diff options
author | Mary <me@thog.eu> | 2020-11-13 00:15:34 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-11-13 00:15:34 +0100 |
commit | 48f6570557fc76496936514d94e3ccddf55ec633 (patch) | |
tree | ce455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs | |
parent | 7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff) |
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs | 100 |
1 files changed, 4 insertions, 96 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs index 0eaa534b..b3f1b3a8 100644 --- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs +++ b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs @@ -1,6 +1,5 @@ using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; -using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Shader; @@ -9,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <summary> /// Represents a GPU state and memory accessor. /// </summary> - class GpuAccessor : IGpuAccessor + class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor { private readonly GpuContext _context; private readonly GpuState _state; @@ -78,7 +77,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <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 + public override T MemoryRead<T>(ulong address) { return _context.MemoryManager.Read<T>(address); } @@ -135,33 +134,6 @@ namespace Ryujinx.Graphics.Gpu.Shader } /// <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> @@ -209,75 +181,11 @@ namespace Ryujinx.Graphics.Gpu.Shader 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.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm, - 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> + /// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param> /// <returns>Texture descriptor</returns> - private Image.TextureDescriptor GetTextureDescriptor(int handle) + public override Image.TextureDescriptor GetTextureDescriptor(int handle) { if (_compute) { |