mirror of
https://github.com/GreemDev/Ryujinx.git
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b46b63e06a
* Add support for alpha to coverage dithering * Shader cache version bump * Fix wrong alpha register * Ensure support buffer is cleared * New shader specialization based approach
214 lines
7.6 KiB
C#
214 lines
7.6 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.DiskCache
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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 DiskCacheGpuAccessor : GpuAccessorBase, IGpuAccessor
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{
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private readonly ReadOnlyMemory<byte> _data;
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private readonly ReadOnlyMemory<byte> _cb1Data;
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private readonly ShaderSpecializationState _oldSpecState;
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private readonly ShaderSpecializationState _newSpecState;
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private readonly int _stageIndex;
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private ResourceCounts _resourceCounts;
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/// <summary>
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/// Creates a new instance of the cached GPU state accessor for shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="data">The data of the shader</param>
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/// <param name="cb1Data">The constant buffer 1 data of the shader</param>
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/// <param name="oldSpecState">Shader specialization state of the cached shader</param>
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/// <param name="newSpecState">Shader specialization state of the recompiled shader</param>
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/// <param name="stageIndex">Shader stage index</param>
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public DiskCacheGpuAccessor(
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GpuContext context,
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ReadOnlyMemory<byte> data,
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ReadOnlyMemory<byte> cb1Data,
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ShaderSpecializationState oldSpecState,
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ShaderSpecializationState newSpecState,
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ResourceCounts counts,
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int stageIndex) : base(context)
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{
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_data = data;
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_cb1Data = cb1Data;
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_oldSpecState = oldSpecState;
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_newSpecState = newSpecState;
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_stageIndex = stageIndex;
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_resourceCounts = counts;
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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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if (offset + sizeof(uint) > _cb1Data.Length)
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{
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throw new DiskCacheLoadException(DiskCacheLoadResult.InvalidCb1DataLength);
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}
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return MemoryMarshal.Cast<byte, uint>(_cb1Data.Span.Slice(offset))[0];
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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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return MemoryMarshal.Cast<byte, ulong>(_data.Span.Slice((int)address));
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}
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/// <inheritdoc/>
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public bool QueryAlphaToCoverageDitherEnable()
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{
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return _oldSpecState.GraphicsState.AlphaToCoverageEnable && _oldSpecState.GraphicsState.AlphaToCoverageDitherEnable;
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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 _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 _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 _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 _resourceCounts.ImagesCount++;
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}
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/// <inheritdoc/>
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public int QueryComputeLocalSizeX() => _oldSpecState.ComputeState.LocalSizeX;
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/// <inheritdoc/>
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public int QueryComputeLocalSizeY() => _oldSpecState.ComputeState.LocalSizeY;
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/// <inheritdoc/>
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public int QueryComputeLocalSizeZ() => _oldSpecState.ComputeState.LocalSizeZ;
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/// <inheritdoc/>
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public int QueryComputeLocalMemorySize() => _oldSpecState.ComputeState.LocalMemorySize;
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/// <inheritdoc/>
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public int QueryComputeSharedMemorySize() => _oldSpecState.ComputeState.SharedMemorySize;
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/// <inheritdoc/>
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public uint QueryConstantBufferUse()
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{
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_newSpecState.RecordConstantBufferUse(_stageIndex, _oldSpecState.ConstantBufferUse[_stageIndex]);
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return _oldSpecState.ConstantBufferUse[_stageIndex];
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}
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/// <inheritdoc/>
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public InputTopology QueryPrimitiveTopology()
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{
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_newSpecState.RecordPrimitiveTopology();
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return ConvertToInputTopology(_oldSpecState.GraphicsState.Topology, _oldSpecState.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 _oldSpecState.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 _oldSpecState.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 _oldSpecState.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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_newSpecState.RecordTextureFormat(_stageIndex, handle, cbufSlot);
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(uint format, bool formatSrgb) = _oldSpecState.GetFormat(_stageIndex, handle, cbufSlot);
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return ConvertToTextureFormat(format, formatSrgb);
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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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_newSpecState.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
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return _oldSpecState.GetTextureTarget(_stageIndex, handle, cbufSlot).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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_newSpecState.RecordTextureCoordNormalized(_stageIndex, handle, cbufSlot);
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return _oldSpecState.GetCoordNormalized(_stageIndex, handle, cbufSlot);
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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 _oldSpecState.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 _oldSpecState.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 _oldSpecState.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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_newSpecState.RecordEarlyZForce();
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return _oldSpecState.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 _oldSpecState.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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if (!_oldSpecState.TextureRegistered(_stageIndex, handle, cbufSlot))
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{
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throw new DiskCacheLoadException(DiskCacheLoadResult.MissingTextureDescriptor);
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}
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(uint format, bool formatSrgb) = _oldSpecState.GetFormat(_stageIndex, handle, cbufSlot);
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TextureTarget target = _oldSpecState.GetTextureTarget(_stageIndex, handle, cbufSlot);
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bool coordNormalized = _oldSpecState.GetCoordNormalized(_stageIndex, handle, cbufSlot);
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_newSpecState.RegisterTexture(_stageIndex, handle, cbufSlot, format, formatSrgb, target, coordNormalized);
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}
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}
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}
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