mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-05 02:41:23 +00:00
cedd200745
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else * Shader cache version bump * PR feedback * Fix typo
501 lines
17 KiB
C#
501 lines
17 KiB
C#
using System;
|
|
|
|
namespace Ryujinx.Graphics.Shader
|
|
{
|
|
/// <summary>
|
|
/// GPU state access interface.
|
|
/// </summary>
|
|
public interface IGpuAccessor
|
|
{
|
|
/// <summary>
|
|
/// Prints a log message.
|
|
/// </summary>
|
|
/// <param name="message">Message to print</param>
|
|
void Log(string message)
|
|
{
|
|
// No default log output.
|
|
}
|
|
|
|
/// <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 alpha test comparison operator that is being used currently.
|
|
/// If alpha test is disabled, it should be set to <see cref="AlphaTestOp.Always"/>.
|
|
/// </summary>
|
|
/// <returns>Current alpha test comparison</returns>
|
|
AlphaTestOp QueryAlphaTestCompare()
|
|
{
|
|
return AlphaTestOp.Always;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the current alpha test reference value used by the comparison.
|
|
/// </summary>
|
|
/// <returns>Current alpha test reference value</returns>
|
|
float QueryAlphaTestReference()
|
|
{
|
|
return 0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the type of the vertex shader input attribute at the specified <paramref name="location"/>.
|
|
/// </summary>
|
|
/// <param name="location">Location of the input attribute</param>
|
|
/// <returns>Input type</returns>
|
|
AttributeType QueryAttributeType(int location)
|
|
{
|
|
return AttributeType.Float;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries whenever the alpha-to-coverage dithering feature is enabled.
|
|
/// </summary>
|
|
/// <returns>True if the feature is enabled, false otherwise</returns>
|
|
bool QueryAlphaToCoverageDitherEnable()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the binding number of a constant buffer.
|
|
/// </summary>
|
|
/// <param name="index">Constant buffer index</param>
|
|
/// <returns>Binding number</returns>
|
|
int QueryBindingConstantBuffer(int index)
|
|
{
|
|
return index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the binding number of a storage buffer.
|
|
/// </summary>
|
|
/// <param name="index">Storage buffer index</param>
|
|
/// <returns>Binding number</returns>
|
|
int QueryBindingStorageBuffer(int index)
|
|
{
|
|
return index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the binding number of a texture.
|
|
/// </summary>
|
|
/// <param name="index">Texture index</param>
|
|
/// <param name="isBuffer">Indicates if the texture is a buffer texture</param>
|
|
/// <returns>Binding number</returns>
|
|
int QueryBindingTexture(int index, bool isBuffer)
|
|
{
|
|
return index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the binding number of an image.
|
|
/// </summary>
|
|
/// <param name="index">Image index</param>
|
|
/// <param name="isBuffer">Indicates if the image is a buffer image</param>
|
|
/// <returns>Binding number</returns>
|
|
int QueryBindingImage(int index, bool isBuffer)
|
|
{
|
|
return index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries output type for fragment shaders.
|
|
/// </summary>
|
|
/// <param name="location">Location of the framgent output</param>
|
|
/// <returns>Output location</returns>
|
|
AttributeType QueryFragmentOutputType(int location)
|
|
{
|
|
return AttributeType.Float;
|
|
}
|
|
|
|
/// <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 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 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 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 Layer from vertex or tessellation shader stages.
|
|
/// </summary>
|
|
/// <returns>True if writes to 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 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 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 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 shader viewport index output support.
|
|
/// </summary>
|
|
/// <returns>True if the GPU and driver supports shader viewport index output, false otherwise</returns>
|
|
bool QueryHostSupportsViewportIndex()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the point size from the GPU state, used when it is not explicitly set on the shader.
|
|
/// </summary>
|
|
/// <returns>Current point size</returns>
|
|
float QueryPointSize()
|
|
{
|
|
return 1f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the state that indicates if the program point size should be explicitly set on the shader
|
|
/// or read from the GPU state.
|
|
/// </summary>
|
|
/// <returns>True if the shader is expected to set the point size explicitly, false otherwise</returns>
|
|
bool QueryProgramPointSize()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/// <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>
|
|
/// 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 current primitive topology for geometry shaders.
|
|
/// </summary>
|
|
/// <returns>Current primitive topology</returns>
|
|
InputTopology QueryPrimitiveTopology()
|
|
{
|
|
return InputTopology.Points;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the tessellation evaluation shader primitive winding order.
|
|
/// </summary>
|
|
/// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
|
|
bool QueryTessCw()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the tessellation evaluation shader abstract patch type.
|
|
/// </summary>
|
|
/// <returns>Abstract patch type</returns>
|
|
TessPatchType QueryTessPatchType()
|
|
{
|
|
return TessPatchType.Triangles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
|
|
/// </summary>
|
|
/// <returns>Spacing between tessellated vertices of the patch</returns>
|
|
TessSpacing QueryTessSpacing()
|
|
{
|
|
return TessSpacing.EqualSpacing;
|
|
}
|
|
|
|
/// <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 depth mode information from the GPU state.
|
|
/// </summary>
|
|
/// <returns>True if current depth mode is -1 to 1, false if 0 to 1</returns>
|
|
bool QueryTransformDepthMinusOneToOne()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <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>
|
|
/// Queries if host state forces early depth testing.
|
|
/// </summary>
|
|
/// <returns>True if early depth testing is forced</returns>
|
|
bool QueryEarlyZForce()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Queries if host state disables the viewport transform.
|
|
/// </summary>
|
|
/// <returns>True if the viewport transform is disabled</returns>
|
|
bool QueryViewportTransformDisable()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/// <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.
|
|
}
|
|
}
|
|
}
|