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path: root/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
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-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs249
1 files changed, 106 insertions, 143 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
index a5c7575f..192467b7 100644
--- a/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
@@ -1,5 +1,5 @@
using Ryujinx.Common.Logging;
-using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.InteropServices;
@@ -9,19 +9,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Represents a GPU state and memory accessor.
/// </summary>
- class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
+ class GpuAccessor : GpuAccessorBase, IGpuAccessor
{
private readonly GpuChannel _channel;
private readonly GpuAccessorState _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;
-
- public int Cb1DataSize { get; private set; }
/// <summary>
/// Creates a new instance of the GPU state accessor for graphics shader translation.
@@ -43,43 +36,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</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,
- GpuChannel channel,
- GpuAccessorState state,
- int localSizeX,
- int localSizeY,
- int localSizeZ,
- int localMemorySize,
- int sharedMemorySize) : base(context)
+ public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context)
{
_channel = channel;
_state = state;
_compute = true;
- _localSizeX = localSizeX;
- _localSizeY = localSizeY;
- _localSizeZ = localSizeZ;
- _localMemorySize = localMemorySize;
- _sharedMemorySize = sharedMemorySize;
}
- /// <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>
+ /// <inheritdoc/>
public uint ConstantBuffer1Read(int offset)
{
- if (Cb1DataSize < offset + 4)
- {
- Cb1DataSize = offset + 4;
- }
-
ulong baseAddress = _compute
? _channel.BufferManager.GetComputeUniformBufferAddress(1)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);
@@ -87,111 +53,115 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
}
- /// <summary>
- /// Prints a log message.
- /// </summary>
- /// <param name="message">Message to print</param>
+ /// <inheritdoc/>
public void Log(string message)
{
Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
}
- /// <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>
- public override ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
+ /// <inheritdoc/>
+ public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
{
int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
}
- /// <summary>
- /// Queries Local Size X for compute shaders.
- /// </summary>
- /// <returns>Local Size X</returns>
- public int QueryComputeLocalSizeX() => _localSizeX;
+ /// <inheritdoc/>
+ public int QueryBindingConstantBuffer(int index)
+ {
+ return _state.ResourceCounts.UniformBuffersCount++;
+ }
- /// <summary>
- /// Queries Local Size Y for compute shaders.
- /// </summary>
- /// <returns>Local Size Y</returns>
- public int QueryComputeLocalSizeY() => _localSizeY;
+ /// <inheritdoc/>
+ public int QueryBindingStorageBuffer(int index)
+ {
+ return _state.ResourceCounts.StorageBuffersCount++;
+ }
- /// <summary>
- /// Queries Local Size Z for compute shaders.
- /// </summary>
- /// <returns>Local Size Z</returns>
- public int QueryComputeLocalSizeZ() => _localSizeZ;
+ /// <inheritdoc/>
+ public int QueryBindingTexture(int index)
+ {
+ return _state.ResourceCounts.TexturesCount++;
+ }
- /// <summary>
- /// Queries Local Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Local Memory size in bytes</returns>
- public int QueryComputeLocalMemorySize() => _localMemorySize;
+ /// <inheritdoc/>
+ public int QueryBindingImage(int index)
+ {
+ return _state.ResourceCounts.ImagesCount++;
+ }
- /// <summary>
- /// Queries Shared Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Shared Memory size in bytes</returns>
- public int QueryComputeSharedMemorySize() => _sharedMemorySize;
+ /// <inheritdoc/>
+ public int QueryComputeLocalSizeX() => _state.ComputeState.LocalSizeX;
- /// <summary>
- /// Queries Constant Buffer usage information.
- /// </summary>
- /// <returns>A mask where each bit set indicates a bound constant buffer</returns>
+ /// <inheritdoc/>
+ public int QueryComputeLocalSizeY() => _state.ComputeState.LocalSizeY;
+
+ /// <inheritdoc/>
+ public int QueryComputeLocalSizeZ() => _state.ComputeState.LocalSizeZ;
+
+ /// <inheritdoc/>
+ public int QueryComputeLocalMemorySize() => _state.ComputeState.LocalMemorySize;
+
+ /// <inheritdoc/>
+ public int QueryComputeSharedMemorySize() => _state.ComputeState.SharedMemorySize;
+
+ /// <inheritdoc/>
public uint QueryConstantBufferUse()
{
- return _compute
+ uint useMask = _compute
? _channel.BufferManager.GetComputeUniformBufferUseMask()
: _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
+
+ _state.SpecializationState?.RecordConstantBufferUse(_stageIndex, useMask);
+ return useMask;
}
- /// <summary>
- /// Queries current primitive topology for geometry shaders.
- /// </summary>
- /// <returns>Current primitive topology</returns>
+ /// <inheritdoc/>
public InputTopology QueryPrimitiveTopology()
{
- return _state.Topology switch
- {
- PrimitiveTopology.Points => InputTopology.Points,
- PrimitiveTopology.Lines or
- PrimitiveTopology.LineLoop or
- PrimitiveTopology.LineStrip => InputTopology.Lines,
- PrimitiveTopology.LinesAdjacency or
- PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
- PrimitiveTopology.Triangles or
- PrimitiveTopology.TriangleStrip or
- PrimitiveTopology.TriangleFan => InputTopology.Triangles,
- PrimitiveTopology.TrianglesAdjacency or
- PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
- PrimitiveTopology.Patches => _state.TessellationMode.UnpackPatchType() == TessPatchType.Isolines
- ? InputTopology.Lines
- : InputTopology.Triangles,
- _ => InputTopology.Points
- };
+ _state.SpecializationState?.RecordPrimitiveTopology();
+ return ConvertToInputTopology(_state.GraphicsState.Topology, _state.GraphicsState.TessellationMode);
}
- /// <summary>
- /// Queries the tessellation evaluation shader primitive winding order.
- /// </summary>
- /// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
- public bool QueryTessCw() => _state.TessellationMode.UnpackCw();
+ /// <inheritdoc/>
+ public bool QueryTessCw()
+ {
+ return _state.GraphicsState.TessellationMode.UnpackCw();
+ }
- /// <summary>
- /// Queries the tessellation evaluation shader abstract patch type.
- /// </summary>
- /// <returns>Abstract patch type</returns>
- public TessPatchType QueryTessPatchType() => _state.TessellationMode.UnpackPatchType();
+ /// <inheritdoc/>
+ public TessPatchType QueryTessPatchType()
+ {
+ return _state.GraphicsState.TessellationMode.UnpackPatchType();
+ }
- /// <summary>
- /// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
- /// </summary>
- /// <returns>Spacing between tessellated vertices of the patch</returns>
- public TessSpacing QueryTessSpacing() => _state.TessellationMode.UnpackSpacing();
+ /// <inheritdoc/>
+ public TessSpacing QueryTessSpacing()
+ {
+ return _state.GraphicsState.TessellationMode.UnpackSpacing();
+ }
+
+ //// <inheritdoc/>
+ public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
+ {
+ _state.SpecializationState?.RecordTextureFormat(_stageIndex, handle, cbufSlot);
+ var descriptor = GetTextureDescriptor(handle, cbufSlot);
+ return ConvertToTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb());
+ }
+
+ /// <inheritdoc/>
+ public SamplerType QuerySamplerType(int handle, int cbufSlot)
+ {
+ _state.SpecializationState?.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
+ return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
+ }
+
+ /// <inheritdoc/>
+ public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
+ {
+ _state.SpecializationState?.RecordTextureCoordNormalized(_stageIndex, handle, cbufSlot);
+ return GetTextureDescriptor(handle, cbufSlot).UnpackTextureCoordNormalized();
+ }
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
@@ -199,65 +169,58 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>Texture descriptor</returns>
- public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
+ private Image.TextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
{
if (_compute)
{
return _channel.TextureManager.GetComputeTextureDescriptor(
- _state.TexturePoolGpuVa,
- _state.TextureBufferIndex,
- _state.TexturePoolMaximumId,
+ _state.PoolState.TexturePoolGpuVa,
+ _state.PoolState.TextureBufferIndex,
+ _state.PoolState.TexturePoolMaximumId,
handle,
cbufSlot);
}
else
{
return _channel.TextureManager.GetGraphicsTextureDescriptor(
- _state.TexturePoolGpuVa,
- _state.TextureBufferIndex,
- _state.TexturePoolMaximumId,
+ _state.PoolState.TexturePoolGpuVa,
+ _state.PoolState.TextureBufferIndex,
+ _state.PoolState.TexturePoolMaximumId,
_stageIndex,
handle,
cbufSlot);
}
}
- /// <summary>
- /// Queries transform feedback enable state.
- /// </summary>
- /// <returns>True if the shader uses transform feedback, false otherwise</returns>
+ /// <inheritdoc/>
public bool QueryTransformFeedbackEnabled()
{
return _state.TransformFeedbackDescriptors != null;
}
- /// <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>
+ /// <inheritdoc/>
public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
{
- return _state.TransformFeedbackDescriptors[bufferIndex].VaryingLocations;
+ return _state.TransformFeedbackDescriptors[bufferIndex].AsSpan();
}
- /// <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>
+ /// <inheritdoc/>
public int QueryTransformFeedbackStride(int bufferIndex)
{
return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
}
- /// <summary>
- /// Queries if host state forces early depth testing.
- /// </summary>
- /// <returns>True if early depth testing is forced</returns>
+ /// <inheritdoc/>
public bool QueryEarlyZForce()
{
- return _state.EarlyZForce;
+ _state.SpecializationState?.RecordEarlyZForce();
+ return _state.GraphicsState.EarlyZForce;
+ }
+
+ /// <inheritdoc/>
+ public void RegisterTexture(int handle, int cbufSlot)
+ {
+ _state.SpecializationState?.RegisterTexture(_stageIndex, handle, cbufSlot, GetTextureDescriptor(handle, cbufSlot));
}
}
}