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-rw-r--r--Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs171
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diff --git a/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
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+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
+ };
+ }
+ }
+}