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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Gpu.State;
- using Ryujinx.Graphics.Shader;
- namespace Ryujinx.Graphics.Gpu.Shader
- {
- /// <summary>
- /// Represents a GPU state and memory accessor.
- /// </summary>
- class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
- {
- private readonly GpuContext _context;
- private readonly GpuState _state;
- private readonly int _stageIndex;
- private readonly bool _compute;
- private readonly int _localSizeX;
- private readonly int _localSizeY;
- private readonly int _localSizeZ;
- private readonly int _localMemorySize;
- private readonly int _sharedMemorySize;
- /// <summary>
- /// Creates a new instance of the GPU state accessor for graphics shader translation.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
- public GpuAccessor(GpuContext context, GpuState state, int stageIndex)
- {
- _context = context;
- _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="state">Current GPU state</param>
- /// <param name="localSizeX">Local group size X of the compute shader</param>
- /// <param name="localSizeY">Local group size Y of the compute shader</param>
- /// <param name="localSizeZ">Local group size Z of the compute shader</param>
- /// <param name="localMemorySize">Local memory size of the compute shader</param>
- /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
- public GpuAccessor(
- GpuContext context,
- GpuState state,
- int localSizeX,
- int localSizeY,
- int localSizeZ,
- int localMemorySize,
- int sharedMemorySize)
- {
- _context = context;
- _state = state;
- _compute = true;
- _localSizeX = localSizeX;
- _localSizeY = localSizeY;
- _localSizeZ = localSizeZ;
- _localMemorySize = localMemorySize;
- _sharedMemorySize = sharedMemorySize;
- }
- /// <summary>
- /// Prints a log message.
- /// </summary>
- /// <param name="message">Message to print</param>
- public void Log(string message)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
- }
- /// <summary>
- /// Reads data from GPU memory.
- /// </summary>
- /// <typeparam name="T">Type of the data to be read</typeparam>
- /// <param name="address">GPU virtual address of the data</param>
- /// <returns>Data at the memory location</returns>
- public override T MemoryRead<T>(ulong address)
- {
- return _context.MemoryManager.Read<T>(address);
- }
- /// <summary>
- /// Checks if a given memory address is mapped.
- /// </summary>
- /// <param name="address">GPU virtual address to be checked</param>
- /// <returns>True if the address is mapped, false otherwise</returns>
- public bool MemoryMapped(ulong address)
- {
- return _context.MemoryManager.IsMapped(address);
- }
- /// <summary>
- /// Queries Local Size X for compute shaders.
- /// </summary>
- /// <returns>Local Size X</returns>
- public int QueryComputeLocalSizeX() => _localSizeX;
- /// <summary>
- /// Queries Local Size Y for compute shaders.
- /// </summary>
- /// <returns>Local Size Y</returns>
- public int QueryComputeLocalSizeY() => _localSizeY;
- /// <summary>
- /// Queries Local Size Z for compute shaders.
- /// </summary>
- /// <returns>Local Size Z</returns>
- public int QueryComputeLocalSizeZ() => _localSizeZ;
- /// <summary>
- /// Queries Local Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Local Memory size in bytes</returns>
- public int QueryComputeLocalMemorySize() => _localMemorySize;
- /// <summary>
- /// Queries Shared Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Shared Memory size in bytes</returns>
- public int QueryComputeSharedMemorySize() => _sharedMemorySize;
- /// <summary>
- /// Queries Constant Buffer usage information.
- /// </summary>
- /// <returns>A mask where each bit set indicates a bound constant buffer</returns>
- public uint QueryConstantBufferUse()
- {
- return _compute
- ? _context.Methods.BufferManager.GetComputeUniformBufferUseMask()
- : _context.Methods.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
- }
- /// <summary>
- /// Queries current primitive topology for geometry shaders.
- /// </summary>
- /// <returns>Current primitive topology</returns>
- public InputTopology QueryPrimitiveTopology()
- {
- switch (_context.Methods.Topology)
- {
- case PrimitiveTopology.Points:
- return InputTopology.Points;
- case PrimitiveTopology.Lines:
- case PrimitiveTopology.LineLoop:
- case PrimitiveTopology.LineStrip:
- return InputTopology.Lines;
- case PrimitiveTopology.LinesAdjacency:
- case PrimitiveTopology.LineStripAdjacency:
- return InputTopology.LinesAdjacency;
- case PrimitiveTopology.Triangles:
- case PrimitiveTopology.TriangleStrip:
- case PrimitiveTopology.TriangleFan:
- return InputTopology.Triangles;
- case PrimitiveTopology.TrianglesAdjacency:
- case PrimitiveTopology.TriangleStripAdjacency:
- return InputTopology.TrianglesAdjacency;
- }
- return InputTopology.Points;
- }
- /// <summary>
- /// Queries host storage buffer alignment required.
- /// </summary>
- /// <returns>Host storage buffer alignment in bytes</returns>
- public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
- /// <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>
- public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
- /// <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>
- public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
- /// <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>
- /// <returns>Texture descriptor</returns>
- public override Image.ITextureDescriptor GetTextureDescriptor(int handle)
- {
- if (_compute)
- {
- return _context.Methods.TextureManager.GetComputeTextureDescriptor(_state, handle);
- }
- else
- {
- return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(_state, _stageIndex, handle);
- }
- }
- /// <summary>
- /// Queries if host state forces early depth testing.
- /// </summary>
- /// <returns>True if early depth testing is forced</returns>
- public bool QueryEarlyZForce()
- {
- return _state.Get<bool>(MethodOffset.EarlyZForce);
- }
- }
- }
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