diff options
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs new file mode 100644 index 00000000..5f9dd588 --- /dev/null +++ b/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs @@ -0,0 +1,171 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Engine.Threed; +using Ryujinx.Graphics.Gpu.Image; +using Ryujinx.Graphics.Shader; + +namespace Ryujinx.Graphics.Gpu.Shader +{ + /// <summary> + /// GPU accessor. + /// </summary> + class GpuAccessorBase + { + private readonly GpuContext _context; + + /// <summary> + /// Creates a new GPU accessor. + /// </summary> + /// <param name="context">GPU context</param> + public GpuAccessorBase(GpuContext context) + { + _context = context; + } + + /// <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> + public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug; + + /// <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> + public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug; + + /// <summary> + /// Queries host storage buffer alignment required. + /// </summary> + /// <returns>Host storage buffer alignment in bytes</returns> + public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment; + + /// <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> + public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat; + + /// <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> + public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock; + + /// <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> + public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel; + + /// <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> + public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted; + + /// <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> + public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset; + + /// <summary> + /// Queries host GPU shader ballot support. + /// </summary> + /// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns> + public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot; + + /// <summary> + /// Queries host GPU texture shadow LOD support. + /// </summary> + /// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns> + public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod; + + /// <summary> + /// Converts a packed Maxwell texture format to the shader translator texture format. + /// </summary> + /// <param name="format">Packed maxwell format</param> + /// <param name="formatSrgb">Indicates if the format is sRGB</param> + /// <returns>Shader translator texture format</returns> + protected static TextureFormat ConvertToTextureFormat(uint format, bool formatSrgb) + { + if (!FormatTable.TryGetTextureFormat(format, formatSrgb, 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> + /// Converts the Maxwell primitive topology to the shader translator topology. + /// </summary> + /// <param name="topology">Maxwell primitive topology</param> + /// <param name="tessellationMode">Maxwell tessellation mode</param> + /// <returns>Shader translator topology</returns> + protected static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode) + { + return 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 => tessellationMode.UnpackPatchType() == TessPatchType.Isolines + ? InputTopology.Lines + : InputTopology.Triangles, + _ => InputTopology.Points + }; + } + } +} |