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https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-24 10:11:22 -08:00
3cb1fa0e85
* Implement texture buffers * Throw NotSupportedException where appropriate
612 lines
26 KiB
C#
612 lines
26 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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using TextureDescriptor = Image.TextureDescriptor;
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/// <summary>
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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache : IDisposable
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{
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private const int MaxProgramSize = 0x100000;
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private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
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private GpuContext _context;
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private ShaderDumper _dumper;
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private Dictionary<ulong, List<ComputeShader>> _cpPrograms;
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private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
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/// <summary>
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/// Creates a new instance of the shader cache.
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/// </summary>
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/// <param name="context">GPU context that the shader cache belongs to</param>
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public ShaderCache(GpuContext context)
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{
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_context = context;
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_dumper = new ShaderDumper();
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_cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
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}
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/// <summary>
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/// Gets a compute shader from the cache.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ComputeShader GetComputeShader(
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GpuState state,
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
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if (isCached)
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{
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foreach (ComputeShader cachedCpShader in list)
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{
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if (!IsShaderDifferent(cachedCpShader, gpuVa))
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{
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return cachedCpShader;
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}
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}
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}
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CachedShader shader = TranslateComputeShader(
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state,
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gpuVa,
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localSizeX,
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localSizeY,
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localSizeZ,
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localMemorySize,
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sharedMemorySize);
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shader.HostShader = _context.Renderer.CompileShader(shader.Program);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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ComputeShader cpShader = new ComputeShader(hostProgram, shader);
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if (!isCached)
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{
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list = new List<ComputeShader>();
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_cpPrograms.Add(gpuVa, list);
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}
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list.Add(cpShader);
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return cpShader;
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}
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/// <summary>
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/// Gets a graphics shader program from the shader cache.
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/// This includes all the specified shader stages.
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/// </summary>
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/// <remarks>
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="addresses">Addresses of the shaders for each stage</param>
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/// <returns>Compiled graphics shader code</returns>
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public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
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if (isCached)
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{
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foreach (GraphicsShader cachedGpShaders in list)
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{
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if (!IsShaderDifferent(cachedGpShaders, addresses))
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{
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return cachedGpShaders;
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}
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}
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}
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GraphicsShader gpShaders = new GraphicsShader();
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if (addresses.VertexA != 0)
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{
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gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
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}
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gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
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gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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{
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ShaderProgram program = gpShaders.Shaders[stage]?.Program;
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if (program == null)
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{
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continue;
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}
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IShader hostShader = _context.Renderer.CompileShader(program);
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gpShaders.Shaders[stage].HostShader = hostShader;
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hostShaders.Add(hostShader);
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}
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gpShaders.HostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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if (!isCached)
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{
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list = new List<GraphicsShader>();
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_gpPrograms.Add(addresses, list);
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}
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list.Add(gpShaders);
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return gpShaders;
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}
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/// <summary>
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/// Checks if compute shader code in memory is different from the cached shader.
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/// </summary>
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/// <param name="cpShader">Cached compute shader</param>
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/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
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{
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return IsShaderDifferent(cpShader.Shader, gpuVa);
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}
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/// <summary>
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/// Checks if graphics shader code from all stages in memory is different from the cached shaders.
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/// </summary>
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/// <param name="gpShaders">Cached graphics shaders</param>
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/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
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{
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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{
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CachedShader shader = gpShaders.Shaders[stage];
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ulong gpuVa = 0;
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switch (stage)
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{
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case 0: gpuVa = addresses.Vertex; break;
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case 1: gpuVa = addresses.TessControl; break;
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case 2: gpuVa = addresses.TessEvaluation; break;
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case 3: gpuVa = addresses.Geometry; break;
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case 4: gpuVa = addresses.Fragment; break;
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}
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if (IsShaderDifferent(shader, gpuVa))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks if the code of the specified cached shader is different from the code in memory.
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/// </summary>
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/// <param name="shader">Cached shader to compare with</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
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{
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if (shader == null)
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{
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return false;
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}
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ReadOnlySpan<byte> memoryCode = _context.MemoryAccessor.GetSpan(gpuVa, (ulong)shader.Code.Length * 4);
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return !MemoryMarshal.Cast<byte, int>(memoryCode).SequenceEqual(shader.Code);
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <returns>Compiled compute shader code</returns>
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private CachedShader TranslateComputeShader(
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GpuState state,
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ulong gpuVa,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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if (gpuVa == 0)
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{
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return null;
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}
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int QueryInfo(QueryInfoName info, int index)
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{
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return info switch
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{
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QueryInfoName.ComputeLocalSizeX
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=> localSizeX,
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QueryInfoName.ComputeLocalSizeY
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=> localSizeY,
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QueryInfoName.ComputeLocalSizeZ
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=> localSizeZ,
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QueryInfoName.ComputeLocalMemorySize
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=> localMemorySize,
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QueryInfoName.ComputeSharedMemorySize
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=> sharedMemorySize,
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QueryInfoName.IsTextureBuffer
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=> Convert.ToInt32(QueryIsTextureBuffer(state, 0, index, compute: true)),
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QueryInfoName.IsTextureRectangle
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=> Convert.ToInt32(QueryIsTextureRectangle(state, 0, index, compute: true)),
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QueryInfoName.TextureFormat
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=> (int)QueryTextureFormat(state, 0, index, compute: true),
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_
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=> QueryInfoCommon(info)
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};
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}
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TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
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ShaderProgram program;
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ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, callbacks, DefaultFlags | TranslationFlags.Compute);
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int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <remarks>
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
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/// <returns>Compiled graphics shader code</returns>
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private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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{
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return null;
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}
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int QueryInfo(QueryInfoName info, int index)
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{
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return info switch
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{
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QueryInfoName.IsTextureBuffer
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=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index, compute: false)),
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QueryInfoName.IsTextureRectangle
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=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index, compute: false)),
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QueryInfoName.PrimitiveTopology
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=> (int)QueryPrimitiveTopology(),
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QueryInfoName.TextureFormat
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=> (int)QueryTextureFormat(state, (int)stage - 1, index, compute: false),
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_
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=> QueryInfoCommon(info)
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};
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}
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TranslatorCallbacks callbacks = new TranslatorCallbacks(QueryInfo, PrintLog);
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ShaderProgram program;
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int[] codeCached = null;
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if (gpuVaA != 0)
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{
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ReadOnlySpan<byte> codeA = _context.MemoryAccessor.GetSpan(gpuVaA, MaxProgramSize);
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ReadOnlySpan<byte> codeB = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
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program = Translator.Translate(codeA, codeB, callbacks, DefaultFlags);
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// TODO: We should also take "codeA" into account.
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codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
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_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
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_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
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if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
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{
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program.Prepend("// " + codePathB);
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program.Prepend("// " + fullPathB);
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program.Prepend("// " + codePathA);
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program.Prepend("// " + fullPathA);
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}
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}
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else
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{
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ReadOnlySpan<byte> code = _context.MemoryAccessor.GetSpan(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, callbacks, DefaultFlags);
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codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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_dumper.Dump(code, compute: false, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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{
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program.Prepend("// " + codePath);
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program.Prepend("// " + fullPath);
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}
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}
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ulong address = _context.MemoryManager.Translate(gpuVa);
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Gets the primitive topology for the current draw.
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/// This is required by geometry shaders.
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/// </summary>
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/// <returns>Primitive topology</returns>
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private InputTopology QueryPrimitiveTopology()
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{
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switch (_context.Methods.PrimitiveType)
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{
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case PrimitiveType.Points:
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return InputTopology.Points;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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return InputTopology.Lines;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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return InputTopology.LinesAdjacency;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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return InputTopology.Triangles;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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return InputTopology.TrianglesAdjacency;
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}
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return InputTopology.Points;
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}
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/// <summary>
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/// Check if the target of a given texture is texture buffer.
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/// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute)
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{
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return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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/// Check if the target of a given texture is texture rectangle.
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/// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int handle, bool compute)
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{
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var descriptor = GetTextureDescriptor(state, stageIndex, handle, compute);
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TextureTarget target = descriptor.UnpackTextureTarget();
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bool is2DTexture = target == TextureTarget.Texture2D ||
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target == TextureTarget.Texture2DRect;
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return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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}
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/// <summary>
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/// Queries the format of a given texture.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>The texture format</returns>
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private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute)
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{
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return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute));
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}
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/// <summary>
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/// Queries the format of a given texture.
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/// </summary>
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/// <param name="descriptor">Descriptor of the texture from the texture pool</param>
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/// <returns>The texture format</returns>
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private static TextureFormat QueryTextureFormat(TextureDescriptor descriptor)
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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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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,
|
|
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.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>
|
|
/// Gets the texture descriptor for a given texture on the pool.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
|
|
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
|
|
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
|
|
/// <returns>Texture descriptor</returns>
|
|
private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, bool compute)
|
|
{
|
|
if (compute)
|
|
{
|
|
return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
|
|
}
|
|
else
|
|
{
|
|
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns information required by both compute and graphics shader compilation.
|
|
/// </summary>
|
|
/// <param name="info">Information queried</param>
|
|
/// <returns>Requested information</returns>
|
|
private int QueryInfoCommon(QueryInfoName info)
|
|
{
|
|
return info switch
|
|
{
|
|
QueryInfoName.StorageBufferOffsetAlignment
|
|
=> _context.Capabilities.StorageBufferOffsetAlignment,
|
|
QueryInfoName.SupportsNonConstantTextureOffset
|
|
=> Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset),
|
|
_
|
|
=> 0
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prints a warning from the shader code translator.
|
|
/// </summary>
|
|
/// <param name="message">Warning message</param>
|
|
private static void PrintLog(string message)
|
|
{
|
|
Logger.PrintWarning(LogClass.Gpu, $"Shader translator: {message}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disposes the shader cache, deleting all the cached shaders.
|
|
/// It's an error to use the shader cache after disposal.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
foreach (List<ComputeShader> list in _cpPrograms.Values)
|
|
{
|
|
foreach (ComputeShader shader in list)
|
|
{
|
|
shader.HostProgram.Dispose();
|
|
shader.Shader?.HostShader.Dispose();
|
|
}
|
|
}
|
|
|
|
foreach (List<GraphicsShader> list in _gpPrograms.Values)
|
|
{
|
|
foreach (GraphicsShader shader in list)
|
|
{
|
|
shader.HostProgram.Dispose();
|
|
|
|
foreach (CachedShader cachedShader in shader.Shaders)
|
|
{
|
|
cachedShader?.HostShader.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |