aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Shader/IGpuAccessor.cs
blob: 55df8dc31759296e73a538681a6a58ac7cfe584b (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
using System;

namespace Ryujinx.Graphics.Shader
{
    /// <summary>
    /// GPU state access interface.
    /// </summary>
    public interface IGpuAccessor
    {
        /// <summary>
        /// Prints a log message.
        /// </summary>
        /// <param name="message">Message to print</param>
        void Log(string message)
        {
            // No default log output.
        }

        /// <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 alpha test comparison operator that is being used currently.
        /// If alpha test is disabled, it should be set to <see cref="AlphaTestOp.Always"/>.
        /// </summary>
        /// <returns>Current alpha test comparison</returns>
        AlphaTestOp QueryAlphaTestCompare()
        {
            return AlphaTestOp.Always;
        }

        /// <summary>
        /// Queries the current alpha test reference value used by the comparison.
        /// </summary>
        /// <returns>Current alpha test reference value</returns>
        float QueryAlphaTestReference()
        {
            return 0f;
        }

        /// <summary>
        /// Queries the type of the vertex shader input attribute at the specified <paramref name="location"/>.
        /// </summary>
        /// <param name="location">Location of the input attribute</param>
        /// <returns>Input type</returns>
        AttributeType QueryAttributeType(int location)
        {
            return AttributeType.Float;
        }

        /// <summary>
        /// Queries whenever the alpha-to-coverage dithering feature is enabled.
        /// </summary>
        /// <returns>True if the feature is enabled, false otherwise</returns>
        bool QueryAlphaToCoverageDitherEnable()
        {
            return false;
        }

        /// <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;
        }

        /// <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 output type for fragment shaders.
        /// </summary>
        /// <param name="location">Location of the framgent output</param>
        /// <returns>Output location</returns>
        AttributeType QueryFragmentOutputType(int location)
        {
            return AttributeType.Float;
        }

        /// <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 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 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 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 Layer from vertex or tessellation shader stages.
        /// </summary>
        /// <returns>True if writes to 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 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 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 shader viewport index output support.
        /// </summary>
        /// <returns>True if the GPU and driver supports shader viewport index output, false otherwise</returns>
        bool QueryHostSupportsViewportIndex()
        {
            return true;
        }

        /// <summary>
        /// Queries the point size from the GPU state, used when it is not explicitly set on the shader.
        /// </summary>
        /// <returns>Current point size</returns>
        float QueryPointSize()
        {
            return 1f;
        }

        /// <summary>
        /// Queries the state that indicates if the program point size should be explicitly set on the shader
        /// or read from the GPU state.
        /// </summary>
        /// <returns>True if the shader is expected to set the point size explicitly, false otherwise</returns>
        bool QueryProgramPointSize()
        {
            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 current primitive topology for geometry shaders.
        /// </summary>
        /// <returns>Current primitive topology</returns>
        InputTopology QueryPrimitiveTopology()
        {
            return InputTopology.Points;
        }

        /// <summary>
        /// Queries the tessellation evaluation shader primitive winding order.
        /// </summary>
        /// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
        bool QueryTessCw()
        {
            return false;
        }

        /// <summary>
        /// Queries the tessellation evaluation shader abstract patch type.
        /// </summary>
        /// <returns>Abstract patch type</returns>
        TessPatchType QueryTessPatchType()
        {
            return TessPatchType.Triangles;
        }

        /// <summary>
        /// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
        /// </summary>
        /// <returns>Spacing between tessellated vertices of the patch</returns>
        TessSpacing QueryTessSpacing()
        {
            return TessSpacing.EqualSpacing;
        }

        /// <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 depth mode information from the GPU state.
        /// </summary>
        /// <returns>True if current depth mode is -1 to 1, false if 0 to 1</returns>
        bool QueryTransformDepthMinusOneToOne()
        {
            return false;
        }

        /// <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>
        /// Queries if host state forces early depth testing.
        /// </summary>
        /// <returns>True if early depth testing is forced</returns>
        bool QueryEarlyZForce()
        {
            return false;
        }

        /// <summary>
        /// Queries if host state disables the viewport transform.
        /// </summary>
        /// <returns>True if the viewport transform is disabled</returns>
        bool QueryViewportTransformDisable()
        {
            return false;
        }

        /// <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.
        }
    }
}