mirror of
https://github.com/Ryujinx/Ryujinx.git
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2e43d01d36
* Move gl_Layer from vertex to geometry if GPU does not support it on vertex * Shader cache version bump * PR feedback
229 lines
10 KiB
C#
229 lines
10 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// GPU accessor.
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/// </summary>
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class GpuAccessorBase
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{
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private readonly GpuContext _context;
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private readonly ResourceCounts _resourceCounts;
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private readonly int _stageIndex;
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/// <summary>
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/// Creates a new GPU accessor.
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/// </summary>
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/// <param name="context">GPU context</param>
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public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
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{
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_context = context;
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_resourceCounts = resourceCounts;
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_stageIndex = stageIndex;
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}
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public int QueryBindingConstantBuffer(int index)
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{
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if (_context.Capabilities.Api == TargetApi.Vulkan)
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{
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// We need to start counting from 1 since binding 0 is reserved for the support uniform buffer.
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return GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer") + 1;
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}
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else
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{
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return _resourceCounts.UniformBuffersCount++;
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}
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}
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public int QueryBindingStorageBuffer(int index)
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{
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if (_context.Capabilities.Api == TargetApi.Vulkan)
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{
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return GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
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}
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else
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{
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return _resourceCounts.StorageBuffersCount++;
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}
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}
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public int QueryBindingTexture(int index, bool isBuffer)
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{
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if (_context.Capabilities.Api == TargetApi.Vulkan)
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{
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if (isBuffer)
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{
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index += (int)_context.Capabilities.MaximumTexturesPerStage;
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}
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return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
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}
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else
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{
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return _resourceCounts.TexturesCount++;
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}
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}
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public int QueryBindingImage(int index, bool isBuffer)
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{
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if (_context.Capabilities.Api == TargetApi.Vulkan)
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{
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if (isBuffer)
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{
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index += (int)_context.Capabilities.MaximumImagesPerStage;
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}
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return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
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}
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else
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{
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return _resourceCounts.ImagesCount++;
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}
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}
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private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
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{
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if ((uint)index >= maxPerStage)
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{
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Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}.");
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}
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return GetStageIndex() * (int)maxPerStage + index;
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}
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private int GetStageIndex()
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{
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// This is just a simple remapping to ensure that most frequently used shader stages
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// have the lowest binding numbers.
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// This is useful because if we need to run on a system with a low limit on the bindings,
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// then we can still get most games working as the most common shaders will have low binding numbers.
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return _stageIndex switch
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{
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4 => 1, // Fragment
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3 => 2, // Geometry
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1 => 3, // Tessellation control
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2 => 4, // Tessellation evaluation
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_ => 0 // Vertex/Compute
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};
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}
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public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
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public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
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public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat;
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public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;
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public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
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public bool QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough;
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public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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public bool QueryHostSupportsLayerVertexTessellation() => _context.Capabilities.SupportsLayerVertexTessellation;
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public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
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public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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public bool QueryHostSupportsViewportIndex() => _context.Capabilities.SupportsViewportIndex;
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/// <summary>
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/// Converts a packed Maxwell texture format to the shader translator texture format.
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/// </summary>
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/// <param name="format">Packed maxwell format</param>
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/// <param name="formatSrgb">Indicates if the format is sRGB</param>
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/// <returns>Shader translator texture format</returns>
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protected static TextureFormat ConvertToTextureFormat(uint format, bool formatSrgb)
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{
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if (!FormatTable.TryGetTextureFormat(format, formatSrgb, out FormatInfo formatInfo))
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{
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return TextureFormat.Unknown;
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}
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return formatInfo.Format switch
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{
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Format.R8Unorm => TextureFormat.R8Unorm,
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Format.R8Snorm => TextureFormat.R8Snorm,
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Format.R8Uint => TextureFormat.R8Uint,
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Format.R8Sint => TextureFormat.R8Sint,
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Format.R16Float => TextureFormat.R16Float,
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Format.R16Unorm => TextureFormat.R16Unorm,
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Format.R16Snorm => TextureFormat.R16Snorm,
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Format.R16Uint => TextureFormat.R16Uint,
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Format.R16Sint => TextureFormat.R16Sint,
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Format.R32Float => TextureFormat.R32Float,
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Format.R32Uint => TextureFormat.R32Uint,
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Format.R32Sint => TextureFormat.R32Sint,
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Format.R8G8Unorm => TextureFormat.R8G8Unorm,
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Format.R8G8Snorm => TextureFormat.R8G8Snorm,
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Format.R8G8Uint => TextureFormat.R8G8Uint,
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Format.R8G8Sint => TextureFormat.R8G8Sint,
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Format.R16G16Float => TextureFormat.R16G16Float,
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Format.R16G16Unorm => TextureFormat.R16G16Unorm,
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Format.R16G16Snorm => TextureFormat.R16G16Snorm,
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Format.R16G16Uint => TextureFormat.R16G16Uint,
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Format.R16G16Sint => TextureFormat.R16G16Sint,
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Format.R32G32Float => TextureFormat.R32G32Float,
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Format.R32G32Uint => TextureFormat.R32G32Uint,
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Format.R32G32Sint => TextureFormat.R32G32Sint,
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Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
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Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
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Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
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Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
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Format.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm,
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Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
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Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
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Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
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Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
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Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
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Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
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Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
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Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
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Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
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Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
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Format.R11G11B10Float => TextureFormat.R11G11B10Float,
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_ => TextureFormat.Unknown
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};
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}
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/// <summary>
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/// Converts the Maxwell primitive topology to the shader translator topology.
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/// </summary>
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/// <param name="topology">Maxwell primitive topology</param>
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/// <param name="tessellationMode">Maxwell tessellation mode</param>
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/// <returns>Shader translator topology</returns>
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protected static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
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{
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return topology switch
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{
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PrimitiveTopology.Points => InputTopology.Points,
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PrimitiveTopology.Lines or
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PrimitiveTopology.LineLoop or
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PrimitiveTopology.LineStrip => InputTopology.Lines,
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PrimitiveTopology.LinesAdjacency or
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PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
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PrimitiveTopology.Triangles or
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PrimitiveTopology.TriangleStrip or
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PrimitiveTopology.TriangleFan => InputTopology.Triangles,
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PrimitiveTopology.TrianglesAdjacency or
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PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
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PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
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? InputTopology.Lines
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: InputTopology.Triangles,
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_ => InputTopology.Points
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};
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}
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}
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}
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