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https://github.com/Ryujinx/Ryujinx.git
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a7109c767b
* Rewrite shader decoding stage * Fix P2R constant buffer encoding * Fix PSET/PSETP * PR feedback * Log unimplemented shader instructions * Implement NOP * Remove using * PR feedback
163 lines
5.9 KiB
C#
163 lines
5.9 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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class CachedGpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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{
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private readonly ReadOnlyMemory<byte> _data;
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private readonly ReadOnlyMemory<byte> _cb1Data;
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private readonly GuestGpuAccessorHeader _header;
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private readonly Dictionary<int, GuestTextureDescriptor> _textureDescriptors;
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/// <summary>
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/// Creates a new instance of the cached GPU state accessor for shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="data">The data of the shader</param>
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/// <param name="cb1Data">The constant buffer 1 data of the shader</param>
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/// <param name="header">The cache of the GPU accessor</param>
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/// <param name="guestTextureDescriptors">The cache of the texture descriptors</param>
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public CachedGpuAccessor(
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GpuContext context,
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ReadOnlyMemory<byte> data,
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ReadOnlyMemory<byte> cb1Data,
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GuestGpuAccessorHeader header,
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IReadOnlyDictionary<int, GuestTextureDescriptor> guestTextureDescriptors) : base(context)
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{
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_data = data;
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_cb1Data = cb1Data;
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_header = header;
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_textureDescriptors = new Dictionary<int, GuestTextureDescriptor>();
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foreach (KeyValuePair<int, GuestTextureDescriptor> guestTextureDescriptor in guestTextureDescriptors)
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{
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_textureDescriptors.Add(guestTextureDescriptor.Key, guestTextureDescriptor.Value);
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}
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}
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/// <summary>
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/// Reads data from the constant buffer 1.
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/// </summary>
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/// <param name="offset">Offset in bytes to read from</param>
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/// <returns>Value at the given offset</returns>
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public uint ConstantBuffer1Read(int offset)
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{
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return MemoryMarshal.Cast<byte, uint>(_cb1Data.Span.Slice(offset))[0];
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}
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/// <summary>
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/// Prints a log message.
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/// </summary>
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/// <param name="message">Message to print</param>
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public void Log(string message)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
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}
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/// <summary>
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/// Gets a span of the specified memory location, containing shader code.
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/// </summary>
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/// <param name="address">GPU virtual address of the data</param>
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/// <param name="minimumSize">Minimum size that the returned span may have</param>
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/// <returns>Span of the memory location</returns>
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public override ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
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{
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return MemoryMarshal.Cast<byte, ulong>(_data.Span.Slice((int)address));
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}
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/// <summary>
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/// Checks if a given memory address is mapped.
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/// </summary>
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/// <param name="address">GPU virtual address to be checked</param>
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/// <returns>True if the address is mapped, false otherwise</returns>
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public bool MemoryMapped(ulong address)
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{
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return address < (ulong)_data.Length;
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}
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/// <summary>
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/// Queries Local Size X for compute shaders.
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/// </summary>
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/// <returns>Local Size X</returns>
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public int QueryComputeLocalSizeX()
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{
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return _header.ComputeLocalSizeX;
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}
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/// <summary>
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/// Queries Local Size Y for compute shaders.
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/// </summary>
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/// <returns>Local Size Y</returns>
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public int QueryComputeLocalSizeY()
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{
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return _header.ComputeLocalSizeY;
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}
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/// <summary>
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/// Queries Local Size Z for compute shaders.
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/// </summary>
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/// <returns>Local Size Z</returns>
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public int QueryComputeLocalSizeZ()
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{
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return _header.ComputeLocalSizeZ;
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}
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/// <summary>
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/// Queries Local Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Local Memory size in bytes</returns>
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public int QueryComputeLocalMemorySize()
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{
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return _header.ComputeLocalMemorySize;
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}
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/// <summary>
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/// Queries Shared Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Shared Memory size in bytes</returns>
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public int QueryComputeSharedMemorySize()
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{
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return _header.ComputeSharedMemorySize;
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}
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/// <summary>
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/// Queries current primitive topology for geometry shaders.
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/// </summary>
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/// <returns>Current primitive topology</returns>
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public InputTopology QueryPrimitiveTopology()
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{
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return _header.PrimitiveTopology;
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Texture descriptor</returns>
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public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
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{
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if (!_textureDescriptors.TryGetValue(handle, out GuestTextureDescriptor textureDescriptor))
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{
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throw new ArgumentException();
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}
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return textureDescriptor;
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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public bool QueryEarlyZForce()
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{
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return (_header.StateFlags & GuestGpuStateFlags.EarlyZForce) != 0;
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}
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}
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}
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