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- using System;
- namespace Ryujinx.Graphics.Shader
- {
- /// <summary>
- /// GPU state access interface.
- /// </summary>
- public interface IGpuAccessor
- {
- /// <summary>
- /// Prints a log message.
- /// </summary>
- /// <param name="message">Message to print</param>
- void Log(string message)
- {
- // No default log output.
- }
- /// <summary>
- /// Reads data from the constant buffer 1.
- /// </summary>
- /// <param name="offset">Offset in bytes to read from</param>
- /// <returns>Value at the given offset</returns>
- uint ConstantBuffer1Read(int offset)
- {
- return 0;
- }
- /// <summary>
- /// Gets a span of the specified memory location, containing shader code.
- /// </summary>
- /// <param name="address">GPU virtual address of the data</param>
- /// <param name="minimumSize">Minimum size that the returned span may have</param>
- /// <returns>Span of the memory location</returns>
- ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
- /// <summary>
- /// Queries the alpha test comparison operator that is being used currently.
- /// If alpha test is disabled, it should be set to <see cref="AlphaTestOp.Always"/>.
- /// </summary>
- /// <returns>Current alpha test comparison</returns>
- AlphaTestOp QueryAlphaTestCompare()
- {
- return AlphaTestOp.Always;
- }
- /// <summary>
- /// Queries the current alpha test reference value used by the comparison.
- /// </summary>
- /// <returns>Current alpha test reference value</returns>
- float QueryAlphaTestReference()
- {
- return 0f;
- }
- /// <summary>
- /// Queries the type of the vertex shader input attribute at the specified <paramref name="location"/>.
- /// </summary>
- /// <param name="location">Location of the input attribute</param>
- /// <returns>Input type</returns>
- AttributeType QueryAttributeType(int location)
- {
- return AttributeType.Float;
- }
- /// <summary>
- /// Queries whenever the alpha-to-coverage dithering feature is enabled.
- /// </summary>
- /// <returns>True if the feature is enabled, false otherwise</returns>
- bool QueryAlphaToCoverageDitherEnable()
- {
- return false;
- }
- /// <summary>
- /// Queries the binding number of a constant buffer.
- /// </summary>
- /// <param name="index">Constant buffer index</param>
- /// <returns>Binding number</returns>
- int QueryBindingConstantBuffer(int index)
- {
- return index;
- }
- /// <summary>
- /// Queries the binding number of a storage buffer.
- /// </summary>
- /// <param name="index">Storage buffer index</param>
- /// <returns>Binding number</returns>
- int QueryBindingStorageBuffer(int index)
- {
- return index;
- }
- /// <summary>
- /// Queries the binding number of a texture.
- /// </summary>
- /// <param name="index">Texture index</param>
- /// <param name="isBuffer">Indicates if the texture is a buffer texture</param>
- /// <returns>Binding number</returns>
- int QueryBindingTexture(int index, bool isBuffer)
- {
- return index;
- }
- /// <summary>
- /// Queries the binding number of an image.
- /// </summary>
- /// <param name="index">Image index</param>
- /// <param name="isBuffer">Indicates if the image is a buffer image</param>
- /// <returns>Binding number</returns>
- int QueryBindingImage(int index, bool isBuffer)
- {
- return index;
- }
- /// <summary>
- /// Queries Local Size X for compute shaders.
- /// </summary>
- /// <returns>Local Size X</returns>
- int QueryComputeLocalSizeX()
- {
- return 1;
- }
- /// <summary>
- /// Queries Local Size Y for compute shaders.
- /// </summary>
- /// <returns>Local Size Y</returns>
- int QueryComputeLocalSizeY()
- {
- return 1;
- }
- /// <summary>
- /// Queries Local Size Z for compute shaders.
- /// </summary>
- /// <returns>Local Size Z</returns>
- int QueryComputeLocalSizeZ()
- {
- return 1;
- }
- /// <summary>
- /// Queries Local Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Local Memory size in bytes</returns>
- int QueryComputeLocalMemorySize()
- {
- return 0x1000;
- }
- /// <summary>
- /// Queries Shared Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Shared Memory size in bytes</returns>
- int QueryComputeSharedMemorySize()
- {
- return 0xc000;
- }
- /// <summary>
- /// Queries Constant Buffer usage information.
- /// </summary>
- /// <returns>A mask where each bit set indicates a bound constant buffer</returns>
- uint QueryConstantBufferUse()
- {
- return 0;
- }
- /// <summary>
- /// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0.
- /// </summary>
- /// <returns>True if the shader translator can assume that the constant buffer contains the base IDs, false otherwise</returns>
- bool QueryHasConstantBufferDrawParameters()
- {
- return false;
- }
- /// <summary>
- /// Queries whenever the current draw uses unaligned storage buffer addresses.
- /// </summary>
- /// <returns>True if any storage buffer address is not aligned to 16 bytes, false otherwise</returns>
- bool QueryHasUnalignedStorageBuffer()
- {
- return false;
- }
- /// <summary>
- /// Queries host about the presence of the FrontFacing built-in variable bug.
- /// </summary>
- /// <returns>True if the bug is present on the host device used, false otherwise</returns>
- bool QueryHostHasFrontFacingBug()
- {
- return false;
- }
- /// <summary>
- /// Queries host about the presence of the vector indexing bug.
- /// </summary>
- /// <returns>True if the bug is present on the host device used, false otherwise</returns>
- bool QueryHostHasVectorIndexingBug()
- {
- return false;
- }
- /// <summary>
- /// Queries host storage buffer alignment required.
- /// </summary>
- /// <returns>Host storage buffer alignment in bytes</returns>
- int QueryHostStorageBufferOffsetAlignment()
- {
- return 16;
- }
- /// <summary>
- /// Queries host support for texture formats with BGRA component order (such as BGRA8).
- /// </summary>
- /// <returns>True if BGRA formats are supported, false otherwise</returns>
- bool QueryHostSupportsBgraFormat()
- {
- return true;
- }
- /// <summary>
- /// Queries host support for fragment shader ordering critical sections on the shader code.
- /// </summary>
- /// <returns>True if fragment shader interlock is supported, false otherwise</returns>
- bool QueryHostSupportsFragmentShaderInterlock()
- {
- return true;
- }
- /// <summary>
- /// Queries host support for fragment shader ordering scoped critical sections on the shader code.
- /// </summary>
- /// <returns>True if fragment shader ordering is supported, false otherwise</returns>
- bool QueryHostSupportsFragmentShaderOrderingIntel()
- {
- return false;
- }
- /// <summary>
- /// Queries host GPU geometry shader passthrough support.
- /// </summary>
- /// <returns>True if the GPU and driver supports geometry shader passthrough, false otherwise</returns>
- bool QueryHostSupportsGeometryShaderPassthrough()
- {
- return true;
- }
- /// <summary>
- /// Queries host support for readable images without a explicit format declaration on the shader.
- /// </summary>
- /// <returns>True if formatted image load is supported, false otherwise</returns>
- bool QueryHostSupportsImageLoadFormatted()
- {
- return true;
- }
- /// <summary>
- /// Queries host support for writes to Layer from vertex or tessellation shader stages.
- /// </summary>
- /// <returns>True if writes to layer from vertex or tessellation are supported, false otherwise</returns>
- bool QueryHostSupportsLayerVertexTessellation()
- {
- return true;
- }
- /// <summary>
- /// Queries host GPU non-constant texture offset support.
- /// </summary>
- /// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
- bool QueryHostSupportsNonConstantTextureOffset()
- {
- return true;
- }
- /// <summary>
- /// Queries host GPU shader ballot support.
- /// </summary>
- /// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns>
- bool QueryHostSupportsShaderBallot()
- {
- return true;
- }
- /// <summary>
- /// Queries host GPU support for signed normalized buffer texture formats.
- /// </summary>
- /// <returns>True if the GPU and driver supports the formats, false otherwise</returns>
- bool QueryHostSupportsSnormBufferTextureFormat()
- {
- return true;
- }
- /// <summary>
- /// Queries host GPU texture shadow LOD support.
- /// </summary>
- /// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
- bool QueryHostSupportsTextureShadowLod()
- {
- return true;
- }
- /// <summary>
- /// Queries host GPU shader viewport index output support.
- /// </summary>
- /// <returns>True if the GPU and driver supports shader viewport index output, false otherwise</returns>
- bool QueryHostSupportsViewportIndex()
- {
- return true;
- }
- /// <summary>
- /// Queries the point size from the GPU state, used when it is not explicitly set on the shader.
- /// </summary>
- /// <returns>Current point size</returns>
- float QueryPointSize()
- {
- return 1f;
- }
- /// <summary>
- /// Queries the state that indicates if the program point size should be explicitly set on the shader
- /// or read from the GPU state.
- /// </summary>
- /// <returns>True if the shader is expected to set the point size explicitly, false otherwise</returns>
- bool QueryProgramPointSize()
- {
- return true;
- }
- /// <summary>
- /// Queries sampler type information.
- /// </summary>
- /// <param name="handle">Texture handle</param>
- /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
- /// <returns>The sampler type value for the given handle</returns>
- SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
- {
- return SamplerType.Texture2D;
- }
- /// <summary>
- /// Queries texture coordinate normalization information.
- /// </summary>
- /// <param name="handle">Texture handle</param>
- /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
- /// <returns>True if the coordinates are normalized, false otherwise</returns>
- bool QueryTextureCoordNormalized(int handle, int cbufSlot = -1)
- {
- return true;
- }
- /// <summary>
- /// Queries current primitive topology for geometry shaders.
- /// </summary>
- /// <returns>Current primitive topology</returns>
- InputTopology QueryPrimitiveTopology()
- {
- return InputTopology.Points;
- }
- /// <summary>
- /// Queries the tessellation evaluation shader primitive winding order.
- /// </summary>
- /// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
- bool QueryTessCw()
- {
- return false;
- }
- /// <summary>
- /// Queries the tessellation evaluation shader abstract patch type.
- /// </summary>
- /// <returns>Abstract patch type</returns>
- TessPatchType QueryTessPatchType()
- {
- return TessPatchType.Triangles;
- }
- /// <summary>
- /// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
- /// </summary>
- /// <returns>Spacing between tessellated vertices of the patch</returns>
- TessSpacing QueryTessSpacing()
- {
- return TessSpacing.EqualSpacing;
- }
- /// <summary>
- /// Queries texture format information, for shaders using image load or store.
- /// </summary>
- /// <remarks>
- /// This only returns non-compressed color formats.
- /// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
- /// </remarks>
- /// <param name="handle">Texture handle</param>
- /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
- /// <returns>Color format of the non-compressed texture</returns>
- TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
- {
- return TextureFormat.R8G8B8A8Unorm;
- }
- /// <summary>
- /// Queries depth mode information from the GPU state.
- /// </summary>
- /// <returns>True if current depth mode is -1 to 1, false if 0 to 1</returns>
- bool QueryTransformDepthMinusOneToOne()
- {
- return false;
- }
- /// <summary>
- /// Queries transform feedback enable state.
- /// </summary>
- /// <returns>True if the shader uses transform feedback, false otherwise</returns>
- bool QueryTransformFeedbackEnabled()
- {
- return false;
- }
- /// <summary>
- /// Queries the varying locations that should be written to the transform feedback buffer.
- /// </summary>
- /// <param name="bufferIndex">Index of the transform feedback buffer</param>
- /// <returns>Varying locations for the specified buffer</returns>
- ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
- {
- return ReadOnlySpan<byte>.Empty;
- }
- /// <summary>
- /// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
- /// </summary>
- /// <param name="bufferIndex">Index of the transform feedback buffer</param>
- /// <returns>Stride for the specified buffer</returns>
- int QueryTransformFeedbackStride(int bufferIndex)
- {
- return 0;
- }
- /// <summary>
- /// Queries if host state forces early depth testing.
- /// </summary>
- /// <returns>True if early depth testing is forced</returns>
- bool QueryEarlyZForce()
- {
- return false;
- }
- /// <summary>
- /// Queries if host state disables the viewport transform.
- /// </summary>
- /// <returns>True if the viewport transform is disabled</returns>
- bool QueryViewportTransformDisable()
- {
- return false;
- }
- /// <summary>
- /// Registers a texture used by the shader.
- /// </summary>
- /// <param name="handle">Texture handle word offset</param>
- /// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
- void RegisterTexture(int handle, int cbufSlot)
- {
- // Only useful when recording information for a disk shader cache.
- }
- }
- }
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