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
};
}
}
}