using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Engine.Threed; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Shader; namespace Ryujinx.Graphics.Gpu.Shader { /// /// GPU accessor. /// class GpuAccessorBase { private readonly GpuContext _context; /// /// Creates a new GPU accessor. /// /// GPU context public GpuAccessorBase(GpuContext context) { _context = context; } /// /// Queries host about the presence of the FrontFacing built-in variable bug. /// /// True if the bug is present on the host device used, false otherwise public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug; /// /// Queries host about the presence of the vector indexing bug. /// /// True if the bug is present on the host device used, false otherwise public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug; /// /// Queries host storage buffer alignment required. /// /// Host storage buffer alignment in bytes public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment; /// /// Queries host support for texture formats with BGRA component order (such as BGRA8). /// /// True if BGRA formats are supported, false otherwise public bool QueryHostSupportsBgraFormat() => _context.Capabilities.SupportsBgraFormat; /// /// Queries host support for fragment shader ordering critical sections on the shader code. /// /// True if fragment shader interlock is supported, false otherwise public bool QueryHostSupportsFragmentShaderInterlock() => _context.Capabilities.SupportsFragmentShaderInterlock; /// /// Queries host support for fragment shader ordering scoped critical sections on the shader code. /// /// True if fragment shader ordering is supported, false otherwise public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel; /// /// Queries host support for readable images without a explicit format declaration on the shader. /// /// True if formatted image load is supported, false otherwise public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted; /// /// Queries host GPU non-constant texture offset support. /// /// True if the GPU and driver supports non-constant texture offsets, false otherwise public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset; /// /// Queries host GPU shader ballot support. /// /// True if the GPU and driver supports shader ballot, false otherwise public bool QueryHostSupportsShaderBallot() => _context.Capabilities.SupportsShaderBallot; /// /// Queries host GPU texture shadow LOD support. /// /// True if the GPU and driver supports texture shadow LOD, false otherwise public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod; /// /// Converts a packed Maxwell texture format to the shader translator texture format. /// /// Packed maxwell format /// Indicates if the format is sRGB /// Shader translator texture format 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 }; } /// /// Converts the Maxwell primitive topology to the shader translator topology. /// /// Maxwell primitive topology /// Maxwell tessellation mode /// Shader translator topology 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 }; } } }