Ryujinx-uplift/Ryujinx.Graphics/Gal/Shader/ShaderHeader.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

146 lines
5.4 KiB
C#

using System;
namespace Ryujinx.Graphics.Gal.Shader
{
struct OmapTarget
{
public bool Red;
public bool Green;
public bool Blue;
public bool Alpha;
public bool Enabled => Red || Green || Blue || Alpha;
public bool ComponentEnabled(int component)
{
switch (component)
{
case 0: return Red;
case 1: return Green;
case 2: return Blue;
case 3: return Alpha;
}
throw new ArgumentException(nameof(component));
}
}
class ShaderHeader
{
public const int PointList = 1;
public const int LineStrip = 6;
public const int TriangleStrip = 7;
public int SphType { get; private set; }
public int Version { get; private set; }
public int ShaderType { get; private set; }
public bool MrtEnable { get; private set; }
public bool KillsPixels { get; private set; }
public bool DoesGlobalStore { get; private set; }
public int SassVersion { get; private set; }
public bool DoesLoadOrStore { get; private set; }
public bool DoesFp64 { get; private set; }
public int StreamOutMask { get; private set; }
public int ShaderLocalMemoryLowSize { get; private set; }
public int PerPatchAttributeCount { get; private set; }
public int ShaderLocalMemoryHighSize { get; private set; }
public int ThreadsPerInputPrimitive { get; private set; }
public int ShaderLocalMemoryCrsSize { get; private set; }
public int OutputTopology { get; private set; }
public int MaxOutputVertexCount { get; private set; }
public int StoreReqStart { get; private set; }
public int StoreReqEnd { get; private set; }
public OmapTarget[] OmapTargets { get; private set; }
public bool OmapSampleMask { get; private set; }
public bool OmapDepth { get; private set; }
public ShaderHeader(IGalMemory memory, long position)
{
uint commonWord0 = (uint)memory.ReadInt32(position + 0);
uint commonWord1 = (uint)memory.ReadInt32(position + 4);
uint commonWord2 = (uint)memory.ReadInt32(position + 8);
uint commonWord3 = (uint)memory.ReadInt32(position + 12);
uint commonWord4 = (uint)memory.ReadInt32(position + 16);
SphType = ReadBits(commonWord0, 0, 5);
Version = ReadBits(commonWord0, 5, 5);
ShaderType = ReadBits(commonWord0, 10, 4);
MrtEnable = ReadBits(commonWord0, 14, 1) != 0;
KillsPixels = ReadBits(commonWord0, 15, 1) != 0;
DoesGlobalStore = ReadBits(commonWord0, 16, 1) != 0;
SassVersion = ReadBits(commonWord0, 17, 4);
DoesLoadOrStore = ReadBits(commonWord0, 26, 1) != 0;
DoesFp64 = ReadBits(commonWord0, 27, 1) != 0;
StreamOutMask = ReadBits(commonWord0, 28, 4);
ShaderLocalMemoryLowSize = ReadBits(commonWord1, 0, 24);
PerPatchAttributeCount = ReadBits(commonWord1, 24, 8);
ShaderLocalMemoryHighSize = ReadBits(commonWord2, 0, 24);
ThreadsPerInputPrimitive = ReadBits(commonWord2, 24, 8);
ShaderLocalMemoryCrsSize = ReadBits(commonWord3, 0, 24);
OutputTopology = ReadBits(commonWord3, 24, 4);
MaxOutputVertexCount = ReadBits(commonWord4, 0, 12);
StoreReqStart = ReadBits(commonWord4, 12, 8);
StoreReqEnd = ReadBits(commonWord4, 24, 8);
//Type 2 (fragment?) reading
uint type2OmapTarget = (uint)memory.ReadInt32(position + 72);
uint type2Omap = (uint)memory.ReadInt32(position + 76);
OmapTargets = new OmapTarget[8];
for (int i = 0; i < OmapTargets.Length; i++)
{
int offset = i * 4;
OmapTargets[i] = new OmapTarget
{
Red = ReadBits(type2OmapTarget, offset + 0, 1) != 0,
Green = ReadBits(type2OmapTarget, offset + 1, 1) != 0,
Blue = ReadBits(type2OmapTarget, offset + 2, 1) != 0,
Alpha = ReadBits(type2OmapTarget, offset + 3, 1) != 0
};
}
OmapSampleMask = ReadBits(type2Omap, 0, 1) != 0;
OmapDepth = ReadBits(type2Omap, 1, 1) != 0;
}
public int DepthRegister
{
get
{
int count = 0;
for (int index = 0; index < OmapTargets.Length; index++)
{
for (int component = 0; component < 4; component++)
{
if (OmapTargets[index].ComponentEnabled(component))
{
count++;
}
}
}
// Depth register is always two registers after the last color output
return count + 1;
}
}
private static int ReadBits(uint word, int offset, int bitWidth)
{
uint mask = (1u << bitWidth) - 1u;
return (int)((word >> offset) & mask);
}
}
}