R/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs
gdkchan 2e43d01d36
Move gl_Layer from vertex to geometry if GPU does not support it on vertex (#3866)
* Move gl_Layer from vertex to geometry if GPU does not support it on vertex

* Shader cache version bump

* PR feedback
2022-11-18 23:27:54 -03:00

228 lines
10 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// GPU accessor.
/// </summary>
class GpuAccessorBase
{
private readonly GpuContext _context;
private readonly ResourceCounts _resourceCounts;
private readonly int _stageIndex;
/// <summary>
/// Creates a new GPU accessor.
/// </summary>
/// <param name="context">GPU context</param>
public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
{
_context = context;
_resourceCounts = resourceCounts;
_stageIndex = stageIndex;
}
public int QueryBindingConstantBuffer(int index)
{
if (_context.Capabilities.Api == TargetApi.Vulkan)
{
// We need to start counting from 1 since binding 0 is reserved for the support uniform buffer.
return GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer") + 1;
}
else
{
return _resourceCounts.UniformBuffersCount++;
}
}
public int QueryBindingStorageBuffer(int index)
{
if (_context.Capabilities.Api == TargetApi.Vulkan)
{
return GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
}
else
{
return _resourceCounts.StorageBuffersCount++;
}
}
public int QueryBindingTexture(int index, bool isBuffer)
{
if (_context.Capabilities.Api == TargetApi.Vulkan)
{
if (isBuffer)
{
index += (int)_context.Capabilities.MaximumTexturesPerStage;
}
return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
}
else
{
return _resourceCounts.TexturesCount++;
}
}
public int QueryBindingImage(int index, bool isBuffer)
{
if (_context.Capabilities.Api == TargetApi.Vulkan)
{
if (isBuffer)
{
index += (int)_context.Capabilities.MaximumImagesPerStage;
}
return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
}
else
{
return _resourceCounts.ImagesCount++;
}
}
private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
{
if ((uint)index >= maxPerStage)
{
Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}.");
}
return GetStageIndex() * (int)maxPerStage + index;
}
private int GetStageIndex()
{
// This is just a simple remapping to ensure that most frequently used shader stages
// have the lowest binding numbers.
// This is useful because if we need to run on a system with a low limit on the bindings,
// then we can still get most games working as the most common shaders will have low binding numbers.
return _stageIndex switch
{
4 => 1, // Fragment
3 => 2, // Geometry
1 => 3, // Tessellation control
2 => 4, // Tessellation evaluation
_ => 0 // Vertex/Compute
};
}
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat;
public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;
public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
public bool QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough;
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
public bool QueryHostSupportsLayerVertexTessellation() => _context.Capabilities.SupportsLayerVertexTessellation;
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
public bool QueryHostSupportsViewportIndex() => _context.Capabilities.SupportsViewportIndex;
/// <summary>
/// Converts a packed Maxwell texture format to the shader translator texture format.
/// </summary>
/// <param name="format">Packed maxwell format</param>
/// <param name="formatSrgb">Indicates if the format is sRGB</param>
/// <returns>Shader translator texture format</returns>
protected static TextureFormat ConvertToTextureFormat(uint format, bool formatSrgb)
{
if (!FormatTable.TryGetTextureFormat(format, formatSrgb, out FormatInfo formatInfo))
{
return TextureFormat.Unknown;
}
return formatInfo.Format switch
{
Format.R8Unorm => TextureFormat.R8Unorm,
Format.R8Snorm => TextureFormat.R8Snorm,
Format.R8Uint => TextureFormat.R8Uint,
Format.R8Sint => TextureFormat.R8Sint,
Format.R16Float => TextureFormat.R16Float,
Format.R16Unorm => TextureFormat.R16Unorm,
Format.R16Snorm => TextureFormat.R16Snorm,
Format.R16Uint => TextureFormat.R16Uint,
Format.R16Sint => TextureFormat.R16Sint,
Format.R32Float => TextureFormat.R32Float,
Format.R32Uint => TextureFormat.R32Uint,
Format.R32Sint => TextureFormat.R32Sint,
Format.R8G8Unorm => TextureFormat.R8G8Unorm,
Format.R8G8Snorm => TextureFormat.R8G8Snorm,
Format.R8G8Uint => TextureFormat.R8G8Uint,
Format.R8G8Sint => TextureFormat.R8G8Sint,
Format.R16G16Float => TextureFormat.R16G16Float,
Format.R16G16Unorm => TextureFormat.R16G16Unorm,
Format.R16G16Snorm => TextureFormat.R16G16Snorm,
Format.R16G16Uint => TextureFormat.R16G16Uint,
Format.R16G16Sint => TextureFormat.R16G16Sint,
Format.R32G32Float => TextureFormat.R32G32Float,
Format.R32G32Uint => TextureFormat.R32G32Uint,
Format.R32G32Sint => TextureFormat.R32G32Sint,
Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
Format.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm,
Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
Format.R11G11B10Float => TextureFormat.R11G11B10Float,
_ => TextureFormat.Unknown
};
}
/// <summary>
/// Converts the Maxwell primitive topology to the shader translator topology.
/// </summary>
/// <param name="topology">Maxwell primitive topology</param>
/// <param name="tessellationMode">Maxwell tessellation mode</param>
/// <returns>Shader translator topology</returns>
protected static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
{
return topology switch
{
PrimitiveTopology.Points => InputTopology.Points,
PrimitiveTopology.Lines or
PrimitiveTopology.LineLoop or
PrimitiveTopology.LineStrip => InputTopology.Lines,
PrimitiveTopology.LinesAdjacency or
PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
PrimitiveTopology.Triangles or
PrimitiveTopology.TriangleStrip or
PrimitiveTopology.TriangleFan => InputTopology.Triangles,
PrimitiveTopology.TrianglesAdjacency or
PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
? InputTopology.Lines
: InputTopology.Triangles,
_ => InputTopology.Points
};
}
}
}