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diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
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+using Ryujinx.Common.Logging;
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Engine.Threed;
+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;
+
+ /// <summary>
+ /// Creates a new GPU accessor.
+ /// </summary>
+ /// <param name="context">GPU context</param>
+ public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
+ {
+ _context = context;
+ _resourceCounts = resourceCounts;
+ _stageIndex = stageIndex;
+ }
+
+ public int QueryBindingConstantBuffer(int index)
+ {
+ if (_context.Capabilities.Api == TargetApi.Vulkan)
+ {
+ // We need to start counting from 1 since binding 0 is reserved for the support uniform buffer.
+ return GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer") + 1;
+ }
+ else
+ {
+ return _resourceCounts.UniformBuffersCount++;
+ }
+ }
+
+ public int QueryBindingStorageBuffer(int index)
+ {
+ if (_context.Capabilities.Api == TargetApi.Vulkan)
+ {
+ return GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
+ }
+ else
+ {
+ return _resourceCounts.StorageBuffersCount++;
+ }
+ }
+
+ public int QueryBindingTexture(int index, bool isBuffer)
+ {
+ if (_context.Capabilities.Api == TargetApi.Vulkan)
+ {
+ if (isBuffer)
+ {
+ index += (int)_context.Capabilities.MaximumTexturesPerStage;
+ }
+
+ return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
+ }
+ else
+ {
+ return _resourceCounts.TexturesCount++;
+ }
+ }
+
+ public int QueryBindingImage(int index, bool isBuffer)
+ {
+ if (_context.Capabilities.Api == TargetApi.Vulkan)
+ {
+ if (isBuffer)
+ {
+ index += (int)_context.Capabilities.MaximumImagesPerStage;
+ }
+
+ return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
+ }
+ else
+ {
+ return _resourceCounts.ImagesCount++;
+ }
+ }
+
+ 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() * (int)maxPerStage + index;
+ }
+
+ private int GetStageIndex()
+ {
+ // 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
+ };
+ }
+
+ 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 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 QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
+
+ public bool QueryHostSupportsSnormBufferTextureFormat() => _context.Capabilities.SupportsSnormBufferTextureFormat;
+
+ public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
+
+ public bool QueryHostSupportsViewportIndexVertexTessellation() => _context.Capabilities.SupportsViewportIndexVertexTessellation;
+
+ public bool QueryHostSupportsViewportMask() => _context.Capabilities.SupportsViewportMask;
+
+ /// <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
+ {
+ 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
+ };
+ }
+
+ /// <summary>
+ /// Converts the Maxwell primitive topology to the shader translator topology.
+ /// </summary>
+ /// <param name="topology">Maxwell primitive topology</param>
+ /// <param name="tessellationMode">Maxwell tessellation mode</param>
+ /// <returns>Shader translator topology</returns>
+ protected static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
+ {
+ return topology switch
+ {
+ PrimitiveTopology.Points => InputTopology.Points,
+ PrimitiveTopology.Lines or
+ PrimitiveTopology.LineLoop or
+ PrimitiveTopology.LineStrip => InputTopology.Lines,
+ PrimitiveTopology.LinesAdjacency or
+ PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
+ PrimitiveTopology.Triangles or
+ PrimitiveTopology.TriangleStrip or
+ PrimitiveTopology.TriangleFan => InputTopology.Triangles,
+ PrimitiveTopology.TrianglesAdjacency or
+ PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
+ PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
+ ? InputTopology.Lines
+ : InputTopology.Triangles,
+ _ => InputTopology.Points
+ };
+ }
+ }
+}