents the texture bindings array for a given stage on the graphics pipeline.
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/// Sets the texture and image bindings for the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the textures</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The texture bindings array</returns>
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public TextureBindingInfo[] RentGraphicsTextureBindings(int stage, int count)
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetGraphicsBindings(CachedShaderBindings bindings)
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{
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return _gpBindingsManager.RentTextureBindings(stage, count);
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}
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/// <summary>
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/// Rents the image bindings array of the compute pipeline.
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/// </summary>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The image bindings array</returns>
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public TextureBindingInfo[] RentComputeImageBindings(int count)
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{
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return _cpBindingsManager.RentImageBindings(0, count);
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}
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/// <summary>
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/// Rents the image bindings array for a given stage on the graphics pipeline.
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/// </summary>
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/// <param name="stage">The index of the shader stage to bind the images</param>
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/// <param name="count">The number of bindings needed</param>
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/// <returns>The image bindings array</returns>
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public TextureBindingInfo[] RentGraphicsImageBindings(int stage, int count)
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{
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return _gpBindingsManager.RentImageBindings(stage, count);
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_gpBindingsManager.SetBindings(bindings);
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}
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/// <summary>
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@ -107,16 +83,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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_cpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the max binding indexes on the compute pipeline.
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/// </summary>
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/// <param name="maxTextureBinding">The maximum texture binding</param>
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/// <param name="maxImageBinding">The maximum image binding</param>
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public void SetComputeMaxBindings(int maxTextureBinding, int maxImageBinding)
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{
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_cpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
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}
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/// <summary>
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/// Sets the texture constant buffer index on the graphics pipeline.
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/// </summary>
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@ -126,16 +92,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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_gpBindingsManager.SetTextureBufferIndex(index);
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}
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/// <summary>
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/// Sets the max binding indexes on the graphics pipeline.
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/// </summary>
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/// <param name="maxTextureBinding">The maximum texture binding</param>
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/// <param name="maxImageBinding">The maximum image binding</param>
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public void SetGraphicsMaxBindings(int maxTextureBinding, int maxImageBinding)
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{
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_gpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
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}
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/// <summary>
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/// Sets the current sampler pool on the compute pipeline.
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/// </summary>
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@ -1,10 +1,10 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Gpu.Memory
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@ -34,7 +34,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Shader buffer binding information.
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/// </summary>
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public BufferDescriptor[] Bindings { get; }
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public BufferDescriptor[] Bindings { get; private set; }
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/// <summary>
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/// Buffer regions.
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@ -78,7 +78,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Sets shader buffer binding information.
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/// </summary>
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/// <param name="descriptors">Buffer binding information</param>
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public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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public void SetBindings(BufferDescriptor[] descriptors)
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{
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if (descriptors == null)
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{
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@ -86,8 +86,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return;
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}
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descriptors.CopyTo(Bindings, 0);
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Count = descriptors.Count;
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if ((Count = descriptors.Length) != 0)
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{
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Bindings = descriptors;
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}
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}
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}
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@ -320,41 +322,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Sets the binding points for the storage buffers bound on the compute pipeline.
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/// </summary>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetComputeBufferBindings(CachedShaderBindings bindings)
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{
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_cpStorageBuffers.SetBindings(descriptors);
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_cpStorageBuffers.SetBindings(bindings.StorageBufferBindings[0]);
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_cpUniformBuffers.SetBindings(bindings.ConstantBufferBindings[0]);
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}
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/// <summary>
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/// Sets the binding points for the storage buffers bound on the graphics pipeline.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="descriptors">Buffer descriptors with the binding point values</param>
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public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
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/// <param name="bindings">Bindings for the active shader</param>
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public void SetGraphicsBufferBindings(CachedShaderBindings bindings)
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{
|
||||
_gpStorageBuffers[stage].SetBindings(descriptors);
|
||||
for (int i = 0; i < Constants.ShaderStages; i++)
|
||||
{
|
||||
_gpStorageBuffers[i].SetBindings(bindings.StorageBufferBindings[i]);
|
||||
_gpUniformBuffers[i].SetBindings(bindings.ConstantBufferBindings[i]);
|
||||
}
|
||||
|
||||
_gpStorageBuffersDirty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the binding points for the uniform buffers bound on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
||||
public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
|
||||
{
|
||||
_cpUniformBuffers.SetBindings(descriptors);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the enabled uniform buffers mask on the graphics pipeline.
|
||||
/// Each bit set on the mask indicates that the respective buffer index is enabled.
|
||||
/// </summary>
|
||||
/// <param name="stage">Index of the shader stage</param>
|
||||
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
||||
public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
|
||||
{
|
||||
_gpUniformBuffers[stage].SetBindings(descriptors);
|
||||
_gpUniformBuffersDirty = true;
|
||||
}
|
||||
|
||||
|
|
103
Ryujinx.Graphics.Gpu/Shader/CachedShaderBindings.cs
Normal file
103
Ryujinx.Graphics.Gpu/Shader/CachedShaderBindings.cs
Normal file
|
@ -0,0 +1,103 @@
|
|||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Gpu.Engine;
|
||||
using Ryujinx.Graphics.Gpu.Image;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Ryujinx.Graphics.Gpu.Shader
|
||||
{
|
||||
/// <summary>
|
||||
/// A collection of shader bindings ready for insertion into the buffer and texture managers.
|
||||
/// </summary>
|
||||
internal class CachedShaderBindings
|
||||
{
|
||||
public TextureBindingInfo[][] TextureBindings { get; }
|
||||
public TextureBindingInfo[][] ImageBindings { get; }
|
||||
public BufferDescriptor[][] ConstantBufferBindings { get; }
|
||||
public BufferDescriptor[][] StorageBufferBindings { get; }
|
||||
|
||||
public int MaxTextureBinding { get; }
|
||||
public int MaxImageBinding { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Create a new cached shader bindings collection.
|
||||
/// </summary>
|
||||
/// <param name="isCompute">Whether the shader is for compute</param>
|
||||
/// <param name="stages">The stages used by the shader</param>
|
||||
public CachedShaderBindings(bool isCompute, CachedShaderStage[] stages)
|
||||
{
|
||||
int stageCount = isCompute ? 1 : Constants.ShaderStages;
|
||||
|
||||
TextureBindings = new TextureBindingInfo[stageCount][];
|
||||
ImageBindings = new TextureBindingInfo[stageCount][];
|
||||
ConstantBufferBindings = new BufferDescriptor[stageCount][];
|
||||
StorageBufferBindings = new BufferDescriptor[stageCount][];
|
||||
|
||||
int maxTextureBinding = -1;
|
||||
int maxImageBinding = -1;
|
||||
int offset = isCompute ? 0 : 1;
|
||||
|
||||
for (int i = 0; i < stageCount; i++)
|
||||
{
|
||||
CachedShaderStage stage = stages[i + offset];
|
||||
|
||||
if (stage == null)
|
||||
{
|
||||
TextureBindings[i] = Array.Empty<TextureBindingInfo>();
|
||||
ImageBindings[i] = Array.Empty<TextureBindingInfo>();
|
||||
ConstantBufferBindings[i] = Array.Empty<BufferDescriptor>();
|
||||
StorageBufferBindings[i] = Array.Empty<BufferDescriptor>();
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
TextureBindings[i] = stage.Info.Textures.Select(descriptor =>
|
||||
{
|
||||
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
||||
|
||||
var result = new TextureBindingInfo(
|
||||
target,
|
||||
descriptor.Binding,
|
||||
descriptor.CbufSlot,
|
||||
descriptor.HandleIndex,
|
||||
descriptor.Flags);
|
||||
|
||||
if (descriptor.Binding > maxTextureBinding)
|
||||
{
|
||||
maxTextureBinding = descriptor.Binding;
|
||||
}
|
||||
|
||||
return result;
|
||||
}).ToArray();
|
||||
|
||||
ImageBindings[i] = stage.Info.Images.Select(descriptor =>
|
||||
{
|
||||
Target target = ShaderTexture.GetTarget(descriptor.Type);
|
||||
Format format = ShaderTexture.GetFormat(descriptor.Format);
|
||||
|
||||
var result = new TextureBindingInfo(
|
||||
target,
|
||||
format,
|
||||
descriptor.Binding,
|
||||
descriptor.CbufSlot,
|
||||
descriptor.HandleIndex,
|
||||
descriptor.Flags);
|
||||
|
||||
if (descriptor.Binding > maxImageBinding)
|
||||
{
|
||||
maxImageBinding = descriptor.Binding;
|
||||
}
|
||||
|
||||
return result;
|
||||
}).ToArray();
|
||||
|
||||
ConstantBufferBindings[i] = stage.Info.CBuffers.ToArray();
|
||||
StorageBufferBindings[i] = stage.Info.SBuffers.ToArray();
|
||||
}
|
||||
|
||||
MaxTextureBinding = maxTextureBinding;
|
||||
MaxImageBinding = maxImageBinding;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -24,6 +24,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
public CachedShaderStage[] Shaders { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Cached shader bindings, ready for placing into the bindings manager.
|
||||
/// </summary>
|
||||
public CachedShaderBindings Bindings { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the shader bundle.
|
||||
/// </summary>
|
||||
|
@ -37,6 +42,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
Shaders = shaders;
|
||||
|
||||
SpecializationState.Prepare(shaders);
|
||||
Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in a new issue