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https://github.com/Ryujinx/Ryujinx.git
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48f6570557
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.
253 lines
8.3 KiB
C#
253 lines
8.3 KiB
C#
using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Maxwell texture descriptor, as stored on the GPU texture pool memory region.
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/// </summary>
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struct TextureDescriptor
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{
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#pragma warning disable CS0649
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public uint Word0;
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public uint Word1;
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public uint Word2;
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public uint Word3;
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public uint Word4;
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public uint Word5;
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public uint Word6;
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public uint Word7;
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#pragma warning restore CS0649
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/// <summary>
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/// Unpacks Maxwell texture format integer.
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/// </summary>
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/// <returns>The texture format integer</returns>
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public uint UnpackFormat()
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{
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return Word0 & 0x8007ffff;
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}
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/// <summary>
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/// Unpacks the swizzle component for the texture red color channel.
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/// </summary>
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/// <returns>The swizzle component</returns>
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public TextureComponent UnpackSwizzleR()
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{
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return(TextureComponent)((Word0 >> 19) & 7);
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}
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/// <summary>
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/// Unpacks the swizzle component for the texture green color channel.
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/// </summary>
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/// <returns>The swizzle component</returns>
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public TextureComponent UnpackSwizzleG()
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{
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return(TextureComponent)((Word0 >> 22) & 7);
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}
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/// <summary>
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/// Unpacks the swizzle component for the texture blue color channel.
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/// </summary>
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/// <returns>The swizzle component</returns>
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public TextureComponent UnpackSwizzleB()
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{
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return(TextureComponent)((Word0 >> 25) & 7);
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}
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/// <summary>
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/// Unpacks the swizzle component for the texture alpha color channel.
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/// </summary>
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/// <returns>The swizzle component</returns>
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public TextureComponent UnpackSwizzleA()
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{
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return(TextureComponent)((Word0 >> 28) & 7);
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}
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/// <summary>
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/// Unpacks the 40-bits texture GPU virtual address.
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/// </summary>
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/// <returns>The GPU virtual address</returns>
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public ulong UnpackAddress()
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{
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return Word1 | ((ulong)(Word2 & 0xffff) << 32);
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}
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/// <summary>
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/// Unpacks texture descriptor type for this texture descriptor.
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/// This defines the texture layout, among other things.
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/// </summary>
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/// <returns>The texture descriptor type</returns>
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public TextureDescriptorType UnpackTextureDescriptorType()
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{
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return (TextureDescriptorType)((Word2 >> 21) & 7);
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}
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/// <summary>
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/// Unpacks the texture stride (bytes per line) for linear textures only.
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/// Always 32-bytes aligned.
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/// </summary>
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/// <returns>The linear texture stride</returns>
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public int UnpackStride()
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{
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return (int)(Word3 & 0xffff) << 5;
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}
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/// <summary>
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/// Unpacks the GOB block size in X (width) for block linear textures.
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/// Must be always 1, ignored by the GPU.
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/// </summary>
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/// <returns>THe GOB block X size</returns>
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public int UnpackGobBlocksInX()
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{
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return 1 << (int)(Word3 & 7);
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}
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/// <summary>
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/// Unpacks the GOB block size in Y (height) for block linear textures.
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/// Must be always a power of 2, with a maximum value of 32.
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/// </summary>
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/// <returns>THe GOB block Y size</returns>
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public int UnpackGobBlocksInY()
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{
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return 1 << (int)((Word3 >> 3) & 7);
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}
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/// <summary>
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/// Unpacks the GOB block size in Z (depth) for block linear textures.
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/// Must be always a power of 2, with a maximum value of 32.
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/// Must be 1 for any texture target other than 3D textures.
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/// </summary>
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/// <returns>The GOB block Z size</returns>
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public int UnpackGobBlocksInZ()
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{
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return 1 << (int)((Word3 >> 6) & 7);
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}
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/// <summary>
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/// Number of GOB blocks per tile in the X direction.
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/// This is only used for sparse textures, should be 1 otherwise.
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/// </summary>
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/// <returns>The number of GOB blocks per tile</returns>
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public int UnpackGobBlocksInTileX()
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{
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return 1 << (int)((Word3 >> 10) & 7);
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}
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/// <summary>
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/// Unpacks the number of mipmap levels of the texture.
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/// </summary>
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/// <returns>The number of mipmap levels</returns>
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public int UnpackLevels()
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{
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return (int)(Word3 >> 28) + 1;
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}
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/// <summary>
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/// Unpack the base level texture width size.
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/// </summary>
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/// <returns>The texture width</returns>
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public int UnpackWidth()
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{
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return (int)(Word4 & 0xffff) + 1;
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}
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/// <summary>
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/// Unpacks the texture sRGB format flag.
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/// </summary>
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/// <returns>True if the texture is sRGB, false otherwise</returns>
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public bool UnpackSrgb()
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{
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return (Word4 & (1 << 22)) != 0;
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}
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/// <summary>
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/// Unpacks the texture target.
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/// </summary>
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/// <returns>The texture target</returns>
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public TextureTarget UnpackTextureTarget()
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{
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return (TextureTarget)((Word4 >> 23) & 0xf);
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}
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/// <summary>
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/// Unpack the base level texture height size, or array layers for 1D array textures.
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/// Should be ignored for 1D or buffer textures.
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/// </summary>
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/// <returns>The texture height or layers count</returns>
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public int UnpackHeight()
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{
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return (int)(Word5 & 0xffff) + 1;
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}
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/// <summary>
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/// Unpack the base level texture depth size, number of array layers or cubemap faces.
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/// The meaning of this value depends on the texture target.
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/// </summary>
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/// <returns>The texture depth, layer or faces count</returns>
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public int UnpackDepth()
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{
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return (int)((Word5 >> 16) & 0x3fff) + 1;
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}
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/// <summary>
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/// Unpacks the texture coordinates normalized flag.
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/// When this is true, texture coordinates are expected to be in the [0, 1] range on the shader.
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/// When this is false, texture coordinates are expected to be in the [0, W], [0, H] and [0, D] range.
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/// It must be set to false (by the guest driver) for rectangle textures.
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/// </summary>
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/// <returns>The texture coordinates normalized flag</returns>
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public bool UnpackTextureCoordNormalized()
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{
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return (Word5 & (1 << 31)) != 0;
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}
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/// <summary>
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/// Unpacks the base mipmap level of the texture.
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/// </summary>
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/// <returns>The base mipmap level of the texture</returns>
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public int UnpackBaseLevel()
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{
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return (int)(Word7 & 0xf);
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}
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/// <summary>
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/// Unpacks the maximum mipmap level (inclusive) of the texture.
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/// Usually equal to Levels minus 1.
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/// </summary>
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/// <returns>The maximum mipmap level (inclusive) of the texture</returns>
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public int UnpackMaxLevelInclusive()
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{
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return (int)((Word7 >> 4) & 0xf);
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}
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/// <summary>
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/// Unpacks the multisampled texture samples count in each direction.
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/// Must be ignored for non-multisample textures.
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/// </summary>
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/// <returns>The multisample counts enum</returns>
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public TextureMsaaMode UnpackTextureMsaaMode()
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{
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return (TextureMsaaMode)((Word7 >> 8) & 0xf);
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}
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/// <summary>
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/// Create the equivalent of this TextureDescriptor for the shader cache.
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/// </summary>
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/// <returns>The equivalent of this TextureDescriptor for the shader cache.</returns>
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public GuestTextureDescriptor ToCache()
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{
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GuestTextureDescriptor result = new GuestTextureDescriptor
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{
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Handle = uint.MaxValue,
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Descriptor = this
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};
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// Clear the virtual address
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result.Descriptor.Word0 = 0;
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result.Descriptor.Word2 &= 0xFFFF0000;
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return result;
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}
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}
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}
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