Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor (#2542)

* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor

* Shader cache version bump
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gdkchan 2021-08-11 18:56:59 -03:00 committed by GitHub
parent d44d8f2eb6
commit 3148c0c21c
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4 changed files with 43 additions and 59 deletions

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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary> /// <summary>
/// Represents a GPU state and memory accessor. /// Represents a GPU state and memory accessor.
/// </summary> /// </summary>
class GpuAccessor : TextureDescriptorCapableGpuAccessor class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
{ {
private readonly GpuChannel _channel; private readonly GpuChannel _channel;
private readonly GpuAccessorState _state; private readonly GpuAccessorState _state;

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@ -1,55 +0,0 @@
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Represents a GPU state and memory accessor.
/// </summary>
class GpuAccessorBase
{
private readonly GpuContext _context;
/// <summary>
/// Creates a new instance of the GPU state accessor.
/// </summary>
/// <param name="context">GPU context</param>
public GpuAccessorBase(GpuContext context)
{
_context = context;
}
/// <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>
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
/// <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>
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
/// <summary>
/// Queries host storage buffer alignment required.
/// </summary>
/// <returns>Host storage buffer alignment in bytes</returns>
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
/// <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>
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
/// <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>
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU texture shadow LOD support.
/// </summary>
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
}
}

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@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary> /// <summary>
/// Version of the codegen (to be changed when codegen or guest format change). /// Version of the codegen (to be changed when codegen or guest format change).
/// </summary> /// </summary>
private const ulong ShaderCodeGenVersion = 2540; private const ulong ShaderCodeGenVersion = 2542;
// Progress reporting helpers // Progress reporting helpers
private volatile int _shaderCount; private volatile int _shaderCount;

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@ -4,16 +4,55 @@ using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader namespace Ryujinx.Graphics.Gpu.Shader
{ {
abstract class TextureDescriptorCapableGpuAccessor : GpuAccessorBase, IGpuAccessor abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor
{ {
public TextureDescriptorCapableGpuAccessor(GpuContext context) : base(context) private readonly GpuContext _context;
public TextureDescriptorCapableGpuAccessor(GpuContext context)
{ {
_context = context;
} }
public abstract T MemoryRead<T>(ulong address) where T : unmanaged; public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot); public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
/// <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>
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
/// <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>
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
/// <summary>
/// Queries host storage buffer alignment required.
/// </summary>
/// <returns>Host storage buffer alignment in bytes</returns>
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
/// <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>
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
/// <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>
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
/// <summary>
/// Queries host GPU texture shadow LOD support.
/// </summary>
/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
/// <summary> /// <summary>
/// Queries texture format information, for shaders using image load or store. /// Queries texture format information, for shaders using image load or store.
/// </summary> /// </summary>