| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234 |
- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Shader;
- using System;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Shader
- {
- /// <summary>
- /// Represents a GPU state and memory accessor.
- /// </summary>
- class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
- {
- private readonly GpuChannel _channel;
- private readonly GpuAccessorState _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;
- public int Cb1DataSize { get; private set; }
- /// <summary>
- /// Creates a new instance of the GPU state accessor for graphics shader translation.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="channel">GPU channel</param>
- /// <param name="state">Current GPU state</param>
- /// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
- public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context)
- {
- _channel = channel;
- _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="channel">GPU channel</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,
- GpuChannel channel,
- GpuAccessorState state,
- int localSizeX,
- int localSizeY,
- int localSizeZ,
- int localMemorySize,
- int sharedMemorySize) : base(context)
- {
- _channel = channel;
- _state = state;
- _compute = true;
- _localSizeX = localSizeX;
- _localSizeY = localSizeY;
- _localSizeZ = localSizeZ;
- _localMemorySize = localMemorySize;
- _sharedMemorySize = sharedMemorySize;
- }
- /// <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>
- public uint ConstantBuffer1Read(int offset)
- {
- if (Cb1DataSize < offset + 4)
- {
- Cb1DataSize = offset + 4;
- }
- ulong baseAddress = _compute
- ? _channel.BufferManager.GetComputeUniformBufferAddress(1)
- : _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);
- return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
- }
- /// <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>
- /// 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>
- public override ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
- {
- int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
- return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
- }
- /// <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
- ? _channel.BufferManager.GetComputeUniformBufferUseMask()
- : _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
- }
- /// <summary>
- /// Queries current primitive topology for geometry shaders.
- /// </summary>
- /// <returns>Current primitive topology</returns>
- public InputTopology QueryPrimitiveTopology()
- {
- return _state.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 => _state.TessellationMode.UnpackPatchType() == TessPatchType.Isolines
- ? InputTopology.Lines
- : InputTopology.Triangles,
- _ => 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>
- public bool QueryTessCw() => _state.TessellationMode.UnpackCw();
- /// <summary>
- /// Queries the tessellation evaluation shader abstract patch type.
- /// </summary>
- /// <returns>Abstract patch type</returns>
- public TessPatchType QueryTessPatchType() => _state.TessellationMode.UnpackPatchType();
- /// <summary>
- /// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
- /// </summary>
- /// <returns>Spacing between tessellated vertices of the patch</returns>
- public TessSpacing QueryTessSpacing() => _state.TessellationMode.UnpackSpacing();
- /// <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>
- /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
- /// <returns>Texture descriptor</returns>
- public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
- {
- if (_compute)
- {
- return _channel.TextureManager.GetComputeTextureDescriptor(
- _state.TexturePoolGpuVa,
- _state.TextureBufferIndex,
- _state.TexturePoolMaximumId,
- handle,
- cbufSlot);
- }
- else
- {
- return _channel.TextureManager.GetGraphicsTextureDescriptor(
- _state.TexturePoolGpuVa,
- _state.TextureBufferIndex,
- _state.TexturePoolMaximumId,
- _stageIndex,
- handle,
- cbufSlot);
- }
- }
- /// <summary>
- /// Queries if host state forces early depth testing.
- /// </summary>
- /// <returns>True if early depth testing is forced</returns>
- public bool QueryEarlyZForce()
- {
- return _state.EarlyZForce;
- }
- }
- }
|