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authorgdkchan <gab.dark.100@gmail.com>2020-05-05 22:02:28 -0300
committerGitHub <noreply@github.com>2020-05-06 11:02:28 +1000
commitb8eb6abeccbd4a468214a4d2ad3a9b6e5e06973c (patch)
treecd3d71ebde0f4f32eb674778adae89c0efcb75df /Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
parent7f500e7cae940958289abe1a3461e52684742053 (diff)
Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs264
1 files changed, 264 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
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+++ b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
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+using Ryujinx.Common.Logging;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Image;
+using Ryujinx.Graphics.Gpu.State;
+using Ryujinx.Graphics.Shader;
+
+namespace Ryujinx.Graphics.Gpu.Shader
+{
+ /// <summary>
+ /// Represents a GPU state and memory accessor.
+ /// </summary>
+ class GpuAccessor : IGpuAccessor
+ {
+ private readonly GpuContext _context;
+ private readonly GpuState _state;
+ private readonly int _stageIndex;
+ private readonly bool _compute;
+ private readonly int _localSizeX;
+ private readonly int _localSizeY;
+ private readonly int _localSizeZ;
+ private readonly int _localMemorySize;
+ private readonly int _sharedMemorySize;
+
+ /// <summary>
+ /// Creates a new instance of the GPU state accessor for graphics shader translation.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
+ public GpuAccessor(GpuContext context, GpuState state, int stageIndex)
+ {
+ _context = context;
+ _state = state;
+ _stageIndex = stageIndex;
+ }
+
+ /// <summary>
+ /// Creates a new instance of the GPU state accessor for compute shader translation.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ /// <param name="state">Current GPU state</param>
+ /// <param name="localSizeX">Local group size X of the compute shader</param>
+ /// <param name="localSizeY">Local group size Y of the compute shader</param>
+ /// <param name="localSizeZ">Local group size Z of the compute shader</param>
+ /// <param name="localMemorySize">Local memory size of the compute shader</param>
+ /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
+ public GpuAccessor(
+ GpuContext context,
+ GpuState state,
+ int localSizeX,
+ int localSizeY,
+ int localSizeZ,
+ int localMemorySize,
+ int sharedMemorySize)
+ {
+ _context = context;
+ _state = state;
+ _compute = true;
+ _localSizeX = localSizeX;
+ _localSizeY = localSizeY;
+ _localSizeZ = localSizeZ;
+ _localMemorySize = localMemorySize;
+ _sharedMemorySize = sharedMemorySize;
+ }
+
+ /// <summary>
+ /// Prints a log message.
+ /// </summary>
+ /// <param name="message">Message to print</param>
+ public void Log(string message)
+ {
+ Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}");
+ }
+
+ /// <summary>
+ /// Reads data from GPU memory.
+ /// </summary>
+ /// <typeparam name="T">Type of the data to be read</typeparam>
+ /// <param name="address">GPU virtual address of the data</param>
+ /// <returns>Data at the memory location</returns>
+ public T MemoryRead<T>(ulong address) where T : unmanaged
+ {
+ return _context.MemoryAccessor.Read<T>(address);
+ }
+
+ /// <summary>
+ /// Queries Local Size X for compute shaders.
+ /// </summary>
+ /// <returns>Local Size X</returns>
+ public int QueryComputeLocalSizeX() => _localSizeX;
+
+ /// <summary>
+ /// Queries Local Size Y for compute shaders.
+ /// </summary>
+ /// <returns>Local Size Y</returns>
+ public int QueryComputeLocalSizeY() => _localSizeY;
+
+ /// <summary>
+ /// Queries Local Size Z for compute shaders.
+ /// </summary>
+ /// <returns>Local Size Z</returns>
+ public int QueryComputeLocalSizeZ() => _localSizeZ;
+
+ /// <summary>
+ /// Queries Local Memory size in bytes for compute shaders.
+ /// </summary>
+ /// <returns>Local Memory size in bytes</returns>
+ public int QueryComputeLocalMemorySize() => _localMemorySize;
+
+ /// <summary>
+ /// Queries Shared Memory size in bytes for compute shaders.
+ /// </summary>
+ /// <returns>Shared Memory size in bytes</returns>
+ public int QueryComputeSharedMemorySize() => _sharedMemorySize;
+
+ /// <summary>
+ /// Queries texture target information.
+ /// </summary>
+ /// <param name="handle">Texture handle</param>
+ /// <returns>True if the texture is a buffer texture, false otherwise</returns>
+ public bool QueryIsTextureBuffer(int handle)
+ {
+ return GetTextureDescriptor(handle).UnpackTextureTarget() == TextureTarget.TextureBuffer;
+ }
+
+ /// <summary>
+ /// Queries texture target information.
+ /// </summary>
+ /// <param name="handle">Texture handle</param>
+ /// <returns>True if the texture is a rectangle texture, false otherwise</returns>
+ public bool QueryIsTextureRectangle(int handle)
+ {
+ var descriptor = GetTextureDescriptor(handle);
+
+ TextureTarget target = descriptor.UnpackTextureTarget();
+
+ bool is2DTexture = target == TextureTarget.Texture2D ||
+ target == TextureTarget.Texture2DRect;
+
+ return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
+ }
+
+ /// <summary>
+ /// Queries current primitive topology for geometry shaders.
+ /// </summary>
+ /// <returns>Current primitive topology</returns>
+ public InputTopology QueryPrimitiveTopology()
+ {
+ switch (_context.Methods.PrimitiveType)
+ {
+ case PrimitiveType.Points:
+ return InputTopology.Points;
+ case PrimitiveType.Lines:
+ case PrimitiveType.LineLoop:
+ case PrimitiveType.LineStrip:
+ return InputTopology.Lines;
+ case PrimitiveType.LinesAdjacency:
+ case PrimitiveType.LineStripAdjacency:
+ return InputTopology.LinesAdjacency;
+ case PrimitiveType.Triangles:
+ case PrimitiveType.TriangleStrip:
+ case PrimitiveType.TriangleFan:
+ return InputTopology.Triangles;
+ case PrimitiveType.TrianglesAdjacency:
+ case PrimitiveType.TriangleStripAdjacency:
+ return InputTopology.TrianglesAdjacency;
+ }
+
+ return InputTopology.Points;
+ }
+
+ /// <summary>
+ /// Queries host storage buffer alignment required.
+ /// </summary>
+ /// <returns>Host storage buffer alignment in bytes</returns>
+ public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
+
+ /// <summary>
+ /// Queries host GPU non-constant texture offset support.
+ /// </summary>
+ /// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
+ public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
+
+ /// <summary>
+ /// Queries texture format information, for shaders using image load or store.
+ /// </summary>
+ /// <remarks>
+ /// This only returns non-compressed color formats.
+ /// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
+ /// </remarks>
+ /// <param name="handle">Texture handle</param>
+ /// <returns>Color format of the non-compressed texture</returns>
+ public TextureFormat QueryTextureFormat(int handle)
+ {
+ var descriptor = GetTextureDescriptor(handle);
+
+ if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
+ {
+ return TextureFormat.Unknown;
+ }
+
+ return formatInfo.Format switch
+ {
+ Format.R8Unorm => TextureFormat.R8Unorm,
+ Format.R8Snorm => TextureFormat.R8Snorm,
+ Format.R8Uint => TextureFormat.R8Uint,
+ Format.R8Sint => TextureFormat.R8Sint,
+ Format.R16Float => TextureFormat.R16Float,
+ Format.R16Unorm => TextureFormat.R16Unorm,
+ Format.R16Snorm => TextureFormat.R16Snorm,
+ Format.R16Uint => TextureFormat.R16Uint,
+ Format.R16Sint => TextureFormat.R16Sint,
+ Format.R32Float => TextureFormat.R32Float,
+ Format.R32Uint => TextureFormat.R32Uint,
+ Format.R32Sint => TextureFormat.R32Sint,
+ Format.R8G8Unorm => TextureFormat.R8G8Unorm,
+ Format.R8G8Snorm => TextureFormat.R8G8Snorm,
+ Format.R8G8Uint => TextureFormat.R8G8Uint,
+ Format.R8G8Sint => TextureFormat.R8G8Sint,
+ Format.R16G16Float => TextureFormat.R16G16Float,
+ Format.R16G16Unorm => TextureFormat.R16G16Unorm,
+ Format.R16G16Snorm => TextureFormat.R16G16Snorm,
+ Format.R16G16Uint => TextureFormat.R16G16Uint,
+ Format.R16G16Sint => TextureFormat.R16G16Sint,
+ Format.R32G32Float => TextureFormat.R32G32Float,
+ Format.R32G32Uint => TextureFormat.R32G32Uint,
+ Format.R32G32Sint => TextureFormat.R32G32Sint,
+ Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
+ Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
+ Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
+ Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
+ Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
+ Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
+ Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
+ Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
+ Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
+ Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
+ Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
+ Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
+ Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
+ Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
+ Format.R11G11B10Float => TextureFormat.R11G11B10Float,
+ _ => TextureFormat.Unknown
+ };
+ }
+
+ /// <summary>
+ /// Gets the texture descriptor for a given texture on the pool.
+ /// </summary>
+ /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
+ /// <returns>Texture descriptor</returns>
+ private Image.TextureDescriptor GetTextureDescriptor(int handle)
+ {
+ if (_compute)
+ {
+ return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle);
+ }
+ else
+ {
+ return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
+ }
+ }
+ }
+}