1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-22 18:02:01 +00:00
Ryujinx/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs
riperiperi 33a4d7d1ba
GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847)
* Eliminate CB0 accesses

Still some work to do, decouple from hle?

* Forgot the important part somehow

* Fix and improve alignment test

* Address Feedback

* Remove some complexity when checking storage buffer alignment

* Update Ryujinx.Graphics.Shader/Translation/Optimizations/GlobalToStorage.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-11-17 18:47:41 +01:00

285 lines
10 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
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;
}
/// <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 bool QueryAlphaToCoverageDitherEnable()
{
return _state.GraphicsState.AlphaToCoverageEnable && _state.GraphicsState.AlphaToCoverageDitherEnable;
}
/// <inheritdoc/>
public AlphaTestOp QueryAlphaTestCompare()
{
if (!_isVulkan || !_state.GraphicsState.AlphaTestEnable)
{
return AlphaTestOp.Always;
}
return _state.GraphicsState.AlphaTestCompare switch
{
CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
_ => AlphaTestOp.Always
};
}
/// <inheritdoc/>
public float QueryAlphaTestReference()
{
return _state.GraphicsState.AlphaTestReference;
}
/// <inheritdoc/>
public AttributeType QueryAttributeType(int location)
{
return _state.GraphicsState.AttributeTypes[location];
}
/// <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 bool QueryHasConstantBufferDrawParameters()
{
return _state.GraphicsState.HasConstantBufferDrawParameters;
}
/// <inheritdoc/>
public bool QueryHasUnalignedStorageBuffer()
{
return _state.GraphicsState.HasUnalignedStorageBuffer || _state.ComputeState.HasUnalignedStorageBuffer;
}
/// <inheritdoc/>
public InputTopology QueryPrimitiveTopology()
{
_state.SpecializationState?.RecordPrimitiveTopology();
return ConvertToInputTopology(_state.GraphicsState.Topology, _state.GraphicsState.TessellationMode);
}
/// <inheritdoc/>
public bool QueryProgramPointSize()
{
return _state.GraphicsState.ProgramPointSizeEnable;
}
/// <inheritdoc/>
public float QueryPointSize()
{
return _state.GraphicsState.PointSize;
}
/// <inheritdoc/>
public bool QueryTessCw()
{
return _state.GraphicsState.TessellationMode.UnpackCw();
}
/// <inheritdoc/>
public TessPatchType QueryTessPatchType()
{
return _state.GraphicsState.TessellationMode.UnpackPatchType();
}
/// <inheritdoc/>
public TessSpacing QueryTessSpacing()
{
return _state.GraphicsState.TessellationMode.UnpackSpacing();
}
//// <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 QueryTransformDepthMinusOneToOne()
{
return _state.GraphicsState.DepthMode;
}
/// <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 bool QueryEarlyZForce()
{
_state.SpecializationState?.RecordEarlyZForce();
return _state.GraphicsState.EarlyZForce;
}
/// <inheritdoc/>
public bool QueryViewportTransformDisable()
{
return _state.GraphicsState.ViewportTransformDisable;
}
/// <inheritdoc/>
public void RegisterTexture(int handle, int cbufSlot)
{
_state.SpecializationState?.RegisterTexture(_stageIndex, handle, cbufSlot, GetTextureDescriptor(handle, cbufSlot));
}
}
}