diff options
author | gdkchan <gab.dark.100@gmail.com> | 2019-12-31 01:46:57 -0300 |
---|---|---|
committer | Thog <thog@protonmail.com> | 2020-01-09 02:13:00 +0100 |
commit | 430faeb8ef9a5906af642a4a2be0eb6e878f812e (patch) | |
tree | 53efdfb178ccdc663cd7fae2de0a8e8c2e1e5e6e /Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | |
parent | e58b540c4e2a8df460e0e357e3f341842dd59a71 (diff) |
Add XML documentation to Ryujinx.Graphics.Gpu.Shader
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs | 104 |
1 files changed, 103 insertions, 1 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index bd3229bd..b299da1a 100644 --- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Shader { using TextureDescriptor = Image.TextureDescriptor; + /// <summary> + /// Memory cache of shader code. + /// </summary> class ShaderCache { private const int MaxProgramSize = 0x100000; @@ -25,17 +28,31 @@ namespace Ryujinx.Graphics.Gpu.Shader private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms; + /// <summary> + /// Creates a new instance of the shader cache. + /// </summary> + /// <param name="context">GPU context that the shader cache belongs to</param> public ShaderCache(GpuContext context) { _context = context; - _dumper = new ShaderDumper(context); + _dumper = new ShaderDumper(); _cpPrograms = new Dictionary<ulong, List<ComputeShader>>(); _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>(); } + /// <summary> + /// Gets a compute shader from the cache. + /// This automatically translates, compiles and adds the code to the cache if not present. + /// </summary> + /// <param name="gpuVa">GPU virtual address of the binary shader code</param> + /// <param name="sharedMemorySize">Shared memory size of the compute shader</param> + /// <param name="localSizeX">Local group size X of the computer shader</param> + /// <param name="localSizeY">Local group size Y of the computer shader</param> + /// <param name="localSizeZ">Local group size Z of the computer shader</param> + /// <returns>Compiled compute shader code</returns> public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ) { bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list); @@ -73,6 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader return cpShader; } + /// <summary> + /// Gets a graphics shader program from the shader cache. + /// This includes all the specified shader stages. + /// This automatically translates, compiles and adds the code to the cache if not present. + /// </summary> + /// <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) { bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list); @@ -138,11 +163,23 @@ namespace Ryujinx.Graphics.Gpu.Shader return gpShaders; } + /// <summary> + /// Checks if compute shader code in memory is different from 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) { return IsShaderDifferent(cpShader.Shader, gpuVa); } + /// <summary> + /// Checks if graphics shader code from all stages in memory is different from 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) { for (int stage = 0; stage < gpShaders.Shader.Length; stage++) @@ -174,6 +211,12 @@ namespace Ryujinx.Graphics.Gpu.Shader return false; } + /// <summary> + /// Checks if the code of the specified cached shader is different from the code in memory. + /// </summary> + /// <param name="shader">Cached shader to compare with</param> + /// <param name="gpuVa">GPU virtual address of the binary shader code</param> + /// <returns>True if the code is different, false otherwise</returns> private bool IsShaderDifferent(CachedShader shader, ulong gpuVa) { for (int index = 0; index < shader.Code.Length; index++) @@ -187,6 +230,15 @@ namespace Ryujinx.Graphics.Gpu.Shader return false; } + /// <summary> + /// Translates the binary Maxwell shader code to something that the host API accepts. + /// </summary> + /// <param name="gpuVa">GPU virtual address of the binary shader code</param> + /// <param name="sharedMemorySize">Shared memory size of the compute shader</param> + /// <param name="localSizeX">Local group size X of the computer shader</param> + /// <param name="localSizeY">Local group size Y of the computer shader</param> + /// <param name="localSizeZ">Local group size Z of the computer shader</param> + /// <returns>Compiled compute shader code</returns> private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ) { if (gpuVa == 0) @@ -230,6 +282,15 @@ namespace Ryujinx.Graphics.Gpu.Shader return new CachedShader(program, codeCached); } + /// <summary> + /// Translates the binary Maxwell shader code to something that the host API accepts. + /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader. + /// </summary> + /// <param name="state">Current GPU state</param> + /// <param name="stage">Shader stage</param> + /// <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></returns> private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0) { if (gpuVa == 0) @@ -301,6 +362,12 @@ namespace Ryujinx.Graphics.Gpu.Shader return new CachedShader(program, codeCached); } + /// <summary> + /// Performs backwards propagation of interpolation qualifiers or later shader stages input, + /// to ealier shader stages output. + /// This is required by older versions of OpenGL (pre-4.3). + /// </summary> + /// <param name="program">Graphics shader cached code</param> private void BackpropQualifiers(GraphicsShader program) { ShaderProgram fragmentShader = program.Shader[4].Program; @@ -334,6 +401,11 @@ namespace Ryujinx.Graphics.Gpu.Shader } } + /// <summary> + /// Gets the primitive topology for the current draw. + /// This is required by geometry shaders. + /// </summary> + /// <returns>Primitive topology</returns> private InputTopology GetPrimitiveTopology() { switch (_context.Methods.PrimitiveType) @@ -359,11 +431,29 @@ namespace Ryujinx.Graphics.Gpu.Shader 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="index">Index of the texture (this is the shader "fake" handle)</param> + /// <returns>True if the texture is a buffer texture, false otherwise</returns> private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index) { return GetTextureDescriptor(state, stageIndex, index).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="index">Index of the texture (this is the shader "fake" handle)</param> + /// <returns>True if the texture is a rectangle texture, false otherwise</returns> private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index) { var descriptor = GetTextureDescriptor(state, stageIndex, index); @@ -376,11 +466,23 @@ namespace Ryujinx.Graphics.Gpu.Shader return !descriptor.UnpackTextureCoordNormalized() && is2DTexture; } + /// <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</param> + /// <param name="index">Index of the texture (this is the shader "fake" handle)</param> + /// <returns>Texture descriptor</returns> private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index) { return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index); } + /// <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) { switch (info) |