JinxRyu/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
Mary-nyan c6d05301aa
infra: Migrate to .NET 7 (#3795)
* Update readme to mention .NET 7

* infra: Migrate to .NET 7

.NET 7 is still in preview but this prepare for the release coming up
next month.

* Use Random.Shared in CreateRandom

* Move UInt128Utils.cs to Ryujinx.Common project

* Fix inverted parameters in System.UInt128 constructor

* Fix Visual Studio complains on  Ryujinx.Graphics.Vic

* time: Fix missing alignment enforcement in SystemClockContext

Fixes at least Smash

* time: Fix missing alignment enforcement in SteadyClockContext

Fix games (like recent version of Smash) using time shared memory

* Switch to .NET 7.0.100 release

* Enable Tiered PGO

* Ensure CreateId validity requirements are meet when doing random generation

Also enforce correct packing layout for other Mii structures.

This fix a Mario Kart 8 crashes related to the default Miis.
2022-11-09 20:22:43 +01:00

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36 KiB
C#

using Ryujinx.Common.Memory;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Shader.DiskCache;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader
{
class ShaderSpecializationState
{
private const uint ComsMagic = (byte)'C' | ((byte)'O' << 8) | ((byte)'M' << 16) | ((byte)'S' << 24);
private const uint GfxsMagic = (byte)'G' | ((byte)'F' << 8) | ((byte)'X' << 16) | ((byte)'S' << 24);
private const uint TfbdMagic = (byte)'T' | ((byte)'F' << 8) | ((byte)'B' << 16) | ((byte)'D' << 24);
private const uint TexkMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'K' << 24);
private const uint TexsMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'S' << 24);
private const uint PgpsMagic = (byte)'P' | ((byte)'G' << 8) | ((byte)'P' << 16) | ((byte)'S' << 24);
/// <summary>
/// Flags indicating GPU state that is used by the shader.
/// </summary>
[Flags]
private enum QueriedStateFlags
{
EarlyZForce = 1 << 0,
PrimitiveTopology = 1 << 1,
TessellationMode = 1 << 2,
TransformFeedback = 1 << 3
}
private QueriedStateFlags _queriedState;
private bool _compute;
private byte _constantBufferUsePerStage;
/// <summary>
/// Compute engine state.
/// </summary>
public GpuChannelComputeState ComputeState;
/// <summary>
/// 3D engine state.
/// </summary>
public GpuChannelGraphicsState GraphicsState;
/// <summary>
/// Contant buffers bound at the time the shader was compiled, per stage.
/// </summary>
public Array5<uint> ConstantBufferUse;
/// <summary>
/// Pipeline state captured at the time of shader use.
/// </summary>
public ProgramPipelineState? PipelineState;
/// <summary>
/// Transform feedback buffers active at the time the shader was compiled.
/// </summary>
public TransformFeedbackDescriptor[] TransformFeedbackDescriptors;
/// <summary>
/// Flags indicating texture state that is used by the shader.
/// </summary>
[Flags]
private enum QueriedTextureStateFlags
{
TextureFormat = 1 << 0,
SamplerType = 1 << 1,
CoordNormalized = 1 << 2
}
/// <summary>
/// Reference type wrapping a value.
/// </summary>
private class Box<T>
{
/// <summary>
/// Wrapped value.
/// </summary>
public T Value;
}
/// <summary>
/// State of a texture or image that is accessed by the shader.
/// </summary>
private struct TextureSpecializationState
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// <summary>
/// Flags indicating which state of the texture the shader depends on.
/// </summary>
public QueriedTextureStateFlags QueriedFlags;
/// <summary>
/// Encoded texture format value.
/// </summary>
public uint Format;
/// <summary>
/// True if the texture format is sRGB, false otherwise.
/// </summary>
public bool FormatSrgb;
/// <summary>
/// Texture target.
/// </summary>
public Image.TextureTarget TextureTarget;
/// <summary>
/// Indicates if the coordinates used to sample the texture are normalized or not (0.0..1.0 or 0..Width/Height).
/// </summary>
public bool CoordNormalized;
}
/// <summary>
/// Texture binding information, used to identify each texture accessed by the shader.
/// </summary>
private struct TextureKey : IEquatable<TextureKey>
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// <summary>
/// Shader stage where the texture is used.
/// </summary>
public readonly int StageIndex;
/// <summary>
/// Texture handle offset in words on the texture buffer.
/// </summary>
public readonly int Handle;
/// <summary>
/// Constant buffer slot of the texture buffer (-1 to use the texture buffer index GPU register).
/// </summary>
public readonly int CbufSlot;
/// <summary>
/// Creates a new texture key.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Texture handle offset in words on the texture buffer</param>
/// <param name="cbufSlot">Constant buffer slot of the texture buffer (-1 to use the texture buffer index GPU register)</param>
public TextureKey(int stageIndex, int handle, int cbufSlot)
{
StageIndex = stageIndex;
Handle = handle;
CbufSlot = cbufSlot;
}
public override bool Equals(object obj)
{
return obj is TextureKey textureKey && Equals(textureKey);
}
public bool Equals(TextureKey other)
{
return StageIndex == other.StageIndex && Handle == other.Handle && CbufSlot == other.CbufSlot;
}
public override int GetHashCode()
{
return HashCode.Combine(StageIndex, Handle, CbufSlot);
}
}
private readonly Dictionary<TextureKey, Box<TextureSpecializationState>> _textureSpecialization;
private KeyValuePair<TextureKey, Box<TextureSpecializationState>>[] _allTextures;
private Box<TextureSpecializationState>[][] _textureByBinding;
private Box<TextureSpecializationState>[][] _imageByBinding;
/// <summary>
/// Creates a new instance of the shader specialization state.
/// </summary>
private ShaderSpecializationState()
{
_textureSpecialization = new Dictionary<TextureKey, Box<TextureSpecializationState>>();
}
/// <summary>
/// Creates a new instance of the shader specialization state.
/// </summary>
/// <param name="state">Current compute engine state</param>
public ShaderSpecializationState(ref GpuChannelComputeState state) : this()
{
ComputeState = state;
_compute = true;
}
/// <summary>
/// Creates a new instance of the shader specialization state.
/// </summary>
/// <param name="state">Current 3D engine state</param>
/// <param name="descriptors">Optional transform feedback buffers in use, if any</param>
private ShaderSpecializationState(ref GpuChannelGraphicsState state, TransformFeedbackDescriptor[] descriptors) : this()
{
GraphicsState = state;
_compute = false;
if (descriptors != null)
{
TransformFeedbackDescriptors = descriptors;
_queriedState |= QueriedStateFlags.TransformFeedback;
}
}
/// <summary>
/// Prepare the shader specialization state for quick binding lookups.
/// </summary>
/// <param name="stages">The shader stages</param>
public void Prepare(CachedShaderStage[] stages)
{
_allTextures = _textureSpecialization.ToArray();
_textureByBinding = new Box<TextureSpecializationState>[stages.Length][];
_imageByBinding = new Box<TextureSpecializationState>[stages.Length][];
for (int i = 0; i < stages.Length; i++)
{
CachedShaderStage stage = stages[i];
if (stage?.Info != null)
{
var textures = stage.Info.Textures;
var images = stage.Info.Images;
var texBindings = new Box<TextureSpecializationState>[textures.Count];
var imageBindings = new Box<TextureSpecializationState>[images.Count];
int stageIndex = Math.Max(i - 1, 0); // Don't count VertexA for looking up spec state. No-Op for compute.
for (int j = 0; j < textures.Count; j++)
{
var texture = textures[j];
texBindings[j] = GetTextureSpecState(stageIndex, texture.HandleIndex, texture.CbufSlot);
}
for (int j = 0; j < images.Count; j++)
{
var image = images[j];
imageBindings[j] = GetTextureSpecState(stageIndex, image.HandleIndex, image.CbufSlot);
}
_textureByBinding[i] = texBindings;
_imageByBinding[i] = imageBindings;
}
}
}
/// <summary>
/// Creates a new instance of the shader specialization state.
/// </summary>
/// <param name="state">Current 3D engine state</param>
/// <param name="pipelineState">Current program pipeline state</param>
/// <param name="descriptors">Optional transform feedback buffers in use, if any</param>
public ShaderSpecializationState(
ref GpuChannelGraphicsState state,
ref ProgramPipelineState pipelineState,
TransformFeedbackDescriptor[] descriptors) : this(ref state, descriptors)
{
PipelineState = pipelineState;
}
/// <summary>
/// Creates a new instance of the shader specialization state.
/// </summary>
/// <param name="state">Current 3D engine state</param>
/// <param name="pipelineState">Current program pipeline state</param>
/// <param name="descriptors">Optional transform feedback buffers in use, if any</param>
public ShaderSpecializationState(
ref GpuChannelGraphicsState state,
ProgramPipelineState? pipelineState,
TransformFeedbackDescriptor[] descriptors) : this(ref state, descriptors)
{
PipelineState = pipelineState;
}
/// <summary>
/// Indicates that the shader accesses the early Z force state.
/// </summary>
public void RecordEarlyZForce()
{
_queriedState |= QueriedStateFlags.EarlyZForce;
}
/// <summary>
/// Indicates that the shader accesses the primitive topology state.
/// </summary>
public void RecordPrimitiveTopology()
{
_queriedState |= QueriedStateFlags.PrimitiveTopology;
}
/// <summary>
/// Indicates that the shader accesses the tessellation mode state.
/// </summary>
public void RecordTessellationMode()
{
_queriedState |= QueriedStateFlags.TessellationMode;
}
/// <summary>
/// Indicates that the shader accesses the constant buffer use state.
/// </summary>
/// <param name="stageIndex">Shader stage index</param>
/// <param name="useMask">Mask indicating the constant buffers bound at the time of the shader compilation</param>
public void RecordConstantBufferUse(int stageIndex, uint useMask)
{
ConstantBufferUse[stageIndex] = useMask;
_constantBufferUsePerStage |= (byte)(1 << stageIndex);
}
/// <summary>
/// Indicates that a given texture is accessed by the shader.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
/// <param name="descriptor">Descriptor of the texture</param>
public void RegisterTexture(int stageIndex, int handle, int cbufSlot, Image.TextureDescriptor descriptor)
{
Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
state.Value.Format = descriptor.UnpackFormat();
state.Value.FormatSrgb = descriptor.UnpackSrgb();
state.Value.TextureTarget = descriptor.UnpackTextureTarget();
state.Value.CoordNormalized = descriptor.UnpackTextureCoordNormalized();
}
/// <summary>
/// Indicates that a given texture is accessed by the shader.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
/// <param name="format">Maxwell texture format value</param>
/// <param name="formatSrgb">Whenever the texture format is a sRGB format</param>
/// <param name="target">Texture target type</param>
/// <param name="coordNormalized">Whenever the texture coordinates used on the shader are considered normalized</param>
public void RegisterTexture(
int stageIndex,
int handle,
int cbufSlot,
uint format,
bool formatSrgb,
Image.TextureTarget target,
bool coordNormalized)
{
Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
state.Value.Format = format;
state.Value.FormatSrgb = formatSrgb;
state.Value.TextureTarget = target;
state.Value.CoordNormalized = coordNormalized;
}
/// <summary>
/// Indicates that the format of a given texture was used during the shader translation process.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
public void RecordTextureFormat(int stageIndex, int handle, int cbufSlot)
{
Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
state.Value.QueriedFlags |= QueriedTextureStateFlags.TextureFormat;
}
/// <summary>
/// Indicates that the target of a given texture was used during the shader translation process.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
public void RecordTextureSamplerType(int stageIndex, int handle, int cbufSlot)
{
Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
state.Value.QueriedFlags |= QueriedTextureStateFlags.SamplerType;
}
/// <summary>
/// Indicates that the coordinate normalization state of a given texture was used during the shader translation process.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
public void RecordTextureCoordNormalized(int stageIndex, int handle, int cbufSlot)
{
Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
state.Value.QueriedFlags |= QueriedTextureStateFlags.CoordNormalized;
}
/// <summary>
/// Checks if a given texture was registerd on this specialization state.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
public bool TextureRegistered(int stageIndex, int handle, int cbufSlot)
{
return GetTextureSpecState(stageIndex, handle, cbufSlot) != null;
}
/// <summary>
/// Gets the recorded format of a given texture.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
public (uint, bool) GetFormat(int stageIndex, int handle, int cbufSlot)
{
TextureSpecializationState state = GetTextureSpecState(stageIndex, handle, cbufSlot).Value;
return (state.Format, state.FormatSrgb);
}
/// <summary>
/// Gets the recorded target of a given texture.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
public Image.TextureTarget GetTextureTarget(int stageIndex, int handle, int cbufSlot)
{
return GetTextureSpecState(stageIndex, handle, cbufSlot).Value.TextureTarget;
}
/// <summary>
/// Gets the recorded coordinate normalization state of a given texture.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
public bool GetCoordNormalized(int stageIndex, int handle, int cbufSlot)
{
return GetTextureSpecState(stageIndex, handle, cbufSlot).Value.CoordNormalized;
}
/// <summary>
/// Gets texture specialization state for a given texture, or create a new one if not present.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
/// <returns>Texture specialization state</returns>
private Box<TextureSpecializationState> GetOrCreateTextureSpecState(int stageIndex, int handle, int cbufSlot)
{
TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
if (!_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
{
_textureSpecialization.Add(key, state = new Box<TextureSpecializationState>());
}
return state;
}
/// <summary>
/// Gets texture specialization state for a given texture.
/// </summary>
/// <param name="stageIndex">Shader stage where the texture is used</param>
/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
/// <returns>Texture specialization state</returns>
private Box<TextureSpecializationState> GetTextureSpecState(int stageIndex, int handle, int cbufSlot)
{
TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
if (_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
{
return state;
}
return null;
}
/// <summary>
/// Checks if the recorded state matches the current GPU 3D engine state.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesGraphics(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelGraphicsState graphicsState, bool checkTextures)
{
if (graphicsState.ViewportTransformDisable != GraphicsState.ViewportTransformDisable)
{
return false;
}
bool thisA2cDitherEnable = GraphicsState.AlphaToCoverageEnable && GraphicsState.AlphaToCoverageDitherEnable;
bool otherA2cDitherEnable = graphicsState.AlphaToCoverageEnable && graphicsState.AlphaToCoverageDitherEnable;
if (otherA2cDitherEnable != thisA2cDitherEnable)
{
return false;
}
if (graphicsState.DepthMode != GraphicsState.DepthMode)
{
return false;
}
if (graphicsState.AlphaTestEnable != GraphicsState.AlphaTestEnable)
{
return false;
}
if (graphicsState.AlphaTestEnable &&
(graphicsState.AlphaTestCompare != GraphicsState.AlphaTestCompare ||
graphicsState.AlphaTestReference != GraphicsState.AlphaTestReference))
{
return false;
}
if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan()))
{
return false;
}
return Matches(channel, poolState, checkTextures, isCompute: false);
}
/// <summary>
/// Checks if the recorded state matches the current GPU compute engine state.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures)
{
return Matches(channel, poolState, checkTextures, isCompute: true);
}
/// <summary>
/// Fetch the constant buffers used for a texture to cache.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
/// <param name="cachedStageIndex">The currently cached stage</param>
/// <param name="textureBufferIndex">The new texture buffer index</param>
/// <param name="samplerBufferIndex">The new sampler buffer index</param>
/// <param name="stageIndex">Stage index of the constant buffer</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void UpdateCachedBuffer(
GpuChannel channel,
bool isCompute,
scoped ref int cachedTextureBufferIndex,
scoped ref int cachedSamplerBufferIndex,
scoped ref ReadOnlySpan<int> cachedTextureBuffer,
scoped ref ReadOnlySpan<int> cachedSamplerBuffer,
scoped ref int cachedStageIndex,
int textureBufferIndex,
int samplerBufferIndex,
int stageIndex)
{
bool stageChange = stageIndex != cachedStageIndex;
if (stageChange || textureBufferIndex != cachedTextureBufferIndex)
{
ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, textureBufferIndex);
cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
cachedTextureBufferIndex = textureBufferIndex;
if (samplerBufferIndex == textureBufferIndex)
{
cachedSamplerBuffer = cachedTextureBuffer;
cachedSamplerBufferIndex = samplerBufferIndex;
}
}
if (stageChange || samplerBufferIndex != cachedSamplerBufferIndex)
{
ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, samplerBufferIndex);
cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
cachedSamplerBufferIndex = samplerBufferIndex;
}
cachedStageIndex = stageIndex;
}
/// <summary>
/// Checks if the recorded state matches the current GPU state.
/// </summary>
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
/// <returns>True if the state matches, false otherwise</returns>
private bool Matches(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures, bool isCompute)
{
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
while (constantBufferUsePerStageMask != 0)
{
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
uint useMask = isCompute
? channel.BufferManager.GetComputeUniformBufferUseMask()
: channel.BufferManager.GetGraphicsUniformBufferUseMask(index);
if (ConstantBufferUse[index] != useMask)
{
return false;
}
constantBufferUsePerStageMask &= ~(1 << index);
}
if (checkTextures)
{
TexturePool pool = channel.TextureManager.GetTexturePool(poolState.TexturePoolGpuVa, poolState.TexturePoolMaximumId);
int cachedTextureBufferIndex = -1;
int cachedSamplerBufferIndex = -1;
int cachedStageIndex = -1;
ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
foreach (var kv in _allTextures)
{
TextureKey textureKey = kv.Key;
(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(textureKey.CbufSlot, poolState.TextureBufferIndex);
UpdateCachedBuffer(channel,
isCompute,
ref cachedTextureBufferIndex,
ref cachedSamplerBufferIndex,
ref cachedTextureBuffer,
ref cachedSamplerBuffer,
ref cachedStageIndex,
textureBufferIndex,
samplerBufferIndex,
textureKey.StageIndex);
int packedId = TextureHandle.ReadPackedId(textureKey.Handle, cachedTextureBuffer, cachedSamplerBuffer);
int textureId = TextureHandle.UnpackTextureId(packedId);
if (pool.IsValidId(textureId))
{
ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
if (!MatchesTexture(kv.Value, descriptor))
{
return false;
}
}
}
}
return true;
}
/// <summary>
/// Checks if the recorded texture state matches the given texture descriptor.
/// </summary>
/// <param name="specializationState">Texture specialization state</param>
/// <param name="descriptor">Texture descriptor</param>
/// <returns>True if the state matches, false otherwise</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
{
if (specializationState != null)
{
if (specializationState.Value.QueriedFlags.HasFlag(QueriedTextureStateFlags.CoordNormalized) &&
specializationState.Value.CoordNormalized != descriptor.UnpackTextureCoordNormalized())
{
return false;
}
}
return true;
}
/// <summary>
/// Checks if the recorded texture state for a given texture binding matches a texture descriptor.
/// </summary>
/// <param name="stage">The shader stage</param>
/// <param name="index">The texture index</param>
/// <param name="descriptor">Texture descriptor</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesTexture(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
{
Box<TextureSpecializationState> specializationState = _textureByBinding[(int)stage][index];
return MatchesTexture(specializationState, descriptor);
}
/// <summary>
/// Checks if the recorded texture state for a given image binding matches a texture descriptor.
/// </summary>
/// <param name="stage">The shader stage</param>
/// <param name="index">The texture index</param>
/// <param name="descriptor">Texture descriptor</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesImage(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
{
Box<TextureSpecializationState> specializationState = _imageByBinding[(int)stage][index];
return MatchesTexture(specializationState, descriptor);
}
/// <summary>
/// Reads shader specialization state that has been serialized.
/// </summary>
/// <param name="dataReader">Data reader</param>
/// <returns>Shader specialization state</returns>
public static ShaderSpecializationState Read(ref BinarySerializer dataReader)
{
ShaderSpecializationState specState = new ShaderSpecializationState();
dataReader.Read(ref specState._queriedState);
dataReader.Read(ref specState._compute);
if (specState._compute)
{
dataReader.ReadWithMagicAndSize(ref specState.ComputeState, ComsMagic);
}
else
{
dataReader.ReadWithMagicAndSize(ref specState.GraphicsState, GfxsMagic);
}
dataReader.Read(ref specState._constantBufferUsePerStage);
int constantBufferUsePerStageMask = specState._constantBufferUsePerStage;
while (constantBufferUsePerStageMask != 0)
{
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
dataReader.Read(ref specState.ConstantBufferUse[index]);
constantBufferUsePerStageMask &= ~(1 << index);
}
bool hasPipelineState = false;
dataReader.Read(ref hasPipelineState);
if (hasPipelineState)
{
ProgramPipelineState pipelineState = default;
dataReader.ReadWithMagicAndSize(ref pipelineState, PgpsMagic);
specState.PipelineState = pipelineState;
}
if (specState._queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
{
ushort tfCount = 0;
dataReader.Read(ref tfCount);
specState.TransformFeedbackDescriptors = new TransformFeedbackDescriptor[tfCount];
for (int index = 0; index < tfCount; index++)
{
dataReader.ReadWithMagicAndSize(ref specState.TransformFeedbackDescriptors[index], TfbdMagic);
}
}
ushort count = 0;
dataReader.Read(ref count);
for (int index = 0; index < count; index++)
{
TextureKey textureKey = default;
Box<TextureSpecializationState> textureState = new Box<TextureSpecializationState>();
dataReader.ReadWithMagicAndSize(ref textureKey, TexkMagic);
dataReader.ReadWithMagicAndSize(ref textureState.Value, TexsMagic);
specState._textureSpecialization[textureKey] = textureState;
}
return specState;
}
/// <summary>
/// Serializes the shader specialization state.
/// </summary>
/// <param name="dataWriter">Data writer</param>
public void Write(ref BinarySerializer dataWriter)
{
dataWriter.Write(ref _queriedState);
dataWriter.Write(ref _compute);
if (_compute)
{
dataWriter.WriteWithMagicAndSize(ref ComputeState, ComsMagic);
}
else
{
dataWriter.WriteWithMagicAndSize(ref GraphicsState, GfxsMagic);
}
dataWriter.Write(ref _constantBufferUsePerStage);
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
while (constantBufferUsePerStageMask != 0)
{
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
dataWriter.Write(ref ConstantBufferUse[index]);
constantBufferUsePerStageMask &= ~(1 << index);
}
bool hasPipelineState = PipelineState.HasValue;
dataWriter.Write(ref hasPipelineState);
if (hasPipelineState)
{
ProgramPipelineState pipelineState = PipelineState.Value;
dataWriter.WriteWithMagicAndSize(ref pipelineState, PgpsMagic);
}
if (_queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
{
ushort tfCount = (ushort)TransformFeedbackDescriptors.Length;
dataWriter.Write(ref tfCount);
for (int index = 0; index < TransformFeedbackDescriptors.Length; index++)
{
dataWriter.WriteWithMagicAndSize(ref TransformFeedbackDescriptors[index], TfbdMagic);
}
}
ushort count = (ushort)_textureSpecialization.Count;
dataWriter.Write(ref count);
foreach (var kv in _textureSpecialization)
{
var textureKey = kv.Key;
var textureState = kv.Value;
dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
dataWriter.WriteWithMagicAndSize(ref textureState.Value, TexsMagic);
}
}
}
}