mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 22:05:46 +00:00
43b4b34376
* Initial implementation (no specialization) * Use specialization * Fix render scale, increase code gen version * Revert accidental change * Address Feedback
232 lines
8.1 KiB
C#
232 lines
8.1 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessor : GpuAccessorBase, IGpuAccessor
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{
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private readonly GpuChannel _channel;
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private readonly GpuAccessorState _state;
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private readonly int _stageIndex;
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private readonly bool _compute;
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/// <summary>
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/// Creates a new instance of the GPU state accessor for graphics shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context)
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{
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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}
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/// <summary>
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/// Creates a new instance of the GPU state accessor for compute shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context)
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{
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_channel = channel;
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_state = state;
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_compute = true;
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}
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/// <inheritdoc/>
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public uint ConstantBuffer1Read(int offset)
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{
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ulong baseAddress = _compute
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? _channel.BufferManager.GetComputeUniformBufferAddress(1)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);
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return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
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}
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/// <inheritdoc/>
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public void Log(string message)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
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}
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/// <inheritdoc/>
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public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
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{
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int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
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return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
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}
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/// <inheritdoc/>
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public int QueryBindingConstantBuffer(int index)
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{
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return _state.ResourceCounts.UniformBuffersCount++;
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}
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/// <inheritdoc/>
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public int QueryBindingStorageBuffer(int index)
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{
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return _state.ResourceCounts.StorageBuffersCount++;
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}
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/// <inheritdoc/>
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public int QueryBindingTexture(int index)
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{
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return _state.ResourceCounts.TexturesCount++;
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}
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/// <inheritdoc/>
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public int QueryBindingImage(int index)
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{
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return _state.ResourceCounts.ImagesCount++;
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}
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/// <inheritdoc/>
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public int QueryComputeLocalSizeX() => _state.ComputeState.LocalSizeX;
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/// <inheritdoc/>
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public int QueryComputeLocalSizeY() => _state.ComputeState.LocalSizeY;
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/// <inheritdoc/>
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public int QueryComputeLocalSizeZ() => _state.ComputeState.LocalSizeZ;
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/// <inheritdoc/>
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public int QueryComputeLocalMemorySize() => _state.ComputeState.LocalMemorySize;
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/// <inheritdoc/>
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public int QueryComputeSharedMemorySize() => _state.ComputeState.SharedMemorySize;
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/// <inheritdoc/>
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public uint QueryConstantBufferUse()
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{
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uint useMask = _compute
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? _channel.BufferManager.GetComputeUniformBufferUseMask()
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: _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
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_state.SpecializationState?.RecordConstantBufferUse(_stageIndex, useMask);
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return useMask;
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}
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/// <inheritdoc/>
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public InputTopology QueryPrimitiveTopology()
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{
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_state.SpecializationState?.RecordPrimitiveTopology();
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return ConvertToInputTopology(_state.GraphicsState.Topology, _state.GraphicsState.TessellationMode);
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}
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/// <inheritdoc/>
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public bool QueryTessCw()
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{
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return _state.GraphicsState.TessellationMode.UnpackCw();
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}
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/// <inheritdoc/>
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public TessPatchType QueryTessPatchType()
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{
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return _state.GraphicsState.TessellationMode.UnpackPatchType();
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}
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/// <inheritdoc/>
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public TessSpacing QueryTessSpacing()
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{
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return _state.GraphicsState.TessellationMode.UnpackSpacing();
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}
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//// <inheritdoc/>
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public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
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{
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_state.SpecializationState?.RecordTextureFormat(_stageIndex, handle, cbufSlot);
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var descriptor = GetTextureDescriptor(handle, cbufSlot);
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return ConvertToTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb());
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}
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/// <inheritdoc/>
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public SamplerType QuerySamplerType(int handle, int cbufSlot)
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{
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_state.SpecializationState?.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
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return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
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}
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/// <inheritdoc/>
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public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
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{
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_state.SpecializationState?.RecordTextureCoordNormalized(_stageIndex, handle, cbufSlot);
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return GetTextureDescriptor(handle, cbufSlot).UnpackTextureCoordNormalized();
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Texture descriptor</returns>
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private Image.TextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
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{
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if (_compute)
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{
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return _channel.TextureManager.GetComputeTextureDescriptor(
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_state.PoolState.TexturePoolGpuVa,
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_state.PoolState.TextureBufferIndex,
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_state.PoolState.TexturePoolMaximumId,
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handle,
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cbufSlot);
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}
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else
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{
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return _channel.TextureManager.GetGraphicsTextureDescriptor(
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_state.PoolState.TexturePoolGpuVa,
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_state.PoolState.TextureBufferIndex,
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_state.PoolState.TexturePoolMaximumId,
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_stageIndex,
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handle,
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cbufSlot);
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}
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}
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/// <inheritdoc/>
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public bool QueryTransformFeedbackEnabled()
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{
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return _state.TransformFeedbackDescriptors != null;
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}
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/// <inheritdoc/>
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public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].AsSpan();
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}
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/// <inheritdoc/>
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public int QueryTransformFeedbackStride(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
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}
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/// <inheritdoc/>
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public bool QueryEarlyZForce()
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{
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_state.SpecializationState?.RecordEarlyZForce();
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return _state.GraphicsState.EarlyZForce;
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}
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/// <inheritdoc/>
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public bool QueryViewportTransformDisable()
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{
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return _state.GraphicsState.ViewportTransformDisable;
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}
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/// <inheritdoc/>
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public void RegisterTexture(int handle, int cbufSlot)
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{
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_state.SpecializationState?.RegisterTexture(_stageIndex, handle, cbufSlot, GetTextureDescriptor(handle, cbufSlot));
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}
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}
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}
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