aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
blob: 1d84d0e46edd1312b85792f46696c69a8f61f915 (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
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Runtime.InteropServices;

namespace Ryujinx.Graphics.Gpu.Shader
{
    /// <summary>
    /// Represents a GPU state and memory accessor.
    /// </summary>
    class GpuAccessor : GpuAccessorBase, IGpuAccessor
    {
        private readonly GpuChannel _channel;
        private readonly GpuAccessorState _state;
        private readonly int _stageIndex;
        private readonly bool _compute;
        private readonly bool _isVulkan;

        /// <summary>
        /// Creates a new instance of the GPU state accessor for graphics shader translation.
        /// </summary>
        /// <param name="context">GPU context</param>
        /// <param name="channel">GPU channel</param>
        /// <param name="state">Current GPU state</param>
        /// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
        public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex)
        {
            _isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
            _channel = channel;
            _state = state;
            _stageIndex = stageIndex;

            if (stageIndex == (int)ShaderStage.Geometry - 1)
            {
                // Only geometry shaders require the primitive topology.
                _state.SpecializationState.RecordPrimitiveTopology();
            }
        }

        /// <summary>
        /// Creates a new instance of the GPU state accessor for compute shader translation.
        /// </summary>
        /// <param name="context">GPU context</param>
        /// <param name="channel">GPU channel</param>
        /// <param name="state">Current GPU state</param>
        public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0)
        {
            _channel = channel;
            _state = state;
            _compute = true;
        }

        /// <inheritdoc/>
        public uint ConstantBuffer1Read(int offset)
        {
            ulong baseAddress = _compute
                ? _channel.BufferManager.GetComputeUniformBufferAddress(1)
                : _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);

            return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
        }

        /// <inheritdoc/>
        public void Log(string message)
        {
            Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
        }

        /// <inheritdoc/>
        public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
        {
            int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
            return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
        }

        /// <inheritdoc/>
        public int QueryComputeLocalSizeX() => _state.ComputeState.LocalSizeX;

        /// <inheritdoc/>
        public int QueryComputeLocalSizeY() => _state.ComputeState.LocalSizeY;

        /// <inheritdoc/>
        public int QueryComputeLocalSizeZ() => _state.ComputeState.LocalSizeZ;

        /// <inheritdoc/>
        public int QueryComputeLocalMemorySize() => _state.ComputeState.LocalMemorySize;

        /// <inheritdoc/>
        public int QueryComputeSharedMemorySize() => _state.ComputeState.SharedMemorySize;

        /// <inheritdoc/>
        public uint QueryConstantBufferUse()
        {
            uint useMask = _compute
                ? _channel.BufferManager.GetComputeUniformBufferUseMask()
                : _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);

            _state.SpecializationState?.RecordConstantBufferUse(_stageIndex, useMask);
            return useMask;
        }

        /// <inheritdoc/>
        public GpuGraphicsState QueryGraphicsState()
        {
            return _state.GraphicsState.CreateShaderGraphicsState(!_isVulkan, _isVulkan || _state.GraphicsState.YNegateEnabled);
        }

        /// <inheritdoc/>
        public bool QueryHasConstantBufferDrawParameters()
        {
            return _state.GraphicsState.HasConstantBufferDrawParameters;
        }

        /// <inheritdoc/>
        public bool QueryHasUnalignedStorageBuffer()
        {
            return _state.GraphicsState.HasUnalignedStorageBuffer || _state.ComputeState.HasUnalignedStorageBuffer;
        }

        //// <inheritdoc/>
        public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
        {
            _state.SpecializationState?.RecordTextureFormat(_stageIndex, handle, cbufSlot);
            var descriptor = GetTextureDescriptor(handle, cbufSlot);
            return ConvertToTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb());
        }

        /// <inheritdoc/>
        public SamplerType QuerySamplerType(int handle, int cbufSlot)
        {
            _state.SpecializationState?.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
            return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
        }

        /// <inheritdoc/>
        public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
        {
            _state.SpecializationState?.RecordTextureCoordNormalized(_stageIndex, handle, cbufSlot);
            return GetTextureDescriptor(handle, cbufSlot).UnpackTextureCoordNormalized();
        }

        /// <summary>
        /// Gets the texture descriptor for a given texture on the pool.
        /// </summary>
        /// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
        /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
        /// <returns>Texture descriptor</returns>
        private Image.TextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
        {
            if (_compute)
            {
                return _channel.TextureManager.GetComputeTextureDescriptor(
                    _state.PoolState.TexturePoolGpuVa,
                    _state.PoolState.TextureBufferIndex,
                    _state.PoolState.TexturePoolMaximumId,
                    handle,
                    cbufSlot);
            }
            else
            {
                return _channel.TextureManager.GetGraphicsTextureDescriptor(
                    _state.PoolState.TexturePoolGpuVa,
                    _state.PoolState.TextureBufferIndex,
                    _state.PoolState.TexturePoolMaximumId,
                    _stageIndex,
                    handle,
                    cbufSlot);
            }
        }

        /// <inheritdoc/>
        public bool QueryTransformFeedbackEnabled()
        {
            return _state.TransformFeedbackDescriptors != null;
        }

        /// <inheritdoc/>
        public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
        {
            return _state.TransformFeedbackDescriptors[bufferIndex].AsSpan();
        }

        /// <inheritdoc/>
        public int QueryTransformFeedbackStride(int bufferIndex)
        {
            return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
        }

        /// <inheritdoc/>
        public void RegisterTexture(int handle, int cbufSlot)
        {
            _state.SpecializationState?.RegisterTexture(_stageIndex, handle, cbufSlot, GetTextureDescriptor(handle, cbufSlot));
        }
    }
}