using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Shader; using System; namespace Ryujinx.Graphics.Gpu.Shader { abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor { private readonly GpuContext _context; public TextureDescriptorCapableGpuAccessor(GpuContext context) { _context = context; } public abstract ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize); public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot); /// <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> /// Queries texture format information, for shaders using image load or store. /// </summary> /// <remarks> /// This only returns non-compressed color formats. /// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned. /// </remarks> /// <param name="handle">Texture handle</param> /// <param name="cbufSlot">Constant buffer slot for the texture handle</param> /// <returns>Color format of the non-compressed texture</returns> public TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1) { var descriptor = GetTextureDescriptor(handle, cbufSlot); if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), 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> /// Queries sampler type information. /// </summary> /// <param name="handle">Texture handle</param> /// <param name="cbufSlot">Constant buffer slot for the texture handle</param> /// <returns>The sampler type value for the given handle</returns> public SamplerType QuerySamplerType(int handle, int cbufSlot = -1) { return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType(); } /// <summary> /// Queries texture target information. /// </summary> /// <param name="handle">Texture handle</param> /// <param name="cbufSlot">Constant buffer slot for the texture handle</param> /// <returns>True if the texture is a rectangle texture, false otherwise</returns> public bool QueryIsTextureRectangle(int handle, int cbufSlot = -1) { var descriptor = GetTextureDescriptor(handle, cbufSlot); TextureTarget target = descriptor.UnpackTextureTarget(); bool is2DTexture = target == TextureTarget.Texture2D || target == TextureTarget.Texture2DRect; return !descriptor.UnpackTextureCoordNormalized() && is2DTexture; } } }