mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-05 16:02:25 +01:00
8fa248ceb4
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
232 lines
10 KiB
C#
232 lines
10 KiB
C#
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.Threed;
|
|
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;
|
|
|
|
/// <summary>
|
|
/// Creates a new GPU accessor.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
|
|
{
|
|
_context = context;
|
|
_resourceCounts = resourceCounts;
|
|
_stageIndex = stageIndex;
|
|
}
|
|
|
|
public int QueryBindingConstantBuffer(int index)
|
|
{
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
// We need to start counting from 1 since binding 0 is reserved for the support uniform buffer.
|
|
return GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer") + 1;
|
|
}
|
|
else
|
|
{
|
|
return _resourceCounts.UniformBuffersCount++;
|
|
}
|
|
}
|
|
|
|
public int QueryBindingStorageBuffer(int index)
|
|
{
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
return GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
|
|
}
|
|
else
|
|
{
|
|
return _resourceCounts.StorageBuffersCount++;
|
|
}
|
|
}
|
|
|
|
public int QueryBindingTexture(int index, bool isBuffer)
|
|
{
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
if (isBuffer)
|
|
{
|
|
index += (int)_context.Capabilities.MaximumTexturesPerStage;
|
|
}
|
|
|
|
return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
|
|
}
|
|
else
|
|
{
|
|
return _resourceCounts.TexturesCount++;
|
|
}
|
|
}
|
|
|
|
public int QueryBindingImage(int index, bool isBuffer)
|
|
{
|
|
if (_context.Capabilities.Api == TargetApi.Vulkan)
|
|
{
|
|
if (isBuffer)
|
|
{
|
|
index += (int)_context.Capabilities.MaximumImagesPerStage;
|
|
}
|
|
|
|
return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
|
|
}
|
|
else
|
|
{
|
|
return _resourceCounts.ImagesCount++;
|
|
}
|
|
}
|
|
|
|
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() * (int)maxPerStage + index;
|
|
}
|
|
|
|
private int GetStageIndex()
|
|
{
|
|
// 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
|
|
};
|
|
}
|
|
|
|
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 bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat;
|
|
|
|
public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock;
|
|
|
|
public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
|
|
|
|
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 QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot;
|
|
|
|
public bool QueryHostSupportsSnormBufferTextureFormat() => _context.Capabilities.SupportsSnormBufferTextureFormat;
|
|
|
|
public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
|
|
|
|
public bool QueryHostSupportsViewportIndex() => _context.Capabilities.SupportsViewportIndex;
|
|
|
|
/// <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
|
|
{
|
|
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
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts the Maxwell primitive topology to the shader translator topology.
|
|
/// </summary>
|
|
/// <param name="topology">Maxwell primitive topology</param>
|
|
/// <param name="tessellationMode">Maxwell tessellation mode</param>
|
|
/// <returns>Shader translator topology</returns>
|
|
protected static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
|
|
{
|
|
return topology switch
|
|
{
|
|
PrimitiveTopology.Points => InputTopology.Points,
|
|
PrimitiveTopology.Lines or
|
|
PrimitiveTopology.LineLoop or
|
|
PrimitiveTopology.LineStrip => InputTopology.Lines,
|
|
PrimitiveTopology.LinesAdjacency or
|
|
PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
|
|
PrimitiveTopology.Triangles or
|
|
PrimitiveTopology.TriangleStrip or
|
|
PrimitiveTopology.TriangleFan => InputTopology.Triangles,
|
|
PrimitiveTopology.TrianglesAdjacency or
|
|
PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
|
|
PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
|
|
? InputTopology.Lines
|
|
: InputTopology.Triangles,
|
|
_ => InputTopology.Points
|
|
};
|
|
}
|
|
}
|
|
}
|