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using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Shader
{
public enum TextureHandleType
{
CombinedSampler = 0, // Must be 0.
SeparateSamplerHandle = 1,
SeparateSamplerId = 2,
SeparateConstantSamplerHandle = 3
}
public static class TextureHandle
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int PackSlots(int cbufSlot0, int cbufSlot1)
{
return cbufSlot0 | ((cbufSlot1 + 1) << 16);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static (int, int) UnpackSlots(int slots, int defaultTextureBufferIndex)
{
int textureBufferIndex;
int samplerBufferIndex;
if (slots < 0)
{
textureBufferIndex = defaultTextureBufferIndex;
samplerBufferIndex = textureBufferIndex;
}
else
{
uint high = (uint)slots >> 16;
textureBufferIndex = (ushort)slots;
samplerBufferIndex = high != 0 ? (int)high - 1 : textureBufferIndex;
}
return (textureBufferIndex, samplerBufferIndex);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int PackOffsets(int cbufOffset0, int cbufOffset1, TextureHandleType type)
{
return cbufOffset0 | (cbufOffset1 << 14) | ((int)type << 28);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static (int, int, TextureHandleType) UnpackOffsets(int handle)
{
return (handle & 0x3fff, (handle >> 14) & 0x3fff, (TextureHandleType)((uint)handle >> 28));
}
/// <summary>
/// Unpacks the texture ID from the real texture handle.
/// </summary>
/// <param name="packedId">The real texture handle</param>
/// <returns>The texture ID</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int UnpackTextureId(int packedId)
{
return packedId & 0xfffff;
}
/// <summary>
/// Unpacks the sampler ID from the real texture handle.
/// </summary>
/// <param name="packedId">The real texture handle</param>
/// <returns>The sampler ID</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int UnpackSamplerId(int packedId)
{
return (packedId >> 20) & 0xfff;
}
/// <summary>
/// Reads a packed texture and sampler ID (basically, the real texture handle)
/// from a given texture/sampler constant buffer.
/// </summary>
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
/// <param name="cachedTextureBuffer">The constant buffer to fetch texture IDs from</param>
/// <param name="cachedSamplerBuffer">The constant buffer to fetch sampler IDs from</param>
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int ReadPackedId(int wordOffset, ReadOnlySpan<int> cachedTextureBuffer, ReadOnlySpan<int> cachedSamplerBuffer)
{
(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
int handle = cachedTextureBuffer.Length != 0 ? cachedTextureBuffer[textureWordOffset] : 0;
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if (handleType != TextureHandleType.CombinedSampler)
{
int samplerHandle;
if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
{
samplerHandle = cachedSamplerBuffer.Length != 0 ? cachedSamplerBuffer[samplerWordOffset] : 0;
}
else
{
samplerHandle = samplerWordOffset;
}
if (handleType == TextureHandleType.SeparateSamplerId ||
handleType == TextureHandleType.SeparateConstantSamplerHandle)
{
samplerHandle <<= 20;
}
handle |= samplerHandle;
}
return handle;
}
}
}
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