using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Shader; using System; using System.Runtime.InteropServices; namespace Ryujinx.Graphics.Gpu.Shader { /// /// Represents a GPU state and memory accessor. /// class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor { private readonly GpuChannel _channel; private readonly GpuAccessorState _state; private readonly int _stageIndex; private readonly bool _compute; private readonly int _localSizeX; private readonly int _localSizeY; private readonly int _localSizeZ; private readonly int _localMemorySize; private readonly int _sharedMemorySize; public int Cb1DataSize { get; private set; } /// /// Creates a new instance of the GPU state accessor for graphics shader translation. /// /// GPU context /// GPU channel /// Current GPU state /// Graphics shader stage index (0 = Vertex, 4 = Fragment) public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context) { _channel = channel; _state = state; _stageIndex = stageIndex; } /// /// Creates a new instance of the GPU state accessor for compute shader translation. /// /// GPU context /// GPU channel /// Current GPU state /// Local group size X of the compute shader /// Local group size Y of the compute shader /// Local group size Z of the compute shader /// Local memory size of the compute shader /// Shared memory size of the compute shader public GpuAccessor( GpuContext context, GpuChannel channel, GpuAccessorState state, int localSizeX, int localSizeY, int localSizeZ, int localMemorySize, int sharedMemorySize) : base(context) { _channel = channel; _state = state; _compute = true; _localSizeX = localSizeX; _localSizeY = localSizeY; _localSizeZ = localSizeZ; _localMemorySize = localMemorySize; _sharedMemorySize = sharedMemorySize; } /// /// Reads data from the constant buffer 1. /// /// Offset in bytes to read from /// Value at the given offset public uint ConstantBuffer1Read(int offset) { if (Cb1DataSize < offset + 4) { Cb1DataSize = offset + 4; } ulong baseAddress = _compute ? _channel.BufferManager.GetComputeUniformBufferAddress(1) : _channel.BufferManager.GetGraphicsUniformBufferAddress(_stageIndex, 1); return _channel.MemoryManager.Physical.Read(baseAddress + (ulong)offset); } /// /// Prints a log message. /// /// Message to print public void Log(string message) { Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}"); } /// /// Gets a span of the specified memory location, containing shader code. /// /// GPU virtual address of the data /// Minimum size that the returned span may have /// Span of the memory location public override ReadOnlySpan GetCode(ulong address, int minimumSize) { int size = Math.Max(minimumSize, 0x1000 - (int)(address & 0xfff)); return MemoryMarshal.Cast(_channel.MemoryManager.GetSpan(address, size)); } /// /// Queries Local Size X for compute shaders. /// /// Local Size X public int QueryComputeLocalSizeX() => _localSizeX; /// /// Queries Local Size Y for compute shaders. /// /// Local Size Y public int QueryComputeLocalSizeY() => _localSizeY; /// /// Queries Local Size Z for compute shaders. /// /// Local Size Z public int QueryComputeLocalSizeZ() => _localSizeZ; /// /// Queries Local Memory size in bytes for compute shaders. /// /// Local Memory size in bytes public int QueryComputeLocalMemorySize() => _localMemorySize; /// /// Queries Shared Memory size in bytes for compute shaders. /// /// Shared Memory size in bytes public int QueryComputeSharedMemorySize() => _sharedMemorySize; /// /// Queries Constant Buffer usage information. /// /// A mask where each bit set indicates a bound constant buffer public uint QueryConstantBufferUse() { return _compute ? _channel.BufferManager.GetComputeUniformBufferUseMask() : _channel.BufferManager.GetGraphicsUniformBufferUseMask(_stageIndex); } /// /// Queries current primitive topology for geometry shaders. /// /// Current primitive topology public InputTopology QueryPrimitiveTopology() { return _state.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, _ => InputTopology.Points, }; } /// /// Gets the texture descriptor for a given texture on the pool. /// /// Index of the texture (this is the word offset of the handle in the constant buffer) /// Constant buffer slot for the texture handle /// Texture descriptor public override Image.ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot) { if (_compute) { return _channel.TextureManager.GetComputeTextureDescriptor( _state.TexturePoolGpuVa, _state.TextureBufferIndex, _state.TexturePoolMaximumId, handle, cbufSlot); } else { return _channel.TextureManager.GetGraphicsTextureDescriptor( _state.TexturePoolGpuVa, _state.TextureBufferIndex, _state.TexturePoolMaximumId, _stageIndex, handle, cbufSlot); } } /// /// Queries if host state forces early depth testing. /// /// True if early depth testing is forced public bool QueryEarlyZForce() { return _state.EarlyZForce; } } }