Ryujinx/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs

231 lines
8.5 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Represents a GPU state and memory accessor.
/// </summary>
class GpuAccessor : GpuAccessorBase, IGpuAccessor
{
private readonly GpuChannel _channel;
private readonly GpuAccessorState _state;
private readonly int _stageIndex;
private readonly bool _compute;
private readonly bool _isVulkan;
/// <summary>
/// Creates a new instance of the GPU state accessor for graphics shader translation.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex)
{
_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
_channel = channel;
_state = state;
_stageIndex = stageIndex;
if (stageIndex == (int)ShaderStage.Geometry - 1)
{
// Only geometry shaders require the primitive topology.
_state.SpecializationState.RecordPrimitiveTopology();
}
}
/// <summary>
/// Creates a new instance of the GPU state accessor for compute shader translation.
/// </summary>
/// <param name="context">GPU context</param>
/// <param name="channel">GPU channel</param>
/// <param name="state">Current GPU state</param>
public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0)
{
_channel = channel;
_state = state;
_compute = true;
}
/// <inheritdoc/>
public uint ConstantBuffer1Read(int offset)
{
ulong baseAddress = _compute
? _channel.BufferManager.GetComputeUniformBufferAddress(1)
: _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);
return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
}
/// <inheritdoc/>
public void Log(string message)
{
Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
}
/// <inheritdoc/>
public ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize)
{
int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff));
return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
}
/// <inheritdoc/>
public int QueryComputeLocalSizeX() => _state.ComputeState.LocalSizeX;
/// <inheritdoc/>
public int QueryComputeLocalSizeY() => _state.ComputeState.LocalSizeY;
/// <inheritdoc/>
public int QueryComputeLocalSizeZ() => _state.ComputeState.LocalSizeZ;
/// <inheritdoc/>
public int QueryComputeLocalMemorySize() => _state.ComputeState.LocalMemorySize;
/// <inheritdoc/>
public int QueryComputeSharedMemorySize() => _state.ComputeState.SharedMemorySize;
/// <inheritdoc/>
public uint QueryConstantBufferUse()
{
uint useMask = _compute
? _channel.BufferManager.GetComputeUniformBufferUseMask()
: _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
_state.SpecializationState?.RecordConstantBufferUse(_stageIndex, useMask);
return useMask;
}
/// <inheritdoc/>
public GpuGraphicsState QueryGraphicsState()
{
return _state.GraphicsState.CreateShaderGraphicsState(!_isVulkan, _isVulkan || _state.GraphicsState.YNegateEnabled);
}
/// <inheritdoc/>
public bool QueryHasConstantBufferDrawParameters()
{
return _state.GraphicsState.HasConstantBufferDrawParameters;
}
/// <inheritdoc/>
public bool QueryHasUnalignedStorageBuffer()
{
return _state.GraphicsState.HasUnalignedStorageBuffer || _state.ComputeState.HasUnalignedStorageBuffer;
}
/// <inheritdoc/>
public int QuerySamplerArrayLengthFromPool()
{
int length = _state.SamplerPoolMaximumId + 1;
_state.SpecializationState?.RegisterTextureArrayLengthFromPool(isSampler: true, length);
return length;
}
/// <inheritdoc/>
public SamplerType QuerySamplerType(int handle, int cbufSlot)
{
_state.SpecializationState?.RecordTextureSamplerType(_stageIndex, handle, cbufSlot);
return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
}
/// <inheritdoc/>
public int QueryTextureArrayLengthFromBuffer(int slot)
{
int size = _compute
? _channel.BufferManager.GetComputeUniformBufferSize(slot)
: _channel.BufferManager.GetGraphicsUniformBufferSize(_stageIndex, slot);
int arrayLength = size / Constants.TextureHandleSizeInBytes;
_state.SpecializationState?.RegisterTextureArrayLengthFromBuffer(_stageIndex, 0, slot, arrayLength);
return arrayLength;
}
/// <inheritdoc/>
public int QueryTextureArrayLengthFromPool()
{
int length = _state.PoolState.TexturePoolMaximumId + 1;
_state.SpecializationState?.RegisterTextureArrayLengthFromPool(isSampler: false, length);
return length;
}
//// <inheritdoc/>
public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
{
_state.SpecializationState?.RecordTextureFormat(_stageIndex, handle, cbufSlot);
var descriptor = GetTextureDescriptor(handle, cbufSlot);
return ConvertToTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb());
}
/// <inheritdoc/>
public bool QueryTextureCoordNormalized(int handle, int cbufSlot)
{
_state.SpecializationState?.RecordTextureCoordNormalized(_stageIndex, handle, cbufSlot);
return GetTextureDescriptor(handle, cbufSlot).UnpackTextureCoordNormalized();
}
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>
/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>Texture descriptor</returns>
private Image.TextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
{
if (_compute)
{
return _channel.TextureManager.GetComputeTextureDescriptor(
_state.PoolState.TexturePoolGpuVa,
_state.PoolState.TextureBufferIndex,
_state.PoolState.TexturePoolMaximumId,
handle,
cbufSlot);
}
else
{
return _channel.TextureManager.GetGraphicsTextureDescriptor(
_state.PoolState.TexturePoolGpuVa,
_state.PoolState.TextureBufferIndex,
_state.PoolState.TexturePoolMaximumId,
_stageIndex,
handle,
cbufSlot);
}
}
/// <inheritdoc/>
public bool QueryTransformFeedbackEnabled()
{
return _state.TransformFeedbackDescriptors != null;
}
/// <inheritdoc/>
public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
{
return _state.TransformFeedbackDescriptors[bufferIndex].AsSpan();
}
/// <inheritdoc/>
public int QueryTransformFeedbackStride(int bufferIndex)
{
return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
}
/// <inheritdoc/>
public void RegisterTexture(int handle, int cbufSlot)
{
_state.SpecializationState?.RegisterTexture(_stageIndex, handle, cbufSlot, GetTextureDescriptor(handle, cbufSlot));
}
}
}