diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs | 144 |
1 files changed, 104 insertions, 40 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs index ed56db3b..42b2cbb5 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs @@ -1,5 +1,6 @@ using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Shader; +using System; using System.Collections.Generic; namespace Ryujinx.Graphics.Gpu.Shader @@ -9,13 +10,6 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> class ShaderInfoBuilder { - private const int TotalSets = 4; - - private const int UniformSetIndex = 0; - private const int StorageSetIndex = 1; - private const int TextureSetIndex = 2; - private const int ImageSetIndex = 3; - private const ResourceStages SupportBufferStages = ResourceStages.Compute | ResourceStages.Vertex | @@ -36,8 +30,8 @@ namespace Ryujinx.Graphics.Gpu.Shader private readonly int _reservedTextures; private readonly int _reservedImages; - private readonly List<ResourceDescriptor>[] _resourceDescriptors; - private readonly List<ResourceUsage>[] _resourceUsages; + private List<ResourceDescriptor>[] _resourceDescriptors; + private List<ResourceUsage>[] _resourceUsages; /// <summary> /// Creates a new shader info builder. @@ -51,17 +45,27 @@ namespace Ryujinx.Graphics.Gpu.Shader _fragmentOutputMap = -1; - _resourceDescriptors = new List<ResourceDescriptor>[TotalSets]; - _resourceUsages = new List<ResourceUsage>[TotalSets]; + int uniformSetIndex = context.Capabilities.UniformBufferSetIndex; + int storageSetIndex = context.Capabilities.StorageBufferSetIndex; + int textureSetIndex = context.Capabilities.TextureSetIndex; + int imageSetIndex = context.Capabilities.ImageSetIndex; + + int totalSets = Math.Max(uniformSetIndex, storageSetIndex); + totalSets = Math.Max(totalSets, textureSetIndex); + totalSets = Math.Max(totalSets, imageSetIndex); + totalSets++; + + _resourceDescriptors = new List<ResourceDescriptor>[totalSets]; + _resourceUsages = new List<ResourceUsage>[totalSets]; - for (int index = 0; index < TotalSets; index++) + for (int index = 0; index < totalSets; index++) { _resourceDescriptors[index] = new(); _resourceUsages[index] = new(); } - AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1); - AddUsage(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1); + AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, uniformSetIndex, 0, 1); + AddUsage(SupportBufferStages, ResourceType.UniformBuffer, uniformSetIndex, 0, 1); ResourceReservationCounts rrc = new(!context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute); @@ -73,12 +77,20 @@ namespace Ryujinx.Graphics.Gpu.Shader // TODO: Handle that better? Maybe we should only set the binding that are really needed on each shader. ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages; - PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, UniformSetIndex, 1, rrc.ReservedConstantBuffers - 1); - PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, StorageSetIndex, 0, rrc.ReservedStorageBuffers); - PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, TextureSetIndex, 0, rrc.ReservedTextures); - PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ImageSetIndex, 0, rrc.ReservedImages); + PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, uniformSetIndex, 1, rrc.ReservedConstantBuffers - 1); + PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, storageSetIndex, 0, rrc.ReservedStorageBuffers); + PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, textureSetIndex, 0, rrc.ReservedTextures); + PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, imageSetIndex, 0, rrc.ReservedImages); } + /// <summary> + /// Populates descriptors and usages for vertex as compute and transform feedback emulation reserved resources. + /// </summary> + /// <param name="stages">Shader stages where the resources are used</param> + /// <param name="type">Resource type</param> + /// <param name="setIndex">Resource set index where the resources are used</param> + /// <param name="start">First binding number</param> + /// <param name="count">Amount of bindings</param> private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count) { AddDescriptor(stages, type, setIndex, start, count); @@ -127,18 +139,23 @@ namespace Ryujinx.Graphics.Gpu.Shader int textureBinding = _reservedTextures + stageIndex * texturesPerStage * 2; int imageBinding = _reservedImages + stageIndex * imagesPerStage * 2; - AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage); - AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage); - AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage); - AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage); + int uniformSetIndex = _context.Capabilities.UniformBufferSetIndex; + int storageSetIndex = _context.Capabilities.StorageBufferSetIndex; + int textureSetIndex = _context.Capabilities.TextureSetIndex; + int imageSetIndex = _context.Capabilities.ImageSetIndex; - AddArrayDescriptors(info.Textures, stages, TextureSetIndex, isImage: false); - AddArrayDescriptors(info.Images, stages, TextureSetIndex, isImage: true); + AddDescriptor(stages, ResourceType.UniformBuffer, uniformSetIndex, uniformBinding, uniformsPerStage); + AddDescriptor(stages, ResourceType.StorageBuffer, storageSetIndex, storageBinding, storagesPerStage); + AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, textureSetIndex, textureBinding, texturesPerStage); + AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, imageSetIndex, imageBinding, imagesPerStage); - AddUsage(info.CBuffers, stages, UniformSetIndex, isStorage: false); - AddUsage(info.SBuffers, stages, StorageSetIndex, isStorage: true); - AddUsage(info.Textures, stages, TextureSetIndex, isImage: false); - AddUsage(info.Images, stages, ImageSetIndex, isImage: true); + AddArrayDescriptors(info.Textures, stages, isImage: false); + AddArrayDescriptors(info.Images, stages, isImage: true); + + AddUsage(info.CBuffers, stages, isStorage: false); + AddUsage(info.SBuffers, stages, isStorage: true); + AddUsage(info.Textures, stages, isImage: false); + AddUsage(info.Images, stages, isImage: true); } /// <summary> @@ -177,9 +194,8 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> /// <param name="textures">Textures to be added</param> /// <param name="stages">Stages where the textures are used</param> - /// <param name="setIndex">Descriptor set index where the textures will be bound</param> /// <param name="isImage">True for images, false for textures</param> - private void AddArrayDescriptors(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage) + private void AddArrayDescriptors(IEnumerable<TextureDescriptor> textures, ResourceStages stages, bool isImage) { foreach (TextureDescriptor texture in textures) { @@ -187,7 +203,7 @@ namespace Ryujinx.Graphics.Gpu.Shader { ResourceType type = GetTextureResourceType(texture, isImage); - _resourceDescriptors[setIndex].Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages)); + GetDescriptors(texture.Set).Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages)); } } } @@ -213,13 +229,12 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> /// <param name="buffers">Buffers to be added</param> /// <param name="stages">Stages where the buffers are used</param> - /// <param name="setIndex">Descriptor set index where the buffers will be bound</param> /// <param name="isStorage">True for storage buffers, false for uniform buffers</param> - private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, int setIndex, bool isStorage) + private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, bool isStorage) { foreach (BufferDescriptor buffer in buffers) { - _resourceUsages[setIndex].Add(new ResourceUsage( + GetUsages(buffer.Set).Add(new ResourceUsage( buffer.Binding, 1, isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer, @@ -232,18 +247,65 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> /// <param name="textures">Textures to be added</param> /// <param name="stages">Stages where the textures are used</param> - /// <param name="setIndex">Descriptor set index where the textures will be bound</param> /// <param name="isImage">True for images, false for textures</param> - private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage) + private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, bool isImage) { foreach (TextureDescriptor texture in textures) { ResourceType type = GetTextureResourceType(texture, isImage); - _resourceUsages[setIndex].Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages)); + GetUsages(texture.Set).Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages)); + } + } + + /// <summary> + /// Gets the list of resource descriptors for a given set index. A new list will be created if needed. + /// </summary> + /// <param name="setIndex">Resource set index</param> + /// <returns>List of resource descriptors</returns> + private List<ResourceDescriptor> GetDescriptors(int setIndex) + { + if (_resourceDescriptors.Length <= setIndex) + { + int oldLength = _resourceDescriptors.Length; + Array.Resize(ref _resourceDescriptors, setIndex + 1); + + for (int index = oldLength; index <= setIndex; index++) + { + _resourceDescriptors[index] = new(); + } + } + + return _resourceDescriptors[setIndex]; + } + + /// <summary> + /// Gets the list of resource usages for a given set index. A new list will be created if needed. + /// </summary> + /// <param name="setIndex">Resource set index</param> + /// <returns>List of resource usages</returns> + private List<ResourceUsage> GetUsages(int setIndex) + { + if (_resourceUsages.Length <= setIndex) + { + int oldLength = _resourceUsages.Length; + Array.Resize(ref _resourceUsages, setIndex + 1); + + for (int index = oldLength; index <= setIndex; index++) + { + _resourceUsages[index] = new(); + } } + + return _resourceUsages[setIndex]; } + /// <summary> + /// Gets a resource type from a texture descriptor. + /// </summary> + /// <param name="texture">Texture descriptor</param> + /// <param name="isImage">Whether the texture is a image texture (writable) or not (sampled)</param> + /// <returns>Resource type</returns> private static ResourceType GetTextureResourceType(TextureDescriptor texture, bool isImage) { bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer; @@ -278,10 +340,12 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <returns>Shader information</returns> public ShaderInfo Build(ProgramPipelineState? pipeline, bool fromCache = false) { - var descriptors = new ResourceDescriptorCollection[TotalSets]; - var usages = new ResourceUsageCollection[TotalSets]; + int totalSets = _resourceDescriptors.Length; + + var descriptors = new ResourceDescriptorCollection[totalSets]; + var usages = new ResourceUsageCollection[totalSets]; - for (int index = 0; index < TotalSets; index++) + for (int index = 0; index < totalSets; index++) { descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly()); usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly()); |
