d9d18439f6
* Use a new approach for shader BRX targets * Make shader cache actually work * Improve the shader pattern matching a bit * Extend LDC search to predecessor blocks, catches more cases * Nit * Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers * Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
247 lines
9.8 KiB
C#
247 lines
9.8 KiB
C#
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.Shader
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{
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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{
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly GpuAccessorState _state;
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private readonly int _stageIndex;
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private readonly bool _compute;
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private readonly int _localSizeX;
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private readonly int _localSizeY;
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private readonly int _localSizeZ;
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private readonly int _localMemorySize;
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private readonly int _sharedMemorySize;
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public int Cb1DataSize { get; private set; }
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/// <summary>
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/// Creates a new instance of the GPU state accessor for graphics shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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}
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/// <summary>
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/// Creates a new instance of the GPU state accessor for compute shader translation.
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/// </summary>
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="localSizeX">Local group size X of the compute shader</param>
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/// <param name="localSizeY">Local group size Y of the compute shader</param>
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/// <param name="localSizeZ">Local group size Z of the compute shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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public GpuAccessor(
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GpuContext context,
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GpuChannel channel,
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GpuAccessorState state,
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_compute = true;
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_localSizeX = localSizeX;
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_localSizeY = localSizeY;
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_localSizeZ = localSizeZ;
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_localMemorySize = localMemorySize;
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_sharedMemorySize = sharedMemorySize;
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}
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/// <summary>
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/// Reads data from the constant buffer 1.
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/// </summary>
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/// <param name="offset">Offset in bytes to read from</param>
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/// <returns>Value at the given offset</returns>
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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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ulong baseAddress = _compute
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? _channel.BufferManager.GetComputeUniformBufferAddress(1)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1);
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return _channel.MemoryManager.Physical.Read<uint>(baseAddress + (ulong)offset);
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}
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/// <summary>
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/// Prints a log message.
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/// </summary>
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/// <param name="message">Message to print</param>
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public void Log(string message)
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
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}
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/// <summary>
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/// Reads data from GPU memory.
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/// </summary>
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/// <typeparam name="T">Type of the data to be read</typeparam>
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/// <param name="address">GPU virtual address of the data</param>
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/// <returns>Data at the memory location</returns>
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public override T MemoryRead<T>(ulong address)
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{
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return _channel.MemoryManager.Read<T>(address);
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}
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/// <summary>
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/// Checks if a given memory address is mapped.
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/// </summary>
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/// <param name="address">GPU virtual address to be checked</param>
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/// <returns>True if the address is mapped, false otherwise</returns>
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public bool MemoryMapped(ulong address)
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{
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return _channel.MemoryManager.IsMapped(address);
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}
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/// <summary>
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/// Queries Local Size X for compute shaders.
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/// </summary>
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/// <returns>Local Size X</returns>
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public int QueryComputeLocalSizeX() => _localSizeX;
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/// <summary>
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/// Queries Local Size Y for compute shaders.
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/// </summary>
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/// <returns>Local Size Y</returns>
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public int QueryComputeLocalSizeY() => _localSizeY;
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/// <summary>
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/// Queries Local Size Z for compute shaders.
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/// </summary>
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/// <returns>Local Size Z</returns>
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public int QueryComputeLocalSizeZ() => _localSizeZ;
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/// <summary>
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/// Queries Local Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Local Memory size in bytes</returns>
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public int QueryComputeLocalMemorySize() => _localMemorySize;
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/// <summary>
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/// Queries Shared Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Shared Memory size in bytes</returns>
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public int QueryComputeSharedMemorySize() => _sharedMemorySize;
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/// <summary>
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/// Queries Constant Buffer usage information.
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/// </summary>
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/// <returns>A mask where each bit set indicates a bound constant buffer</returns>
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public uint QueryConstantBufferUse()
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{
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return _compute
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? _channel.BufferManager.GetComputeUniformBufferUseMask()
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: _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex);
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}
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/// <summary>
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/// Queries current primitive topology for geometry shaders.
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/// </summary>
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/// <returns>Current primitive topology</returns>
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public InputTopology QueryPrimitiveTopology()
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{
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return _state.Topology switch
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{
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PrimitiveTopology.Points => InputTopology.Points,
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PrimitiveTopology.Lines or
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PrimitiveTopology.LineLoop or
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PrimitiveTopology.LineStrip => InputTopology.Lines,
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PrimitiveTopology.LinesAdjacency or
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PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
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PrimitiveTopology.Triangles or
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PrimitiveTopology.TriangleStrip or
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PrimitiveTopology.TriangleFan => InputTopology.Triangles,
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PrimitiveTopology.TrianglesAdjacency or
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PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
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_ => InputTopology.Points,
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};
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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public bool QuerySupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Texture descriptor</returns>
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public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot)
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{
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if (_compute)
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{
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return _channel.TextureManager.GetComputeTextureDescriptor(
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_state.TexturePoolGpuVa,
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_state.TextureBufferIndex,
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_state.TexturePoolMaximumId,
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handle,
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cbufSlot);
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}
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else
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{
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return _channel.TextureManager.GetGraphicsTextureDescriptor(
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_state.TexturePoolGpuVa,
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_state.TextureBufferIndex,
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_state.TexturePoolMaximumId,
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_stageIndex,
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handle,
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cbufSlot);
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}
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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public bool QueryEarlyZForce()
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{
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return _state.EarlyZForce;
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}
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}
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}
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