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https://github.com/GreemDev/Ryujinx
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472 lines
16 KiB
C#
472 lines
16 KiB
C#
using Ryujinx.Graphics.Shader.CodeGen;
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using System;
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namespace Ryujinx.Graphics.Shader
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{
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/// <summary>
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/// GPU state access interface.
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/// </summary>
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public interface IGpuAccessor : ILogger
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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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uint ConstantBuffer1Read(int offset)
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{
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return 0;
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}
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/// <summary>
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/// Gets a span of the specified memory location, containing shader code.
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/// </summary>
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/// <param name="address">GPU virtual address of the data</param>
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/// <param name="minimumSize">Minimum size that the returned span may have</param>
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/// <returns>Span of the memory location</returns>
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ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
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/// <summary>
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/// Queries the binding number of a constant buffer.
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/// </summary>
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/// <param name="index">Constant buffer index</param>
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/// <returns>Binding number</returns>
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int QueryBindingConstantBuffer(int index)
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{
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return index + 1;
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}
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/// <summary>
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/// Queries the binding number of a storage buffer.
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/// </summary>
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/// <param name="index">Storage buffer index</param>
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/// <returns>Binding number</returns>
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int QueryBindingStorageBuffer(int index)
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{
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return index;
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}
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/// <summary>
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/// Queries the binding number of a texture.
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/// </summary>
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/// <param name="index">Texture index</param>
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/// <param name="isBuffer">Indicates if the texture is a buffer texture</param>
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/// <returns>Binding number</returns>
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int QueryBindingTexture(int index, bool isBuffer)
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{
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return index;
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}
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/// <summary>
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/// Queries the binding number of an image.
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/// </summary>
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/// <param name="index">Image index</param>
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/// <param name="isBuffer">Indicates if the image is a buffer image</param>
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/// <returns>Binding number</returns>
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int QueryBindingImage(int index, bool isBuffer)
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{
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return index;
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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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int QueryComputeLocalSizeX()
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{
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return 1;
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}
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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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int QueryComputeLocalSizeY()
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{
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return 1;
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}
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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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int QueryComputeLocalSizeZ()
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{
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return 1;
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}
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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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int QueryComputeLocalMemorySize()
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{
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return 0x1000;
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}
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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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int QueryComputeSharedMemorySize()
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{
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return 0xc000;
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}
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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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uint QueryConstantBufferUse()
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{
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return 0;
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}
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/// <summary>
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/// Queries specialized GPU graphics state that the shader depends on.
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/// </summary>
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/// <returns>GPU graphics state</returns>
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GpuGraphicsState QueryGraphicsState()
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{
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return new GpuGraphicsState(
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false,
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InputTopology.Points,
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false,
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TessPatchType.Triangles,
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TessSpacing.EqualSpacing,
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false,
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false,
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false,
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false,
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false,
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1f,
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AlphaTestOp.Always,
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0f,
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default,
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true,
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default,
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false,
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false,
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false);
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}
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/// <summary>
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/// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0.
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/// </summary>
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/// <returns>True if the shader translator can assume that the constant buffer contains the base IDs, false otherwise</returns>
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bool QueryHasConstantBufferDrawParameters()
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{
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return false;
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}
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/// <summary>
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/// Queries whenever the current draw uses unaligned storage buffer addresses.
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/// </summary>
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/// <returns>True if any storage buffer address is not aligned to 16 bytes, false otherwise</returns>
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bool QueryHasUnalignedStorageBuffer()
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{
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return false;
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}
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/// <summary>
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/// Queries host's gather operation precision bits for biasing their coordinates. Zero means no bias.
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/// </summary>
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/// <returns>Bits of gather operation precision to use for coordinate bias</returns>
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int QueryHostGatherBiasPrecision()
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{
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return 0;
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}
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/// <summary>
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/// Queries host about whether to reduce precision to improve performance.
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/// </summary>
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/// <returns>True if precision is limited to vertex position, false otherwise</returns>
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bool QueryHostReducedPrecision()
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{
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return false;
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}
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/// <summary>
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/// Queries host about the presence of the FrontFacing built-in variable bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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bool QueryHostHasFrontFacingBug()
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{
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return false;
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}
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/// <summary>
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/// Queries host about the presence of the vector indexing bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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bool QueryHostHasVectorIndexingBug()
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{
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return false;
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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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int QueryHostStorageBufferOffsetAlignment()
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{
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return 16;
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}
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/// <summary>
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/// Queries host shader subgroup size.
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/// </summary>
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/// <returns>Host shader subgroup size in invocations</returns>
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int QueryHostSubgroupSize()
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{
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return 32;
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}
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/// <summary>
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/// Queries host support for texture formats with BGRA component order (such as BGRA8).
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/// </summary>
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/// <returns>True if BGRA formats are supported, false otherwise</returns>
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bool QueryHostSupportsBgraFormat()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for fragment shader ordering critical sections on the shader code.
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/// </summary>
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/// <returns>True if fragment shader interlock is supported, false otherwise</returns>
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bool QueryHostSupportsFragmentShaderInterlock()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for fragment shader ordering scoped critical sections on the shader code.
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/// </summary>
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/// <returns>True if fragment shader ordering is supported, false otherwise</returns>
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bool QueryHostSupportsFragmentShaderOrderingIntel()
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{
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return false;
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}
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/// <summary>
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/// Queries host GPU geometry shader support.
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/// </summary>
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/// <returns>True if the GPU and driver supports geometry shaders, false otherwise</returns>
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bool QueryHostSupportsGeometryShader()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU geometry shader passthrough support.
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/// </summary>
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/// <returns>True if the GPU and driver supports geometry shader passthrough, false otherwise</returns>
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bool QueryHostSupportsGeometryShaderPassthrough()
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{
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return true;
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}
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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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bool QueryHostSupportsImageLoadFormatted()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for writes to the layer from vertex or tessellation shader stages.
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/// </summary>
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/// <returns>True if writes to the layer from vertex or tessellation are supported, false otherwise</returns>
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bool QueryHostSupportsLayerVertexTessellation()
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{
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return true;
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}
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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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bool QueryHostSupportsNonConstantTextureOffset()
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{
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return true;
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}
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/// <summary>
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/// Queries host support scaled vertex formats, where a integer value is converted to floating-point.
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/// </summary>
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/// <returns>True if the host support scaled vertex formats, false otherwise</returns>
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bool QueryHostSupportsScaledVertexFormats()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU shader ballot support.
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/// </summary>
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/// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns>
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bool QueryHostSupportsShaderBallot()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU shader support for barrier instructions on divergent control flow paths.
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/// </summary>
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/// <returns>True if the GPU supports barriers on divergent control flow paths, false otherwise</returns>
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bool QueryHostSupportsShaderBarrierDivergence()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU support for 64-bit floating point (double precision) operations on the shader.
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/// </summary>
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/// <returns>True if the GPU and driver supports double operations, false otherwise</returns>
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bool QueryHostSupportsShaderFloat64()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU support for signed normalized buffer texture formats.
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/// </summary>
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/// <returns>True if the GPU and driver supports the formats, false otherwise</returns>
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bool QueryHostSupportsSnormBufferTextureFormat()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU texture gather with multiple offsets support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture gather offsets, false otherwise</returns>
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bool QueryHostSupportsTextureGatherOffsets()
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{
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return true;
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}
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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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bool QueryHostSupportsTextureShadowLod()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU transform feedback support.
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/// </summary>
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/// <returns>True if the GPU and driver supports transform feedback, false otherwise</returns>
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bool QueryHostSupportsTransformFeedback()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for writes to the viewport index from vertex or tessellation shader stages.
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/// </summary>
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/// <returns>True if writes to the viewport index from vertex or tessellation are supported, false otherwise</returns>
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bool QueryHostSupportsViewportIndexVertexTessellation()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU shader viewport mask output support.
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/// </summary>
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/// <returns>True if the GPU and driver supports shader viewport mask output, false otherwise</returns>
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bool QueryHostSupportsViewportMask()
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{
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return true;
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}
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/// <summary>
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/// Queries whether the host supports depth clip control.
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/// </summary>
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/// <returns>True if the GPU and driver supports depth clip control, false otherwise</returns>
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bool QueryHostSupportsDepthClipControl()
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{
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return true;
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}
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/// <summary>
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/// Queries sampler type information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>The sampler type value for the given handle</returns>
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SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
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{
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return SamplerType.Texture2D;
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}
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/// <summary>
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/// Queries texture coordinate normalization information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>True if the coordinates are normalized, false otherwise</returns>
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bool QueryTextureCoordNormalized(int handle, int cbufSlot = -1)
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{
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return true;
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}
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/// <summary>
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/// Queries texture format information, for shaders using image load or store.
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/// </summary>
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/// <remarks>
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/// This only returns non-compressed color formats.
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/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
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/// </remarks>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Color format of the non-compressed texture</returns>
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TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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{
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return TextureFormat.R8G8B8A8Unorm;
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}
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/// <summary>
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/// Queries transform feedback enable state.
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/// </summary>
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/// <returns>True if the shader uses transform feedback, false otherwise</returns>
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bool QueryTransformFeedbackEnabled()
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{
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return false;
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}
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/// <summary>
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/// Queries the varying locations that should be written to the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Varying locations for the specified buffer</returns>
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ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
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{
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return ReadOnlySpan<byte>.Empty;
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}
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/// <summary>
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/// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Stride for the specified buffer</returns>
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int QueryTransformFeedbackStride(int bufferIndex)
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{
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return 0;
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}
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/// <summary>
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/// Registers a texture used by the shader.
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/// </summary>
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/// <param name="handle">Texture handle word offset</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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void RegisterTexture(int handle, int cbufSlot)
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{
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// Only useful when recording information for a disk shader cache.
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}
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}
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}
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