cedd200745
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else * Shader cache version bump * PR feedback * Fix typo
744 lines
25 KiB
C#
744 lines
25 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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class ShaderConfig
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{
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// TODO: Non-hardcoded array size.
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public const int SamplerArraySize = 4;
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private const int ThreadsPerWarp = 32;
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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public bool LastInPipeline { get; private set; }
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public bool LastInVertexPipeline { get; private set; }
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public bool HasLayerInputAttribute { get; private set; }
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public int GpLayerInputAttribute { get; private set; }
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public int ThreadsPerInputPrimitive { get; }
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public OutputTopology OutputTopology { get; }
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public int MaxOutputVertices { get; }
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public int LocalMemorySize { get; }
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public ImapPixelType[] ImapTypes { get; }
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public int OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public IGpuAccessor GpuAccessor { get; }
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public TranslationOptions Options { get; }
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public bool TransformFeedbackEnabled { get; }
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public int Size { get; private set; }
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public byte ClipDistancesWritten { get; private set; }
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public FeatureFlags UsedFeatures { get; private set; }
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public int Cb1DataSize { get; private set; }
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public bool LayerOutputWritten { get; private set; }
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public int LayerOutputAttribute { get; private set; }
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public bool NextUsesFixedFuncAttributes { get; private set; }
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public int UsedInputAttributes { get; private set; }
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public int UsedOutputAttributes { get; private set; }
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public HashSet<int> UsedInputAttributesPerPatch { get; }
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public HashSet<int> UsedOutputAttributesPerPatch { get; }
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public HashSet<int> NextUsedInputAttributesPerPatch { get; private set; }
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public int PassthroughAttributes { get; private set; }
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private int _nextUsedInputAttributes;
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private int _thisUsedInputAttributes;
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private Dictionary<int, int> _perPatchAttributeLocations;
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public UInt128 NextInputAttributesComponents { get; private set; }
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public UInt128 ThisInputAttributesComponents { get; private set; }
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public int AccessibleStorageBuffersMask { get; private set; }
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public int AccessibleConstantBuffersMask { get; private set; }
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private int _usedConstantBuffers;
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private int _usedStorageBuffers;
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private int _usedStorageBuffersWrite;
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private readonly record struct TextureInfo(int CbufSlot, int Handle, bool Indexed, TextureFormat Format);
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private struct TextureMeta
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{
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public bool AccurateType;
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public SamplerType Type;
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public TextureUsageFlags UsageFlags;
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}
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private readonly Dictionary<TextureInfo, TextureMeta> _usedTextures;
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private readonly Dictionary<TextureInfo, TextureMeta> _usedImages;
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private BufferDescriptor[] _cachedConstantBufferDescriptors;
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private BufferDescriptor[] _cachedStorageBufferDescriptors;
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private TextureDescriptor[] _cachedTextureDescriptors;
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private TextureDescriptor[] _cachedImageDescriptors;
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private int _firstConstantBufferBinding;
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private int _firstStorageBufferBinding;
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public int FirstConstantBufferBinding => _firstConstantBufferBinding;
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public int FirstStorageBufferBinding => _firstStorageBufferBinding;
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public ShaderConfig(IGpuAccessor gpuAccessor, TranslationOptions options)
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{
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Stage = ShaderStage.Compute;
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GpuAccessor = gpuAccessor;
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Options = options;
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AccessibleStorageBuffersMask = (1 << GlobalMemory.StorageMaxCount) - 1;
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AccessibleConstantBuffersMask = (1 << GlobalMemory.UbeMaxCount) - 1;
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UsedInputAttributesPerPatch = new HashSet<int>();
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UsedOutputAttributesPerPatch = new HashSet<int>();
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_usedTextures = new Dictionary<TextureInfo, TextureMeta>();
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_usedImages = new Dictionary<TextureInfo, TextureMeta>();
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}
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public ShaderConfig(
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ShaderStage stage,
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OutputTopology outputTopology,
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int maxOutputVertices,
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IGpuAccessor gpuAccessor,
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TranslationOptions options) : this(gpuAccessor, options)
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{
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Stage = stage;
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ThreadsPerInputPrimitive = 1;
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OutputTopology = outputTopology;
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MaxOutputVertices = maxOutputVertices;
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TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
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if (Stage != ShaderStage.Compute)
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{
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AccessibleConstantBuffersMask = 0;
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}
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationOptions options) : this(gpuAccessor, options)
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{
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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ThreadsPerInputPrimitive = header.ThreadsPerInputPrimitive;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize + (header.ShaderLocalMemoryCrsSize / ThreadsPerWarp);
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
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LastInPipeline = true;
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LastInVertexPipeline = header.Stage < ShaderStage.Fragment;
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}
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public int GetDepthRegister()
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{
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// The depth register is always two registers after the last color output.
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return BitOperations.PopCount((uint)OmapTargets) + 1;
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}
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public uint ConstantBuffer1Read(int offset)
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{
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if (Cb1DataSize < offset + 4)
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{
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Cb1DataSize = offset + 4;
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}
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return GpuAccessor.ConstantBuffer1Read(offset);
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}
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public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (GpuAccessor.QueryHostSupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (format == TextureFormat.Unknown)
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{
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GpuAccessor.Log($"Unknown format for texture {handle}.");
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format = TextureFormat.R8G8B8A8Unorm;
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}
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return format;
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}
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private bool FormatSupportsAtomic(TextureFormat format)
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{
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return format == TextureFormat.R32Sint || format == TextureFormat.R32Uint;
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}
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public TextureFormat GetTextureFormatAtomic(int handle, int cbufSlot = -1)
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{
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// Atomic image instructions do not support GL_EXT_shader_image_load_formatted,
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// and must have a type specified. Default to R32Sint if not available.
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var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (!FormatSupportsAtomic(format))
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{
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GpuAccessor.Log($"Unsupported format for texture {handle}: {format}.");
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format = TextureFormat.R32Sint;
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}
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return format;
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}
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public void SizeAdd(int size)
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{
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Size += size;
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}
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public void InheritFrom(ShaderConfig other)
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{
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ClipDistancesWritten |= other.ClipDistancesWritten;
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UsedFeatures |= other.UsedFeatures;
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UsedInputAttributes |= other.UsedInputAttributes;
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UsedOutputAttributes |= other.UsedOutputAttributes;
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_usedConstantBuffers |= other._usedConstantBuffers;
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_usedStorageBuffers |= other._usedStorageBuffers;
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_usedStorageBuffersWrite |= other._usedStorageBuffersWrite;
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foreach (var kv in other._usedTextures)
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{
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if (!_usedTextures.TryAdd(kv.Key, kv.Value))
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{
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_usedTextures[kv.Key] = MergeTextureMeta(kv.Value, _usedTextures[kv.Key]);
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}
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}
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foreach (var kv in other._usedImages)
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{
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if (!_usedImages.TryAdd(kv.Key, kv.Value))
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{
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_usedImages[kv.Key] = MergeTextureMeta(kv.Value, _usedImages[kv.Key]);
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}
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}
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}
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public void SetLayerOutputAttribute(int attr)
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{
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LayerOutputWritten = true;
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LayerOutputAttribute = attr;
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}
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public void SetGeometryShaderLayerInputAttribute(int attr)
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{
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HasLayerInputAttribute = true;
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GpLayerInputAttribute = attr;
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}
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public void SetLastInVertexPipeline(bool hasFragment)
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{
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if (!hasFragment)
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{
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LastInPipeline = true;
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}
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LastInVertexPipeline = true;
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}
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public void SetInputUserAttributeFixedFunc(int index)
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{
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UsedInputAttributes |= 1 << index;
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}
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public void SetOutputUserAttributeFixedFunc(int index)
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{
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UsedOutputAttributes |= 1 << index;
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}
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public void SetInputUserAttribute(int index, int component)
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{
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int mask = 1 << index;
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UsedInputAttributes |= mask;
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_thisUsedInputAttributes |= mask;
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ThisInputAttributesComponents |= UInt128.One << (index * 4 + component);
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}
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public void SetInputUserAttributePerPatch(int index)
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{
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UsedInputAttributesPerPatch.Add(index);
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}
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public void SetOutputUserAttribute(int index)
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{
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UsedOutputAttributes |= 1 << index;
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}
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public void SetOutputUserAttributePerPatch(int index)
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{
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UsedOutputAttributesPerPatch.Add(index);
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}
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public void MergeFromtNextStage(ShaderConfig config)
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{
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NextInputAttributesComponents = config.ThisInputAttributesComponents;
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NextUsedInputAttributesPerPatch = config.UsedInputAttributesPerPatch;
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NextUsesFixedFuncAttributes = config.UsedFeatures.HasFlag(FeatureFlags.FixedFuncAttr);
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MergeOutputUserAttributes(config.UsedInputAttributes, config.UsedInputAttributesPerPatch);
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if (UsedOutputAttributesPerPatch.Count != 0)
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{
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// Regular and per-patch input/output locations can't overlap,
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// so we must assign on our location using unused regular input/output locations.
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Dictionary<int, int> locationsMap = new Dictionary<int, int>();
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int freeMask = ~UsedOutputAttributes;
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foreach (int attr in UsedOutputAttributesPerPatch)
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{
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int location = BitOperations.TrailingZeroCount(freeMask);
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if (location == 32)
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{
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config.GpuAccessor.Log($"No enough free locations for patch input/output 0x{attr:X}.");
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break;
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}
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locationsMap.Add(attr, location);
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freeMask &= ~(1 << location);
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}
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// Both stages must agree on the locations, so use the same "map" for both.
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_perPatchAttributeLocations = locationsMap;
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config._perPatchAttributeLocations = locationsMap;
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}
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LastInPipeline = false;
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// We don't consider geometry shaders using the geometry shader passthrough feature
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// as being the last because when this feature is used, it can't actually modify any of the outputs,
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// so the stage that comes before it is the last one that can do modifications.
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if (config.Stage != ShaderStage.Fragment && (config.Stage != ShaderStage.Geometry || !config.GpPassthrough))
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{
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LastInVertexPipeline = false;
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}
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}
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public void MergeOutputUserAttributes(int mask, IEnumerable<int> perPatch)
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{
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_nextUsedInputAttributes = mask;
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if (GpPassthrough)
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{
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PassthroughAttributes = mask & ~UsedOutputAttributes;
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}
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else
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{
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UsedOutputAttributes |= mask;
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UsedOutputAttributesPerPatch.UnionWith(perPatch);
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}
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}
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public int GetPerPatchAttributeLocation(int index)
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{
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if (_perPatchAttributeLocations == null || !_perPatchAttributeLocations.TryGetValue(index, out int location))
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{
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return index;
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}
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return location;
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}
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public bool IsUsedOutputAttribute(int attr)
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{
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// The check for fixed function attributes on the next stage is conservative,
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// returning false if the output is just not used by the next stage is also valid.
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if (NextUsesFixedFuncAttributes &&
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attr >= AttributeConsts.UserAttributeBase &&
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attr < AttributeConsts.UserAttributeEnd)
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{
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int index = (attr - AttributeConsts.UserAttributeBase) >> 4;
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return (_nextUsedInputAttributes & (1 << index)) != 0;
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}
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return true;
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}
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public int GetFreeUserAttribute(bool isOutput, int index)
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{
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int useMask = isOutput ? _nextUsedInputAttributes : _thisUsedInputAttributes;
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int bit = -1;
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while (useMask != -1)
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{
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bit = BitOperations.TrailingZeroCount(~useMask);
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if (bit == 32)
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{
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bit = -1;
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break;
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}
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else if (index < 1)
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{
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break;
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}
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useMask |= 1 << bit;
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index--;
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}
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return bit;
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}
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public void SetAllInputUserAttributes()
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{
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UsedInputAttributes |= Constants.AllAttributesMask;
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ThisInputAttributesComponents |= ~UInt128.Zero >> (128 - Constants.MaxAttributes * 4);
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}
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public void SetAllOutputUserAttributes()
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{
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UsedOutputAttributes |= Constants.AllAttributesMask;
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}
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public void SetClipDistanceWritten(int index)
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{
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ClipDistancesWritten |= (byte)(1 << index);
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}
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public void SetUsedFeature(FeatureFlags flags)
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{
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UsedFeatures |= flags;
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}
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public void SetAccessibleBufferMasks(int sbMask, int ubeMask)
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{
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AccessibleStorageBuffersMask = sbMask;
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AccessibleConstantBuffersMask = ubeMask;
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}
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public void SetUsedConstantBuffer(int slot)
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{
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_usedConstantBuffers |= 1 << slot;
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}
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public void SetUsedStorageBuffer(int slot, bool write)
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{
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int mask = 1 << slot;
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_usedStorageBuffers |= mask;
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if (write)
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{
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_usedStorageBuffersWrite |= mask;
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}
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}
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public void SetUsedTexture(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int cbufSlot,
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int handle)
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{
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inst &= Instruction.Mask;
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bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool isWrite = inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool accurateType = inst != Instruction.Lod && inst != Instruction.TextureSize;
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bool coherent = flags.HasFlag(TextureFlags.Coherent);
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if (isImage)
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{
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SetUsedTextureOrImage(_usedImages, cbufSlot, handle, type, format, true, isWrite, false, coherent);
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}
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else
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{
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bool intCoords = flags.HasFlag(TextureFlags.IntCoords) || inst == Instruction.TextureSize;
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SetUsedTextureOrImage(_usedTextures, cbufSlot, handle, type, TextureFormat.Unknown, intCoords, false, accurateType, coherent);
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}
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GpuAccessor.RegisterTexture(handle, cbufSlot);
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}
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private void SetUsedTextureOrImage(
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Dictionary<TextureInfo, TextureMeta> dict,
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int cbufSlot,
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int handle,
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SamplerType type,
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TextureFormat format,
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bool intCoords,
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bool write,
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bool accurateType,
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bool coherent)
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{
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var dimensions = type.GetDimensions();
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var isIndexed = type.HasFlag(SamplerType.Indexed);
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var usageFlags = TextureUsageFlags.None;
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if (intCoords)
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{
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usageFlags |= TextureUsageFlags.NeedsScaleValue;
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var canScale = Stage.SupportsRenderScale() && !isIndexed && !write && dimensions == 2;
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if (!canScale)
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{
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// Resolution scaling cannot be applied to this texture right now.
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// Flag so that we know to blacklist scaling on related textures when binding them.
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usageFlags |= TextureUsageFlags.ResScaleUnsupported;
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}
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}
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if (write)
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{
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usageFlags |= TextureUsageFlags.ImageStore;
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}
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if (coherent)
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{
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usageFlags |= TextureUsageFlags.ImageCoherent;
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}
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int arraySize = isIndexed ? SamplerArraySize : 1;
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for (int layer = 0; layer < arraySize; layer++)
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{
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var info = new TextureInfo(cbufSlot, handle + layer * 2, isIndexed, format);
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var meta = new TextureMeta()
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{
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AccurateType = accurateType,
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Type = type,
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UsageFlags = usageFlags
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};
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if (dict.TryGetValue(info, out var existingMeta))
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{
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dict[info] = MergeTextureMeta(meta, existingMeta);
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}
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else
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{
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dict.Add(info, meta);
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}
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}
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}
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private static TextureMeta MergeTextureMeta(TextureMeta meta, TextureMeta existingMeta)
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{
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meta.UsageFlags |= existingMeta.UsageFlags;
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// If the texture we have has inaccurate type information, then
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// we prefer the most accurate one.
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if (existingMeta.AccurateType)
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{
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meta.AccurateType = true;
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meta.Type = existingMeta.Type;
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}
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return meta;
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}
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public BufferDescriptor[] GetConstantBufferDescriptors()
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{
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if (_cachedConstantBufferDescriptors != null)
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{
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return _cachedConstantBufferDescriptors;
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}
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int usedMask = _usedConstantBuffers;
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if (UsedFeatures.HasFlag(FeatureFlags.CbIndexing))
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{
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usedMask |= (int)GpuAccessor.QueryConstantBufferUse();
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}
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return _cachedConstantBufferDescriptors = GetBufferDescriptors(
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usedMask,
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0,
|
|
UsedFeatures.HasFlag(FeatureFlags.CbIndexing),
|
|
out _firstConstantBufferBinding,
|
|
GpuAccessor.QueryBindingConstantBuffer);
|
|
}
|
|
|
|
public BufferDescriptor[] GetStorageBufferDescriptors()
|
|
{
|
|
if (_cachedStorageBufferDescriptors != null)
|
|
{
|
|
return _cachedStorageBufferDescriptors;
|
|
}
|
|
|
|
return _cachedStorageBufferDescriptors = GetBufferDescriptors(
|
|
_usedStorageBuffers,
|
|
_usedStorageBuffersWrite,
|
|
true,
|
|
out _firstStorageBufferBinding,
|
|
GpuAccessor.QueryBindingStorageBuffer);
|
|
}
|
|
|
|
private static BufferDescriptor[] GetBufferDescriptors(
|
|
int usedMask,
|
|
int writtenMask,
|
|
bool isArray,
|
|
out int firstBinding,
|
|
Func<int, int> getBindingCallback)
|
|
{
|
|
firstBinding = 0;
|
|
bool hasFirstBinding = false;
|
|
var descriptors = new BufferDescriptor[BitOperations.PopCount((uint)usedMask)];
|
|
|
|
int lastSlot = -1;
|
|
|
|
for (int i = 0; i < descriptors.Length; i++)
|
|
{
|
|
int slot = BitOperations.TrailingZeroCount(usedMask);
|
|
|
|
if (isArray)
|
|
{
|
|
// The next array entries also consumes bindings, even if they are unused.
|
|
for (int j = lastSlot + 1; j < slot; j++)
|
|
{
|
|
int binding = getBindingCallback(j);
|
|
|
|
if (!hasFirstBinding)
|
|
{
|
|
firstBinding = binding;
|
|
hasFirstBinding = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
lastSlot = slot;
|
|
|
|
descriptors[i] = new BufferDescriptor(getBindingCallback(slot), slot);
|
|
|
|
if (!hasFirstBinding)
|
|
{
|
|
firstBinding = descriptors[i].Binding;
|
|
hasFirstBinding = true;
|
|
}
|
|
|
|
if ((writtenMask & (1 << slot)) != 0)
|
|
{
|
|
descriptors[i].SetFlag(BufferUsageFlags.Write);
|
|
}
|
|
|
|
usedMask &= ~(1 << slot);
|
|
}
|
|
|
|
return descriptors;
|
|
}
|
|
|
|
public TextureDescriptor[] GetTextureDescriptors()
|
|
{
|
|
return _cachedTextureDescriptors ??= GetTextureOrImageDescriptors(_usedTextures, GpuAccessor.QueryBindingTexture);
|
|
}
|
|
|
|
public TextureDescriptor[] GetImageDescriptors()
|
|
{
|
|
return _cachedImageDescriptors ??= GetTextureOrImageDescriptors(_usedImages, GpuAccessor.QueryBindingImage);
|
|
}
|
|
|
|
private static TextureDescriptor[] GetTextureOrImageDescriptors(Dictionary<TextureInfo, TextureMeta> dict, Func<int, bool, int> getBindingCallback)
|
|
{
|
|
var descriptors = new TextureDescriptor[dict.Count];
|
|
|
|
int i = 0;
|
|
foreach (var kv in dict.OrderBy(x => x.Key.Indexed).OrderBy(x => x.Key.Handle))
|
|
{
|
|
var info = kv.Key;
|
|
var meta = kv.Value;
|
|
|
|
bool isBuffer = (meta.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
|
|
int binding = getBindingCallback(i, isBuffer);
|
|
|
|
descriptors[i] = new TextureDescriptor(binding, meta.Type, info.Format, info.CbufSlot, info.Handle);
|
|
descriptors[i].SetFlag(meta.UsageFlags);
|
|
i++;
|
|
}
|
|
|
|
return descriptors;
|
|
}
|
|
|
|
public (TextureDescriptor, int) FindTextureDescriptor(AstTextureOperation texOp)
|
|
{
|
|
TextureDescriptor[] descriptors = GetTextureDescriptors();
|
|
|
|
for (int i = 0; i < descriptors.Length; i++)
|
|
{
|
|
var descriptor = descriptors[i];
|
|
|
|
if (descriptor.CbufSlot == texOp.CbufSlot &&
|
|
descriptor.HandleIndex == texOp.Handle &&
|
|
descriptor.Format == texOp.Format)
|
|
{
|
|
return (descriptor, i);
|
|
}
|
|
}
|
|
|
|
return (default, -1);
|
|
}
|
|
|
|
private static int FindDescriptorIndex(TextureDescriptor[] array, AstTextureOperation texOp)
|
|
{
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
var descriptor = array[i];
|
|
|
|
if (descriptor.Type == texOp.Type &&
|
|
descriptor.CbufSlot == texOp.CbufSlot &&
|
|
descriptor.HandleIndex == texOp.Handle &&
|
|
descriptor.Format == texOp.Format)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
public int FindTextureDescriptorIndex(AstTextureOperation texOp)
|
|
{
|
|
return FindDescriptorIndex(GetTextureDescriptors(), texOp);
|
|
}
|
|
|
|
public int FindImageDescriptorIndex(AstTextureOperation texOp)
|
|
{
|
|
return FindDescriptorIndex(GetImageDescriptors(), texOp);
|
|
}
|
|
|
|
public ShaderProgramInfo CreateProgramInfo(ShaderIdentification identification = ShaderIdentification.None)
|
|
{
|
|
return new ShaderProgramInfo(
|
|
GetConstantBufferDescriptors(),
|
|
GetStorageBufferDescriptors(),
|
|
GetTextureDescriptors(),
|
|
GetImageDescriptors(),
|
|
identification,
|
|
GpLayerInputAttribute,
|
|
Stage,
|
|
UsedFeatures.HasFlag(FeatureFlags.InstanceId),
|
|
UsedFeatures.HasFlag(FeatureFlags.DrawParameters),
|
|
UsedFeatures.HasFlag(FeatureFlags.RtLayer),
|
|
ClipDistancesWritten,
|
|
OmapTargets);
|
|
}
|
|
}
|
|
} |