9becbd7d72
* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
124 lines
4.9 KiB
C#
124 lines
4.9 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Shader
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{
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public enum TextureHandleType
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{
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CombinedSampler = 0, // Must be 0.
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SeparateSamplerHandle = 1,
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SeparateSamplerId = 2,
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SeparateConstantSamplerHandle = 3,
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}
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public static class TextureHandle
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int PackSlots(int cbufSlot0, int cbufSlot1)
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{
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return cbufSlot0 | ((cbufSlot1 + 1) << 16);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static (int, int) UnpackSlots(int slots, int defaultTextureBufferIndex)
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{
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int textureBufferIndex;
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int samplerBufferIndex;
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if (slots < 0)
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{
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textureBufferIndex = defaultTextureBufferIndex;
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samplerBufferIndex = textureBufferIndex;
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}
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else
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{
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uint high = (uint)slots >> 16;
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textureBufferIndex = (ushort)slots;
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samplerBufferIndex = high != 0 ? (int)high - 1 : textureBufferIndex;
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}
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return (textureBufferIndex, samplerBufferIndex);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int PackOffsets(int cbufOffset0, int cbufOffset1, TextureHandleType type)
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{
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return cbufOffset0 | (cbufOffset1 << 14) | ((int)type << 28);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static (int, int, TextureHandleType) UnpackOffsets(int handle)
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{
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return (handle & 0x3fff, (handle >> 14) & 0x3fff, (TextureHandleType)((uint)handle >> 28));
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}
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/// <summary>
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/// Unpacks the texture ID from the real texture handle.
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/// </summary>
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/// <param name="packedId">The real texture handle</param>
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/// <returns>The texture ID</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int UnpackTextureId(int packedId)
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{
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return packedId & 0xfffff;
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}
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/// <summary>
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/// Unpacks the sampler ID from the real texture handle.
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/// </summary>
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/// <param name="packedId">The real texture handle</param>
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/// <returns>The sampler ID</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int UnpackSamplerId(int packedId)
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{
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return (packedId >> 20) & 0xfff;
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}
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/// <summary>
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/// Reads a packed texture and sampler ID (basically, the real texture handle)
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/// from a given texture/sampler constant buffer.
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/// </summary>
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/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
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/// <param name="cachedTextureBuffer">The constant buffer to fetch texture IDs from</param>
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/// <param name="cachedSamplerBuffer">The constant buffer to fetch sampler IDs from</param>
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/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int ReadPackedId(int wordOffset, ReadOnlySpan<int> cachedTextureBuffer, ReadOnlySpan<int> cachedSamplerBuffer)
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{
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(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
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int handle = cachedTextureBuffer.Length != 0 ? cachedTextureBuffer[textureWordOffset] : 0;
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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// bindless textures on the shader), we extend it with another value on the higher 16 bits with
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// another offset for the sampler.
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// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
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// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
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if (handleType != TextureHandleType.CombinedSampler)
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{
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int samplerHandle;
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if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
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{
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samplerHandle = cachedSamplerBuffer.Length != 0 ? cachedSamplerBuffer[samplerWordOffset] : 0;
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}
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else
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{
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samplerHandle = samplerWordOffset;
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}
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if (handleType == TextureHandleType.SeparateSamplerId ||
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handleType == TextureHandleType.SeparateConstantSamplerHandle)
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{
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samplerHandle <<= 20;
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}
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handle |= samplerHandle;
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}
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return handle;
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}
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}
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}
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