Ryujinx/Ryujinx.Graphics.Shader/Translation/ShaderHeader.cs
Andrey Sukharev 4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00

158 lines
4.3 KiB
C#

using Ryujinx.Graphics.Shader.Decoders;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Shader.Translation
{
enum PixelImap
{
Unused = 0,
Constant = 1,
Perspective = 2,
ScreenLinear = 3
}
readonly struct ImapPixelType
{
public PixelImap X { get; }
public PixelImap Y { get; }
public PixelImap Z { get; }
public PixelImap W { get; }
public ImapPixelType(PixelImap x, PixelImap y, PixelImap z, PixelImap w)
{
X = x;
Y = y;
Z = z;
W = w;
}
public PixelImap GetFirstUsedType()
{
if (X != PixelImap.Unused) return X;
if (Y != PixelImap.Unused) return Y;
if (Z != PixelImap.Unused) return Z;
return W;
}
}
class ShaderHeader
{
public int SphType { get; }
public int Version { get; }
public ShaderStage Stage { get; }
public bool MrtEnable { get; }
public bool KillsPixels { get; }
public bool DoesGlobalStore { get; }
public int SassVersion { get; }
public bool GpPassthrough { get; }
public bool DoesLoadOrStore { get; }
public bool DoesFp64 { get; }
public int StreamOutMask { get; }
public int ShaderLocalMemoryLowSize { get; }
public int PerPatchAttributeCount { get; }
public int ShaderLocalMemoryHighSize { get; }
public int ThreadsPerInputPrimitive { get; }
public int ShaderLocalMemoryCrsSize { get; }
public OutputTopology OutputTopology { get; }
public int MaxOutputVertexCount { get; }
public int StoreReqStart { get; }
public int StoreReqEnd { get; }
public ImapPixelType[] ImapTypes { get; }
public int OmapTargets { get; }
public bool OmapSampleMask { get; }
public bool OmapDepth { get; }
public ShaderHeader(IGpuAccessor gpuAccessor, ulong address)
{
ReadOnlySpan<int> header = MemoryMarshal.Cast<ulong, int>(gpuAccessor.GetCode(address, 0x50));
int commonWord0 = header[0];
int commonWord1 = header[1];
int commonWord2 = header[2];
int commonWord3 = header[3];
int commonWord4 = header[4];
SphType = commonWord0.Extract(0, 5);
Version = commonWord0.Extract(5, 5);
Stage = (ShaderStage)commonWord0.Extract(10, 4);
// Invalid.
if (Stage == ShaderStage.Compute)
{
Stage = ShaderStage.Vertex;
}
MrtEnable = commonWord0.Extract(14);
KillsPixels = commonWord0.Extract(15);
DoesGlobalStore = commonWord0.Extract(16);
SassVersion = commonWord0.Extract(17, 4);
GpPassthrough = commonWord0.Extract(24);
DoesLoadOrStore = commonWord0.Extract(26);
DoesFp64 = commonWord0.Extract(27);
StreamOutMask = commonWord0.Extract(28, 4);
ShaderLocalMemoryLowSize = commonWord1.Extract(0, 24);
PerPatchAttributeCount = commonWord1.Extract(24, 8);
ShaderLocalMemoryHighSize = commonWord2.Extract(0, 24);
ThreadsPerInputPrimitive = commonWord2.Extract(24, 8);
ShaderLocalMemoryCrsSize = commonWord3.Extract(0, 24);
OutputTopology = (OutputTopology)commonWord3.Extract(24, 4);
MaxOutputVertexCount = commonWord4.Extract(0, 12);
StoreReqStart = commonWord4.Extract(12, 8);
StoreReqEnd = commonWord4.Extract(24, 8);
ImapTypes = new ImapPixelType[32];
for (int i = 0; i < 32; i++)
{
byte imap = (byte)(header[6 + (i >> 2)] >> ((i & 3) * 8));
ImapTypes[i] = new ImapPixelType(
(PixelImap)((imap >> 0) & 3),
(PixelImap)((imap >> 2) & 3),
(PixelImap)((imap >> 4) & 3),
(PixelImap)((imap >> 6) & 3));
}
int type2OmapTarget = header[18];
int type2Omap = header[19];
OmapTargets = type2OmapTarget;
OmapSampleMask = type2Omap.Extract(0);
OmapDepth = type2Omap.Extract(1);
}
}
}