Fix image binding format (#1625)

* Fix image binding format

* XML doc
This commit is contained in:
gdkchan 2020-10-20 19:03:20 -03:00 committed by GitHub
parent 08332bdc04
commit 2dcc6333f8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
14 changed files with 223 additions and 89 deletions

View file

@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Type);
Target target = ShaderTexture.GetTarget(descriptor.Type);
if (descriptor.IsBindless)
{
@ -148,9 +148,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
var descriptor = info.Images[index];
Target target = GetTarget(descriptor.Type);
Target target = ShaderTexture.GetTarget(descriptor.Type);
Format format = ShaderTexture.GetFormat(descriptor.Format);
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
}
TextureManager.SetComputeImages(imageBindings);

View file

@ -1014,7 +1014,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Type);
Target target = ShaderTexture.GetTarget(descriptor.Type);
if (descriptor.IsBindless)
{
@ -1034,9 +1034,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
var descriptor = info.Images[index];
Target target = GetTarget(descriptor.Type);
Target target = ShaderTexture.GetTarget(descriptor.Type);
Format format = ShaderTexture.GetFormat(descriptor.Format);
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
}
TextureManager.SetGraphicsImages(stage, imageBindings);
@ -1096,53 +1097,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
}
}
/// <summary>
/// Gets texture target from a sampler type.
/// </summary>
/// <param name="type">Sampler type</param>
/// <returns>Texture target value</returns>
private static Target GetTarget(SamplerType type)
{
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
switch (type)
{
case SamplerType.Texture1D:
return Target.Texture1D;
case SamplerType.TextureBuffer:
return Target.TextureBuffer;
case SamplerType.Texture1D | SamplerType.Array:
return Target.Texture1DArray;
case SamplerType.Texture2D:
return Target.Texture2D;
case SamplerType.Texture2D | SamplerType.Array:
return Target.Texture2DArray;
case SamplerType.Texture2D | SamplerType.Multisample:
return Target.Texture2DMultisample;
case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
return Target.Texture2DMultisampleArray;
case SamplerType.Texture3D:
return Target.Texture3D;
case SamplerType.TextureCube:
return Target.Cubemap;
case SamplerType.TextureCube | SamplerType.Array:
return Target.CubemapArray;
}
Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
return Target.Texture2D;
}
/// <summary>
/// Issues a texture barrier.
/// This waits until previous texture writes from the GPU to finish, before

View file

@ -0,0 +1,111 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Engine
{
/// <summary>
/// Shader texture properties conversion methods.
/// </summary>
static class ShaderTexture
{
/// <summary>
/// Gets a texture target from a sampler type.
/// </summary>
/// <param name="type">Sampler type</param>
/// <returns>Texture target value</returns>
public static Target GetTarget(SamplerType type)
{
type &= ~(SamplerType.Indexed | SamplerType.Shadow);
switch (type)
{
case SamplerType.Texture1D:
return Target.Texture1D;
case SamplerType.TextureBuffer:
return Target.TextureBuffer;
case SamplerType.Texture1D | SamplerType.Array:
return Target.Texture1DArray;
case SamplerType.Texture2D:
return Target.Texture2D;
case SamplerType.Texture2D | SamplerType.Array:
return Target.Texture2DArray;
case SamplerType.Texture2D | SamplerType.Multisample:
return Target.Texture2DMultisample;
case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
return Target.Texture2DMultisampleArray;
case SamplerType.Texture3D:
return Target.Texture3D;
case SamplerType.TextureCube:
return Target.Cubemap;
case SamplerType.TextureCube | SamplerType.Array:
return Target.CubemapArray;
}
Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
return Target.Texture2D;
}
/// <summary>
/// Gets a texture format from a shader image format.
/// </summary>
/// <param name="format">Shader image format</param>
/// <returns>Texture format</returns>
public static Format GetFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8Unorm => Format.R8Unorm,
TextureFormat.R8Snorm => Format.R8Snorm,
TextureFormat.R8Uint => Format.R8Uint,
TextureFormat.R8Sint => Format.R8Sint,
TextureFormat.R16Float => Format.R16Float,
TextureFormat.R16Unorm => Format.R16Unorm,
TextureFormat.R16Snorm => Format.R16Snorm,
TextureFormat.R16Uint => Format.R16Uint,
TextureFormat.R16Sint => Format.R16Sint,
TextureFormat.R32Float => Format.R32Float,
TextureFormat.R32Uint => Format.R32Uint,
TextureFormat.R32Sint => Format.R32Sint,
TextureFormat.R8G8Unorm => Format.R8G8Unorm,
TextureFormat.R8G8Snorm => Format.R8G8Snorm,
TextureFormat.R8G8Uint => Format.R8G8Uint,
TextureFormat.R8G8Sint => Format.R8G8Sint,
TextureFormat.R16G16Float => Format.R16G16Float,
TextureFormat.R16G16Unorm => Format.R16G16Unorm,
TextureFormat.R16G16Snorm => Format.R16G16Snorm,
TextureFormat.R16G16Uint => Format.R16G16Uint,
TextureFormat.R16G16Sint => Format.R16G16Sint,
TextureFormat.R32G32Float => Format.R32G32Float,
TextureFormat.R32G32Uint => Format.R32G32Uint,
TextureFormat.R32G32Sint => Format.R32G32Sint,
TextureFormat.R8G8B8A8Unorm => Format.R8G8B8A8Unorm,
TextureFormat.R8G8B8A8Snorm => Format.R8G8B8A8Snorm,
TextureFormat.R8G8B8A8Uint => Format.R8G8B8A8Uint,
TextureFormat.R8G8B8A8Sint => Format.R8G8B8A8Sint,
TextureFormat.R16G16B16A16Float => Format.R16G16B16A16Float,
TextureFormat.R16G16B16A16Unorm => Format.R16G16B16A16Unorm,
TextureFormat.R16G16B16A16Snorm => Format.R16G16B16A16Snorm,
TextureFormat.R16G16B16A16Uint => Format.R16G16B16A16Uint,
TextureFormat.R16G16B16A16Sint => Format.R16G16B16A16Sint,
TextureFormat.R32G32B32A32Float => Format.R32G32B32A32Float,
TextureFormat.R32G32B32A32Uint => Format.R32G32B32A32Uint,
TextureFormat.R32G32B32A32Sint => Format.R32G32B32A32Sint,
TextureFormat.R10G10B10A2Unorm => Format.R10G10B10A2Unorm,
TextureFormat.R10G10B10A2Uint => Format.R10G10B10A2Uint,
TextureFormat.R11G11B10Float => Format.R11G11B10Float,
_ => 0
};
}
}
}

View file

@ -897,19 +897,6 @@ namespace Ryujinx.Graphics.Gpu.Image
Info.SamplesInY == info.SamplesInY) ? result : TextureViewCompatibility.Incompatible;
}
/// <summary>
/// Checks if the view format is compatible with this texture format.
/// In general, the formats are considered compatible if the bytes per pixel values are equal,
/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
/// This follows the host API copy compatibility rules.
/// </summary>
/// <param name="info">Texture information of the texture view</param>
/// <returns>True if the formats are compatible, false otherwise</returns>
private bool ViewFormatCompatible(TextureInfo info)
{
return TextureCompatibility.FormatCompatible(Info.FormatInfo, info.FormatInfo);
}
/// <summary>
/// Gets a texture of the specified target type from this texture.
/// This can be used to get an array texture from a non-array texture and vice-versa.

View file

@ -14,6 +14,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public Target Target { get; }
/// <summary>
/// For images, indicates the format specified on the shader.
/// </summary>
public Format Format { get; }
/// <summary>
/// Shader texture handle.
/// This is an index into the texture constant buffer.
@ -47,11 +52,13 @@ namespace Ryujinx.Graphics.Gpu.Image
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="format">Format of the image as declared on the shader</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags)
public TextureBindingInfo(Target target, Format format, int handle, TextureUsageFlags flags)
{
Target = target;
Format = format;
Handle = handle;
IsBindless = false;
@ -62,6 +69,16 @@ namespace Ryujinx.Graphics.Gpu.Image
Flags = flags;
}
/// <summary>
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, int handle, TextureUsageFlags flags) : this(target, (Format)0, handle, flags)
{
}
/// <summary>
/// Constructs the bindless texture binding information structure.
/// </summary>
@ -72,6 +89,7 @@ namespace Ryujinx.Graphics.Gpu.Image
public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset, TextureUsageFlags flags)
{
Target = target;
Format = 0;
Handle = 0;
IsBindless = true;

View file

@ -302,7 +302,14 @@ namespace Ryujinx.Graphics.Gpu.Image
{
_imageState[stageIndex][index].Texture = hostTexture;
_context.Renderer.Pipeline.SetImage(index, stage, hostTexture);
Format format = binding.Format;
if (format == 0)
{
format = texture.Format;
}
_context.Renderer.Pipeline.SetImage(index, stage, hostTexture, format);
}
}
}

View file

@ -256,6 +256,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
Format.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm,
Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,