diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs new file mode 100644 index 00000000..d35b8d92 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs @@ -0,0 +1,238 @@ +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 + }; + } + } +} |
