R/Ryujinx.Graphics.Gpu/Image/TextureDescriptor.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

252 lines
8.3 KiB
C#

using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Maxwell texture descriptor, as stored on the GPU texture pool memory region.
/// </summary>
struct TextureDescriptor
{
#pragma warning disable CS0649
public uint Word0;
public uint Word1;
public uint Word2;
public uint Word3;
public uint Word4;
public uint Word5;
public uint Word6;
public uint Word7;
#pragma warning restore CS0649
/// <summary>
/// Unpacks Maxwell texture format integer.
/// </summary>
/// <returns>The texture format integer</returns>
public uint UnpackFormat()
{
return Word0 & 0x8007ffff;
}
/// <summary>
/// Unpacks the swizzle component for the texture red color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleR()
{
return(TextureComponent)((Word0 >> 19) & 7);
}
/// <summary>
/// Unpacks the swizzle component for the texture green color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleG()
{
return(TextureComponent)((Word0 >> 22) & 7);
}
/// <summary>
/// Unpacks the swizzle component for the texture blue color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleB()
{
return(TextureComponent)((Word0 >> 25) & 7);
}
/// <summary>
/// Unpacks the swizzle component for the texture alpha color channel.
/// </summary>
/// <returns>The swizzle component</returns>
public TextureComponent UnpackSwizzleA()
{
return(TextureComponent)((Word0 >> 28) & 7);
}
/// <summary>
/// Unpacks the 40-bits texture GPU virtual address.
/// </summary>
/// <returns>The GPU virtual address</returns>
public ulong UnpackAddress()
{
return Word1 | ((ulong)(Word2 & 0xffff) << 32);
}
/// <summary>
/// Unpacks texture descriptor type for this texture descriptor.
/// This defines the texture layout, among other things.
/// </summary>
/// <returns>The texture descriptor type</returns>
public TextureDescriptorType UnpackTextureDescriptorType()
{
return (TextureDescriptorType)((Word2 >> 21) & 7);
}
/// <summary>
/// Unpacks the texture stride (bytes per line) for linear textures only.
/// Always 32-bytes aligned.
/// </summary>
/// <returns>The linear texture stride</returns>
public int UnpackStride()
{
return (int)(Word3 & 0xffff) << 5;
}
/// <summary>
/// Unpacks the GOB block size in X (width) for block linear textures.
/// Must be always 1, ignored by the GPU.
/// </summary>
/// <returns>THe GOB block X size</returns>
public int UnpackGobBlocksInX()
{
return 1 << (int)(Word3 & 7);
}
/// <summary>
/// Unpacks the GOB block size in Y (height) for block linear textures.
/// Must be always a power of 2, with a maximum value of 32.
/// </summary>
/// <returns>THe GOB block Y size</returns>
public int UnpackGobBlocksInY()
{
return 1 << (int)((Word3 >> 3) & 7);
}
/// <summary>
/// Unpacks the GOB block size in Z (depth) for block linear textures.
/// Must be always a power of 2, with a maximum value of 32.
/// Must be 1 for any texture target other than 3D textures.
/// </summary>
/// <returns>The GOB block Z size</returns>
public int UnpackGobBlocksInZ()
{
return 1 << (int)((Word3 >> 6) & 7);
}
/// <summary>
/// Number of GOB blocks per tile in the X direction.
/// This is only used for sparse textures, should be 1 otherwise.
/// </summary>
/// <returns>The number of GOB blocks per tile</returns>
public int UnpackGobBlocksInTileX()
{
return 1 << (int)((Word3 >> 10) & 7);
}
/// <summary>
/// Unpacks the number of mipmap levels of the texture.
/// </summary>
/// <returns>The number of mipmap levels</returns>
public int UnpackLevels()
{
return (int)(Word3 >> 28) + 1;
}
/// <summary>
/// Unpack the base level texture width size.
/// </summary>
/// <returns>The texture width</returns>
public int UnpackWidth()
{
return (int)(Word4 & 0xffff) + 1;
}
/// <summary>
/// Unpacks the texture sRGB format flag.
/// </summary>
/// <returns>True if the texture is sRGB, false otherwise</returns>
public bool UnpackSrgb()
{
return (Word4 & (1 << 22)) != 0;
}
/// <summary>
/// Unpacks the texture target.
/// </summary>
/// <returns>The texture target</returns>
public TextureTarget UnpackTextureTarget()
{
return (TextureTarget)((Word4 >> 23) & 0xf);
}
/// <summary>
/// Unpack the base level texture height size, or array layers for 1D array textures.
/// Should be ignored for 1D or buffer textures.
/// </summary>
/// <returns>The texture height or layers count</returns>
public int UnpackHeight()
{
return (int)(Word5 & 0xffff) + 1;
}
/// <summary>
/// Unpack the base level texture depth size, number of array layers or cubemap faces.
/// The meaning of this value depends on the texture target.
/// </summary>
/// <returns>The texture depth, layer or faces count</returns>
public int UnpackDepth()
{
return (int)((Word5 >> 16) & 0x3fff) + 1;
}
/// <summary>
/// Unpacks the texture coordinates normalized flag.
/// When this is true, texture coordinates are expected to be in the [0, 1] range on the shader.
/// When this is false, texture coordinates are expected to be in the [0, W], [0, H] and [0, D] range.
/// It must be set to false (by the guest driver) for rectangle textures.
/// </summary>
/// <returns>The texture coordinates normalized flag</returns>
public bool UnpackTextureCoordNormalized()
{
return (Word5 & (1 << 31)) != 0;
}
/// <summary>
/// Unpacks the base mipmap level of the texture.
/// </summary>
/// <returns>The base mipmap level of the texture</returns>
public int UnpackBaseLevel()
{
return (int)(Word7 & 0xf);
}
/// <summary>
/// Unpacks the maximum mipmap level (inclusive) of the texture.
/// Usually equal to Levels minus 1.
/// </summary>
/// <returns>The maximum mipmap level (inclusive) of the texture</returns>
public int UnpackMaxLevelInclusive()
{
return (int)((Word7 >> 4) & 0xf);
}
/// <summary>
/// Unpacks the multisampled texture samples count in each direction.
/// Must be ignored for non-multisample textures.
/// </summary>
/// <returns>The multisample counts enum</returns>
public TextureMsaaMode UnpackTextureMsaaMode()
{
return (TextureMsaaMode)((Word7 >> 8) & 0xf);
}
/// <summary>
/// Create the equivalent of this TextureDescriptor for the shader cache.
/// </summary>
/// <returns>The equivalent of this TextureDescriptor for the shader cache.</returns>
public GuestTextureDescriptor ToCache()
{
GuestTextureDescriptor result = new GuestTextureDescriptor
{
Handle = uint.MaxValue,
Descriptor = this
};
// Clear the virtual address
result.Descriptor.Word0 = 0;
result.Descriptor.Word2 &= 0xFFFF0000;
return result;
}
}
}