parent
08332bdc04
commit
2dcc6333f8
14 changed files with 223 additions and 89 deletions
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@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Textures[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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if (descriptor.IsBindless)
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{
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@ -148,9 +148,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Images[index];
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Target target = GetTarget(descriptor.Type);
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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, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
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}
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TextureManager.SetComputeImages(imageBindings);
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@ -1014,7 +1014,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Textures[index];
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Target target = GetTarget(descriptor.Type);
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Target target = ShaderTexture.GetTarget(descriptor.Type);
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if (descriptor.IsBindless)
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{
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@ -1034,9 +1034,10 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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var descriptor = info.Images[index];
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Target target = GetTarget(descriptor.Type);
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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, descriptor.HandleIndex, descriptor.Flags);
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imageBindings[index] = new TextureBindingInfo(target, format, descriptor.HandleIndex, descriptor.Flags);
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}
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TextureManager.SetGraphicsImages(stage, imageBindings);
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@ -1096,53 +1097,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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}
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}
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/// <summary>
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/// Gets texture target from a sampler type.
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/// </summary>
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/// <param name="type">Sampler type</param>
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/// <returns>Texture target value</returns>
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private static Target GetTarget(SamplerType type)
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{
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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switch (type)
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{
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case SamplerType.Texture1D:
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return Target.Texture1D;
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case SamplerType.TextureBuffer:
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return Target.TextureBuffer;
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case SamplerType.Texture1D | SamplerType.Array:
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return Target.Texture1DArray;
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case SamplerType.Texture2D:
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return Target.Texture2D;
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case SamplerType.Texture2D | SamplerType.Array:
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return Target.Texture2DArray;
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case SamplerType.Texture2D | SamplerType.Multisample:
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return Target.Texture2DMultisample;
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case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
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return Target.Texture2DMultisampleArray;
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case SamplerType.Texture3D:
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return Target.Texture3D;
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case SamplerType.TextureCube:
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return Target.Cubemap;
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case SamplerType.TextureCube | SamplerType.Array:
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return Target.CubemapArray;
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
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return Target.Texture2D;
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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111
Ryujinx.Graphics.Gpu/Engine/ShaderTexture.cs
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111
Ryujinx.Graphics.Gpu/Engine/ShaderTexture.cs
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@ -0,0 +1,111 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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/// <summary>
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/// Shader texture properties conversion methods.
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/// </summary>
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static class ShaderTexture
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{
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/// <summary>
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/// Gets a texture target from a sampler type.
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/// </summary>
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/// <param name="type">Sampler type</param>
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/// <returns>Texture target value</returns>
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public static Target GetTarget(SamplerType type)
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{
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type &= ~(SamplerType.Indexed | SamplerType.Shadow);
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switch (type)
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{
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case SamplerType.Texture1D:
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return Target.Texture1D;
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case SamplerType.TextureBuffer:
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return Target.TextureBuffer;
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case SamplerType.Texture1D | SamplerType.Array:
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return Target.Texture1DArray;
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case SamplerType.Texture2D:
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return Target.Texture2D;
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case SamplerType.Texture2D | SamplerType.Array:
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return Target.Texture2DArray;
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case SamplerType.Texture2D | SamplerType.Multisample:
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return Target.Texture2DMultisample;
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case SamplerType.Texture2D | SamplerType.Multisample | SamplerType.Array:
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return Target.Texture2DMultisampleArray;
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case SamplerType.Texture3D:
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return Target.Texture3D;
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case SamplerType.TextureCube:
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return Target.Cubemap;
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case SamplerType.TextureCube | SamplerType.Array:
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return Target.CubemapArray;
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}
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Logger.Warning?.Print(LogClass.Gpu, $"Invalid sampler type \"{type}\".");
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return Target.Texture2D;
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}
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/// <summary>
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/// Gets a texture format from a shader image format.
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/// </summary>
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/// <param name="format">Shader image format</param>
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/// <returns>Texture format</returns>
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public static Format GetFormat(TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8Unorm => Format.R8Unorm,
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TextureFormat.R8Snorm => Format.R8Snorm,
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TextureFormat.R8Uint => Format.R8Uint,
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TextureFormat.R8Sint => Format.R8Sint,
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TextureFormat.R16Float => Format.R16Float,
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TextureFormat.R16Unorm => Format.R16Unorm,
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TextureFormat.R16Snorm => Format.R16Snorm,
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TextureFormat.R16Uint => Format.R16Uint,
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TextureFormat.R16Sint => Format.R16Sint,
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TextureFormat.R32Float => Format.R32Float,
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TextureFormat.R32Uint => Format.R32Uint,
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TextureFormat.R32Sint => Format.R32Sint,
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TextureFormat.R8G8Unorm => Format.R8G8Unorm,
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TextureFormat.R8G8Snorm => Format.R8G8Snorm,
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TextureFormat.R8G8Uint => Format.R8G8Uint,
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TextureFormat.R8G8Sint => Format.R8G8Sint,
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TextureFormat.R16G16Float => Format.R16G16Float,
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TextureFormat.R16G16Unorm => Format.R16G16Unorm,
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TextureFormat.R16G16Snorm => Format.R16G16Snorm,
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TextureFormat.R16G16Uint => Format.R16G16Uint,
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TextureFormat.R16G16Sint => Format.R16G16Sint,
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TextureFormat.R32G32Float => Format.R32G32Float,
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TextureFormat.R32G32Uint => Format.R32G32Uint,
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TextureFormat.R32G32Sint => Format.R32G32Sint,
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TextureFormat.R8G8B8A8Unorm => Format.R8G8B8A8Unorm,
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TextureFormat.R8G8B8A8Snorm => Format.R8G8B8A8Snorm,
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TextureFormat.R8G8B8A8Uint => Format.R8G8B8A8Uint,
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TextureFormat.R8G8B8A8Sint => Format.R8G8B8A8Sint,
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TextureFormat.R16G16B16A16Float => Format.R16G16B16A16Float,
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TextureFormat.R16G16B16A16Unorm => Format.R16G16B16A16Unorm,
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TextureFormat.R16G16B16A16Snorm => Format.R16G16B16A16Snorm,
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TextureFormat.R16G16B16A16Uint => Format.R16G16B16A16Uint,
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TextureFormat.R16G16B16A16Sint => Format.R16G16B16A16Sint,
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TextureFormat.R32G32B32A32Float => Format.R32G32B32A32Float,
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TextureFormat.R32G32B32A32Uint => Format.R32G32B32A32Uint,
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TextureFormat.R32G32B32A32Sint => Format.R32G32B32A32Sint,
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TextureFormat.R10G10B10A2Unorm => Format.R10G10B10A2Unorm,
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TextureFormat.R10G10B10A2Uint => Format.R10G10B10A2Uint,
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TextureFormat.R11G11B10Float => Format.R11G11B10Float,
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_ => 0
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};
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}
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}
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}
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@ -897,19 +897,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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Info.SamplesInY == info.SamplesInY) ? result : TextureViewCompatibility.Incompatible;
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}
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/// <summary>
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/// Checks if the view format is compatible with this texture format.
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/// In general, the formats are considered compatible if the bytes per pixel values are equal,
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/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
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/// This follows the host API copy compatibility rules.
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/// </summary>
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/// <param name="info">Texture information of the texture view</param>
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/// <returns>True if the formats are compatible, false otherwise</returns>
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private bool ViewFormatCompatible(TextureInfo info)
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{
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return TextureCompatibility.FormatCompatible(Info.FormatInfo, info.FormatInfo);
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}
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/// <summary>
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/// Gets a texture of the specified target type from this texture.
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/// This can be used to get an array texture from a non-array texture and vice-versa.
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@ -14,6 +14,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public Target Target { get; }
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/// <summary>
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/// For images, indicates the format specified on the shader.
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/// </summary>
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public Format Format { 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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@ -47,11 +52,13 @@ 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="format">Format of the image as declared on the shader</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)
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public TextureBindingInfo(Target target, Format format, 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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IsBindless = false;
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@ -62,6 +69,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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Flags = flags;
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}
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/// <summary>
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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="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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{
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}
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/// <summary>
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/// Constructs the bindless texture binding information structure.
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/// </summary>
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public TextureBindingInfo(Target target, 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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IsBindless = true;
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@ -302,7 +302,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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_imageState[stageIndex][index].Texture = hostTexture;
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_context.Renderer.Pipeline.SetImage(index, stage, hostTexture);
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Format format = binding.Format;
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if (format == 0)
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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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}
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}
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}
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@ -256,6 +256,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm,
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Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint,
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Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint,
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Format.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm,
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Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float,
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Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm,
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Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm,
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