GpuAccessorBase.cs
1 using Ryujinx.Common.Logging; 2 using Ryujinx.Graphics.GAL; 3 using Ryujinx.Graphics.Gpu.Image; 4 using Ryujinx.Graphics.Shader; 5 using Ryujinx.Graphics.Shader.Translation; 6 7 namespace Ryujinx.Graphics.Gpu.Shader 8 { 9 /// <summary> 10 /// GPU accessor. 11 /// </summary> 12 class GpuAccessorBase 13 { 14 private readonly GpuContext _context; 15 private readonly ResourceCounts _resourceCounts; 16 private readonly int _stageIndex; 17 18 private int _reservedConstantBuffers; 19 private int _reservedStorageBuffers; 20 private int _reservedTextures; 21 private int _reservedImages; 22 23 private int _staticTexturesCount; 24 private int _staticImagesCount; 25 26 /// <summary> 27 /// Creates a new GPU accessor. 28 /// </summary> 29 /// <param name="context">GPU context</param> 30 /// <param name="resourceCounts">Counter of GPU resources used by the shader</param> 31 /// <param name="stageIndex">Index of the shader stage, 0 for compute</param> 32 public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex) 33 { 34 _context = context; 35 _resourceCounts = resourceCounts; 36 _stageIndex = stageIndex; 37 } 38 39 /// <summary> 40 /// Initializes counts for bindings that will be reserved for emulator use. 41 /// </summary> 42 /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param> 43 /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param> 44 public void InitializeReservedCounts(bool tfEnabled, bool vertexAsCompute) 45 { 46 ResourceReservationCounts rrc = new(!_context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute); 47 48 _reservedConstantBuffers = rrc.ReservedConstantBuffers; 49 _reservedStorageBuffers = rrc.ReservedStorageBuffers; 50 _reservedTextures = rrc.ReservedTextures; 51 _reservedImages = rrc.ReservedImages; 52 } 53 54 public SetBindingPair CreateConstantBufferBinding(int index) 55 { 56 int binding; 57 58 if (_context.Capabilities.Api == TargetApi.Vulkan) 59 { 60 binding = GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer"); 61 } 62 else 63 { 64 binding = _resourceCounts.UniformBuffersCount++; 65 } 66 67 return new SetBindingPair(_context.Capabilities.UniformBufferSetIndex, binding + _reservedConstantBuffers); 68 } 69 70 public SetBindingPair CreateImageBinding(int count, bool isBuffer) 71 { 72 int binding; 73 74 if (_context.Capabilities.Api == TargetApi.Vulkan) 75 { 76 if (count == 1) 77 { 78 int index = _staticImagesCount++; 79 80 if (isBuffer) 81 { 82 index += (int)_context.Capabilities.MaximumImagesPerStage; 83 } 84 85 binding = GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image"); 86 } 87 else 88 { 89 binding = (int)GetDynamicBaseIndexDual(_context.Capabilities.MaximumImagesPerStage) + _resourceCounts.ImagesCount++; 90 } 91 } 92 else 93 { 94 binding = _resourceCounts.ImagesCount; 95 96 _resourceCounts.ImagesCount += count; 97 } 98 99 return new SetBindingPair(_context.Capabilities.ImageSetIndex, binding + _reservedImages); 100 } 101 102 public SetBindingPair CreateStorageBufferBinding(int index) 103 { 104 int binding; 105 106 if (_context.Capabilities.Api == TargetApi.Vulkan) 107 { 108 binding = GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer"); 109 } 110 else 111 { 112 binding = _resourceCounts.StorageBuffersCount++; 113 } 114 115 return new SetBindingPair(_context.Capabilities.StorageBufferSetIndex, binding + _reservedStorageBuffers); 116 } 117 118 public SetBindingPair CreateTextureBinding(int count, bool isBuffer) 119 { 120 int binding; 121 122 if (_context.Capabilities.Api == TargetApi.Vulkan) 123 { 124 if (count == 1) 125 { 126 int index = _staticTexturesCount++; 127 128 if (isBuffer) 129 { 130 index += (int)_context.Capabilities.MaximumTexturesPerStage; 131 } 132 133 binding = GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture"); 134 } 135 else 136 { 137 binding = (int)GetDynamicBaseIndexDual(_context.Capabilities.MaximumTexturesPerStage) + _resourceCounts.TexturesCount++; 138 } 139 } 140 else 141 { 142 binding = _resourceCounts.TexturesCount; 143 144 _resourceCounts.TexturesCount += count; 145 } 146 147 return new SetBindingPair(_context.Capabilities.TextureSetIndex, binding + _reservedTextures); 148 } 149 150 private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName) 151 { 152 if ((uint)index >= maxPerStage) 153 { 154 Logger.Error?.Print(LogClass.Gpu, $"{resourceName} index {index} exceeds per stage limit of {maxPerStage}."); 155 } 156 157 return GetStageIndex(_stageIndex) * (int)maxPerStage + index; 158 } 159 160 public static int GetStageIndex(int stageIndex) 161 { 162 // This is just a simple remapping to ensure that most frequently used shader stages 163 // have the lowest binding numbers. 164 // This is useful because if we need to run on a system with a low limit on the bindings, 165 // then we can still get most games working as the most common shaders will have low binding numbers. 166 return stageIndex switch 167 { 168 4 => 1, // Fragment 169 3 => 2, // Geometry 170 1 => 3, // Tessellation control 171 2 => 4, // Tessellation evaluation 172 _ => 0, // Vertex/Compute 173 }; 174 } 175 176 private static uint GetDynamicBaseIndexDual(uint maxPerStage) 177 { 178 return GetDynamicBaseIndex(maxPerStage) * 2; 179 } 180 181 private static uint GetDynamicBaseIndex(uint maxPerStage) 182 { 183 return maxPerStage * Constants.ShaderStages; 184 } 185 186 public int CreateExtraSet() 187 { 188 if (_resourceCounts.SetsCount >= _context.Capabilities.MaximumExtraSets) 189 { 190 return -1; 191 } 192 193 return _context.Capabilities.ExtraSetBaseIndex + _resourceCounts.SetsCount++; 194 } 195 196 public int QueryHostGatherBiasPrecision() => _context.Capabilities.GatherBiasPrecision; 197 198 public bool QueryHostReducedPrecision() => _context.Capabilities.ReduceShaderPrecision; 199 200 public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug; 201 202 public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug; 203 204 public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment; 205 206 public int QueryHostSubgroupSize() => _context.Capabilities.ShaderSubgroupSize; 207 208 public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat; 209 210 public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock; 211 212 public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel; 213 214 public bool QueryHostSupportsGeometryShader() => _context.Capabilities.SupportsGeometryShader; 215 216 public bool QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough; 217 218 public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted; 219 220 public bool QueryHostSupportsLayerVertexTessellation() => _context.Capabilities.SupportsLayerVertexTessellation; 221 222 public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset; 223 224 public bool QueryHostSupportsScaledVertexFormats() => _context.Capabilities.SupportsScaledVertexFormats; 225 226 public bool QueryHostSupportsSeparateSampler() => _context.Capabilities.SupportsSeparateSampler; 227 228 public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot; 229 230 public bool QueryHostSupportsShaderBarrierDivergence() => _context.Capabilities.SupportsShaderBarrierDivergence; 231 232 public bool QueryHostSupportsShaderFloat64() => _context.Capabilities.SupportsShaderFloat64; 233 234 public bool QueryHostSupportsSnormBufferTextureFormat() => _context.Capabilities.SupportsSnormBufferTextureFormat; 235 236 public bool QueryHostSupportsTextureGatherOffsets() => _context.Capabilities.SupportsTextureGatherOffsets; 237 238 public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod; 239 240 public bool QueryHostSupportsTransformFeedback() => _context.Capabilities.SupportsTransformFeedback; 241 242 public bool QueryHostSupportsViewportIndexVertexTessellation() => _context.Capabilities.SupportsViewportIndexVertexTessellation; 243 244 public bool QueryHostSupportsViewportMask() => _context.Capabilities.SupportsViewportMask; 245 246 public bool QueryHostSupportsDepthClipControl() => _context.Capabilities.SupportsDepthClipControl; 247 248 /// <summary> 249 /// Converts a packed Maxwell texture format to the shader translator texture format. 250 /// </summary> 251 /// <param name="format">Packed maxwell format</param> 252 /// <param name="formatSrgb">Indicates if the format is sRGB</param> 253 /// <returns>Shader translator texture format</returns> 254 protected static TextureFormat ConvertToTextureFormat(uint format, bool formatSrgb) 255 { 256 if (!FormatTable.TryGetTextureFormat(format, formatSrgb, out FormatInfo formatInfo)) 257 { 258 return TextureFormat.Unknown; 259 } 260 261 return formatInfo.Format switch 262 { 263 #pragma warning disable IDE0055 // Disable formatting 264 Format.R8Unorm => TextureFormat.R8Unorm, 265 Format.R8Snorm => TextureFormat.R8Snorm, 266 Format.R8Uint => TextureFormat.R8Uint, 267 Format.R8Sint => TextureFormat.R8Sint, 268 Format.R16Float => TextureFormat.R16Float, 269 Format.R16Unorm => TextureFormat.R16Unorm, 270 Format.R16Snorm => TextureFormat.R16Snorm, 271 Format.R16Uint => TextureFormat.R16Uint, 272 Format.R16Sint => TextureFormat.R16Sint, 273 Format.R32Float => TextureFormat.R32Float, 274 Format.R32Uint => TextureFormat.R32Uint, 275 Format.R32Sint => TextureFormat.R32Sint, 276 Format.R8G8Unorm => TextureFormat.R8G8Unorm, 277 Format.R8G8Snorm => TextureFormat.R8G8Snorm, 278 Format.R8G8Uint => TextureFormat.R8G8Uint, 279 Format.R8G8Sint => TextureFormat.R8G8Sint, 280 Format.R16G16Float => TextureFormat.R16G16Float, 281 Format.R16G16Unorm => TextureFormat.R16G16Unorm, 282 Format.R16G16Snorm => TextureFormat.R16G16Snorm, 283 Format.R16G16Uint => TextureFormat.R16G16Uint, 284 Format.R16G16Sint => TextureFormat.R16G16Sint, 285 Format.R32G32Float => TextureFormat.R32G32Float, 286 Format.R32G32Uint => TextureFormat.R32G32Uint, 287 Format.R32G32Sint => TextureFormat.R32G32Sint, 288 Format.R8G8B8A8Unorm => TextureFormat.R8G8B8A8Unorm, 289 Format.R8G8B8A8Snorm => TextureFormat.R8G8B8A8Snorm, 290 Format.R8G8B8A8Uint => TextureFormat.R8G8B8A8Uint, 291 Format.R8G8B8A8Sint => TextureFormat.R8G8B8A8Sint, 292 Format.R8G8B8A8Srgb => TextureFormat.R8G8B8A8Unorm, 293 Format.R16G16B16A16Float => TextureFormat.R16G16B16A16Float, 294 Format.R16G16B16A16Unorm => TextureFormat.R16G16B16A16Unorm, 295 Format.R16G16B16A16Snorm => TextureFormat.R16G16B16A16Snorm, 296 Format.R16G16B16A16Uint => TextureFormat.R16G16B16A16Uint, 297 Format.R16G16B16A16Sint => TextureFormat.R16G16B16A16Sint, 298 Format.R32G32B32A32Float => TextureFormat.R32G32B32A32Float, 299 Format.R32G32B32A32Uint => TextureFormat.R32G32B32A32Uint, 300 Format.R32G32B32A32Sint => TextureFormat.R32G32B32A32Sint, 301 Format.R10G10B10A2Unorm => TextureFormat.R10G10B10A2Unorm, 302 Format.R10G10B10A2Uint => TextureFormat.R10G10B10A2Uint, 303 Format.R11G11B10Float => TextureFormat.R11G11B10Float, 304 _ => TextureFormat.Unknown, 305 #pragma warning restore IDE0055 306 }; 307 } 308 } 309 }