using Ryujinx.Graphics.Shader.CodeGen; using System; namespace Ryujinx.Graphics.Shader { /// <summary> /// GPU state access interface. /// </summary> public interface IGpuAccessor : ILogger { /// <summary> /// Reads data from the constant buffer 1. /// </summary> /// <param name="offset">Offset in bytes to read from</param> /// <returns>Value at the given offset</returns> uint ConstantBuffer1Read(int offset) { return 0; } /// <summary> /// Gets a span of the specified memory location, containing shader code. /// </summary> /// <param name="address">GPU virtual address of the data</param> /// <param name="minimumSize">Minimum size that the returned span may have</param> /// <returns>Span of the memory location</returns> ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize); /// <summary> /// Queries the binding number of a constant buffer. /// </summary> /// <param name="index">Constant buffer index</param> /// <returns>Binding number</returns> int QueryBindingConstantBuffer(int index) { return index + 1; } /// <summary> /// Queries the binding number of a storage buffer. /// </summary> /// <param name="index">Storage buffer index</param> /// <returns>Binding number</returns> int QueryBindingStorageBuffer(int index) { return index; } /// <summary> /// Queries the binding number of a texture. /// </summary> /// <param name="index">Texture index</param> /// <param name="isBuffer">Indicates if the texture is a buffer texture</param> /// <returns>Binding number</returns> int QueryBindingTexture(int index, bool isBuffer) { return index; } /// <summary> /// Queries the binding number of an image. /// </summary> /// <param name="index">Image index</param> /// <param name="isBuffer">Indicates if the image is a buffer image</param> /// <returns>Binding number</returns> int QueryBindingImage(int index, bool isBuffer) { return index; } /// <summary> /// Queries Local Size X for compute shaders. /// </summary> /// <returns>Local Size X</returns> int QueryComputeLocalSizeX() { return 1; } /// <summary> /// Queries Local Size Y for compute shaders. /// </summary> /// <returns>Local Size Y</returns> int QueryComputeLocalSizeY() { return 1; } /// <summary> /// Queries Local Size Z for compute shaders. /// </summary> /// <returns>Local Size Z</returns> int QueryComputeLocalSizeZ() { return 1; } /// <summary> /// Queries Local Memory size in bytes for compute shaders. /// </summary> /// <returns>Local Memory size in bytes</returns> int QueryComputeLocalMemorySize() { return 0x1000; } /// <summary> /// Queries Shared Memory size in bytes for compute shaders. /// </summary> /// <returns>Shared Memory size in bytes</returns> int QueryComputeSharedMemorySize() { return 0xc000; } /// <summary> /// Queries Constant Buffer usage information. /// </summary> /// <returns>A mask where each bit set indicates a bound constant buffer</returns> uint QueryConstantBufferUse() { return 0; } /// <summary> /// Queries specialized GPU graphics state that the shader depends on. /// </summary> /// <returns>GPU graphics state</returns> GpuGraphicsState QueryGraphicsState() { return default; } /// <summary> /// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0. /// </summary> /// <returns>True if the shader translator can assume that the constant buffer contains the base IDs, false otherwise</returns> bool QueryHasConstantBufferDrawParameters() { return false; } /// <summary> /// Queries whenever the current draw uses unaligned storage buffer addresses. /// </summary> /// <returns>True if any storage buffer address is not aligned to 16 bytes, false otherwise</returns> bool QueryHasUnalignedStorageBuffer() { return false; } /// <summary> /// Queries host's gather operation precision bits for biasing their coordinates. Zero means no bias. /// </summary> /// <returns>Bits of gather operation precision to use for coordinate bias</returns> int QueryHostGatherBiasPrecision() { return 0; } /// <summary> /// Queries host about whether to reduce precision to improve performance. /// </summary> /// <returns>True if precision is limited to vertex position, false otherwise</returns> bool QueryHostReducedPrecision() { return false; } /// <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> bool QueryHostHasFrontFacingBug() { return false; } /// <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> bool QueryHostHasVectorIndexingBug() { return false; } /// <summary> /// Queries host storage buffer alignment required. /// </summary> /// <returns>Host storage buffer alignment in bytes</returns> int QueryHostStorageBufferOffsetAlignment() { return 16; } /// <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> bool QueryHostSupportsBgraFormat() { return true; } /// <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> bool QueryHostSupportsFragmentShaderInterlock() { return true; } /// <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> bool QueryHostSupportsFragmentShaderOrderingIntel() { return false; } /// <summary> /// Queries host GPU geometry shader support. /// </summary> /// <returns>True if the GPU and driver supports geometry shaders, false otherwise</returns> bool QueryHostSupportsGeometryShader() { return true; } /// <summary> /// Queries host GPU geometry shader passthrough support. /// </summary> /// <returns>True if the GPU and driver supports geometry shader passthrough, false otherwise</returns> bool QueryHostSupportsGeometryShaderPassthrough() { return true; } /// <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> bool QueryHostSupportsImageLoadFormatted() { return true; } /// <summary> /// Queries host support for writes to the layer from vertex or tessellation shader stages. /// </summary> /// <returns>True if writes to the layer from vertex or tessellation are supported, false otherwise</returns> bool QueryHostSupportsLayerVertexTessellation() { return true; } /// <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> bool QueryHostSupportsNonConstantTextureOffset() { return true; } /// <summary> /// Queries host support scaled vertex formats, where a integer value is converted to floating-point. /// </summary> /// <returns>True if the host support scaled vertex formats, false otherwise</returns> bool QueryHostSupportsScaledVertexFormats() { return true; } /// <summary> /// Queries host GPU shader ballot support. /// </summary> /// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns> bool QueryHostSupportsShaderBallot() { return true; } /// <summary> /// Queries host GPU shader support for barrier instructions on divergent control flow paths. /// </summary> /// <returns>True if the GPU supports barriers on divergent control flow paths, false otherwise</returns> bool QueryHostSupportsShaderBarrierDivergence() { return true; } /// <summary> /// Queries host GPU support for 64-bit floating point (double precision) operations on the shader. /// </summary> /// <returns>True if the GPU and driver supports double operations, false otherwise</returns> bool QueryHostSupportsShaderFloat64() { return true; } /// <summary> /// Queries host GPU support for signed normalized buffer texture formats. /// </summary> /// <returns>True if the GPU and driver supports the formats, false otherwise</returns> bool QueryHostSupportsSnormBufferTextureFormat() { return true; } /// <summary> /// Queries host GPU texture shadow LOD support. /// </summary> /// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns> bool QueryHostSupportsTextureShadowLod() { return true; } /// <summary> /// Queries host GPU transform feedback support. /// </summary> /// <returns>True if the GPU and driver supports transform feedback, false otherwise</returns> bool QueryHostSupportsTransformFeedback() { return true; } /// <summary> /// Queries host support for writes to the viewport index from vertex or tessellation shader stages. /// </summary> /// <returns>True if writes to the viewport index from vertex or tessellation are supported, false otherwise</returns> bool QueryHostSupportsViewportIndexVertexTessellation() { return true; } /// <summary> /// Queries host GPU shader viewport mask output support. /// </summary> /// <returns>True if the GPU and driver supports shader viewport mask output, false otherwise</returns> bool QueryHostSupportsViewportMask() { return true; } /// <summary> /// Queries whether the host supports depth clip control. /// </summary> /// <returns>True if the GPU and driver supports depth clip control, false otherwise</returns> bool QueryHostSupportsDepthClipControl() { return true; } /// <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> SamplerType QuerySamplerType(int handle, int cbufSlot = -1) { return SamplerType.Texture2D; } /// <summary> /// Queries texture coordinate normalization information. /// </summary> /// <param name="handle">Texture handle</param> /// <param name="cbufSlot">Constant buffer slot for the texture handle</param> /// <returns>True if the coordinates are normalized, false otherwise</returns> bool QueryTextureCoordNormalized(int handle, int cbufSlot = -1) { return true; } /// <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> TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1) { return TextureFormat.R8G8B8A8Unorm; } /// <summary> /// Queries transform feedback enable state. /// </summary> /// <returns>True if the shader uses transform feedback, false otherwise</returns> bool QueryTransformFeedbackEnabled() { return false; } /// <summary> /// Queries the varying locations that should be written to the transform feedback buffer. /// </summary> /// <param name="bufferIndex">Index of the transform feedback buffer</param> /// <returns>Varying locations for the specified buffer</returns> ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex) { return ReadOnlySpan<byte>.Empty; } /// <summary> /// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer. /// </summary> /// <param name="bufferIndex">Index of the transform feedback buffer</param> /// <returns>Stride for the specified buffer</returns> int QueryTransformFeedbackStride(int bufferIndex) { return 0; } /// <summary> /// Registers a texture used by the shader. /// </summary> /// <param name="handle">Texture handle word offset</param> /// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param> void RegisterTexture(int handle, int cbufSlot) { // Only useful when recording information for a disk shader cache. } } }