mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 18:26:41 +00:00
7e967d796c
* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
263 lines
11 KiB
C#
263 lines
11 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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{
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private readonly GpuChannel _channel;
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private readonly GpuAccessorState _state;
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private readonly int _stageIndex;
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private readonly bool _compute;
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private readonly int _localSizeX;
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private readonly int _localSizeY;
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private readonly int _localSizeZ;
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private readonly int _localMemorySize;
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private readonly int _sharedMemorySize;
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public int Cb1DataSize { get; private set; }
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/// <summary>
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/// Creates a new instance of the GPU state accessor for graphics shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context)
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{
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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}
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/// <summary>
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/// Creates a new instance of the GPU state accessor for compute shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="localSizeX">Local group size X of the compute shader</param>
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/// <param name="localSizeY">Local group size Y of the compute shader</param>
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/// <param name="localSizeZ">Local group size Z of the compute shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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public GpuAccessor(
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GpuContext context,
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GpuChannel channel,
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GpuAccessorState state,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize) : base(context)
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{
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_channel = channel;
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_state = state;
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_compute = true;
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_localSizeX = localSizeX;
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_localSizeY = localSizeY;
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_localSizeZ = localSizeZ;
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_localMemorySize = localMemorySize;
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_sharedMemorySize = sharedMemorySize;
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}
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/// <summary>
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/// Reads data from the constant buffer 1.
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/// </summary>
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/// <param name="offset">Offset in bytes to read from</param>
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/// <returns>Value at the given offset</returns>
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public uint ConstantBuffer1Read(int offset)
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{
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if (Cb1DataSize < offset + 4)
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{
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Cb1DataSize = offset + 4;
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}
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ulong baseAddress = _compute
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? _channel.BufferManager.GetComputeUniformBufferAddress(1)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);
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return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
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}
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/// <summary>
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/// Prints a log message.
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/// </summary>
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/// <param name="message">Message to print</param>
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public void Log(string message)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
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}
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/// <summary>
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/// Gets a span of the specified memory location, containing shader code.
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/// </summary>
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/// <param name="address">GPU virtual address of the data</param>
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/// <param name="minimumSize">Minimum size that the returned span may have</param>
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/// <returns>Span of the memory location</returns>
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public override ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
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{
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int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
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return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
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}
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/// <summary>
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/// Queries Local Size X for compute shaders.
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/// </summary>
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/// <returns>Local Size X</returns>
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public int QueryComputeLocalSizeX() => _localSizeX;
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/// <summary>
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/// Queries Local Size Y for compute shaders.
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/// </summary>
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/// <returns>Local Size Y</returns>
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public int QueryComputeLocalSizeY() => _localSizeY;
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/// <summary>
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/// Queries Local Size Z for compute shaders.
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/// </summary>
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/// <returns>Local Size Z</returns>
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public int QueryComputeLocalSizeZ() => _localSizeZ;
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/// <summary>
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/// Queries Local Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Local Memory size in bytes</returns>
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public int QueryComputeLocalMemorySize() => _localMemorySize;
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/// <summary>
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/// Queries Shared Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Shared Memory size in bytes</returns>
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public int QueryComputeSharedMemorySize() => _sharedMemorySize;
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/// <summary>
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/// Queries Constant Buffer usage information.
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/// </summary>
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/// <returns>A mask where each bit set indicates a bound constant buffer</returns>
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public uint QueryConstantBufferUse()
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{
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return _compute
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? _channel.BufferManager.GetComputeUniformBufferUseMask()
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: _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
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}
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/// <summary>
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/// Queries current primitive topology for geometry shaders.
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/// </summary>
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/// <returns>Current primitive topology</returns>
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public InputTopology QueryPrimitiveTopology()
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{
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return _state.Topology switch
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{
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PrimitiveTopology.Points => InputTopology.Points,
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PrimitiveTopology.Lines or
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PrimitiveTopology.LineLoop or
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PrimitiveTopology.LineStrip => InputTopology.Lines,
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PrimitiveTopology.LinesAdjacency or
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PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
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PrimitiveTopology.Triangles or
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PrimitiveTopology.TriangleStrip or
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PrimitiveTopology.TriangleFan => InputTopology.Triangles,
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PrimitiveTopology.TrianglesAdjacency or
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PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
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PrimitiveTopology.Patches => _state.TessellationMode.UnpackPatchType() == TessPatchType.Isolines
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? InputTopology.Lines
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: InputTopology.Triangles,
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_ => InputTopology.Points
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};
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}
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/// <summary>
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/// Queries the tessellation evaluation shader primitive winding order.
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/// </summary>
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/// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
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public bool QueryTessCw() => _state.TessellationMode.UnpackCw();
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/// <summary>
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/// Queries the tessellation evaluation shader abstract patch type.
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/// </summary>
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/// <returns>Abstract patch type</returns>
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public TessPatchType QueryTessPatchType() => _state.TessellationMode.UnpackPatchType();
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/// <summary>
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/// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
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/// </summary>
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/// <returns>Spacing between tessellated vertices of the patch</returns>
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public TessSpacing QueryTessSpacing() => _state.TessellationMode.UnpackSpacing();
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Texture descriptor</returns>
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public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
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{
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if (_compute)
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{
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return _channel.TextureManager.GetComputeTextureDescriptor(
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_state.TexturePoolGpuVa,
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_state.TextureBufferIndex,
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_state.TexturePoolMaximumId,
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handle,
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cbufSlot);
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}
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else
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{
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return _channel.TextureManager.GetGraphicsTextureDescriptor(
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_state.TexturePoolGpuVa,
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_state.TextureBufferIndex,
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_state.TexturePoolMaximumId,
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_stageIndex,
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handle,
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cbufSlot);
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}
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}
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/// <summary>
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/// Queries transform feedback enable state.
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/// </summary>
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/// <returns>True if the shader uses transform feedback, false otherwise</returns>
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public bool QueryTransformFeedbackEnabled()
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{
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return _state.TransformFeedbackDescriptors != null;
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}
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/// <summary>
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/// Queries the varying locations that should be written to the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Varying locations for the specified buffer</returns>
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public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].VaryingLocations;
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}
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/// <summary>
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/// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Stride for the specified buffer</returns>
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public int QueryTransformFeedbackStride(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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public bool QueryEarlyZForce()
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{
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return _state.EarlyZForce;
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}
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}
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}
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