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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 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 QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough;
- public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
- public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
- public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
- public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
- public bool QueryHostSupportsViewportIndex() => _context.Capabilities.SupportsViewportIndex;
- /// <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
- };
- }
- }
- }
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