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https://github.com/Ryujinx/Ryujinx.git
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1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
146 lines
5.4 KiB
C#
146 lines
5.4 KiB
C#
using System;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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struct OmapTarget
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{
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public bool Red;
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public bool Green;
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public bool Blue;
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public bool Alpha;
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public bool Enabled => Red || Green || Blue || Alpha;
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public bool ComponentEnabled(int component)
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{
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switch (component)
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{
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case 0: return Red;
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case 1: return Green;
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case 2: return Blue;
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case 3: return Alpha;
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}
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throw new ArgumentException(nameof(component));
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}
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}
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class ShaderHeader
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{
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public const int PointList = 1;
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public const int LineStrip = 6;
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public const int TriangleStrip = 7;
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public int SphType { get; private set; }
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public int Version { get; private set; }
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public int ShaderType { get; private set; }
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public bool MrtEnable { get; private set; }
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public bool KillsPixels { get; private set; }
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public bool DoesGlobalStore { get; private set; }
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public int SassVersion { get; private set; }
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public bool DoesLoadOrStore { get; private set; }
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public bool DoesFp64 { get; private set; }
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public int StreamOutMask { get; private set; }
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public int ShaderLocalMemoryLowSize { get; private set; }
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public int PerPatchAttributeCount { get; private set; }
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public int ShaderLocalMemoryHighSize { get; private set; }
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public int ThreadsPerInputPrimitive { get; private set; }
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public int ShaderLocalMemoryCrsSize { get; private set; }
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public int OutputTopology { get; private set; }
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public int MaxOutputVertexCount { get; private set; }
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public int StoreReqStart { get; private set; }
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public int StoreReqEnd { get; private set; }
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public OmapTarget[] OmapTargets { get; private set; }
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public bool OmapSampleMask { get; private set; }
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public bool OmapDepth { get; private set; }
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public ShaderHeader(IGalMemory memory, long position)
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{
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uint commonWord0 = (uint)memory.ReadInt32(position + 0);
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uint commonWord1 = (uint)memory.ReadInt32(position + 4);
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uint commonWord2 = (uint)memory.ReadInt32(position + 8);
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uint commonWord3 = (uint)memory.ReadInt32(position + 12);
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uint commonWord4 = (uint)memory.ReadInt32(position + 16);
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SphType = ReadBits(commonWord0, 0, 5);
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Version = ReadBits(commonWord0, 5, 5);
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ShaderType = ReadBits(commonWord0, 10, 4);
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MrtEnable = ReadBits(commonWord0, 14, 1) != 0;
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KillsPixels = ReadBits(commonWord0, 15, 1) != 0;
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DoesGlobalStore = ReadBits(commonWord0, 16, 1) != 0;
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SassVersion = ReadBits(commonWord0, 17, 4);
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DoesLoadOrStore = ReadBits(commonWord0, 26, 1) != 0;
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DoesFp64 = ReadBits(commonWord0, 27, 1) != 0;
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StreamOutMask = ReadBits(commonWord0, 28, 4);
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ShaderLocalMemoryLowSize = ReadBits(commonWord1, 0, 24);
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PerPatchAttributeCount = ReadBits(commonWord1, 24, 8);
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ShaderLocalMemoryHighSize = ReadBits(commonWord2, 0, 24);
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ThreadsPerInputPrimitive = ReadBits(commonWord2, 24, 8);
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ShaderLocalMemoryCrsSize = ReadBits(commonWord3, 0, 24);
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OutputTopology = ReadBits(commonWord3, 24, 4);
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MaxOutputVertexCount = ReadBits(commonWord4, 0, 12);
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StoreReqStart = ReadBits(commonWord4, 12, 8);
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StoreReqEnd = ReadBits(commonWord4, 24, 8);
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//Type 2 (fragment?) reading
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uint type2OmapTarget = (uint)memory.ReadInt32(position + 72);
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uint type2Omap = (uint)memory.ReadInt32(position + 76);
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OmapTargets = new OmapTarget[8];
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for (int i = 0; i < OmapTargets.Length; i++)
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{
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int offset = i * 4;
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OmapTargets[i] = new OmapTarget
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{
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Red = ReadBits(type2OmapTarget, offset + 0, 1) != 0,
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Green = ReadBits(type2OmapTarget, offset + 1, 1) != 0,
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Blue = ReadBits(type2OmapTarget, offset + 2, 1) != 0,
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Alpha = ReadBits(type2OmapTarget, offset + 3, 1) != 0
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};
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}
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OmapSampleMask = ReadBits(type2Omap, 0, 1) != 0;
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OmapDepth = ReadBits(type2Omap, 1, 1) != 0;
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}
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public int DepthRegister
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{
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get
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{
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int count = 0;
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for (int index = 0; index < OmapTargets.Length; index++)
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{
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for (int component = 0; component < 4; component++)
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{
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if (OmapTargets[index].ComponentEnabled(component))
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{
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count++;
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}
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}
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}
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// Depth register is always two registers after the last color output
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return count + 1;
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}
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}
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private static int ReadBits(uint word, int offset, int bitWidth)
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{
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uint mask = (1u << bitWidth) - 1u;
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return (int)((word >> offset) & mask);
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}
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}
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} |