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authorTSR Berry <20988865+TSRBerry@users.noreply.github.com>2023-04-08 01:22:00 +0200
committerMary <thog@protonmail.com>2023-04-27 23:51:14 +0200
commitcee712105850ac3385cd0091a923438167433f9f (patch)
tree4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /src/Ryujinx.Graphics.Shader/IGpuAccessor.cs
parentcd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff)
Move solution and projects to src
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/IGpuAccessor.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/IGpuAccessor.cs528
1 files changed, 528 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Shader/IGpuAccessor.cs b/src/Ryujinx.Graphics.Shader/IGpuAccessor.cs
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+using System;
+
+namespace Ryujinx.Graphics.Shader
+{
+ /// <summary>
+ /// GPU state access interface.
+ /// </summary>
+ public interface IGpuAccessor
+ {
+ /// <summary>
+ /// Prints a log message.
+ /// </summary>
+ /// <param name="message">Message to print</param>
+ void Log(string message)
+ {
+ // No default log output.
+ }
+
+ /// <summary>
+ /// Reads data from the constant buffer 1.
+ /// </summary>
+ /// <param name="offset">Offset in bytes to read from</param>
+ /// <returns>Value at the given offset</returns>
+ uint ConstantBuffer1Read(int offset)
+ {
+ return 0;
+ }
+
+ /// <summary>
+ /// Gets a span of the specified memory location, containing shader code.
+ /// </summary>
+ /// <param name="address">GPU virtual address of the data</param>
+ /// <param name="minimumSize">Minimum size that the returned span may have</param>
+ /// <returns>Span of the memory location</returns>
+ ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
+
+ /// <summary>
+ /// Queries the alpha test comparison operator that is being used currently.
+ /// If alpha test is disabled, it should be set to <see cref="AlphaTestOp.Always"/>.
+ /// </summary>
+ /// <returns>Current alpha test comparison</returns>
+ AlphaTestOp QueryAlphaTestCompare()
+ {
+ return AlphaTestOp.Always;
+ }
+
+ /// <summary>
+ /// Queries the current alpha test reference value used by the comparison.
+ /// </summary>
+ /// <returns>Current alpha test reference value</returns>
+ float QueryAlphaTestReference()
+ {
+ return 0f;
+ }
+
+ /// <summary>
+ /// Queries the type of the vertex shader input attribute at the specified <paramref name="location"/>.
+ /// </summary>
+ /// <param name="location">Location of the input attribute</param>
+ /// <returns>Input type</returns>
+ AttributeType QueryAttributeType(int location)
+ {
+ return AttributeType.Float;
+ }
+
+ /// <summary>
+ /// Queries whenever the alpha-to-coverage dithering feature is enabled.
+ /// </summary>
+ /// <returns>True if the feature is enabled, false otherwise</returns>
+ bool QueryAlphaToCoverageDitherEnable()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries the binding number of a constant buffer.
+ /// </summary>
+ /// <param name="index">Constant buffer index</param>
+ /// <returns>Binding number</returns>
+ int QueryBindingConstantBuffer(int index)
+ {
+ return index;
+ }
+
+ /// <summary>
+ /// Queries the binding number of a storage buffer.
+ /// </summary>
+ /// <param name="index">Storage buffer index</param>
+ /// <returns>Binding number</returns>
+ int QueryBindingStorageBuffer(int index)
+ {
+ return index;
+ }
+
+ /// <summary>
+ /// Queries the binding number of a texture.
+ /// </summary>
+ /// <param name="index">Texture index</param>
+ /// <param name="isBuffer">Indicates if the texture is a buffer texture</param>
+ /// <returns>Binding number</returns>
+ int QueryBindingTexture(int index, bool isBuffer)
+ {
+ return index;
+ }
+
+ /// <summary>
+ /// Queries the binding number of an image.
+ /// </summary>
+ /// <param name="index">Image index</param>
+ /// <param name="isBuffer">Indicates if the image is a buffer image</param>
+ /// <returns>Binding number</returns>
+ int QueryBindingImage(int index, bool isBuffer)
+ {
+ return index;
+ }
+
+ /// <summary>
+ /// Queries output type for fragment shaders.
+ /// </summary>
+ /// <param name="location">Location of the framgent output</param>
+ /// <returns>Output location</returns>
+ AttributeType QueryFragmentOutputType(int location)
+ {
+ return AttributeType.Float;
+ }
+
+ /// <summary>
+ /// Queries Local Size X for compute shaders.
+ /// </summary>
+ /// <returns>Local Size X</returns>
+ int QueryComputeLocalSizeX()
+ {
+ return 1;
+ }
+
+ /// <summary>
+ /// Queries Local Size Y for compute shaders.
+ /// </summary>
+ /// <returns>Local Size Y</returns>
+ int QueryComputeLocalSizeY()
+ {
+ return 1;
+ }
+
+ /// <summary>
+ /// Queries Local Size Z for compute shaders.
+ /// </summary>
+ /// <returns>Local Size Z</returns>
+ int QueryComputeLocalSizeZ()
+ {
+ return 1;
+ }
+
+ /// <summary>
+ /// Queries Local Memory size in bytes for compute shaders.
+ /// </summary>
+ /// <returns>Local Memory size in bytes</returns>
+ int QueryComputeLocalMemorySize()
+ {
+ return 0x1000;
+ }
+
+ /// <summary>
+ /// Queries Shared Memory size in bytes for compute shaders.
+ /// </summary>
+ /// <returns>Shared Memory size in bytes</returns>
+ int QueryComputeSharedMemorySize()
+ {
+ return 0xc000;
+ }
+
+ /// <summary>
+ /// Queries Constant Buffer usage information.
+ /// </summary>
+ /// <returns>A mask where each bit set indicates a bound constant buffer</returns>
+ uint QueryConstantBufferUse()
+ {
+ return 0;
+ }
+
+ /// <summary>
+ /// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0.
+ /// </summary>
+ /// <returns>True if the shader translator can assume that the constant buffer contains the base IDs, false otherwise</returns>
+ bool QueryHasConstantBufferDrawParameters()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries whenever the current draw uses unaligned storage buffer addresses.
+ /// </summary>
+ /// <returns>True if any storage buffer address is not aligned to 16 bytes, false otherwise</returns>
+ bool QueryHasUnalignedStorageBuffer()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries host's gather operation precision bits for biasing their coordinates. Zero means no bias.
+ /// </summary>
+ /// <returns>Bits of gather operation precision to use for coordinate bias</returns>
+ int QueryHostGatherBiasPrecision()
+ {
+ return 0;
+ }
+
+ /// <summary>
+ /// Queries host about whether to reduce precision to improve performance.
+ /// </summary>
+ /// <returns>True if precision is limited to vertex position, false otherwise</returns>
+ bool QueryHostReducedPrecision()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries dual source blend state.
+ /// </summary>
+ /// <returns>True if blending is enabled with a dual source blend equation, false otherwise</returns>
+ bool QueryDualSourceBlendEnable()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries host about the presence of the FrontFacing built-in variable bug.
+ /// </summary>
+ /// <returns>True if the bug is present on the host device used, false otherwise</returns>
+ bool QueryHostHasFrontFacingBug()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries host about the presence of the vector indexing bug.
+ /// </summary>
+ /// <returns>True if the bug is present on the host device used, false otherwise</returns>
+ bool QueryHostHasVectorIndexingBug()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries host storage buffer alignment required.
+ /// </summary>
+ /// <returns>Host storage buffer alignment in bytes</returns>
+ int QueryHostStorageBufferOffsetAlignment()
+ {
+ return 16;
+ }
+
+ /// <summary>
+ /// Queries host support for texture formats with BGRA component order (such as BGRA8).
+ /// </summary>
+ /// <returns>True if BGRA formats are supported, false otherwise</returns>
+ bool QueryHostSupportsBgraFormat()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host support for fragment shader ordering critical sections on the shader code.
+ /// </summary>
+ /// <returns>True if fragment shader interlock is supported, false otherwise</returns>
+ bool QueryHostSupportsFragmentShaderInterlock()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host support for fragment shader ordering scoped critical sections on the shader code.
+ /// </summary>
+ /// <returns>True if fragment shader ordering is supported, false otherwise</returns>
+ bool QueryHostSupportsFragmentShaderOrderingIntel()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries host GPU geometry shader support.
+ /// </summary>
+ /// <returns>True if the GPU and driver supports geometry shaders, false otherwise</returns>
+ bool QueryHostSupportsGeometryShader()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host GPU geometry shader passthrough support.
+ /// </summary>
+ /// <returns>True if the GPU and driver supports geometry shader passthrough, false otherwise</returns>
+ bool QueryHostSupportsGeometryShaderPassthrough()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host support for readable images without a explicit format declaration on the shader.
+ /// </summary>
+ /// <returns>True if formatted image load is supported, false otherwise</returns>
+ bool QueryHostSupportsImageLoadFormatted()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host support for writes to the layer from vertex or tessellation shader stages.
+ /// </summary>
+ /// <returns>True if writes to the layer from vertex or tessellation are supported, false otherwise</returns>
+ bool QueryHostSupportsLayerVertexTessellation()
+ {
+ return true;
+ }
+
+ /// <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>
+ bool QueryHostSupportsNonConstantTextureOffset()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host GPU shader ballot support.
+ /// </summary>
+ /// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns>
+ bool QueryHostSupportsShaderBallot()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host GPU support for signed normalized buffer texture formats.
+ /// </summary>
+ /// <returns>True if the GPU and driver supports the formats, false otherwise</returns>
+ bool QueryHostSupportsSnormBufferTextureFormat()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host GPU texture shadow LOD support.
+ /// </summary>
+ /// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
+ bool QueryHostSupportsTextureShadowLod()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host support for writes to the viewport index from vertex or tessellation shader stages.
+ /// </summary>
+ /// <returns>True if writes to the viewport index from vertex or tessellation are supported, false otherwise</returns>
+ bool QueryHostSupportsViewportIndexVertexTessellation()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries host GPU shader viewport mask output support.
+ /// </summary>
+ /// <returns>True if the GPU and driver supports shader viewport mask output, false otherwise</returns>
+ bool QueryHostSupportsViewportMask()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries the point size from the GPU state, used when it is not explicitly set on the shader.
+ /// </summary>
+ /// <returns>Current point size</returns>
+ float QueryPointSize()
+ {
+ return 1f;
+ }
+
+ /// <summary>
+ /// Queries the state that indicates if the program point size should be explicitly set on the shader
+ /// or read from the GPU state.
+ /// </summary>
+ /// <returns>True if the shader is expected to set the point size explicitly, false otherwise</returns>
+ bool QueryProgramPointSize()
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries sampler type information.
+ /// </summary>
+ /// <param name="handle">Texture handle</param>
+ /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
+ /// <returns>The sampler type value for the given handle</returns>
+ SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
+ {
+ return SamplerType.Texture2D;
+ }
+
+ /// <summary>
+ /// Queries texture coordinate normalization information.
+ /// </summary>
+ /// <param name="handle">Texture handle</param>
+ /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
+ /// <returns>True if the coordinates are normalized, false otherwise</returns>
+ bool QueryTextureCoordNormalized(int handle, int cbufSlot = -1)
+ {
+ return true;
+ }
+
+ /// <summary>
+ /// Queries current primitive topology for geometry shaders.
+ /// </summary>
+ /// <returns>Current primitive topology</returns>
+ InputTopology QueryPrimitiveTopology()
+ {
+ return InputTopology.Points;
+ }
+
+ /// <summary>
+ /// Queries the tessellation evaluation shader primitive winding order.
+ /// </summary>
+ /// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
+ bool QueryTessCw()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries the tessellation evaluation shader abstract patch type.
+ /// </summary>
+ /// <returns>Abstract patch type</returns>
+ TessPatchType QueryTessPatchType()
+ {
+ return TessPatchType.Triangles;
+ }
+
+ /// <summary>
+ /// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
+ /// </summary>
+ /// <returns>Spacing between tessellated vertices of the patch</returns>
+ TessSpacing QueryTessSpacing()
+ {
+ return TessSpacing.EqualSpacing;
+ }
+
+ /// <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>
+ /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
+ /// <returns>Color format of the non-compressed texture</returns>
+ TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
+ {
+ return TextureFormat.R8G8B8A8Unorm;
+ }
+
+ /// <summary>
+ /// Queries depth mode information from the GPU state.
+ /// </summary>
+ /// <returns>True if current depth mode is -1 to 1, false if 0 to 1</returns>
+ bool QueryTransformDepthMinusOneToOne()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries transform feedback enable state.
+ /// </summary>
+ /// <returns>True if the shader uses transform feedback, false otherwise</returns>
+ bool QueryTransformFeedbackEnabled()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries the varying locations that should be written to the transform feedback buffer.
+ /// </summary>
+ /// <param name="bufferIndex">Index of the transform feedback buffer</param>
+ /// <returns>Varying locations for the specified buffer</returns>
+ ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
+ {
+ return ReadOnlySpan<byte>.Empty;
+ }
+
+ /// <summary>
+ /// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
+ /// </summary>
+ /// <param name="bufferIndex">Index of the transform feedback buffer</param>
+ /// <returns>Stride for the specified buffer</returns>
+ int QueryTransformFeedbackStride(int bufferIndex)
+ {
+ return 0;
+ }
+
+ /// <summary>
+ /// Queries if host state forces early depth testing.
+ /// </summary>
+ /// <returns>True if early depth testing is forced</returns>
+ bool QueryEarlyZForce()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Queries if host state disables the viewport transform.
+ /// </summary>
+ /// <returns>True if the viewport transform is disabled</returns>
+ bool QueryViewportTransformDisable()
+ {
+ return false;
+ }
+
+ /// <summary>
+ /// Registers a texture used by the shader.
+ /// </summary>
+ /// <param name="handle">Texture handle word offset</param>
+ /// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
+ void RegisterTexture(int handle, int cbufSlot)
+ {
+ // Only useful when recording information for a disk shader cache.
+ }
+ }
+}