Ryujinx-uplift/src/Ryujinx.Graphics.Shader/StructuredIr/ShaderProperties.cs
gdkchan b423197619
Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
2023-08-13 22:26:42 -03:00

111 lines
4.1 KiB
C#

using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class ShaderProperties
{
private readonly Dictionary<int, BufferDefinition> _constantBuffers;
private readonly Dictionary<int, BufferDefinition> _storageBuffers;
private readonly Dictionary<int, TextureDefinition> _textures;
private readonly Dictionary<int, TextureDefinition> _images;
private readonly Dictionary<int, MemoryDefinition> _localMemories;
private readonly Dictionary<int, MemoryDefinition> _sharedMemories;
public IReadOnlyDictionary<int, BufferDefinition> ConstantBuffers => _constantBuffers;
public IReadOnlyDictionary<int, BufferDefinition> StorageBuffers => _storageBuffers;
public IReadOnlyDictionary<int, TextureDefinition> Textures => _textures;
public IReadOnlyDictionary<int, TextureDefinition> Images => _images;
public IReadOnlyDictionary<int, MemoryDefinition> LocalMemories => _localMemories;
public IReadOnlyDictionary<int, MemoryDefinition> SharedMemories => _sharedMemories;
public ShaderProperties()
{
_constantBuffers = new Dictionary<int, BufferDefinition>();
_storageBuffers = new Dictionary<int, BufferDefinition>();
_textures = new Dictionary<int, TextureDefinition>();
_images = new Dictionary<int, TextureDefinition>();
_localMemories = new Dictionary<int, MemoryDefinition>();
_sharedMemories = new Dictionary<int, MemoryDefinition>();
}
public void AddOrUpdateConstantBuffer(BufferDefinition definition)
{
_constantBuffers[definition.Binding] = definition;
}
public void AddOrUpdateStorageBuffer(BufferDefinition definition)
{
_storageBuffers[definition.Binding] = definition;
}
public void AddOrUpdateTexture(TextureDefinition definition)
{
_textures[definition.Binding] = definition;
}
public void AddOrUpdateImage(TextureDefinition definition)
{
_images[definition.Binding] = definition;
}
public int AddLocalMemory(MemoryDefinition definition)
{
int id = _localMemories.Count;
_localMemories.Add(id, definition);
return id;
}
public int AddSharedMemory(MemoryDefinition definition)
{
int id = _sharedMemories.Count;
_sharedMemories.Add(id, definition);
return id;
}
public static TextureFormat GetTextureFormat(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1)
{
// When the formatted load extension is supported, we don't need to
// specify a format, we can just declare it without a format and the GPU will handle it.
if (gpuAccessor.QueryHostSupportsImageLoadFormatted())
{
return TextureFormat.Unknown;
}
var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (format == TextureFormat.Unknown)
{
gpuAccessor.Log($"Unknown format for texture {handle}.");
format = TextureFormat.R8G8B8A8Unorm;
}
return format;
}
private static bool FormatSupportsAtomic(TextureFormat format)
{
return format == TextureFormat.R32Sint || format == TextureFormat.R32Uint;
}
public static TextureFormat GetTextureFormatAtomic(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1)
{
// Atomic image instructions do not support GL_EXT_shader_image_load_formatted,
// and must have a type specified. Default to R32Sint if not available.
var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (!FormatSupportsAtomic(format))
{
gpuAccessor.Log($"Unsupported format for texture {handle}: {format}.");
format = TextureFormat.R32Sint;
}
return format;
}
}
}