using System.Collections.Generic; namespace Ryujinx.Graphics.Shader.StructuredIr { class ShaderProperties { private readonly Dictionary<int, BufferDefinition> _constantBuffers; private readonly Dictionary<int, BufferDefinition> _storageBuffers; private readonly Dictionary<int, TextureDefinition> _textures; private readonly Dictionary<int, TextureDefinition> _images; private readonly Dictionary<int, MemoryDefinition> _localMemories; private readonly Dictionary<int, MemoryDefinition> _sharedMemories; public IReadOnlyDictionary<int, BufferDefinition> ConstantBuffers => _constantBuffers; public IReadOnlyDictionary<int, BufferDefinition> StorageBuffers => _storageBuffers; public IReadOnlyDictionary<int, TextureDefinition> Textures => _textures; public IReadOnlyDictionary<int, TextureDefinition> Images => _images; public IReadOnlyDictionary<int, MemoryDefinition> LocalMemories => _localMemories; public IReadOnlyDictionary<int, MemoryDefinition> SharedMemories => _sharedMemories; public ShaderProperties() { _constantBuffers = new Dictionary<int, BufferDefinition>(); _storageBuffers = new Dictionary<int, BufferDefinition>(); _textures = new Dictionary<int, TextureDefinition>(); _images = new Dictionary<int, TextureDefinition>(); _localMemories = new Dictionary<int, MemoryDefinition>(); _sharedMemories = new Dictionary<int, MemoryDefinition>(); } public void AddOrUpdateConstantBuffer(BufferDefinition definition) { _constantBuffers[definition.Binding] = definition; } public void AddOrUpdateStorageBuffer(BufferDefinition definition) { _storageBuffers[definition.Binding] = definition; } public void AddOrUpdateTexture(TextureDefinition definition) { _textures[definition.Binding] = definition; } public void AddOrUpdateImage(TextureDefinition definition) { _images[definition.Binding] = definition; } public int AddLocalMemory(MemoryDefinition definition) { int id = _localMemories.Count; _localMemories.Add(id, definition); return id; } public int AddSharedMemory(MemoryDefinition definition) { int id = _sharedMemories.Count; _sharedMemories.Add(id, definition); return id; } public static TextureFormat GetTextureFormat(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1) { // When the formatted load extension is supported, we don't need to // specify a format, we can just declare it without a format and the GPU will handle it. if (gpuAccessor.QueryHostSupportsImageLoadFormatted()) { return TextureFormat.Unknown; } var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot); if (format == TextureFormat.Unknown) { gpuAccessor.Log($"Unknown format for texture {handle}."); format = TextureFormat.R8G8B8A8Unorm; } return format; } private static bool FormatSupportsAtomic(TextureFormat format) { return format == TextureFormat.R32Sint || format == TextureFormat.R32Uint; } public static TextureFormat GetTextureFormatAtomic(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1) { // Atomic image instructions do not support GL_EXT_shader_image_load_formatted, // and must have a type specified. Default to R32Sint if not available. var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot); if (!FormatSupportsAtomic(format)) { gpuAccessor.Log($"Unsupported format for texture {handle}: {format}."); format = TextureFormat.R32Sint; } return format; } } }