* Add support for bindless textures from shader input (vertex buffer) * Shader cache version bump * Format whitespace * Remove cache entries on pool removal, disable for OpenGL * PR feedback
299 lines
13 KiB
C#
299 lines
13 KiB
C#
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Image;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader
|
|
{
|
|
/// <summary>
|
|
/// GPU accessor.
|
|
/// </summary>
|
|
class GpuAccessorBase
|
|
{
|
|
private readonly GpuContext _context;
|
|
private readonly ResourceCounts _resourceCounts;
|
|
private readonly int _stageIndex;
|
|
|
|
private int _reservedConstantBuffers;
|
|
private int _reservedStorageBuffers;
|
|
private int _reservedTextures;
|
|
private int _reservedImages;
|
|
|
|
private int _staticTexturesCount;
|
|
private int _staticImagesCount;
|
|
|
|
/// <summary>
|
|
/// Creates a new GPU accessor.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="resourceCounts">Counter of GPU resources used by the shader</param>
|
|
/// <param name="stageIndex">Index of the shader stage, 0 for compute</param>
|
|
public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
|
|
{
|
|
_context = context;
|
|
_resourceCounts = resourceCounts;
|
|
_stageIndex = stageIndex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes counts for bindings that will be reserved for emulator use.
|
|
/// </summary>
|
|
/// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param>
|
|
/// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param>
|
|
public void InitializeReservedCounts(bool tfEnabled, bool vertexAsCompute)
|
|
{
|
|
ResourceReservationCounts rrc = new(!_context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);
|
|
|
|
_reservedConstantBuffers = rrc.ReservedConstantBuffers;
|
|
_reservedStorageBuffers = rrc.ReservedStorageBuffers;
|
|
_reservedTextures = rrc.ReservedTextures;
|
|
_reservedImages = rrc.ReservedImages;
|
|
}
|
|
|
|
public int CreateConstantBufferBinding(int index)
|
|
{
|
|
int binding;
|
|
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
binding = GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer");
|
|
}
|
|
else
|
|
{
|
|
binding = _resourceCounts.UniformBuffersCount++;
|
|
}
|
|
|
|
return binding + _reservedConstantBuffers;
|
|
}
|
|
|
|
public int CreateImageBinding(int count, bool isBuffer)
|
|
{
|
|
int binding;
|
|
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
if (count == 1)
|
|
{
|
|
int index = _staticImagesCount++;
|
|
|
|
if (isBuffer)
|
|
{
|
|
index += (int)_context.Capabilities.MaximumImagesPerStage;
|
|
}
|
|
|
|
binding = GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
|
|
}
|
|
else
|
|
{
|
|
binding = (int)GetDynamicBaseIndexDual(_context.Capabilities.MaximumImagesPerStage) + _resourceCounts.ImagesCount++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
binding = _resourceCounts.ImagesCount;
|
|
|
|
_resourceCounts.ImagesCount += count;
|
|
}
|
|
|
|
return binding + _reservedImages;
|
|
}
|
|
|
|
public int CreateStorageBufferBinding(int index)
|
|
{
|
|
int binding;
|
|
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
binding = GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
|
|
}
|
|
else
|
|
{
|
|
binding = _resourceCounts.StorageBuffersCount++;
|
|
}
|
|
|
|
return binding + _reservedStorageBuffers;
|
|
}
|
|
|
|
public int CreateTextureBinding(int count, bool isBuffer)
|
|
{
|
|
int binding;
|
|
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
if (count == 1)
|
|
{
|
|
int index = _staticTexturesCount++;
|
|
|
|
if (isBuffer)
|
|
{
|
|
index += (int)_context.Capabilities.MaximumTexturesPerStage;
|
|
}
|
|
|
|
binding = GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
|
|
}
|
|
else
|
|
{
|
|
binding = (int)GetDynamicBaseIndexDual(_context.Capabilities.MaximumTexturesPerStage) + _resourceCounts.TexturesCount++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
binding = _resourceCounts.TexturesCount;
|
|
|
|
_resourceCounts.TexturesCount += count;
|
|
}
|
|
|
|
return binding + _reservedTextures;
|
|
}
|
|
|
|
private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
|
|
{
|
|
if ((uint)index >= maxPerStage)
|
|
{
|
|
Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}.");
|
|
}
|
|
|
|
return GetStageIndex(_stageIndex) * (int)maxPerStage + index;
|
|
}
|
|
|
|
public static int GetStageIndex(int stageIndex)
|
|
{
|
|
// This is just a simple remapping to ensure that most frequently used shader stages
|
|
// have the lowest binding numbers.
|
|
// This is useful because if we need to run on a system with a low limit on the bindings,
|
|
// then we can still get most games working as the most common shaders will have low binding numbers.
|
|
return stageIndex switch
|
|
{
|
|
4 => 1, // Fragment
|
|
3 => 2, // Geometry
|
|
1 => 3, // Tessellation control
|
|
2 => 4, // Tessellation evaluation
|
|
_ => 0, // Vertex/Compute
|
|
};
|
|
}
|
|
|
|
private static uint GetDynamicBaseIndexDual(uint maxPerStage)
|
|
{
|
|
return GetDynamicBaseIndex(maxPerStage) * 2;
|
|
}
|
|
|
|
private static uint GetDynamicBaseIndex(uint maxPerStage)
|
|
{
|
|
return maxPerStage * Constants.ShaderStages;
|
|
}
|
|
|
|
public int QueryHostGatherBiasPrecision() => _context.Capabilities.GatherBiasPrecision;
|
|
|
|
public bool QueryHostReducedPrecision() => _context.Capabilities.ReduceShaderPrecision;
|
|
|
|
public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
|
|
|
|
public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
|
|
|
|
public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
|
|
|
|
public int QueryHostSubgroupSize() => _context.Capabilities.ShaderSubgroupSize;
|
|
|
|
public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat;
|
|
|
|
public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;
|
|
|
|
public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
|
|
|
|
public bool QueryHostSupportsGeometryShader() => _context.Capabilities.SupportsGeometryShader;
|
|
|
|
public bool QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough;
|
|
|
|
public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
|
|
|
|
public bool QueryHostSupportsLayerVertexTessellation() => _context.Capabilities.SupportsLayerVertexTessellation;
|
|
|
|
public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
|
|
|
|
public bool QueryHostSupportsScaledVertexFormats() => _context.Capabilities.SupportsScaledVertexFormats;
|
|
|
|
public bool QueryHostSupportsSeparateSampler() => _context.Capabilities.SupportsSeparateSampler;
|
|
|
|
public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
|
|
|
|
public bool QueryHostSupportsShaderBarrierDivergence() => _context.Capabilities.SupportsShaderBarrierDivergence;
|
|
|
|
public bool QueryHostSupportsShaderFloat64() => _context.Capabilities.SupportsShaderFloat64;
|
|
|
|
public bool QueryHostSupportsSnormBufferTextureFormat() => _context.Capabilities.SupportsSnormBufferTextureFormat;
|
|
|
|
public bool QueryHostSupportsTextureGatherOffsets() => _context.Capabilities.SupportsTextureGatherOffsets;
|
|
|
|
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
|
|
|
|
public bool QueryHostSupportsTransformFeedback() => _context.Capabilities.SupportsTransformFeedback;
|
|
|
|
public bool QueryHostSupportsViewportIndexVertexTessellation() => _context.Capabilities.SupportsViewportIndexVertexTessellation;
|
|
|
|
public bool QueryHostSupportsViewportMask() => _context.Capabilities.SupportsViewportMask;
|
|
|
|
public bool QueryHostSupportsDepthClipControl() => _context.Capabilities.SupportsDepthClipControl;
|
|
|
|
/// <summary>
|
|
/// Converts a packed Maxwell texture format to the shader translator texture format.
|
|
/// </summary>
|
|
/// <param name="format">Packed maxwell format</param>
|
|
/// <param name="formatSrgb">Indicates if the format is sRGB</param>
|
|
/// <returns>Shader translator texture format</returns>
|
|
protected static TextureFormat ConvertToTextureFormat(uint format, bool formatSrgb)
|
|
{
|
|
if (!FormatTable.TryGetTextureFormat(format, formatSrgb, out FormatInfo formatInfo))
|
|
{
|
|
return TextureFormat.Unknown;
|
|
}
|
|
|
|
return formatInfo.Format switch
|
|
{
|
|
#pragma warning disable IDE0055 // Disable formatting
|
|
Format.R8Unorm => TextureFormat.R8Unorm,
|
|
Format.R8Snorm => TextureFormat.R8Snorm,
|
|
Format.R8Uint => TextureFormat.R8Uint,
|
|
Format.R8Sint => TextureFormat.R8Sint,
|
|
Format.R16Float => TextureFormat.R16Float,
|
|
Format.R16Unorm => TextureFormat.R16Unorm,
|
|
Format.R16Snorm => TextureFormat.R16Snorm,
|
|
Format.R16Uint => TextureFormat.R16Uint,
|
|
Format.R16Sint => TextureFormat.R16Sint,
|
|
Format.R32Float => TextureFormat.R32Float,
|
|
Format.R32Uint => TextureFormat.R32Uint,
|
|
Format.R32Sint => TextureFormat.R32Sint,
|
|
Format.R8G8Unorm => TextureFormat.R8G8Unorm,
|
|
Format.R8G8Snorm => TextureFormat.R8G8Snorm,
|
|
Format.R8G8Uint => TextureFormat.R8G8Uint,
|
|
Format.R8G8Sint => TextureFormat.R8G8Sint,
|
|
Format.R16G16Float => TextureFormat.R16G16Float,
|
|
Format.R16G16Unorm => TextureFormat.R16G16Unorm,
|
|
Format.R16G16Snorm => TextureFormat.R16G16Snorm,
|
|
Format.R16G16Uint => TextureFormat.R16G16Uint,
|
|
Format.R16G16Sint => TextureFormat.R16G16Sint,
|
|
Format.R32G32Float => TextureFormat.R32G32Float,
|
|
Format.R32G32Uint => TextureFormat.R32G32Uint,
|
|
Format.R32G32Sint => TextureFormat.R32G32Sint,
|
|
Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm,
|
|
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,
|
|
Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint,
|
|
Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint,
|
|
Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float,
|
|
Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint,
|
|
Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint,
|
|
Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm,
|
|
Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint,
|
|
Format.R11G11B10Float => TextureFormat.R11G11B10Float,
|
|
_ => TextureFormat.Unknown,
|
|
#pragma warning restore IDE0055
|
|
};
|
|
}
|
|
}
|
|
}
|