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	* Support coherent images * Add support for fragment shader interlock * Change to tree based match approach * Refactor + check for branch targets and external registers * Make detection more robust * Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available * Remove unused field
		
			
				
	
	
		
			170 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using Ryujinx.Graphics.GAL;
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| using Ryujinx.Graphics.Gpu.Image;
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| using Ryujinx.Graphics.Shader;
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| using System;
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| 
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| namespace Ryujinx.Graphics.Gpu.Shader
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| {
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|     abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor
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|     {
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|         private readonly GpuContext _context;
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| 
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|         public TextureDescriptorCapableGpuAccessor(GpuContext context)
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|         {
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|             _context = context;
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|         }
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| 
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|         public abstract ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
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| 
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|         public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
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| 
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|         /// <summary>
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|         /// Queries host about the presence of the FrontFacing built-in variable bug.
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|         /// </summary>
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|         /// <returns>True if the bug is present on the host device used, false otherwise</returns>
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|         public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
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| 
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|         /// <summary>
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|         /// Queries host about the presence of the vector indexing bug.
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|         /// </summary>
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|         /// <returns>True if the bug is present on the host device used, false otherwise</returns>
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|         public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
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| 
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|         /// <summary>
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|         /// Queries host storage buffer alignment required.
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|         /// </summary>
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|         /// <returns>Host storage buffer alignment in bytes</returns>
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|         public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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| 
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|         /// <summary>
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|         /// Queries host support for fragment shader ordering critical sections on the shader code.
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|         /// </summary>
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|         /// <returns>True if fragment shader interlock is supported, false otherwise</returns>
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|         public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;
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| 
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|         /// <summary>
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|         /// Queries host support for fragment shader ordering scoped critical sections on the shader code.
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|         /// </summary>
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|         /// <returns>True if fragment shader ordering is supported, false otherwise</returns>
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|         public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
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| 
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|         /// <summary>
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|         /// Queries host support for readable images without a explicit format declaration on the shader.
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|         /// </summary>
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|         /// <returns>True if formatted image load is supported, false otherwise</returns>
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|         public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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| 
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|         /// <summary>
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|         /// Queries host GPU non-constant texture offset support.
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|         /// </summary>
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|         /// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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|         public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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| 
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|         /// <summary>
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|         /// Queries host GPU shader ballot support.
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|         /// </summary>
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|         /// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns>
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|         public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
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| 
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|         /// <summary>
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|         /// Queries host GPU texture shadow LOD support.
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|         /// </summary>
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|         /// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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|         public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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| 
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|         /// <summary>
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|         /// Queries texture format information, for shaders using image load or store.
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|         /// </summary>
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|         /// <remarks>
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|         /// This only returns non-compressed color formats.
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|         /// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
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|         /// </remarks>
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|         /// <param name="handle">Texture handle</param>
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|         /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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|         /// <returns>Color format of the non-compressed texture</returns>
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|         public TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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|         {
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|             var descriptor = GetTextureDescriptor(handle, cbufSlot);
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| 
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|             if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), out FormatInfo formatInfo))
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|             {
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|                 return TextureFormat.Unknown;
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|             }
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| 
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|             return formatInfo.Format switch
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|             {
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|                 Format.R8Unorm           => TextureFormat.R8Unorm,
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|                 Format.R8Snorm           => TextureFormat.R8Snorm,
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|                 Format.R8Uint            => TextureFormat.R8Uint,
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|                 Format.R8Sint            => TextureFormat.R8Sint,
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|                 Format.R16Float          => TextureFormat.R16Float,
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|                 Format.R16Unorm          => TextureFormat.R16Unorm,
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|                 Format.R16Snorm          => TextureFormat.R16Snorm,
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|                 Format.R16Uint           => TextureFormat.R16Uint,
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|                 Format.R16Sint           => TextureFormat.R16Sint,
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|                 Format.R32Float          => TextureFormat.R32Float,
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|                 Format.R32Uint           => TextureFormat.R32Uint,
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|                 Format.R32Sint           => TextureFormat.R32Sint,
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|                 Format.R8G8Unorm         => TextureFormat.R8G8Unorm,
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|                 Format.R8G8Snorm         => TextureFormat.R8G8Snorm,
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|                 Format.R8G8Uint          => TextureFormat.R8G8Uint,
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|                 Format.R8G8Sint          => TextureFormat.R8G8Sint,
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|                 Format.R16G16Float       => TextureFormat.R16G16Float,
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|                 Format.R16G16Unorm       => TextureFormat.R16G16Unorm,
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|                 Format.R16G16Snorm       => TextureFormat.R16G16Snorm,
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|                 Format.R16G16Uint        => TextureFormat.R16G16Uint,
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|                 Format.R16G16Sint        => TextureFormat.R16G16Sint,
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|                 Format.R32G32Float       => TextureFormat.R32G32Float,
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|                 Format.R32G32Uint        => TextureFormat.R32G32Uint,
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|                 Format.R32G32Sint        => TextureFormat.R32G32Sint,
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|                 Format.R8G8B8A8Unorm     => TextureFormat.R8G8B8A8Unorm,
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|                 Format.R8G8B8A8Snorm     => TextureFormat.R8G8B8A8Snorm,
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|                 Format.R8G8B8A8Uint      => TextureFormat.R8G8B8A8Uint,
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|                 Format.R8G8B8A8Sint      => TextureFormat.R8G8B8A8Sint,
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|                 Format.R8G8B8A8Srgb      => TextureFormat.R8G8B8A8Unorm,
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|                 Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
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|                 Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
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|                 Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
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|                 Format.R16G16B16A16Uint  => TextureFormat.R16G16B16A16Uint,
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|                 Format.R16G16B16A16Sint  => TextureFormat.R16G16B16A16Sint,
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|                 Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
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|                 Format.R32G32B32A32Uint  => TextureFormat.R32G32B32A32Uint,
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|                 Format.R32G32B32A32Sint  => TextureFormat.R32G32B32A32Sint,
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|                 Format.R10G10B10A2Unorm  => TextureFormat.R10G10B10A2Unorm,
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|                 Format.R10G10B10A2Uint   => TextureFormat.R10G10B10A2Uint,
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|                 Format.R11G11B10Float    => TextureFormat.R11G11B10Float,
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|                 _                        => TextureFormat.Unknown
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|             };
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|         }
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| 
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|         /// <summary>
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|         /// Queries sampler type information.
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|         /// </summary>
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|         /// <param name="handle">Texture handle</param>
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|         /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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|         /// <returns>The sampler type value for the given handle</returns>
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|         public SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
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|         {
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|             return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget().ConvertSamplerType();
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|         }
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| 
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|         /// <summary>
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|         /// Queries texture target information.
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|         /// </summary>
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|         /// <param name="handle">Texture handle</param>
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|         /// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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|         /// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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|         public bool QueryIsTextureRectangle(int handle, int cbufSlot = -1)
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|         {
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|             var descriptor = GetTextureDescriptor(handle, cbufSlot);
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| 
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|             TextureTarget target = descriptor.UnpackTextureTarget();
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| 
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|             bool is2DTexture = target == TextureTarget.Texture2D ||
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|                                target == TextureTarget.Texture2DRect;
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| 
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|             return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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|         }
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|     }
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| }
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