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-rw-r--r--src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs260
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
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+++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs
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+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);
+ }
+ }
+} \ No newline at end of file