aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
blob: 0d562b0da2ad56339e4287bf1e86903dbac9f336 (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
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;

namespace Ryujinx.Graphics.Gpu.Shader
{
    /// <summary>
    /// GPU accessor.
    /// </summary>
    class GpuAccessorBase
    {
        private readonly GpuContext _context;
        private readonly ResourceCounts _resourceCounts;
        private readonly int _stageIndex;

        private int _reservedConstantBuffers;
        private int _reservedStorageBuffers;
        private int _reservedTextures;
        private int _reservedImages;

        private int _staticTexturesCount;
        private int _staticImagesCount;

        /// <summary>
        /// Creates a new GPU accessor.
        /// </summary>
        /// <param name="context">GPU context</param>
        /// <param name="resourceCounts">Counter of GPU resources used by the shader</param>
        /// <param name="stageIndex">Index of the shader stage, 0 for compute</param>
        public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
        {
            _context = context;
            _resourceCounts = resourceCounts;
            _stageIndex = stageIndex;
        }

        /// <summary>
        /// Initializes counts for bindings that will be reserved for emulator use.
        /// </summary>
        /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param>
        /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param>
        public void InitializeReservedCounts(bool tfEnabled, bool vertexAsCompute)
        {
            ResourceReservationCounts rrc = new(!_context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);

            _reservedConstantBuffers = rrc.ReservedConstantBuffers;
            _reservedStorageBuffers = rrc.ReservedStorageBuffers;
            _reservedTextures = rrc.ReservedTextures;
            _reservedImages = rrc.ReservedImages;
        }

        public int CreateConstantBufferBinding(int index)
        {
            int binding;

            if (_context.Capabilities.Api == TargetApi.Vulkan)
            {
                binding = GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer");
            }
            else
            {
                binding = _resourceCounts.UniformBuffersCount++;
            }

            return binding + _reservedConstantBuffers;
        }

        public int CreateImageBinding(int count, bool isBuffer)
        {
            int binding;

            if (_context.Capabilities.Api == TargetApi.Vulkan)
            {
                if (count == 1)
                {
                    int index = _staticImagesCount++;

                    if (isBuffer)
                    {
                        index += (int)_context.Capabilities.MaximumImagesPerStage;
                    }

                    binding = GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
                }
                else
                {
                    binding = (int)GetDynamicBaseIndexDual(_context.Capabilities.MaximumImagesPerStage) + _resourceCounts.ImagesCount++;
                }
            }
            else
            {
                binding = _resourceCounts.ImagesCount;

                _resourceCounts.ImagesCount += count;
            }

            return binding + _reservedImages;
        }

        public int CreateStorageBufferBinding(int index)
        {
            int binding;

            if (_context.Capabilities.Api == TargetApi.Vulkan)
            {
                binding = GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
            }
            else
            {
                binding = _resourceCounts.StorageBuffersCount++;
            }

            return binding + _reservedStorageBuffers;
        }

        public int CreateTextureBinding(int count, bool isBuffer)
        {
            int binding;

            if (_context.Capabilities.Api == TargetApi.Vulkan)
            {
                if (count == 1)
                {
                    int index = _staticTexturesCount++;

                    if (isBuffer)
                    {
                        index += (int)_context.Capabilities.MaximumTexturesPerStage;
                    }

                    binding = GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
                }
                else
                {
                    binding = (int)GetDynamicBaseIndexDual(_context.Capabilities.MaximumTexturesPerStage) + _resourceCounts.TexturesCount++;
                }
            }
            else
            {
                binding = _resourceCounts.TexturesCount;

                _resourceCounts.TexturesCount += count;
            }

            return binding + _reservedTextures;
        }

        private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
        {
            if ((uint)index >= maxPerStage)
            {
                Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}.");
            }

            return GetStageIndex(_stageIndex) * (int)maxPerStage + index;
        }

        public static int GetStageIndex(int stageIndex)
        {
            // This is just a simple remapping to ensure that most frequently used shader stages
            // have the lowest binding numbers.
            // This is useful because if we need to run on a system with a low limit on the bindings,
            // then we can still get most games working as the most common shaders will have low binding numbers.
            return stageIndex switch
            {
                4 => 1, // Fragment
                3 => 2, // Geometry
                1 => 3, // Tessellation control
                2 => 4, // Tessellation evaluation
                _ => 0, // Vertex/Compute
            };
        }

        private static uint GetDynamicBaseIndexDual(uint maxPerStage)
        {
            return GetDynamicBaseIndex(maxPerStage) * 2;
        }

        private static uint GetDynamicBaseIndex(uint maxPerStage)
        {
            return maxPerStage * Constants.ShaderStages;
        }

        public int QueryHostGatherBiasPrecision() => _context.Capabilities.GatherBiasPrecision;

        public bool QueryHostReducedPrecision() => _context.Capabilities.ReduceShaderPrecision;

        public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;

        public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;

        public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;

        public int QueryHostSubgroupSize() => _context.Capabilities.ShaderSubgroupSize;

        public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat;

        public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;

        public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;

        public bool QueryHostSupportsGeometryShader() => _context.Capabilities.SupportsGeometryShader;

        public bool QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough;

        public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;

        public bool QueryHostSupportsLayerVertexTessellation() => _context.Capabilities.SupportsLayerVertexTessellation;

        public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;

        public bool QueryHostSupportsScaledVertexFormats() => _context.Capabilities.SupportsScaledVertexFormats;

        public bool QueryHostSupportsSeparateSampler() => _context.Capabilities.SupportsSeparateSampler;

        public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;

        public bool QueryHostSupportsShaderBarrierDivergence() => _context.Capabilities.SupportsShaderBarrierDivergence;

        public bool QueryHostSupportsShaderFloat64() => _context.Capabilities.SupportsShaderFloat64;

        public bool QueryHostSupportsSnormBufferTextureFormat() => _context.Capabilities.SupportsSnormBufferTextureFormat;

        public bool QueryHostSupportsTextureGatherOffsets() => _context.Capabilities.SupportsTextureGatherOffsets;

        public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;

        public bool QueryHostSupportsTransformFeedback() => _context.Capabilities.SupportsTransformFeedback;

        public bool QueryHostSupportsViewportIndexVertexTessellation() => _context.Capabilities.SupportsViewportIndexVertexTessellation;

        public bool QueryHostSupportsViewportMask() => _context.Capabilities.SupportsViewportMask;

        public bool QueryHostSupportsDepthClipControl() => _context.Capabilities.SupportsDepthClipControl;

        /// <summary>
        /// Converts a packed Maxwell texture format to the shader translator texture format.
        /// </summary>
        /// <param name="format">Packed maxwell format</param>
        /// <param name="formatSrgb">Indicates if the format is sRGB</param>
        /// <returns>Shader translator texture format</returns>
        protected static TextureFormat ConvertToTextureFormat(uint format, bool formatSrgb)
        {
            if (!FormatTable.TryGetTextureFormat(format, formatSrgb, out FormatInfo formatInfo))
            {
                return TextureFormat.Unknown;
            }

            return formatInfo.Format switch
            {
#pragma warning disable IDE0055 // Disable formatting
                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,
#pragma warning restore IDE0055
            };
        }
    }
}