mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 10:36:41 +00:00
624e813cd3
* Add depth writting * Implement multiple attachments * Address feedback
146 lines
No EOL
5.4 KiB
C#
146 lines
No EOL
5.4 KiB
C#
using System;
|
|
|
|
namespace Ryujinx.Graphics.Gal.Shader
|
|
{
|
|
struct OmapTarget
|
|
{
|
|
public bool Red;
|
|
public bool Green;
|
|
public bool Blue;
|
|
public bool Alpha;
|
|
|
|
public bool Enabled => Red || Green || Blue || Alpha;
|
|
|
|
public bool ComponentEnabled(int Component)
|
|
{
|
|
switch (Component)
|
|
{
|
|
case 0: return Red;
|
|
case 1: return Green;
|
|
case 2: return Blue;
|
|
case 3: return Alpha;
|
|
}
|
|
|
|
throw new ArgumentException(nameof(Component));
|
|
}
|
|
}
|
|
|
|
class ShaderHeader
|
|
{
|
|
public const int PointList = 1;
|
|
public const int LineStrip = 6;
|
|
public const int TriangleStrip = 7;
|
|
|
|
public int SphType { get; private set; }
|
|
public int Version { get; private set; }
|
|
public int ShaderType { get; private set; }
|
|
public bool MrtEnable { get; private set; }
|
|
public bool KillsPixels { get; private set; }
|
|
public bool DoesGlobalStore { get; private set; }
|
|
public int SassVersion { get; private set; }
|
|
public bool DoesLoadOrStore { get; private set; }
|
|
public bool DoesFp64 { get; private set; }
|
|
public int StreamOutMask { get; private set; }
|
|
|
|
public int ShaderLocalMemoryLowSize { get; private set; }
|
|
public int PerPatchAttributeCount { get; private set; }
|
|
|
|
public int ShaderLocalMemoryHighSize { get; private set; }
|
|
public int ThreadsPerInputPrimitive { get; private set; }
|
|
|
|
public int ShaderLocalMemoryCrsSize { get; private set; }
|
|
public int OutputTopology { get; private set; }
|
|
|
|
public int MaxOutputVertexCount { get; private set; }
|
|
public int StoreReqStart { get; private set; }
|
|
public int StoreReqEnd { get; private set; }
|
|
|
|
public OmapTarget[] OmapTargets { get; private set; }
|
|
public bool OmapSampleMask { get; private set; }
|
|
public bool OmapDepth { get; private set; }
|
|
|
|
public ShaderHeader(IGalMemory Memory, long Position)
|
|
{
|
|
uint CommonWord0 = (uint)Memory.ReadInt32(Position + 0);
|
|
uint CommonWord1 = (uint)Memory.ReadInt32(Position + 4);
|
|
uint CommonWord2 = (uint)Memory.ReadInt32(Position + 8);
|
|
uint CommonWord3 = (uint)Memory.ReadInt32(Position + 12);
|
|
uint CommonWord4 = (uint)Memory.ReadInt32(Position + 16);
|
|
|
|
SphType = ReadBits(CommonWord0, 0, 5);
|
|
Version = ReadBits(CommonWord0, 5, 5);
|
|
ShaderType = ReadBits(CommonWord0, 10, 4);
|
|
MrtEnable = ReadBits(CommonWord0, 14, 1) != 0;
|
|
KillsPixels = ReadBits(CommonWord0, 15, 1) != 0;
|
|
DoesGlobalStore = ReadBits(CommonWord0, 16, 1) != 0;
|
|
SassVersion = ReadBits(CommonWord0, 17, 4);
|
|
DoesLoadOrStore = ReadBits(CommonWord0, 26, 1) != 0;
|
|
DoesFp64 = ReadBits(CommonWord0, 27, 1) != 0;
|
|
StreamOutMask = ReadBits(CommonWord0, 28, 4);
|
|
|
|
ShaderLocalMemoryLowSize = ReadBits(CommonWord1, 0, 24);
|
|
PerPatchAttributeCount = ReadBits(CommonWord1, 24, 8);
|
|
|
|
ShaderLocalMemoryHighSize = ReadBits(CommonWord2, 0, 24);
|
|
ThreadsPerInputPrimitive = ReadBits(CommonWord2, 24, 8);
|
|
|
|
ShaderLocalMemoryCrsSize = ReadBits(CommonWord3, 0, 24);
|
|
OutputTopology = ReadBits(CommonWord3, 24, 4);
|
|
|
|
MaxOutputVertexCount = ReadBits(CommonWord4, 0, 12);
|
|
StoreReqStart = ReadBits(CommonWord4, 12, 8);
|
|
StoreReqEnd = ReadBits(CommonWord4, 24, 8);
|
|
|
|
//Type 2 (fragment?) reading
|
|
uint Type2OmapTarget = (uint)Memory.ReadInt32(Position + 72);
|
|
uint Type2Omap = (uint)Memory.ReadInt32(Position + 76);
|
|
|
|
OmapTargets = new OmapTarget[8];
|
|
|
|
for (int i = 0; i < OmapTargets.Length; i++)
|
|
{
|
|
int Offset = i * 4;
|
|
|
|
OmapTargets[i] = new OmapTarget
|
|
{
|
|
Red = ReadBits(Type2OmapTarget, Offset + 0, 1) != 0,
|
|
Green = ReadBits(Type2OmapTarget, Offset + 1, 1) != 0,
|
|
Blue = ReadBits(Type2OmapTarget, Offset + 2, 1) != 0,
|
|
Alpha = ReadBits(Type2OmapTarget, Offset + 3, 1) != 0
|
|
};
|
|
}
|
|
|
|
OmapSampleMask = ReadBits(Type2Omap, 0, 1) != 0;
|
|
OmapDepth = ReadBits(Type2Omap, 1, 1) != 0;
|
|
}
|
|
|
|
public int DepthRegister
|
|
{
|
|
get
|
|
{
|
|
int Count = 0;
|
|
|
|
for (int Index = 0; Index < OmapTargets.Length; Index++)
|
|
{
|
|
for (int Component = 0; Component < 4; Component++)
|
|
{
|
|
if (OmapTargets[Index].ComponentEnabled(Component))
|
|
{
|
|
Count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Depth register is always two registers after the last color output
|
|
return Count + 1;
|
|
}
|
|
}
|
|
|
|
private static int ReadBits(uint Word, int Offset, int BitWidth)
|
|
{
|
|
uint Mask = (1u << BitWidth) - 1u;
|
|
|
|
return (int)((Word >> Offset) & Mask);
|
|
}
|
|
}
|
|
} |