Ryujinx/src/Ryujinx.Graphics.Shader/IGpuAccessor.cs

489 lines
17 KiB
C#

using Ryujinx.Graphics.Shader.CodeGen;
using System;
namespace Ryujinx.Graphics.Shader
{
/// <summary>
/// GPU state access interface.
/// </summary>
public interface IGpuAccessor : ILogger
{
/// <summary>
/// Reads data from the constant buffer 1.
/// </summary>
/// <param name="offset">Offset in bytes to read from</param>
/// <returns>Value at the given offset</returns>
uint ConstantBuffer1Read(int offset)
{
return 0;
}
/// <summary>
/// Gets a span of the specified memory location, containing shader code.
/// </summary>
/// <param name="address">GPU virtual address of the data</param>
/// <param name="minimumSize">Minimum size that the returned span may have</param>
/// <returns>Span of the memory location</returns>
ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
/// <summary>
/// Queries the binding number of a constant buffer.
/// </summary>
/// <param name="index">Constant buffer index</param>
/// <returns>Binding number</returns>
int CreateConstantBufferBinding(int index);
/// <summary>
/// Queries the binding number of an image.
/// </summary>
/// <param name="count">For array of images, the number of elements of the array, otherwise it should be 1</param>
/// <param name="isBuffer">Indicates if the image is a buffer image</param>
/// <returns>Binding number</returns>
int CreateImageBinding(int count, bool isBuffer);
/// <summary>
/// Queries the binding number of a storage buffer.
/// </summary>
/// <param name="index">Storage buffer index</param>
/// <returns>Binding number</returns>
int CreateStorageBufferBinding(int index);
/// <summary>
/// Queries the binding number of a texture.
/// </summary>
/// <param name="count">For array of textures, the number of elements of the array, otherwise it should be 1</param>
/// <param name="isBuffer">Indicates if the texture is a buffer texture</param>
/// <returns>Binding number</returns>
int CreateTextureBinding(int count, bool isBuffer);
/// <summary>
/// Queries Local Size X for compute shaders.
/// </summary>
/// <returns>Local Size X</returns>
int QueryComputeLocalSizeX()
{
return 1;
}
/// <summary>
/// Queries Local Size Y for compute shaders.
/// </summary>
/// <returns>Local Size Y</returns>
int QueryComputeLocalSizeY()
{
return 1;
}
/// <summary>
/// Queries Local Size Z for compute shaders.
/// </summary>
/// <returns>Local Size Z</returns>
int QueryComputeLocalSizeZ()
{
return 1;
}
/// <summary>
/// Queries Local Memory size in bytes for compute shaders.
/// </summary>
/// <returns>Local Memory size in bytes</returns>
int QueryComputeLocalMemorySize()
{
return 0x1000;
}
/// <summary>
/// Queries Shared Memory size in bytes for compute shaders.
/// </summary>
/// <returns>Shared Memory size in bytes</returns>
int QueryComputeSharedMemorySize()
{
return 0xc000;
}
/// <summary>
/// Queries Constant Buffer usage information.
/// </summary>
/// <returns>A mask where each bit set indicates a bound constant buffer</returns>
uint QueryConstantBufferUse()
{
return 0;
}
/// <summary>
/// Queries specialized GPU graphics state that the shader depends on.
/// </summary>
/// <returns>GPU graphics state</returns>
GpuGraphicsState QueryGraphicsState()
{
return new GpuGraphicsState(
false,
InputTopology.Points,
false,
TessPatchType.Triangles,
TessSpacing.EqualSpacing,
false,
false,
false,
false,
false,
1f,
AlphaTestOp.Always,
0f,
default,
true,
default,
false,
false,
false);
}
/// <summary>
/// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0.
/// </summary>
/// <returns>True if the shader translator can assume that the constant buffer contains the base IDs, false otherwise</returns>
bool QueryHasConstantBufferDrawParameters()
{
return false;
}
/// <summary>
/// Queries whenever the current draw uses unaligned storage buffer addresses.
/// </summary>
/// <returns>True if any storage buffer address is not aligned to 16 bytes, false otherwise</returns>
bool QueryHasUnalignedStorageBuffer()
{
return false;
}
/// <summary>
/// Queries host's gather operation precision bits for biasing their coordinates. Zero means no bias.
/// </summary>
/// <returns>Bits of gather operation precision to use for coordinate bias</returns>
int QueryHostGatherBiasPrecision()
{
return 0;
}
/// <summary>
/// Queries host about whether to reduce precision to improve performance.
/// </summary>
/// <returns>True if precision is limited to vertex position, false otherwise</returns>
bool QueryHostReducedPrecision()
{
return false;
}
/// <summary>
/// Queries host about the presence of the FrontFacing built-in variable bug.
/// </summary>
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
bool QueryHostHasFrontFacingBug()
{
return false;
}
/// <summary>
/// Queries host about the presence of the vector indexing bug.
/// </summary>
/// <returns>True if the bug is present on the host device used, false otherwise</returns>
bool QueryHostHasVectorIndexingBug()
{
return false;
}
/// <summary>
/// Queries host storage buffer alignment required.
/// </summary>
/// <returns>Host storage buffer alignment in bytes</returns>
int QueryHostStorageBufferOffsetAlignment()
{
return 16;
}
/// <summary>
/// Queries host shader subgroup size.
/// </summary>
/// <returns>Host shader subgroup size in invocations</returns>
int QueryHostSubgroupSize()
{
return 32;
}
/// <summary>
/// Queries host support for texture formats with BGRA component order (such as BGRA8).
/// </summary>
/// <returns>True if BGRA formats are supported, false otherwise</returns>
bool QueryHostSupportsBgraFormat()
{
return true;
}
/// <summary>
/// Queries host support for fragment shader ordering critical sections on the shader code.
/// </summary>
/// <returns>True if fragment shader interlock is supported, false otherwise</returns>
bool QueryHostSupportsFragmentShaderInterlock()
{
return true;
}
/// <summary>
/// Queries host support for fragment shader ordering scoped critical sections on the shader code.
/// </summary>
/// <returns>True if fragment shader ordering is supported, false otherwise</returns>
bool QueryHostSupportsFragmentShaderOrderingIntel()
{
return false;
}
/// <summary>
/// Queries host GPU geometry shader support.
/// </summary>
/// <returns>True if the GPU and driver supports geometry shaders, false otherwise</returns>
bool QueryHostSupportsGeometryShader()
{
return true;
}
/// <summary>
/// Queries host GPU geometry shader passthrough support.
/// </summary>
/// <returns>True if the GPU and driver supports geometry shader passthrough, false otherwise</returns>
bool QueryHostSupportsGeometryShaderPassthrough()
{
return true;
}
/// <summary>
/// Queries host support for readable images without a explicit format declaration on the shader.
/// </summary>
/// <returns>True if formatted image load is supported, false otherwise</returns>
bool QueryHostSupportsImageLoadFormatted()
{
return true;
}
/// <summary>
/// Queries host support for writes to the layer from vertex or tessellation shader stages.
/// </summary>
/// <returns>True if writes to the layer from vertex or tessellation are supported, false otherwise</returns>
bool QueryHostSupportsLayerVertexTessellation()
{
return true;
}
/// <summary>
/// Queries host GPU non-constant texture offset support.
/// </summary>
/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
bool QueryHostSupportsNonConstantTextureOffset()
{
return true;
}
/// <summary>
/// Queries host support scaled vertex formats, where a integer value is converted to floating-point.
/// </summary>
/// <returns>True if the host support scaled vertex formats, false otherwise</returns>
bool QueryHostSupportsScaledVertexFormats()
{
return true;
}
/// <summary>
/// Queries host API support for separate textures and samplers.
/// </summary>
/// <returns>True if the API supports samplers and textures to be combined on the shader, false otherwise</returns>
bool QueryHostSupportsSeparateSampler()
{
return true;
}
/// <summary>
/// Queries host GPU shader ballot support.
/// </summary>
/// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns>
bool QueryHostSupportsShaderBallot()
{
return true;
}
/// <summary>
/// Queries host GPU shader support for barrier instructions on divergent control flow paths.
/// </summary>
/// <returns>True if the GPU supports barriers on divergent control flow paths, false otherwise</returns>
bool QueryHostSupportsShaderBarrierDivergence()
{
return true;
}
/// <summary>
/// Queries host GPU support for 64-bit floating point (double precision) operations on the shader.
/// </summary>
/// <returns>True if the GPU and driver supports double operations, false otherwise</returns>
bool QueryHostSupportsShaderFloat64()
{
return true;
}
/// <summary>
/// Queries host GPU support for signed normalized buffer texture formats.
/// </summary>
/// <returns>True if the GPU and driver supports the formats, false otherwise</returns>
bool QueryHostSupportsSnormBufferTextureFormat()
{
return true;
}
/// <summary>
/// Queries host GPU texture gather with multiple offsets support.
/// </summary>
/// <returns>True if the GPU and driver supports texture gather offsets, false otherwise</returns>
bool QueryHostSupportsTextureGatherOffsets()
{
return true;
}
/// <summary>
/// Queries host GPU texture shadow LOD support.
/// </summary>
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
bool QueryHostSupportsTextureShadowLod()
{
return true;
}
/// <summary>
/// Queries host GPU transform feedback support.
/// </summary>
/// <returns>True if the GPU and driver supports transform feedback, false otherwise</returns>
bool QueryHostSupportsTransformFeedback()
{
return true;
}
/// <summary>
/// Queries host support for writes to the viewport index from vertex or tessellation shader stages.
/// </summary>
/// <returns>True if writes to the viewport index from vertex or tessellation are supported, false otherwise</returns>
bool QueryHostSupportsViewportIndexVertexTessellation()
{
return true;
}
/// <summary>
/// Queries host GPU shader viewport mask output support.
/// </summary>
/// <returns>True if the GPU and driver supports shader viewport mask output, false otherwise</returns>
bool QueryHostSupportsViewportMask()
{
return true;
}
/// <summary>
/// Queries whether the host supports depth clip control.
/// </summary>
/// <returns>True if the GPU and driver supports depth clip control, false otherwise</returns>
bool QueryHostSupportsDepthClipControl()
{
return true;
}
/// <summary>
/// Gets the maximum number of samplers that the bound texture pool may have.
/// </summary>
/// <returns>Maximum amount of samplers that the pool may have</returns>
int QuerySamplerArrayLengthFromPool();
/// <summary>
/// Queries sampler type information.
/// </summary>
/// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>The sampler type value for the given handle</returns>
SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
{
return SamplerType.Texture2D;
}
/// <summary>
/// Gets the size in bytes of a bound constant buffer for the current shader stage.
/// </summary>
/// <param name="slot">The number of the constant buffer to get the size from</param>
/// <returns>Size in bytes</returns>
int QueryTextureArrayLengthFromBuffer(int slot);
/// <summary>
/// Gets the maximum number of textures that the bound texture pool may have.
/// </summary>
/// <returns>Maximum amount of textures that the pool may have</returns>
int QueryTextureArrayLengthFromPool();
/// <summary>
/// Queries texture coordinate normalization information.
/// </summary>
/// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>True if the coordinates are normalized, false otherwise</returns>
bool QueryTextureCoordNormalized(int handle, int cbufSlot = -1)
{
return true;
}
/// <summary>
/// Queries texture format information, for shaders using image load or store.
/// </summary>
/// <remarks>
/// This only returns non-compressed color formats.
/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
/// </remarks>
/// <param name="handle">Texture handle</param>
/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
/// <returns>Color format of the non-compressed texture</returns>
TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
{
return TextureFormat.R8G8B8A8Unorm;
}
/// <summary>
/// Queries transform feedback enable state.
/// </summary>
/// <returns>True if the shader uses transform feedback, false otherwise</returns>
bool QueryTransformFeedbackEnabled()
{
return false;
}
/// <summary>
/// Queries the varying locations that should be written to the transform feedback buffer.
/// </summary>
/// <param name="bufferIndex">Index of the transform feedback buffer</param>
/// <returns>Varying locations for the specified buffer</returns>
ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
{
return ReadOnlySpan<byte>.Empty;
}
/// <summary>
/// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
/// </summary>
/// <param name="bufferIndex">Index of the transform feedback buffer</param>
/// <returns>Stride for the specified buffer</returns>
int QueryTransformFeedbackStride(int bufferIndex)
{
return 0;
}
/// <summary>
/// Registers a texture used by the shader.
/// </summary>
/// <param name="handle">Texture handle word offset</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
void RegisterTexture(int handle, int cbufSlot)
{
// Only useful when recording information for a disk shader cache.
}
}
}