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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/ShaderCache.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/ShaderCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs390
1 files changed, 75 insertions, 315 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index d7144063..8a1abe32 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -1,33 +1,25 @@
-using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
-using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader
{
- using TextureDescriptor = Image.TextureDescriptor;
-
/// <summary>
/// Memory cache of shader code.
/// </summary>
class ShaderCache : IDisposable
{
- private const int MaxProgramSize = 0x100000;
-
private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
- private GpuContext _context;
-
- private ShaderDumper _dumper;
+ private readonly GpuContext _context;
- private Dictionary<ulong, List<ComputeShader>> _cpPrograms;
+ private readonly ShaderDumper _dumper;
- private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
+ private readonly Dictionary<ulong, List<ShaderBundle>> _cpPrograms;
+ private readonly Dictionary<ShaderAddresses, List<ShaderBundle>> _gpPrograms;
/// <summary>
/// Creates a new instance of the shader cache.
@@ -39,9 +31,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
_dumper = new ShaderDumper();
- _cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
-
- _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
+ _cpPrograms = new Dictionary<ulong, List<ShaderBundle>>();
+ _gpPrograms = new Dictionary<ShaderAddresses, List<ShaderBundle>>();
}
/// <summary>
@@ -58,7 +49,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="localMemorySize">Local memory size of the compute shader</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <returns>Compiled compute shader code</returns>
- public ComputeShader GetComputeShader(
+ public ShaderBundle GetComputeShader(
GpuState state,
ulong gpuVa,
int localSizeX,
@@ -67,20 +58,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
int localMemorySize,
int sharedMemorySize)
{
- bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
+ bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ShaderBundle> list);
if (isCached)
{
- foreach (ComputeShader cachedCpShader in list)
+ foreach (ShaderBundle cachedCpShader in list)
{
- if (!IsShaderDifferent(cachedCpShader, gpuVa))
+ if (IsShaderEqual(cachedCpShader, gpuVa))
{
return cachedCpShader;
}
}
}
- CachedShader shader = TranslateComputeShader(
+ ShaderCodeHolder shader = TranslateComputeShader(
state,
gpuVa,
localSizeX,
@@ -93,11 +84,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
- ComputeShader cpShader = new ComputeShader(hostProgram, shader);
+ ShaderBundle cpShader = new ShaderBundle(hostProgram, shader);
if (!isCached)
{
- list = new List<ComputeShader>();
+ list = new List<ShaderBundle>();
_cpPrograms.Add(gpuVa, list);
}
@@ -117,42 +108,42 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="state">Current GPU state</param>
/// <param name="addresses">Addresses of the shaders for each stage</param>
/// <returns>Compiled graphics shader code</returns>
- public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
+ public ShaderBundle GetGraphicsShader(GpuState state, ShaderAddresses addresses)
{
- bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
+ bool isCached = _gpPrograms.TryGetValue(addresses, out List<ShaderBundle> list);
if (isCached)
{
- foreach (GraphicsShader cachedGpShaders in list)
+ foreach (ShaderBundle cachedGpShaders in list)
{
- if (!IsShaderDifferent(cachedGpShaders, addresses))
+ if (IsShaderEqual(cachedGpShaders, addresses))
{
return cachedGpShaders;
}
}
}
- GraphicsShader gpShaders = new GraphicsShader();
+ ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
if (addresses.VertexA != 0)
{
- gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
+ shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
}
else
{
- gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
+ shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
}
- gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
- gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
- gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
- gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
+ shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
+ shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
+ shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
+ shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
List<IShader> hostShaders = new List<IShader>();
- for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
+ for (int stage = 0; stage < Constants.ShaderStages; stage++)
{
- ShaderProgram program = gpShaders.Shaders[stage]?.Program;
+ ShaderProgram program = shaders[stage]?.Program;
if (program == null)
{
@@ -161,16 +152,18 @@ namespace Ryujinx.Graphics.Gpu.Shader
IShader hostShader = _context.Renderer.CompileShader(program);
- gpShaders.Shaders[stage].HostShader = hostShader;
+ shaders[stage].HostShader = hostShader;
hostShaders.Add(hostShader);
}
- gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
+ IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
+
+ ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);
if (!isCached)
{
- list = new List<GraphicsShader>();
+ list = new List<ShaderBundle>();
_gpPrograms.Add(addresses, list);
}
@@ -181,27 +174,27 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
/// <summary>
- /// Checks if compute shader code in memory is different from the cached shader.
+ /// Checks if compute shader code in memory is equal to the cached shader.
/// </summary>
/// <param name="cpShader">Cached compute shader</param>
/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
/// <returns>True if the code is different, false otherwise</returns>
- private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
+ private bool IsShaderEqual(ShaderBundle cpShader, ulong gpuVa)
{
- return IsShaderDifferent(cpShader.Shader, gpuVa);
+ return IsShaderEqual(cpShader.Shaders[0], gpuVa);
}
/// <summary>
- /// Checks if graphics shader code from all stages in memory is different from the cached shaders.
+ /// Checks if graphics shader code from all stages in memory are equal to the cached shaders.
/// </summary>
/// <param name="gpShaders">Cached graphics shaders</param>
/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
/// <returns>True if the code is different, false otherwise</returns>
- private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
+ private bool IsShaderEqual(ShaderBundle gpShaders, ShaderAddresses addresses)
{
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
{
- CachedShader shader = gpShaders.Shaders[stage];
+ ShaderCodeHolder shader = gpShaders.Shaders[stage];
ulong gpuVa = 0;
@@ -214,13 +207,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
case 4: gpuVa = addresses.Fragment; break;
}
- if (IsShaderDifferent(shader, gpuVa))
+ if (!IsShaderEqual(shader, gpuVa, addresses.VertexA))
{
- return true;
+ return false;
}
}
- return false;
+ return true;
}
/// <summary>
@@ -228,17 +221,27 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="shader">Cached shader to compare with</param>
/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
+ /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" binary shader code</param>
/// <returns>True if the code is different, false otherwise</returns>
- private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
+ private bool IsShaderEqual(ShaderCodeHolder shader, ulong gpuVa, ulong gpuVaA = 0)
{
if (shader == null)
{
- return false;
+ return true;
}
- ReadOnlySpan<byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, (ulong)shader.Code.Length * 4);
+ ReadOnlySpan<byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, shader.Code.Length);
- return !MemoryMarshal.Cast<byte, int>(memoryCode).SequenceEqual(shader.Code);
+ bool equals = memoryCode.SequenceEqual(shader.Code);
+
+ if (equals && shader.Code2 != null)
+ {
+ memoryCode = _context.MemoryAccessor.GetSpan(gpuVaA, shader.Code2.Length);
+
+ equals = memoryCode.SequenceEqual(shader.Code2);
+ }
+
+ return equals;
}
/// <summary>
@@ -252,7 +255,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="localMemorySize">Local memory size of the compute shader</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <returns>Compiled compute shader code</returns>
- private CachedShader TranslateComputeShader(
+ private ShaderCodeHolder TranslateComputeShader(
GpuState state,
ulong gpuVa,
int localSizeX,
@@ -266,40 +269,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
return null;
}
- int QueryInfo(QueryInfoName info, int index)
- {
- return info switch
- {
- QueryInfoName.ComputeLocalSizeX
- => localSizeX,
- QueryInfoName.ComputeLocalSizeY
- => localSizeY,
- QueryInfoName.ComputeLocalSizeZ
- => localSizeZ,
- QueryInfoName.ComputeLocalMemorySize
- => localMemorySize,
- QueryInfoName.ComputeSharedMemorySize
- => sharedMemorySize,
- QueryInfoName.IsTextureBuffer
- => Convert.ToInt32(QueryIsTextureBuffer(state, 0, index, compute: true)),
- QueryInfoName.IsTextureRectangle
- => Convert.ToInt32(QueryIsTextureRectangle(state, 0, index, compute: true)),
- QueryInfoName.TextureFormat
- => (int)QueryTextureFormat(state, 0, index, compute: true),
- _
- => QueryInfoCommon(info)
- };
- }
-
- TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
+ GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);
ShaderProgram program;
- ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
+ program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute);
- program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute);
-
- int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
+ byte[] code = _context.MemoryAccessor.ReadBytes(gpuVa, program.Size);
_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
@@ -309,7 +285,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
program.Prepend("// " + fullPath);
}
- return new CachedShader(program, codeCached);
+ return new ShaderCodeHolder(program, code);
}
/// <summary>
@@ -323,45 +299,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="gpuVa">GPU virtual address of the shader code</param>
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
/// <returns>Compiled graphics shader code</returns>
- private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
+ private ShaderCodeHolder TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
{
if (gpuVa == 0)
{
return null;
}
- int QueryInfo(QueryInfoName info, int index)
- {
- return info switch
- {
- QueryInfoName.IsTextureBuffer
- => Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index, compute: false)),
- QueryInfoName.IsTextureRectangle
- => Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index, compute: false)),
- QueryInfoName.PrimitiveTopology
- => (int)QueryPrimitiveTopology(),
- QueryInfoName.TextureFormat
- => (int)QueryTextureFormat(state, (int)stage - 1, index, compute: false),
- _
- => QueryInfoCommon(info)
- };
- }
-
- TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
-
- ShaderProgram program;
-
- int[] codeCached = null;
+ GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
if (gpuVaA != 0)
{
- ReadOnlySpan<byte> codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize);
- ReadOnlySpan<byte> codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
+ ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, DefaultFlags);
- program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags);
-
- // TODO: We should also take "codeA" into account.
- codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
+ byte[] codeA = _context.MemoryAccessor.ReadBytes(gpuVaA, program.SizeA);
+ byte[] codeB = _context.MemoryAccessor.ReadBytes(gpuVa, program.Size);
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
@@ -373,14 +325,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
program.Prepend("// " + codePathA);
program.Prepend("// " + fullPathA);
}
+
+ return new ShaderCodeHolder(program, codeB, codeA);
}
else
{
- ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
-
- program = Translator.Translate(code, callbacks, DefaultFlags);
+ ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags);
- codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
+ byte[] code = _context.MemoryAccessor.ReadBytes(gpuVa, program.Size);
_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
@@ -389,195 +341,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
program.Prepend("// " + codePath);
program.Prepend("// " + fullPath);
}
- }
-
- ulong address = _context.MemoryManager.Translate(gpuVa);
-
- return new CachedShader(program, codeCached);
- }
-
- /// <summary>
- /// Gets the primitive topology for the current draw.
- /// This is required by geometry shaders.
- /// </summary>
- /// <returns>Primitive topology</returns>
- private 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>
- /// Check if the target of a given texture is texture buffer.
- /// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
- /// but not on GLSL.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage</param>
- /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
- /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
- /// <returns>True if the texture is a buffer texture, false otherwise</returns>
- private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute)
- {
- return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer;
- }
-
- /// <summary>
- /// Check if the target of a given texture is texture rectangle.
- /// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
- /// but not on GLSL.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage</param>
- /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
- /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
- /// <returns>True if the texture is a rectangle texture, false otherwise</returns>
- private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int handle, bool compute)
- {
- var descriptor = GetTextureDescriptor(state, stageIndex, handle, compute);
-
- TextureTarget target = descriptor.UnpackTextureTarget();
-
- bool is2DTexture = target == TextureTarget.Texture2D ||
- target == TextureTarget.Texture2DRect;
- return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
- }
-
- /// <summary>
- /// Queries the format of a given texture.
- /// </summary>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
- /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
- /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
- /// <returns>The texture format</returns>
- private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute)
- {
- return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute));
- }
-
- /// <summary>
- /// Queries the format of a given texture.
- /// </summary>
- /// <param name="descriptor">Descriptor of the texture from the texture pool</param>
- /// <returns>The texture format</returns>
- private static TextureFormat QueryTextureFormat(TextureDescriptor descriptor)
- {
- if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
- {
- return TextureFormat.Unknown;
+ return new ShaderCodeHolder(program, code);
}
-
- 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="state">Current GPU state</param>
- /// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
- /// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
- /// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
- /// <returns>Texture descriptor</returns>
- private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, bool compute)
- {
- if (compute)
- {
- return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
- }
- else
- {
- return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
- }
- }
-
- /// <summary>
- /// Returns information required by both compute and graphics shader compilation.
- /// </summary>
- /// <param name="info">Information queried</param>
- /// <returns>Requested information</returns>
- private int QueryInfoCommon(QueryInfoName info)
- {
- return info switch
- {
- QueryInfoName.StorageBufferOffsetAlignment
- => _context.Capabilities.StorageBufferOffsetAlignment,
- QueryInfoName.SupportsNonConstantTextureOffset
- => Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset),
- _
- => 0
- };
- }
-
- /// <summary>
- /// Prints a warning from the shader code translator.
- /// </summary>
- /// <param name="message">Warning message</param>
- private static void PrintLog(string message)
- {
- Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}");
}
/// <summary>
@@ -586,25 +352,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
public void Dispose()
{
- foreach (List<ComputeShader> list in _cpPrograms.Values)
+ foreach (List<ShaderBundle> list in _cpPrograms.Values)
{
- foreach (ComputeShader shader in list)
+ foreach (ShaderBundle bundle in list)
{
- shader.HostProgram.Dispose();
- shader.Shader?.HostShader.Dispose();
+ bundle.Dispose();
}
}
- foreach (List<GraphicsShader> list in _gpPrograms.Values)
+ foreach (List<ShaderBundle> list in _gpPrograms.Values)
{
- foreach (GraphicsShader shader in list)
+ foreach (ShaderBundle bundle in list)
{
- shader.HostProgram.Dispose();
-
- foreach (CachedShader cachedShader in shader.Shaders)
- {
- cachedShader?.HostShader.Dispose();
- }
+ bundle.Dispose();
}
}
}