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https://github.com/Ryujinx/Ryujinx.git
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0129250c2e
* Pass CbufSlot when getting info from the texture descriptor Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex. Specifically fixes a random chance of full screen colour flickering in Super Mario Party. * Apply suggestions from code review Oops Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
130 lines
4.3 KiB
C#
130 lines
4.3 KiB
C#
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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class ShaderConfig
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{
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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public OutputTopology OutputTopology { get; }
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public int MaxOutputVertices { get; }
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public int LocalMemorySize { get; }
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public ImapPixelType[] ImapTypes { get; }
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public OmapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public IGpuAccessor GpuAccessor { get; }
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public TranslationFlags Flags { get; }
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public TranslationCounts Counts { get; }
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public int Size { get; private set; }
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public byte ClipDistancesWritten { get; private set; }
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public FeatureFlags UsedFeatures { get; private set; }
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public HashSet<int> TextureHandlesForCache { get; }
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public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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{
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Stage = ShaderStage.Compute;
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GpPassthrough = false;
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OutputTopology = OutputTopology.PointList;
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MaxOutputVertices = 0;
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LocalMemorySize = 0;
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ImapTypes = null;
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OmapTargets = null;
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OmapSampleMask = false;
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OmapDepth = false;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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Size = 0;
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UsedFeatures = FeatureFlags.None;
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Counts = counts;
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TextureHandlesForCache = new HashSet<int>();
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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{
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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Size = 0;
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UsedFeatures = FeatureFlags.None;
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Counts = counts;
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TextureHandlesForCache = new HashSet<int>();
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}
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public int GetDepthRegister()
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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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// The 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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public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (GpuAccessor.QuerySupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (format == TextureFormat.Unknown)
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{
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GpuAccessor.Log($"Unknown format for texture {handle}.");
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format = TextureFormat.R8G8B8A8Unorm;
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}
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return format;
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}
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public void SizeAdd(int size)
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{
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Size += size;
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}
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public void SetClipDistanceWritten(int index)
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{
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ClipDistancesWritten |= (byte)(1 << index);
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}
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public void SetUsedFeature(FeatureFlags flags)
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{
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UsedFeatures |= flags;
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}
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}
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} |