using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.Gpu.Shader { abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor { public abstract T MemoryRead(ulong address) where T : unmanaged; public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot); /// /// Queries texture format information, for shaders using image load or store. /// /// /// This only returns non-compressed color formats. /// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned. /// /// Texture handle /// Constant buffer slot for the texture handle /// Color format of the non-compressed texture public TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1) { var descriptor = GetTextureDescriptor(handle, cbufSlot); if (!FormatTable.TryGetTextureFormat(descriptor.UnpackFormat(), descriptor.UnpackSrgb(), 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 }; } /// /// Queries texture target information. /// /// Texture handle /// Constant buffer slot for the texture handle /// True if the texture is a buffer texture, false otherwise public bool QueryIsTextureBuffer(int handle, int cbufSlot = -1) { return GetTextureDescriptor(handle, cbufSlot).UnpackTextureTarget() == TextureTarget.TextureBuffer; } /// /// Queries texture target information. /// /// Texture handle /// Constant buffer slot for the texture handle /// True if the texture is a rectangle texture, false otherwise public bool QueryIsTextureRectangle(int handle, int cbufSlot = -1) { var descriptor = GetTextureDescriptor(handle, cbufSlot); TextureTarget target = descriptor.UnpackTextureTarget(); bool is2DTexture = target == TextureTarget.Texture2D || target == TextureTarget.Texture2DRect; return !descriptor.UnpackTextureCoordNormalized() && is2DTexture; } } }