using System; using System.Runtime.CompilerServices; namespace Ryujinx.Graphics.Shader { public enum TextureHandleType { CombinedSampler = 0, // Must be 0. SeparateSamplerHandle = 1, SeparateSamplerId = 2, SeparateConstantSamplerHandle = 3 } public static class TextureHandle { [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int PackSlots(int cbufSlot0, int cbufSlot1) { return cbufSlot0 | ((cbufSlot1 + 1) << 16); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static (int, int) UnpackSlots(int slots, int defaultTextureBufferIndex) { int textureBufferIndex; int samplerBufferIndex; if (slots < 0) { textureBufferIndex = defaultTextureBufferIndex; samplerBufferIndex = textureBufferIndex; } else { uint high = (uint)slots >> 16; textureBufferIndex = (ushort)slots; samplerBufferIndex = high != 0 ? (int)high - 1 : textureBufferIndex; } return (textureBufferIndex, samplerBufferIndex); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int PackOffsets(int cbufOffset0, int cbufOffset1, TextureHandleType type) { return cbufOffset0 | (cbufOffset1 << 14) | ((int)type << 28); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static (int, int, TextureHandleType) UnpackOffsets(int handle) { return (handle & 0x3fff, (handle >> 14) & 0x3fff, (TextureHandleType)((uint)handle >> 28)); } /// /// Unpacks the texture ID from the real texture handle. /// /// The real texture handle /// The texture ID [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int UnpackTextureId(int packedId) { return packedId & 0xfffff; } /// /// Unpacks the sampler ID from the real texture handle. /// /// The real texture handle /// The sampler ID [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int UnpackSamplerId(int packedId) { return (packedId >> 20) & 0xfff; } /// /// Reads a packed texture and sampler ID (basically, the real texture handle) /// from a given texture/sampler constant buffer. /// /// A word offset of the handle on the buffer (the "fake" shader handle) /// The constant buffer to fetch texture IDs from /// The constant buffer to fetch sampler IDs from /// The packed texture and sampler ID (the real texture handle) [MethodImpl(MethodImplOptions.AggressiveInlining)] public static int ReadPackedId(int wordOffset, ReadOnlySpan cachedTextureBuffer, ReadOnlySpan cachedSamplerBuffer) { (int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset); int handle = cachedTextureBuffer.Length != 0 ? cachedTextureBuffer[textureWordOffset] : 0; // The "wordOffset" (which is really the immediate value used on texture instructions on the shader) // is a 13-bit value. However, in order to also support separate samplers and textures (which uses // bindless textures on the shader), we extend it with another value on the higher 16 bits with // another offset for the sampler. // The shader translator has code to detect separate texture and sampler uses with a bindless texture, // turn that into a regular texture access and produce those special handles with values on the higher 16 bits. if (handleType != TextureHandleType.CombinedSampler) { int samplerHandle; if (handleType != TextureHandleType.SeparateConstantSamplerHandle) { samplerHandle = cachedSamplerBuffer.Length != 0 ? cachedSamplerBuffer[samplerWordOffset] : 0; } else { samplerHandle = samplerWordOffset; } if (handleType == TextureHandleType.SeparateSamplerId || handleType == TextureHandleType.SeparateConstantSamplerHandle) { samplerHandle <<= 20; } handle |= samplerHandle; } return handle; } } }