Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
This commit is contained in:
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@ -46,7 +46,7 @@ namespace Ryujinx.Graphics.GAL
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void SetIndexBuffer(BufferRange buffer, IndexType type);
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void SetImage(int index, ShaderStage stage, ITexture texture, Format imageFormat);
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void SetImage(int binding, ITexture texture, Format imageFormat);
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void SetLogicOpState(bool enable, LogicalOp op);
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@ -64,19 +64,19 @@ namespace Ryujinx.Graphics.GAL
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void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask);
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void SetRenderTargets(ITexture[] colors, ITexture depthStencil);
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void SetSampler(int index, ShaderStage stage, ISampler sampler);
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void SetSampler(int binding, ISampler sampler);
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void SetScissorEnable(int index, bool enable);
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void SetScissor(int index, int x, int y, int width, int height);
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void SetStencilTest(StencilTestDescriptor stencilTest);
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void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetStorageBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetTexture(int index, ShaderStage stage, ITexture texture);
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void SetTexture(int binding, ITexture texture);
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void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer);
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void SetUniformBuffers(ReadOnlySpan<BufferRange> buffers);
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void SetUserClipDistance(int index, bool enableClip);
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@ -12,7 +12,7 @@ namespace Ryujinx.Graphics.GAL
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void BackgroundContextAction(Action action);
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IShader CompileShader(ShaderProgram shader);
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IShader CompileShader(ShaderStage stage, string code);
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BufferHandle CreateBuffer(int size);
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@ -28,9 +28,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
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uint sbEnableMask = 0;
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uint ubEnableMask = 0;
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for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
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{
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if (!qmd.ConstantBufferValid(index))
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@ -38,8 +35,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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continue;
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}
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ubEnableMask |= 1u << index;
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ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
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ulong size = (ulong)qmd.ConstantBufferSize(index);
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@ -58,13 +53,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
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var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
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TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
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var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
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TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
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TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
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TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
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ShaderProgramInfo info = cs.Shaders[0].Program.Info;
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@ -82,8 +74,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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continue;
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}
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ubEnableMask |= 1u << cb.Slot;
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ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
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int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
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@ -99,8 +89,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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BufferDescriptor sb = info.SBuffers[index];
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sbEnableMask |= 1u << sb.Slot;
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ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
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int sbDescOffset = 0x310 + sb.Slot * 0x10;
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@ -112,15 +100,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
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}
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ubEnableMask = 0;
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for (int index = 0; index < info.CBuffers.Count; index++)
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{
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ubEnableMask |= 1u << info.CBuffers[index].Slot;
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}
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BufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
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BufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);
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BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
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BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
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var textureBindings = new TextureBindingInfo[info.Textures.Count];
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@ -132,11 +113,16 @@ namespace Ryujinx.Graphics.Gpu.Engine
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if (descriptor.IsBindless)
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{
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textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufOffset, descriptor.CbufSlot, descriptor.Flags);
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textureBindings[index] = new TextureBindingInfo(
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target,
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descriptor.Binding,
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descriptor.CbufOffset,
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descriptor.CbufSlot,
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descriptor.Flags);
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}
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else
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{
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textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
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textureBindings[index] = new TextureBindingInfo(target, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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}
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}
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@ -151,7 +137,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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}
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TextureManager.SetComputeImages(imageBindings);
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@ -6,6 +6,7 @@ using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Linq;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine
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@ -997,6 +998,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_vsUsesInstanceId = gs.Shaders[0]?.Program.Info.UsesInstanceId ?? false;
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int storageBufferBindingsCount = 0;
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int uniformBufferBindingsCount = 0;
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for (int stage = 0; stage < Constants.ShaderStages; stage++)
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{
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ShaderProgramInfo info = gs.Shaders[stage]?.Program.Info;
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@ -1005,6 +1009,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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if (info == null)
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{
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TextureManager.SetGraphicsTextures(stage, Array.Empty<TextureBindingInfo>());
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TextureManager.SetGraphicsImages(stage, Array.Empty<TextureBindingInfo>());
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BufferManager.SetGraphicsStorageBufferBindings(stage, null);
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BufferManager.SetGraphicsUniformBufferBindings(stage, null);
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continue;
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}
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@ -1018,11 +1026,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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if (descriptor.IsBindless)
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{
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textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufSlot, descriptor.CbufOffset, descriptor.Flags);
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textureBindings[index] = new TextureBindingInfo(target, descriptor.Binding, descriptor.CbufSlot, descriptor.CbufOffset, descriptor.Flags);
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}
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else
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{
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textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
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textureBindings[index] = new TextureBindingInfo(target, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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}
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}
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@ -1037,28 +1045,28 @@ namespace Ryujinx.Graphics.Gpu.Engine
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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Format format = ShaderTexture.GetFormat(descriptor.Format);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.Binding, descriptor.HandleIndex, descriptor.Flags);
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}
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TextureManager.SetGraphicsImages(stage, imageBindings);
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uint sbEnableMask = 0;
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uint ubEnableMask = 0;
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BufferManager.SetGraphicsStorageBufferBindings(stage, info.SBuffers);
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BufferManager.SetGraphicsUniformBufferBindings(stage, info.CBuffers);
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for (int index = 0; index < info.SBuffers.Count; index++)
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if (info.SBuffers.Count != 0)
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{
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sbEnableMask |= 1u << info.SBuffers[index].Slot;
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storageBufferBindingsCount = Math.Max(storageBufferBindingsCount, info.SBuffers.Max(x => x.Binding) + 1);
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}
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for (int index = 0; index < info.CBuffers.Count; index++)
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if (info.CBuffers.Count != 0)
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{
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ubEnableMask |= 1u << info.CBuffers[index].Slot;
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uniformBufferBindingsCount = Math.Max(uniformBufferBindingsCount, info.CBuffers.Max(x => x.Binding) + 1);
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}
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BufferManager.SetGraphicsStorageBufferEnableMask(stage, sbEnableMask);
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BufferManager.SetGraphicsUniformBufferEnableMask(stage, ubEnableMask);
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}
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BufferManager.SetGraphicsStorageBufferBindingsCount(storageBufferBindingsCount);
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BufferManager.SetGraphicsUniformBufferBindingsCount(uniformBufferBindingsCount);
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_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
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}
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@ -19,6 +19,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// Shader texture host binding point.
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/// </summary>
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public int Binding { get; }
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/// <summary>
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/// Shader texture handle.
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/// This is an index into the texture constant buffer.
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@ -53,13 +58,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="format">Format of the image as declared on the shader</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, Format format, int handle, TextureUsageFlags flags)
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public TextureBindingInfo(Target target, Format format, int binding, int handle, TextureUsageFlags flags)
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{
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Target = target;
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Format = format;
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Handle = handle;
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Target = target;
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Format = format;
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Binding = binding;
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Handle = handle;
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IsBindless = false;
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@ -73,9 +80,10 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Constructs the texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags) : this(target, (Format)0, handle, flags)
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public TextureBindingInfo(Target target, int binding, int handle, TextureUsageFlags flags) : this(target, (Format)0, binding, handle, flags)
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{
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}
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@ -83,14 +91,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Constructs the bindless texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="cbufSlot">Constant buffer slot where the bindless texture handle is located</param>
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/// <param name="cbufOffset">Constant buffer offset of the bindless texture handle</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
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public TextureBindingInfo(Target target, int binding, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
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{
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Target = target;
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Format = 0;
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Handle = 0;
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Target = target;
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Format = 0;
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Binding = binding;
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Handle = 0;
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IsBindless = true;
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@ -265,11 +265,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
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{
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TextureBindingInfo binding = _textureBindings[stageIndex][index];
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TextureBindingInfo bindingInfo = _textureBindings[stageIndex][index];
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int packedId;
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if (binding.IsBindless)
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if (bindingInfo.IsBindless)
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{
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ulong address;
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@ -277,18 +277,18 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (_isCompute)
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{
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address = bufferManager.GetComputeUniformBufferAddress(binding.CbufSlot);
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address = bufferManager.GetComputeUniformBufferAddress(bindingInfo.CbufSlot);
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}
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else
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{
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
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address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, bindingInfo.CbufSlot);
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}
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packedId = _context.PhysicalMemory.Read<int>(address + (ulong)binding.CbufOffset * 4);
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packedId = _context.PhysicalMemory.Read<int>(address + (ulong)bindingInfo.CbufOffset * 4);
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}
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else
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{
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packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
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packedId = ReadPackedId(stageIndex, bindingInfo.Handle, _textureBufferIndex);
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}
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int textureId = UnpackTextureId(packedId);
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@ -305,18 +305,18 @@ namespace Ryujinx.Graphics.Gpu.Image
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Texture texture = pool.Get(textureId);
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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if (UpdateScale(texture, binding, index, stage))
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if (UpdateScale(texture, bindingInfo, index, stage))
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{
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hostTexture = texture?.GetTargetTexture(binding.Target);
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hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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}
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_textureState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
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_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
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}
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if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
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@ -335,7 +335,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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_textureState[stageIndex][index].Sampler = hostSampler;
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_context.Renderer.Pipeline.SetSampler(index, stage, hostSampler);
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_context.Renderer.Pipeline.SetSampler(bindingInfo.Binding, hostSampler);
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}
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}
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}
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@ -359,14 +359,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
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{
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TextureBindingInfo binding = _imageBindings[stageIndex][index];
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TextureBindingInfo bindingInfo = _imageBindings[stageIndex][index];
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int packedId = ReadPackedId(stageIndex, binding.Handle, _textureBufferIndex);
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int packedId = ReadPackedId(stageIndex, bindingInfo.Handle, _textureBufferIndex);
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int textureId = UnpackTextureId(packedId);
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Texture texture = pool.Get(textureId);
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ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
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{
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@ -378,21 +378,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
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{
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if (UpdateScale(texture, binding, baseScaleIndex + index, stage))
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if (UpdateScale(texture, bindingInfo, baseScaleIndex + index, stage))
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{
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hostTexture = texture?.GetTargetTexture(binding.Target);
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hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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}
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_imageState[stageIndex][index].Texture = hostTexture;
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Format format = binding.Format;
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Format format = bindingInfo.Format;
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if (format == 0 && texture != null)
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{
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format = texture.Format;
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}
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_context.Renderer.Pipeline.SetImage(index, stage, hostTexture, format);
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_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
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}
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}
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}
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@ -5,7 +5,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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struct BufferBounds
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{
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public ulong Address;
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public ulong Size;
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/// <summary>
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/// Region virtual address.
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/// </summary>
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public ulong Address { get; }
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/// <summary>
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/// Region size in bytes.
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/// </summary>
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public ulong Size { get; }
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/// <summary>
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/// Creates a new buffer region.
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/// </summary>
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/// <param name="address">Region address</param>
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/// <param name="size">Region size</param>
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public BufferBounds(ulong address, ulong size)
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{
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Address = address;
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Size = size;
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}
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}
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}
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@ -4,6 +4,8 @@ using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.ObjectModel;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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@ -12,6 +14,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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class BufferManager
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{
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private const int StackToHeapThreshold = 16;
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private const int OverlapsBufferInitialCapacity = 10;
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private const int OverlapsBufferMaxCapacity = 10000;
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@ -28,21 +32,61 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private VertexBuffer[] _vertexBuffers;
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private BufferBounds[] _transformFeedbackBuffers;
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/// <summary>
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/// Holds shader stage buffer state and binding information.
|
||||
/// </summary>
|
||||
private class BuffersPerStage
|
||||
{
|
||||
public uint EnableMask { get; set; }
|
||||
/// <summary>
|
||||
/// Shader buffer binding information.
|
||||
/// </summary>
|
||||
public BufferDescriptor[] Bindings { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Buffer regions.
|
||||
/// </summary>
|
||||
public BufferBounds[] Buffers { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Total amount of buffers used on the shader.
|
||||
/// </summary>
|
||||
public int Count { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the shader stage buffer information.
|
||||
/// </summary>
|
||||
/// <param name="count">Maximum amount of buffers that the shader stage can use</param>
|
||||
public BuffersPerStage(int count)
|
||||
{
|
||||
Bindings = new BufferDescriptor[count];
|
||||
Buffers = new BufferBounds[count];
|
||||
}
|
||||
|
||||
public void Bind(int index, ulong address, ulong size)
|
||||
/// <summary>
|
||||
/// Sets the region of a buffer at a given slot.
|
||||
/// </summary>
|
||||
/// <param name="index">Buffer slot</param>
|
||||
/// <param name="address">Region virtual address</param>
|
||||
/// <param name="size">Region size in bytes</param>
|
||||
public void SetBounds(int index, ulong address, ulong size)
|
||||
{
|
||||
Buffers[index].Address = address;
|
||||
Buffers[index].Size = size;
|
||||
Buffers[index] = new BufferBounds(address, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets shader buffer binding information.
|
||||
/// </summary>
|
||||
/// <param name="descriptors">Buffer binding information</param>
|
||||
public void SetBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
|
||||
{
|
||||
if (descriptors == null)
|
||||
{
|
||||
Count = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
descriptors.CopyTo(Bindings, 0);
|
||||
Count = descriptors.Count;
|
||||
}
|
||||
}
|
||||
|
||||
@ -51,6 +95,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
private BuffersPerStage[] _gpStorageBuffers;
|
||||
private BuffersPerStage[] _gpUniformBuffers;
|
||||
|
||||
private int _cpStorageBufferBindings;
|
||||
private int _cpUniformBufferBindings;
|
||||
private int _gpStorageBufferBindings;
|
||||
private int _gpUniformBufferBindings;
|
||||
|
||||
private bool _gpStorageBuffersDirty;
|
||||
private bool _gpUniformBuffersDirty;
|
||||
|
||||
@ -159,9 +208,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
{
|
||||
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
||||
|
||||
_transformFeedbackBuffers[index].Address = address;
|
||||
_transformFeedbackBuffers[index].Size = size;
|
||||
|
||||
_transformFeedbackBuffers[index] = new BufferBounds(address, size);
|
||||
_transformFeedbackBuffersDirty = true;
|
||||
}
|
||||
|
||||
@ -180,7 +227,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
|
||||
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
||||
|
||||
_cpStorageBuffers.Bind(index, address, size);
|
||||
_cpStorageBuffers.SetBounds(index, address, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -205,7 +252,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
_gpStorageBuffersDirty = true;
|
||||
}
|
||||
|
||||
_gpStorageBuffers[stage].Bind(index, address, size);
|
||||
_gpStorageBuffers[stage].SetBounds(index, address, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -219,7 +266,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
{
|
||||
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
||||
|
||||
_cpUniformBuffers.Bind(index, address, size);
|
||||
_cpUniformBuffers.SetBounds(index, address, size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -234,42 +281,69 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
{
|
||||
ulong address = TranslateAndCreateBuffer(gpuVa, size);
|
||||
|
||||
_gpUniformBuffers[stage].Bind(index, address, size);
|
||||
|
||||
_gpUniformBuffers[stage].SetBounds(index, address, size);
|
||||
_gpUniformBuffersDirty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the enabled storage buffers mask on the compute pipeline.
|
||||
/// Each bit set on the mask indicates that the respective buffer index is enabled.
|
||||
/// Sets the binding points for the storage buffers bound on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="mask">Buffer enable mask</param>
|
||||
public void SetComputeStorageBufferEnableMask(uint mask)
|
||||
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
||||
public void SetComputeStorageBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
|
||||
{
|
||||
_cpStorageBuffers.EnableMask = mask;
|
||||
_cpStorageBuffers.SetBindings(descriptors);
|
||||
_cpStorageBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the enabled storage buffers mask on the graphics pipeline.
|
||||
/// Each bit set on the mask indicates that the respective buffer index is enabled.
|
||||
/// Sets the binding points for the storage buffers bound on the graphics pipeline.
|
||||
/// </summary>
|
||||
/// <param name="stage">Index of the shader stage</param>
|
||||
/// <param name="mask">Buffer enable mask</param>
|
||||
public void SetGraphicsStorageBufferEnableMask(int stage, uint mask)
|
||||
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
||||
public void SetGraphicsStorageBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
|
||||
{
|
||||
_gpStorageBuffers[stage].EnableMask = mask;
|
||||
|
||||
_gpStorageBuffers[stage].SetBindings(descriptors);
|
||||
_gpStorageBuffersDirty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the enabled uniform buffers mask on the compute pipeline.
|
||||
/// Sets the total number of storage buffer bindings used.
|
||||
/// </summary>
|
||||
/// <param name="count">Number of storage buffer bindings used</param>
|
||||
public void SetGraphicsStorageBufferBindingsCount(int count)
|
||||
{
|
||||
_gpStorageBufferBindings = count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the binding points for the uniform buffers bound on the compute pipeline.
|
||||
/// </summary>
|
||||
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
||||
public void SetComputeUniformBufferBindings(ReadOnlyCollection<BufferDescriptor> descriptors)
|
||||
{
|
||||
_cpUniformBuffers.SetBindings(descriptors);
|
||||
_cpUniformBufferBindings = descriptors.Count != 0 ? descriptors.Max(x => x.Binding) + 1 : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the enabled uniform buffers mask on the graphics pipeline.
|
||||
/// Each bit set on the mask indicates that the respective buffer index is enabled.
|
||||
/// </summary>
|
||||
/// <param name="mask">Buffer enable mask</param>
|
||||
public void SetComputeUniformBufferEnableMask(uint mask)
|
||||
/// <param name="stage">Index of the shader stage</param>
|
||||
/// <param name="descriptors">Buffer descriptors with the binding point values</param>
|
||||
public void SetGraphicsUniformBufferBindings(int stage, ReadOnlyCollection<BufferDescriptor> descriptors)
|
||||
{
|
||||
_cpUniformBuffers.EnableMask = mask;
|
||||
_gpUniformBuffers[stage].SetBindings(descriptors);
|
||||
_gpUniformBuffersDirty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the total number of uniform buffer bindings used.
|
||||
/// </summary>
|
||||
/// <param name="count">Number of uniform buffer bindings used</param>
|
||||
public void SetGraphicsUniformBufferBindingsCount(int count)
|
||||
{
|
||||
_gpUniformBufferBindings = count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -291,19 +365,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
return mask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the enabled uniform buffers mask on the graphics pipeline.
|
||||
/// Each bit set on the mask indicates that the respective buffer index is enabled.
|
||||
/// </summary>
|
||||
/// <param name="stage">Index of the shader stage</param>
|
||||
/// <param name="mask">Buffer enable mask</param>
|
||||
public void SetGraphicsUniformBufferEnableMask(int stage, uint mask)
|
||||
{
|
||||
_gpUniformBuffers[stage].EnableMask = mask;
|
||||
|
||||
_gpUniformBuffersDirty = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a bit mask indicating which graphics uniform buffers are currently bound.
|
||||
/// </summary>
|
||||
@ -476,48 +537,42 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
/// </summary>
|
||||
public void CommitComputeBindings()
|
||||
{
|
||||
uint enableMask = _cpStorageBuffers.EnableMask;
|
||||
int sCount = _cpStorageBufferBindings;
|
||||
|
||||
for (int index = 0; (enableMask >> index) != 0; index++)
|
||||
Span<BufferRange> sRanges = sCount < StackToHeapThreshold ? stackalloc BufferRange[sCount] : new BufferRange[sCount];
|
||||
|
||||
for (int index = 0; index < _cpStorageBuffers.Count; index++)
|
||||
{
|
||||
if ((enableMask & (1u << index)) == 0)
|
||||
ref var bindingInfo = ref _cpStorageBuffers.Bindings[index];
|
||||
|
||||
BufferBounds bounds = _cpStorageBuffers.Buffers[bindingInfo.Slot];
|
||||
|
||||
if (bounds.Address != 0)
|
||||
{
|
||||
continue;
|
||||
sRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
|
||||
}
|
||||
|
||||
BufferBounds bounds = _cpStorageBuffers.Buffers[index];
|
||||
|
||||
if (bounds.Address == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
|
||||
|
||||
_context.Renderer.Pipeline.SetStorageBuffer(index, ShaderStage.Compute, buffer);
|
||||
}
|
||||
|
||||
enableMask = _cpUniformBuffers.EnableMask;
|
||||
_context.Renderer.Pipeline.SetStorageBuffers(sRanges);
|
||||
|
||||
for (int index = 0; (enableMask >> index) != 0; index++)
|
||||
int uCount = _cpUniformBufferBindings;
|
||||
|
||||
Span<BufferRange> uRanges = uCount < StackToHeapThreshold ? stackalloc BufferRange[uCount] : new BufferRange[uCount];
|
||||
|
||||
for (int index = 0; index < _cpUniformBuffers.Count; index++)
|
||||
{
|
||||
if ((enableMask & (1u << index)) == 0)
|
||||
ref var bindingInfo = ref _cpUniformBuffers.Bindings[index];
|
||||
|
||||
BufferBounds bounds = _cpUniformBuffers.Buffers[bindingInfo.Slot];
|
||||
|
||||
if (bounds.Address != 0)
|
||||
{
|
||||
continue;
|
||||
uRanges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
|
||||
}
|
||||
|
||||
BufferBounds bounds = _cpUniformBuffers.Buffers[index];
|
||||
|
||||
if (bounds.Address == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
|
||||
|
||||
_context.Renderer.Pipeline.SetUniformBuffer(index, ShaderStage.Compute, buffer);
|
||||
}
|
||||
|
||||
_context.Renderer.Pipeline.SetUniformBuffers(uRanges);
|
||||
|
||||
// Force rebind after doing compute work.
|
||||
_rebind = true;
|
||||
}
|
||||
@ -651,7 +706,35 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffers</param>
|
||||
private void BindBuffers(BuffersPerStage[] bindings, bool isStorage)
|
||||
{
|
||||
BindOrUpdateBuffers(bindings, bind: true, isStorage);
|
||||
int count = isStorage ? _gpStorageBufferBindings : _gpUniformBufferBindings;
|
||||
|
||||
Span<BufferRange> ranges = count < StackToHeapThreshold ? stackalloc BufferRange[count] : new BufferRange[count];
|
||||
|
||||
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
||||
{
|
||||
ref var buffers = ref bindings[(int)stage - 1];
|
||||
|
||||
for (int index = 0; index < buffers.Count; index++)
|
||||
{
|
||||
ref var bindingInfo = ref buffers.Bindings[index];
|
||||
|
||||
BufferBounds bounds = buffers.Buffers[bindingInfo.Slot];
|
||||
|
||||
if (bounds.Address != 0)
|
||||
{
|
||||
ranges[bindingInfo.Binding] = GetBufferRange(bounds.Address, bounds.Size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isStorage)
|
||||
{
|
||||
_context.Renderer.Pipeline.SetStorageBuffers(ranges);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.SetUniformBuffers(ranges);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -659,74 +742,27 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||
/// </summary>
|
||||
/// <param name="bindings">Bindings to update</param>
|
||||
private void UpdateBuffers(BuffersPerStage[] bindings)
|
||||
{
|
||||
BindOrUpdateBuffers(bindings, bind: false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This binds buffers into the host API, or updates data for already bound buffers.
|
||||
/// </summary>
|
||||
/// <param name="bindings">Bindings to bind or update</param>
|
||||
/// <param name="bind">True to bind, false to update</param>
|
||||
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
|
||||
private void BindOrUpdateBuffers(BuffersPerStage[] bindings, bool bind, bool isStorage = false)
|
||||
{
|
||||
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
||||
{
|
||||
uint enableMask = bindings[(int)stage - 1].EnableMask;
|
||||
ref var buffers = ref bindings[(int)stage - 1];
|
||||
|
||||
if (enableMask == 0)
|
||||
for (int index = 0; index < buffers.Count; index++)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
ref var binding = ref buffers.Bindings[index];
|
||||
|
||||
for (int index = 0; (enableMask >> index) != 0; index++)
|
||||
{
|
||||
if ((enableMask & (1u << index)) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
BufferBounds bounds = bindings[(int)stage - 1].Buffers[index];
|
||||
BufferBounds bounds = buffers.Buffers[binding.Slot];
|
||||
|
||||
if (bounds.Address == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (bind)
|
||||
{
|
||||
BindBuffer(index, stage, bounds, isStorage);
|
||||
}
|
||||
else
|
||||
{
|
||||
SynchronizeBufferRange(bounds.Address, bounds.Size);
|
||||
}
|
||||
SynchronizeBufferRange(bounds.Address, bounds.Size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds a buffer on the host API.
|
||||
/// </summary>
|
||||
/// <param name="index">Index to bind the buffer into</param>
|
||||
/// <param name="stage">Shader stage to bind the buffer into</param>
|
||||
/// <param name="bounds">Buffer address and size</param>
|
||||
/// <param name="isStorage">True to bind as storage buffer, false to bind as uniform buffer</param>
|
||||
private void BindBuffer(int index, ShaderStage stage, BufferBounds bounds, bool isStorage)
|
||||
{
|
||||
BufferRange buffer = GetBufferRange(bounds.Address, bounds.Size);
|
||||
|
||||
if (isStorage)
|
||||
{
|
||||
_context.Renderer.Pipeline.SetStorageBuffer(index, stage, buffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Renderer.Pipeline.SetUniformBuffer(index, stage, buffer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the buffer storage of a buffer texture.
|
||||
/// </summary>
|
||||
|
@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
localMemorySize,
|
||||
sharedMemorySize);
|
||||
|
||||
shader.HostShader = _context.Renderer.CompileShader(shader.Program);
|
||||
shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
|
||||
|
||||
IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
|
||||
|
||||
@ -134,19 +134,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
flags |= TranslationFlags.Feedback;
|
||||
}
|
||||
|
||||
TranslationCounts counts = new TranslationCounts();
|
||||
|
||||
if (addresses.VertexA != 0)
|
||||
{
|
||||
shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
|
||||
shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
|
||||
}
|
||||
else
|
||||
{
|
||||
shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex);
|
||||
shaders[0] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
|
||||
}
|
||||
|
||||
shaders[1] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationControl, addresses.TessControl);
|
||||
shaders[2] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
|
||||
shaders[3] = TranslateGraphicsShader(state, flags, ShaderStage.Geometry, addresses.Geometry);
|
||||
shaders[4] = TranslateGraphicsShader(state, flags, ShaderStage.Fragment, addresses.Fragment);
|
||||
shaders[1] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
|
||||
shaders[2] = TranslateGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
|
||||
shaders[3] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
|
||||
shaders[4] = TranslateGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
|
||||
|
||||
List<IShader> hostShaders = new List<IShader>();
|
||||
|
||||
@ -159,7 +161,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
continue;
|
||||
}
|
||||
|
||||
IShader hostShader = _context.Renderer.CompileShader(program);
|
||||
IShader hostShader = _context.Renderer.CompileShader(program.Stage, program.Code);
|
||||
|
||||
shaders[stage].HostShader = hostShader;
|
||||
|
||||
@ -334,12 +336,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
|
||||
/// </remarks>
|
||||
/// <param name="state">Current GPU state</param>
|
||||
/// <param name="counts">Cumulative shader resource counts</param>
|
||||
/// <param name="flags">Flags that controls shader translation</param>
|
||||
/// <param name="stage">Shader stage</param>
|
||||
/// <param name="gpuVa">GPU virtual address of the shader code</param>
|
||||
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
|
||||
/// <returns>Compiled graphics shader code</returns>
|
||||
private ShaderCodeHolder TranslateGraphicsShader(GpuState state, TranslationFlags flags, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
|
||||
private ShaderCodeHolder TranslateGraphicsShader(
|
||||
GpuState state,
|
||||
TranslationCounts counts,
|
||||
TranslationFlags flags,
|
||||
ShaderStage stage,
|
||||
ulong gpuVa,
|
||||
ulong gpuVaA = 0)
|
||||
{
|
||||
if (gpuVa == 0)
|
||||
{
|
||||
@ -350,7 +359,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
|
||||
if (gpuVaA != 0)
|
||||
{
|
||||
ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags);
|
||||
ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags, counts);
|
||||
|
||||
byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray();
|
||||
byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
|
||||
@ -370,7 +379,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
}
|
||||
else
|
||||
{
|
||||
ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags);
|
||||
ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags, counts);
|
||||
|
||||
byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
|
||||
|
||||
|
@ -697,20 +697,20 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
SetFrontFace(_frontFace = frontFace.Convert());
|
||||
}
|
||||
|
||||
public void SetImage(int index, ShaderStage stage, ITexture texture, Format imageFormat)
|
||||
public void SetImage(int binding, ITexture texture, Format imageFormat)
|
||||
{
|
||||
int unit = _program.GetImageUnit(stage, index);
|
||||
|
||||
if (unit != -1 && texture != null)
|
||||
if (texture == null)
|
||||
{
|
||||
TextureBase texBase = (TextureBase)texture;
|
||||
return;
|
||||
}
|
||||
|
||||
SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
|
||||
TextureBase texBase = (TextureBase)texture;
|
||||
|
||||
if (format != 0)
|
||||
{
|
||||
GL.BindImageTexture(unit, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
|
||||
}
|
||||
SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
|
||||
|
||||
if (format != 0)
|
||||
{
|
||||
GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
|
||||
}
|
||||
}
|
||||
|
||||
@ -866,14 +866,14 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
UpdateDepthTest();
|
||||
}
|
||||
|
||||
public void SetSampler(int index, ShaderStage stage, ISampler sampler)
|
||||
public void SetSampler(int binding, ISampler sampler)
|
||||
{
|
||||
int unit = _program.GetTextureUnit(stage, index);
|
||||
|
||||
if (unit != -1 && sampler != null)
|
||||
if (sampler == null)
|
||||
{
|
||||
((Sampler)sampler).Bind(unit);
|
||||
return;
|
||||
}
|
||||
|
||||
((Sampler)sampler).Bind(binding);
|
||||
}
|
||||
|
||||
public void SetScissorEnable(int index, bool enable)
|
||||
@ -939,25 +939,25 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
_stencilFrontMask = stencilTest.FrontMask;
|
||||
}
|
||||
|
||||
public void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer)
|
||||
public void SetStorageBuffers(ReadOnlySpan<BufferRange> buffers)
|
||||
{
|
||||
SetBuffer(index, stage, buffer, isStorage: true);
|
||||
SetBuffers(buffers, isStorage: true);
|
||||
}
|
||||
|
||||
public void SetTexture(int index, ShaderStage stage, ITexture texture)
|
||||
public void SetTexture(int binding, ITexture texture)
|
||||
{
|
||||
int unit = _program.GetTextureUnit(stage, index);
|
||||
|
||||
if (unit != -1 && texture != null)
|
||||
if (texture == null)
|
||||
{
|
||||
if (unit == 0)
|
||||
{
|
||||
_unit0Texture = (TextureBase)texture;
|
||||
}
|
||||
else
|
||||
{
|
||||
((TextureBase)texture).Bind(unit);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (binding == 0)
|
||||
{
|
||||
_unit0Texture = (TextureBase)texture;
|
||||
}
|
||||
else
|
||||
{
|
||||
((TextureBase)texture).Bind(binding);
|
||||
}
|
||||
}
|
||||
|
||||
@ -997,9 +997,9 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
}
|
||||
}
|
||||
|
||||
public void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer)
|
||||
public void SetUniformBuffers(ReadOnlySpan<BufferRange> buffers)
|
||||
{
|
||||
SetBuffer(index, stage, buffer, isStorage: false);
|
||||
SetBuffers(buffers, isStorage: false);
|
||||
}
|
||||
|
||||
public void SetUserClipDistance(int index, bool enableClip)
|
||||
@ -1077,30 +1077,22 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
||||
}
|
||||
|
||||
private void SetBuffer(int index, ShaderStage stage, BufferRange buffer, bool isStorage)
|
||||
private void SetBuffers(ReadOnlySpan<BufferRange> buffers, bool isStorage)
|
||||
{
|
||||
int bindingPoint = isStorage
|
||||
? _program.GetStorageBufferBindingPoint(stage, index)
|
||||
: _program.GetUniformBufferBindingPoint(stage, index);
|
||||
BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
|
||||
|
||||
if (bindingPoint == -1)
|
||||
for (int index = 0; index < buffers.Length; index++)
|
||||
{
|
||||
return;
|
||||
BufferRange buffer = buffers[index];
|
||||
|
||||
if (buffer.Handle == BufferHandle.Null)
|
||||
{
|
||||
GL.BindBufferRange(target, index, 0, IntPtr.Zero, 0);
|
||||
continue;
|
||||
}
|
||||
|
||||
GL.BindBufferRange(target, index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
|
||||
}
|
||||
|
||||
BufferRangeTarget target = isStorage
|
||||
? BufferRangeTarget.ShaderStorageBuffer
|
||||
: BufferRangeTarget.UniformBuffer;
|
||||
|
||||
if (buffer.Handle == BufferHandle.Null)
|
||||
{
|
||||
GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
IntPtr bufferOffset = (IntPtr)buffer.Offset;
|
||||
|
||||
GL.BindBufferRange(target, bindingPoint, buffer.Handle.ToInt32(), bufferOffset, buffer.Size);
|
||||
}
|
||||
|
||||
private void SetOrigin(ClipOrigin origin)
|
||||
|
@ -1,7 +1,6 @@
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@ -11,18 +10,6 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
{
|
||||
class Program : IProgram
|
||||
{
|
||||
private const int ShaderStages = 6;
|
||||
|
||||
private const int UbStageShift = 5;
|
||||
private const int SbStageShift = 4;
|
||||
private const int TexStageShift = 5;
|
||||
private const int ImgStageShift = 3;
|
||||
|
||||
private const int UbsPerStage = 1 << UbStageShift;
|
||||
private const int SbsPerStage = 1 << SbStageShift;
|
||||
private const int TexsPerStage = 1 << TexStageShift;
|
||||
private const int ImgsPerStage = 1 << ImgStageShift;
|
||||
|
||||
public int Handle { get; private set; }
|
||||
|
||||
public int FragmentIsBgraUniform { get; }
|
||||
@ -31,38 +18,8 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
|
||||
public bool IsLinked { get; private set; }
|
||||
|
||||
private int[] _ubBindingPoints;
|
||||
private int[] _sbBindingPoints;
|
||||
private int[] _textureUnits;
|
||||
private int[] _imageUnits;
|
||||
|
||||
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
|
||||
{
|
||||
_ubBindingPoints = new int[UbsPerStage * ShaderStages];
|
||||
_sbBindingPoints = new int[SbsPerStage * ShaderStages];
|
||||
_textureUnits = new int[TexsPerStage * ShaderStages];
|
||||
_imageUnits = new int[ImgsPerStage * ShaderStages];
|
||||
|
||||
for (int index = 0; index < _ubBindingPoints.Length; index++)
|
||||
{
|
||||
_ubBindingPoints[index] = -1;
|
||||
}
|
||||
|
||||
for (int index = 0; index < _sbBindingPoints.Length; index++)
|
||||
{
|
||||
_sbBindingPoints[index] = -1;
|
||||
}
|
||||
|
||||
for (int index = 0; index < _textureUnits.Length; index++)
|
||||
{
|
||||
_textureUnits[index] = -1;
|
||||
}
|
||||
|
||||
for (int index = 0; index < _imageUnits.Length; index++)
|
||||
{
|
||||
_imageUnits[index] = -1;
|
||||
}
|
||||
|
||||
Handle = GL.CreateProgram();
|
||||
|
||||
for (int index = 0; index < shaders.Length; index++)
|
||||
@ -131,92 +88,6 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
|
||||
CheckProgramLink();
|
||||
|
||||
int ubBindingPoint = 0;
|
||||
int sbBindingPoint = 0;
|
||||
int textureUnit = 0;
|
||||
int imageUnit = 0;
|
||||
|
||||
for (int index = 0; index < shaders.Length; index++)
|
||||
{
|
||||
Shader shader = (Shader)shaders[index];
|
||||
|
||||
foreach (BufferDescriptor descriptor in shader.Info.CBuffers)
|
||||
{
|
||||
int location = GL.GetUniformBlockIndex(Handle, descriptor.Name);
|
||||
|
||||
if (location < 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
GL.UniformBlockBinding(Handle, location, ubBindingPoint);
|
||||
|
||||
int bpIndex = (int)shader.Stage << UbStageShift | descriptor.Slot;
|
||||
|
||||
_ubBindingPoints[bpIndex] = ubBindingPoint;
|
||||
|
||||
ubBindingPoint++;
|
||||
}
|
||||
|
||||
foreach (BufferDescriptor descriptor in shader.Info.SBuffers)
|
||||
{
|
||||
int location = GL.GetProgramResourceIndex(Handle, ProgramInterface.ShaderStorageBlock, descriptor.Name);
|
||||
|
||||
if (location < 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
GL.ShaderStorageBlockBinding(Handle, location, sbBindingPoint);
|
||||
|
||||
int bpIndex = (int)shader.Stage << SbStageShift | descriptor.Slot;
|
||||
|
||||
_sbBindingPoints[bpIndex] = sbBindingPoint;
|
||||
|
||||
sbBindingPoint++;
|
||||
}
|
||||
|
||||
int samplerIndex = 0;
|
||||
|
||||
foreach (TextureDescriptor descriptor in shader.Info.Textures)
|
||||
{
|
||||
int location = GL.GetUniformLocation(Handle, descriptor.Name);
|
||||
|
||||
if (location < 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
GL.ProgramUniform1(Handle, location, textureUnit);
|
||||
|
||||
int uIndex = (int)shader.Stage << TexStageShift | samplerIndex++;
|
||||
|
||||
_textureUnits[uIndex] = textureUnit;
|
||||
|
||||
textureUnit++;
|
||||
}
|
||||
|
||||
int imageIndex = 0;
|
||||
|
||||
foreach (TextureDescriptor descriptor in shader.Info.Images)
|
||||
{
|
||||
int location = GL.GetUniformLocation(Handle, descriptor.Name);
|
||||
|
||||
if (location < 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
GL.ProgramUniform1(Handle, location, imageUnit);
|
||||
|
||||
int uIndex = (int)shader.Stage << ImgStageShift | imageIndex++;
|
||||
|
||||
_imageUnits[uIndex] = imageUnit;
|
||||
|
||||
imageUnit++;
|
||||
}
|
||||
}
|
||||
|
||||
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
|
||||
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
||||
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
||||
@ -227,26 +98,6 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
GL.UseProgram(Handle);
|
||||
}
|
||||
|
||||
public int GetUniformBufferBindingPoint(ShaderStage stage, int index)
|
||||
{
|
||||
return _ubBindingPoints[(int)stage << UbStageShift | index];
|
||||
}
|
||||
|
||||
public int GetStorageBufferBindingPoint(ShaderStage stage, int index)
|
||||
{
|
||||
return _sbBindingPoints[(int)stage << SbStageShift | index];
|
||||
}
|
||||
|
||||
public int GetTextureUnit(ShaderStage stage, int index)
|
||||
{
|
||||
return _textureUnits[(int)stage << TexStageShift | index];
|
||||
}
|
||||
|
||||
public int GetImageUnit(ShaderStage stage, int index)
|
||||
{
|
||||
return _imageUnits[(int)stage << ImgStageShift | index];
|
||||
}
|
||||
|
||||
private void CheckProgramLink()
|
||||
{
|
||||
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
|
||||
|
@ -42,9 +42,9 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
ResourcePool = new ResourcePool();
|
||||
}
|
||||
|
||||
public IShader CompileShader(ShaderProgram shader)
|
||||
public IShader CompileShader(ShaderStage stage, string code)
|
||||
{
|
||||
return new Shader(shader);
|
||||
return new Shader(stage, code);
|
||||
}
|
||||
|
||||
public BufferHandle CreateBuffer(int size)
|
||||
|
@ -8,31 +8,22 @@ namespace Ryujinx.Graphics.OpenGL
|
||||
{
|
||||
public int Handle { get; private set; }
|
||||
|
||||
private ShaderProgram _program;
|
||||
|
||||
public ShaderProgramInfo Info => _program.Info;
|
||||
|
||||
public ShaderStage Stage => _program.Stage;
|
||||
|
||||
public Shader(ShaderProgram program)
|
||||
public Shader(ShaderStage stage, string code)
|
||||
{
|
||||
_program = program;
|
||||
|
||||
ShaderType type = ShaderType.VertexShader;
|
||||
|
||||
switch (program.Stage)
|
||||
ShaderType type = stage switch
|
||||
{
|
||||
case ShaderStage.Compute: type = ShaderType.ComputeShader; break;
|
||||
case ShaderStage.Vertex: type = ShaderType.VertexShader; break;
|
||||
case ShaderStage.TessellationControl: type = ShaderType.TessControlShader; break;
|
||||
case ShaderStage.TessellationEvaluation: type = ShaderType.TessEvaluationShader; break;
|
||||
case ShaderStage.Geometry: type = ShaderType.GeometryShader; break;
|
||||
case ShaderStage.Fragment: type = ShaderType.FragmentShader; break;
|
||||
}
|
||||
ShaderStage.Compute => ShaderType.ComputeShader,
|
||||
ShaderStage.Vertex => ShaderType.VertexShader,
|
||||
ShaderStage.TessellationControl => ShaderType.TessControlShader,
|
||||
ShaderStage.TessellationEvaluation => ShaderType.TessEvaluationShader,
|
||||
ShaderStage.Geometry => ShaderType.GeometryShader,
|
||||
ShaderStage.Fragment => ShaderType.FragmentShader,
|
||||
_ => ShaderType.VertexShader
|
||||
};
|
||||
|
||||
Handle = GL.CreateShader(type);
|
||||
|
||||
GL.ShaderSource(Handle, program.Code);
|
||||
GL.ShaderSource(Handle, code);
|
||||
GL.CompileShader(Handle);
|
||||
}
|
||||
|
||||
|
@ -2,13 +2,12 @@ namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public struct BufferDescriptor
|
||||
{
|
||||
public string Name { get; }
|
||||
|
||||
public int Binding { get; }
|
||||
public int Slot { get; }
|
||||
|
||||
public BufferDescriptor(string name, int slot)
|
||||
public BufferDescriptor(int binding, int slot)
|
||||
{
|
||||
Name = name;
|
||||
Binding = binding;
|
||||
Slot = slot;
|
||||
}
|
||||
}
|
||||
|
@ -218,50 +218,46 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
|
||||
if (info.UsesCbIndexing)
|
||||
{
|
||||
int count = info.CBuffers.Max() + 1;
|
||||
|
||||
int[] bindings = new int[count];
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
bindings[i] = context.Config.Counts.IncrementUniformBuffersCount();
|
||||
}
|
||||
|
||||
foreach (int cbufSlot in info.CBuffers.OrderBy(x => x))
|
||||
{
|
||||
context.CBufferDescriptors.Add(new BufferDescriptor(bindings[cbufSlot], cbufSlot));
|
||||
}
|
||||
|
||||
string ubName = OperandManager.GetShaderStagePrefix(context.Config.Stage);
|
||||
|
||||
ubName += "_" + DefaultNames.UniformNamePrefix;
|
||||
|
||||
string blockName = $"{ubName}_{DefaultNames.BlockSuffix}";
|
||||
|
||||
int maxSlot = 0;
|
||||
|
||||
foreach (int cbufSlot in info.CBuffers.OrderBy(x => x))
|
||||
{
|
||||
context.CBufferDescriptors.Add(new BufferDescriptor($"{blockName}[{cbufSlot}]", cbufSlot));
|
||||
|
||||
if (maxSlot < cbufSlot)
|
||||
{
|
||||
maxSlot = cbufSlot;
|
||||
}
|
||||
}
|
||||
|
||||
context.AppendLine("layout (std140) uniform " + blockName);
|
||||
|
||||
context.AppendLine($"layout (binding = {bindings[0]}, std140) uniform {blockName}");
|
||||
context.EnterScope();
|
||||
|
||||
context.AppendLine("vec4 " + DefaultNames.DataName + ubSize + ";");
|
||||
|
||||
string arraySize = NumberFormatter.FormatInt(maxSlot + 1);
|
||||
|
||||
context.LeaveScope($" {ubName}[{arraySize}];");
|
||||
context.LeaveScope($" {ubName}[{NumberFormatter.FormatInt(count)}];");
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (int cbufSlot in info.CBuffers.OrderBy(x => x))
|
||||
{
|
||||
int binding = context.Config.Counts.IncrementUniformBuffersCount();
|
||||
|
||||
context.CBufferDescriptors.Add(new BufferDescriptor(binding, cbufSlot));
|
||||
|
||||
string ubName = OperandManager.GetShaderStagePrefix(context.Config.Stage);
|
||||
|
||||
ubName += "_" + DefaultNames.UniformNamePrefix + cbufSlot;
|
||||
|
||||
context.CBufferDescriptors.Add(new BufferDescriptor(ubName, cbufSlot));
|
||||
|
||||
context.AppendLine("layout (std140) uniform " + ubName);
|
||||
|
||||
context.AppendLine($"layout (binding = {binding}, std140) uniform {ubName}");
|
||||
context.EnterScope();
|
||||
|
||||
context.AppendLine("vec4 " + OperandManager.GetUbName(context.Config.Stage, cbufSlot, false) + ubSize + ";");
|
||||
|
||||
context.LeaveScope(";");
|
||||
}
|
||||
}
|
||||
@ -275,32 +271,29 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
|
||||
string blockName = $"{sbName}_{DefaultNames.BlockSuffix}";
|
||||
|
||||
int maxSlot = 0;
|
||||
int count = info.SBuffers.Max() + 1;
|
||||
|
||||
int[] bindings = new int[count];
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
bindings[i] = context.Config.Counts.IncrementStorageBuffersCount();
|
||||
}
|
||||
|
||||
foreach (int sbufSlot in info.SBuffers)
|
||||
{
|
||||
context.SBufferDescriptors.Add(new BufferDescriptor($"{blockName}[{sbufSlot}]", sbufSlot));
|
||||
|
||||
if (maxSlot < sbufSlot)
|
||||
{
|
||||
maxSlot = sbufSlot;
|
||||
}
|
||||
context.SBufferDescriptors.Add(new BufferDescriptor(bindings[sbufSlot], sbufSlot));
|
||||
}
|
||||
|
||||
context.AppendLine("layout (std430) buffer " + blockName);
|
||||
|
||||
context.AppendLine($"layout (binding = {bindings[0]}, std430) buffer {blockName}");
|
||||
context.EnterScope();
|
||||
|
||||
context.AppendLine("uint " + DefaultNames.DataName + "[];");
|
||||
|
||||
string arraySize = NumberFormatter.FormatInt(maxSlot + 1);
|
||||
|
||||
context.LeaveScope($" {sbName}[{arraySize}];");
|
||||
context.LeaveScope($" {sbName}[{NumberFormatter.FormatInt(count)}];");
|
||||
}
|
||||
|
||||
private static void DeclareSamplers(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
Dictionary<string, AstTextureOperation> samplers = new Dictionary<string, AstTextureOperation>();
|
||||
HashSet<string> samplers = new HashSet<string>();
|
||||
|
||||
// Texture instructions other than TextureSample (like TextureSize)
|
||||
// may have incomplete sampler type information. In those cases,
|
||||
@ -312,29 +305,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
|
||||
string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
|
||||
|
||||
if (!samplers.TryAdd(samplerName, texOp))
|
||||
if (!samplers.Add(samplerName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
string samplerTypeName = texOp.Type.ToGlslSamplerType();
|
||||
|
||||
context.AppendLine("uniform " + samplerTypeName + " " + samplerName + ";");
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<string, AstTextureOperation> kv in samplers)
|
||||
{
|
||||
string samplerName = kv.Key;
|
||||
|
||||
AstTextureOperation texOp = kv.Value;
|
||||
|
||||
TextureDescriptor desc;
|
||||
int firstBinding = -1;
|
||||
|
||||
if ((texOp.Flags & TextureFlags.Bindless) != 0)
|
||||
{
|
||||
AstOperand operand = texOp.GetSource(0) as AstOperand;
|
||||
|
||||
desc = new TextureDescriptor(samplerName, texOp.Type, operand.CbufSlot, operand.CbufOffset);
|
||||
firstBinding = context.Config.Counts.IncrementTexturesCount();
|
||||
|
||||
var desc = new TextureDescriptor(firstBinding, texOp.Type, operand.CbufSlot, operand.CbufOffset);
|
||||
|
||||
context.TextureDescriptors.Add(desc);
|
||||
}
|
||||
@ -342,27 +326,36 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
{
|
||||
for (int index = 0; index < texOp.ArraySize; index++)
|
||||
{
|
||||
string indexExpr = NumberFormatter.FormatInt(index);
|
||||
int binding = context.Config.Counts.IncrementTexturesCount();
|
||||
|
||||
string indexedSamplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
|
||||
if (firstBinding < 0)
|
||||
{
|
||||
firstBinding = binding;
|
||||
}
|
||||
|
||||
desc = new TextureDescriptor(indexedSamplerName, texOp.Type, texOp.Format, texOp.Handle + index * 2);
|
||||
var desc = new TextureDescriptor(binding, texOp.Type, texOp.Format, texOp.Handle + index * 2);
|
||||
|
||||
context.TextureDescriptors.Add(desc);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
desc = new TextureDescriptor(samplerName, texOp.Type, texOp.Format, texOp.Handle);
|
||||
firstBinding = context.Config.Counts.IncrementTexturesCount();
|
||||
|
||||
var desc = new TextureDescriptor(firstBinding, texOp.Type, texOp.Format, texOp.Handle);
|
||||
|
||||
context.TextureDescriptors.Add(desc);
|
||||
}
|
||||
|
||||
string samplerTypeName = texOp.Type.ToGlslSamplerType();
|
||||
|
||||
context.AppendLine($"layout (binding = {firstBinding}) uniform {samplerTypeName} {samplerName};");
|
||||
}
|
||||
}
|
||||
|
||||
private static void DeclareImages(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
Dictionary<string, AstTextureOperation> images = new Dictionary<string, AstTextureOperation>();
|
||||
HashSet<string> images = new HashSet<string>();
|
||||
|
||||
foreach (AstTextureOperation texOp in info.Images.OrderBy(x => x.Handle))
|
||||
{
|
||||
@ -370,48 +363,48 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
|
||||
string imageName = OperandManager.GetImageName(context.Config.Stage, texOp, indexExpr);
|
||||
|
||||
if (!images.TryAdd(imageName, texOp))
|
||||
if (!images.Add(imageName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
int firstBinding = -1;
|
||||
|
||||
if ((texOp.Type & SamplerType.Indexed) != 0)
|
||||
{
|
||||
for (int index = 0; index < texOp.ArraySize; index++)
|
||||
{
|
||||
int binding = context.Config.Counts.IncrementImagesCount();
|
||||
|
||||
if (firstBinding < 0)
|
||||
{
|
||||
firstBinding = binding;
|
||||
}
|
||||
|
||||
var desc = new TextureDescriptor(binding, texOp.Type, texOp.Format, texOp.Handle + index * 2);
|
||||
|
||||
context.ImageDescriptors.Add(desc);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
firstBinding = context.Config.Counts.IncrementImagesCount();
|
||||
|
||||
var desc = new TextureDescriptor(firstBinding, texOp.Type, texOp.Format, texOp.Handle);
|
||||
|
||||
context.ImageDescriptors.Add(desc);
|
||||
}
|
||||
|
||||
string layout = texOp.Format.ToGlslFormat();
|
||||
|
||||
if (!string.IsNullOrEmpty(layout))
|
||||
{
|
||||
layout = "layout(" + layout + ") ";
|
||||
layout = ", " + layout;
|
||||
}
|
||||
|
||||
string imageTypeName = texOp.Type.ToGlslImageType(texOp.Format.GetComponentType());
|
||||
|
||||
context.AppendLine("uniform " + layout + imageTypeName + " " + imageName + ";");
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<string, AstTextureOperation> kv in images)
|
||||
{
|
||||
string imageName = kv.Key;
|
||||
|
||||
AstTextureOperation texOp = kv.Value;
|
||||
|
||||
if ((texOp.Type & SamplerType.Indexed) != 0)
|
||||
{
|
||||
for (int index = 0; index < texOp.ArraySize; index++)
|
||||
{
|
||||
string indexExpr = NumberFormatter.FormatInt(index);
|
||||
|
||||
string indexedSamplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp, indexExpr);
|
||||
|
||||
var desc = new TextureDescriptor(indexedSamplerName, texOp.Type, texOp.Format, texOp.Handle + index * 2);
|
||||
|
||||
context.TextureDescriptors.Add(desc);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var desc = new TextureDescriptor(imageName, texOp.Type, texOp.Format, texOp.Handle);
|
||||
|
||||
context.ImageDescriptors.Add(desc);
|
||||
}
|
||||
context.AppendLine($"layout (binding = {firstBinding}{layout}) uniform {imageTypeName} {imageName};");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2,79 +2,79 @@
|
||||
{
|
||||
public interface IGpuAccessor
|
||||
{
|
||||
public void Log(string message)
|
||||
void Log(string message)
|
||||
{
|
||||
// No default log output.
|
||||
}
|
||||
|
||||
T MemoryRead<T>(ulong address) where T : unmanaged;
|
||||
|
||||
public bool MemoryMapped(ulong address)
|
||||
bool MemoryMapped(ulong address)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public int QueryComputeLocalSizeX()
|
||||
int QueryComputeLocalSizeX()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
public int QueryComputeLocalSizeY()
|
||||
int QueryComputeLocalSizeY()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
public int QueryComputeLocalSizeZ()
|
||||
int QueryComputeLocalSizeZ()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
public int QueryComputeLocalMemorySize()
|
||||
int QueryComputeLocalMemorySize()
|
||||
{
|
||||
return 0x1000;
|
||||
}
|
||||
|
||||
public int QueryComputeSharedMemorySize()
|
||||
int QueryComputeSharedMemorySize()
|
||||
{
|
||||
return 0xc000;
|
||||
}
|
||||
|
||||
public uint QueryConstantBufferUse()
|
||||
uint QueryConstantBufferUse()
|
||||
{
|
||||
return 0xffff;
|
||||
}
|
||||
|
||||
public bool QueryIsTextureBuffer(int handle)
|
||||
bool QueryIsTextureBuffer(int handle)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool QueryIsTextureRectangle(int handle)
|
||||
bool QueryIsTextureRectangle(int handle)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public InputTopology QueryPrimitiveTopology()
|
||||
InputTopology QueryPrimitiveTopology()
|
||||
{
|
||||
return InputTopology.Points;
|
||||
}
|
||||
|
||||
public int QueryStorageBufferOffsetAlignment()
|
||||
int QueryStorageBufferOffsetAlignment()
|
||||
{
|
||||
return 16;
|
||||
}
|
||||
|
||||
public bool QuerySupportsImageLoadFormatted()
|
||||
bool QuerySupportsImageLoadFormatted()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool QuerySupportsNonConstantTextureOffset()
|
||||
bool QuerySupportsNonConstantTextureOffset()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public TextureFormat QueryTextureFormat(int handle)
|
||||
TextureFormat QueryTextureFormat(int handle)
|
||||
{
|
||||
return TextureFormat.R8G8B8A8Unorm;
|
||||
}
|
||||
|
@ -2,7 +2,7 @@ namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public struct TextureDescriptor
|
||||
{
|
||||
public string Name { get; }
|
||||
public int Binding { get; }
|
||||
|
||||
public SamplerType Type { get; }
|
||||
|
||||
@ -17,9 +17,9 @@ namespace Ryujinx.Graphics.Shader
|
||||
|
||||
public TextureUsageFlags Flags { get; set; }
|
||||
|
||||
public TextureDescriptor(string name, SamplerType type, TextureFormat format, int handleIndex)
|
||||
public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int handleIndex)
|
||||
{
|
||||
Name = name;
|
||||
Binding = binding;
|
||||
Type = type;
|
||||
Format = format;
|
||||
HandleIndex = handleIndex;
|
||||
@ -32,9 +32,9 @@ namespace Ryujinx.Graphics.Shader
|
||||
Flags = TextureUsageFlags.None;
|
||||
}
|
||||
|
||||
public TextureDescriptor(string name, SamplerType type, int cbufSlot, int cbufOffset)
|
||||
public TextureDescriptor(int binding, SamplerType type, int cbufSlot, int cbufOffset)
|
||||
{
|
||||
Name = name;
|
||||
Binding = binding;
|
||||
Type = type;
|
||||
Format = TextureFormat.Unknown;
|
||||
HandleIndex = 0;
|
||||
|
@ -20,11 +20,13 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
public TranslationFlags Flags { get; }
|
||||
|
||||
public TranslationCounts Counts { get; }
|
||||
|
||||
public int Size { get; private set; }
|
||||
|
||||
public FeatureFlags UsedFeatures { get; private set; }
|
||||
|
||||
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags)
|
||||
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
|
||||
{
|
||||
Stage = ShaderStage.Compute;
|
||||
OutputTopology = OutputTopology.PointList;
|
||||
@ -38,9 +40,10 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
Flags = flags;
|
||||
Size = 0;
|
||||
UsedFeatures = FeatureFlags.None;
|
||||
Counts = counts;
|
||||
}
|
||||
|
||||
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags)
|
||||
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
|
||||
{
|
||||
Stage = header.Stage;
|
||||
OutputTopology = header.OutputTopology;
|
||||
@ -54,6 +57,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
Flags = flags;
|
||||
Size = 0;
|
||||
UsedFeatures = FeatureFlags.None;
|
||||
Counts = counts;
|
||||
}
|
||||
|
||||
public int GetDepthRegister()
|
||||
|
30
Ryujinx.Graphics.Shader/Translation/TranslationCounts.cs
Normal file
30
Ryujinx.Graphics.Shader/Translation/TranslationCounts.cs
Normal file
@ -0,0 +1,30 @@
|
||||
namespace Ryujinx.Graphics.Shader.Translation
|
||||
{
|
||||
public class TranslationCounts
|
||||
{
|
||||
public int UniformBuffersCount { get; private set; }
|
||||
public int StorageBuffersCount { get; private set; }
|
||||
public int TexturesCount { get; private set; }
|
||||
public int ImagesCount { get; private set; }
|
||||
|
||||
internal int IncrementUniformBuffersCount()
|
||||
{
|
||||
return UniformBuffersCount++;
|
||||
}
|
||||
|
||||
internal int IncrementStorageBuffersCount()
|
||||
{
|
||||
return StorageBuffersCount++;
|
||||
}
|
||||
|
||||
internal int IncrementTexturesCount()
|
||||
{
|
||||
return TexturesCount++;
|
||||
}
|
||||
|
||||
internal int IncrementImagesCount()
|
||||
{
|
||||
return ImagesCount++;
|
||||
}
|
||||
}
|
||||
}
|
@ -24,15 +24,28 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
}
|
||||
}
|
||||
|
||||
public static ShaderProgram Translate(ulong address, IGpuAccessor gpuAccessor, TranslationFlags flags)
|
||||
public static ShaderProgram Translate(
|
||||
ulong address,
|
||||
IGpuAccessor gpuAccessor,
|
||||
TranslationFlags flags,
|
||||
TranslationCounts counts = null)
|
||||
{
|
||||
return Translate(DecodeShader(address, gpuAccessor, flags, out ShaderConfig config), config);
|
||||
counts ??= new TranslationCounts();
|
||||
|
||||
return Translate(DecodeShader(address, gpuAccessor, flags, counts, out ShaderConfig config), config);
|
||||
}
|
||||
|
||||
public static ShaderProgram Translate(ulong addressA, ulong addressB, IGpuAccessor gpuAccessor, TranslationFlags flags)
|
||||
public static ShaderProgram Translate(
|
||||
ulong addressA,
|
||||
ulong addressB,
|
||||
IGpuAccessor gpuAccessor,
|
||||
TranslationFlags flags,
|
||||
TranslationCounts counts = null)
|
||||
{
|
||||
FunctionCode[] funcA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out ShaderConfig configA);
|
||||
FunctionCode[] funcB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config);
|
||||
counts ??= new TranslationCounts();
|
||||
|
||||
FunctionCode[] funcA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, counts, out ShaderConfig configA);
|
||||
FunctionCode[] funcB = DecodeShader(addressB, gpuAccessor, flags, counts, out ShaderConfig config);
|
||||
|
||||
config.SetUsedFeature(configA.UsedFeatures);
|
||||
|
||||
@ -105,19 +118,24 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
return new ShaderProgram(spInfo, config.Stage, glslCode, config.Size, sizeA);
|
||||
}
|
||||
|
||||
private static FunctionCode[] DecodeShader(ulong address, IGpuAccessor gpuAccessor, TranslationFlags flags, out ShaderConfig config)
|
||||
private static FunctionCode[] DecodeShader(
|
||||
ulong address,
|
||||
IGpuAccessor gpuAccessor,
|
||||
TranslationFlags flags,
|
||||
TranslationCounts counts,
|
||||
out ShaderConfig config)
|
||||
{
|
||||
Block[][] cfg;
|
||||
|
||||
if ((flags & TranslationFlags.Compute) != 0)
|
||||
{
|
||||
config = new ShaderConfig(gpuAccessor, flags);
|
||||
config = new ShaderConfig(gpuAccessor, flags, counts);
|
||||
|
||||
cfg = Decoder.Decode(gpuAccessor, address);
|
||||
}
|
||||
else
|
||||
{
|
||||
config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, flags);
|
||||
config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, flags, counts);
|
||||
|
||||
cfg = Decoder.Decode(gpuAccessor, address + HeaderSize);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user