diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs | 260 |
1 files changed, 260 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs new file mode 100644 index 00000000..39b31cf6 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs @@ -0,0 +1,260 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Shader; +using System.Collections.Generic; + +namespace Ryujinx.Graphics.Gpu.Shader +{ + /// <summary> + /// Shader info structure builder. + /// </summary> + class ShaderInfoBuilder + { + private const int TotalSets = 4; + + private const int UniformSetIndex = 0; + private const int StorageSetIndex = 1; + private const int TextureSetIndex = 2; + private const int ImageSetIndex = 3; + + private const ResourceStages SupportBufferStags = + ResourceStages.Compute | + ResourceStages.Vertex | + ResourceStages.Fragment; + + private readonly GpuContext _context; + + private int _fragmentOutputMap; + + private readonly List<ResourceDescriptor>[] _resourceDescriptors; + private readonly List<ResourceUsage>[] _resourceUsages; + + /// <summary> + /// Creates a new shader info builder. + /// </summary> + /// <param name="context">GPU context that owns the shaders that will be added to the builder</param> + public ShaderInfoBuilder(GpuContext context) + { + _context = context; + + _fragmentOutputMap = -1; + + _resourceDescriptors = new List<ResourceDescriptor>[TotalSets]; + _resourceUsages = new List<ResourceUsage>[TotalSets]; + + for (int index = 0; index < TotalSets; index++) + { + _resourceDescriptors[index] = new(); + _resourceUsages[index] = new(); + } + + AddDescriptor(SupportBufferStags, ResourceType.UniformBuffer, UniformSetIndex, 0, 1); + } + + /// <summary> + /// Adds information from a given shader stage. + /// </summary> + /// <param name="info">Shader stage information</param> + public void AddStageInfo(ShaderProgramInfo info) + { + if (info.Stage == ShaderStage.Fragment) + { + _fragmentOutputMap = info.FragmentOutputMap; + } + + int stageIndex = GpuAccessorBase.GetStageIndex(info.Stage switch + { + ShaderStage.TessellationControl => 1, + ShaderStage.TessellationEvaluation => 2, + ShaderStage.Geometry => 3, + ShaderStage.Fragment => 4, + _ => 0 + }); + + ResourceStages stages = info.Stage switch + { + ShaderStage.Compute => ResourceStages.Compute, + ShaderStage.Vertex => ResourceStages.Vertex, + ShaderStage.TessellationControl => ResourceStages.TessellationControl, + ShaderStage.TessellationEvaluation => ResourceStages.TessellationEvaluation, + ShaderStage.Geometry => ResourceStages.Geometry, + ShaderStage.Fragment => ResourceStages.Fragment, + _ => ResourceStages.None + }; + + int uniformsPerStage = (int)_context.Capabilities.MaximumUniformBuffersPerStage; + int storagesPerStage = (int)_context.Capabilities.MaximumStorageBuffersPerStage; + int texturesPerStage = (int)_context.Capabilities.MaximumTexturesPerStage; + int imagesPerStage = (int)_context.Capabilities.MaximumImagesPerStage; + + int uniformBinding = 1 + stageIndex * uniformsPerStage; + int storageBinding = stageIndex * storagesPerStage; + int textureBinding = stageIndex * texturesPerStage * 2; + int imageBinding = stageIndex * imagesPerStage * 2; + + AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage); + AddArrayDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage); + AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage); + AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage); + + AddUsage(info.CBuffers, stages, UniformSetIndex, isStorage: false); + AddUsage(info.SBuffers, stages, StorageSetIndex, isStorage: true); + AddUsage(info.Textures, stages, TextureSetIndex, isImage: false); + AddUsage(info.Images, stages, ImageSetIndex, isImage: true); + } + + /// <summary> + /// Adds a resource descriptor to the list of descriptors. + /// </summary> + /// <param name="stages">Shader stages where the resource is used</param> + /// <param name="type">Type of the resource</param> + /// <param name="setIndex">Descriptor set number where the resource will be bound</param> + /// <param name="binding">Binding number where the resource will be bound</param> + /// <param name="count">Number of resources bound at the binding location</param> + private void AddDescriptor(ResourceStages stages, ResourceType type, int setIndex, int binding, int count) + { + for (int index = 0; index < count; index++) + { + _resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding + index, 1, type, stages)); + } + } + + /// <summary> + /// Adds two interleaved groups of resources to the list of descriptors. + /// </summary> + /// <param name="stages">Shader stages where the resource is used</param> + /// <param name="type">Type of the first interleaved resource</param> + /// <param name="type2">Type of the second interleaved resource</param> + /// <param name="setIndex">Descriptor set number where the resource will be bound</param> + /// <param name="binding">Binding number where the resource will be bound</param> + /// <param name="count">Number of resources bound at the binding location</param> + private void AddDualDescriptor(ResourceStages stages, ResourceType type, ResourceType type2, int setIndex, int binding, int count) + { + AddDescriptor(stages, type, setIndex, binding, count); + AddDescriptor(stages, type2, setIndex, binding + count, count); + } + + /// <summary> + /// Adds an array resource to the list of descriptors. + /// </summary> + /// <param name="stages">Shader stages where the resource is used</param> + /// <param name="type">Type of the resource</param> + /// <param name="setIndex">Descriptor set number where the resource will be bound</param> + /// <param name="binding">Binding number where the resource will be bound</param> + /// <param name="count">Number of resources bound at the binding location</param> + private void AddArrayDescriptor(ResourceStages stages, ResourceType type, int setIndex, int binding, int count) + { + _resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding, count, type, stages)); + } + + /// <summary> + /// Adds buffer usage information to the list of usages. + /// </summary> + /// <param name="buffers">Buffers to be added</param> + /// <param name="stages">Stages where the buffers are used</param> + /// <param name="setIndex">Descriptor set index where the buffers will be bound</param> + /// <param name="isStorage">True for storage buffers, false for uniform buffers</param> + private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, int setIndex, bool isStorage) + { + foreach (BufferDescriptor buffer in buffers) + { + _resourceUsages[setIndex].Add(new ResourceUsage( + buffer.Binding, + isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer, + stages, + buffer.Flags.HasFlag(BufferUsageFlags.Write) ? ResourceAccess.ReadWrite : ResourceAccess.Read)); + } + } + + /// <summary> + /// Adds texture usage information to the list of usages. + /// </summary> + /// <param name="textures">Textures to be added</param> + /// <param name="stages">Stages where the textures are used</param> + /// <param name="setIndex">Descriptor set index where the textures will be bound</param> + /// <param name="isImage">True for images, false for textures</param> + private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage) + { + foreach (TextureDescriptor texture in textures) + { + bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer; + + ResourceType type = isBuffer + ? (isImage ? ResourceType.BufferImage : ResourceType.BufferTexture) + : (isImage ? ResourceType.Image : ResourceType.TextureAndSampler); + + _resourceUsages[setIndex].Add(new ResourceUsage( + texture.Binding, + type, + stages, + texture.Flags.HasFlag(TextureUsageFlags.ImageStore) ? ResourceAccess.ReadWrite : ResourceAccess.Read)); + } + } + + /// <summary> + /// Creates a new shader information structure from the added information. + /// </summary> + /// <param name="pipeline">Optional pipeline state for background shader compilation</param> + /// <param name="fromCache">Indicates if the shader comes from a disk cache</param> + /// <returns>Shader information</returns> + public ShaderInfo Build(ProgramPipelineState? pipeline, bool fromCache = false) + { + var descriptors = new ResourceDescriptorCollection[TotalSets]; + var usages = new ResourceUsageCollection[TotalSets]; + + for (int index = 0; index < TotalSets; index++) + { + descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly()); + usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly()); + } + + ResourceLayout resourceLayout = new ResourceLayout(descriptors.AsReadOnly(), usages.AsReadOnly()); + + if (pipeline.HasValue) + { + return new ShaderInfo(_fragmentOutputMap, resourceLayout, pipeline.Value, fromCache); + } + else + { + return new ShaderInfo(_fragmentOutputMap, resourceLayout, fromCache); + } + } + + /// <summary> + /// Builds shader information for shaders from the disk cache. + /// </summary> + /// <param name="context">GPU context that owns the shaders</param> + /// <param name="programs">Shaders from the disk cache</param> + /// <param name="pipeline">Optional pipeline for background compilation</param> + /// <returns>Shader information</returns> + public static ShaderInfo BuildForCache(GpuContext context, IEnumerable<CachedShaderStage> programs, ProgramPipelineState? pipeline) + { + ShaderInfoBuilder builder = new ShaderInfoBuilder(context); + + foreach (CachedShaderStage program in programs) + { + if (program?.Info != null) + { + builder.AddStageInfo(program.Info); + } + } + + return builder.Build(pipeline, fromCache: true); + } + + /// <summary> + /// Builds shader information for a compute shader. + /// </summary> + /// <param name="context">GPU context that owns the shader</param> + /// <param name="info">Compute shader information</param> + /// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param> + /// <returns>Shader information</returns> + public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false) + { + ShaderInfoBuilder builder = new ShaderInfoBuilder(context); + + builder.AddStageInfo(info); + + return builder.Build(null, fromCache); + } + } +}
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