99ffc061d3
* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
760 lines
No EOL
32 KiB
C#
760 lines
No EOL
32 KiB
C#
using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader.DiskCache;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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class ShaderSpecializationState
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{
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private const uint ComsMagic = (byte)'C' | ((byte)'O' << 8) | ((byte)'M' << 16) | ((byte)'S' << 24);
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private const uint GfxsMagic = (byte)'G' | ((byte)'F' << 8) | ((byte)'X' << 16) | ((byte)'S' << 24);
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private const uint TfbdMagic = (byte)'T' | ((byte)'F' << 8) | ((byte)'B' << 16) | ((byte)'D' << 24);
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private const uint TexkMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'K' << 24);
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private const uint TexsMagic = (byte)'T' | ((byte)'E' << 8) | ((byte)'X' << 16) | ((byte)'S' << 24);
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/// <summary>
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/// Flags indicating GPU state that is used by the shader.
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/// </summary>
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[Flags]
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private enum QueriedStateFlags
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{
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EarlyZForce = 1 << 0,
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PrimitiveTopology = 1 << 1,
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TessellationMode = 1 << 2,
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TransformFeedback = 1 << 3
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}
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private QueriedStateFlags _queriedState;
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private bool _compute;
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private byte _constantBufferUsePerStage;
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/// <summary>
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/// Compute engine state.
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/// </summary>
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public GpuChannelComputeState ComputeState;
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/// <summary>
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/// 3D engine state.
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/// </summary>
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public GpuChannelGraphicsState GraphicsState;
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/// <summary>
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/// Contant buffers bound at the time the shader was compiled, per stage.
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/// </summary>
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public Array5<uint> ConstantBufferUse;
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/// <summary>
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/// Transform feedback buffers active at the time the shader was compiled.
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/// </summary>
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public TransformFeedbackDescriptor[] TransformFeedbackDescriptors;
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/// <summary>
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/// Flags indicating texture state that is used by the shader.
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/// </summary>
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[Flags]
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private enum QueriedTextureStateFlags
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{
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TextureFormat = 1 << 0,
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SamplerType = 1 << 1,
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CoordNormalized = 1 << 2
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}
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/// <summary>
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/// Reference type wrapping a value.
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/// </summary>
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private class Box<T>
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{
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/// <summary>
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/// Wrapped value.
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/// </summary>
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public T Value;
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}
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/// <summary>
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/// State of a texture or image that is accessed by the shader.
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/// </summary>
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private struct TextureSpecializationState
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{
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// New fields should be added to the end of the struct to keep disk shader cache compatibility.
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/// <summary>
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/// Flags indicating which state of the texture the shader depends on.
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/// </summary>
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public QueriedTextureStateFlags QueriedFlags;
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/// <summary>
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/// Encoded texture format value.
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/// </summary>
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public uint Format;
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/// <summary>
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/// True if the texture format is sRGB, false otherwise.
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/// </summary>
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public bool FormatSrgb;
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/// <summary>
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/// Texture target.
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/// </summary>
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public Image.TextureTarget TextureTarget;
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/// <summary>
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/// Indicates if the coordinates used to sample the texture are normalized or not (0.0..1.0 or 0..Width/Height).
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/// </summary>
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public bool CoordNormalized;
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}
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/// <summary>
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/// Texture binding information, used to identify each texture accessed by the shader.
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/// </summary>
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private struct TextureKey : IEquatable<TextureKey>
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{
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// New fields should be added to the end of the struct to keep disk shader cache compatibility.
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/// <summary>
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/// Shader stage where the texture is used.
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/// </summary>
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public readonly int StageIndex;
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/// <summary>
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/// Texture handle offset in words on the texture buffer.
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/// </summary>
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public readonly int Handle;
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/// <summary>
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/// Constant buffer slot of the texture buffer (-1 to use the texture buffer index GPU register).
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/// </summary>
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public readonly int CbufSlot;
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/// <summary>
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/// Creates a new texture key.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Texture handle offset in words on the texture buffer</param>
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/// <param name="cbufSlot">Constant buffer slot of the texture buffer (-1 to use the texture buffer index GPU register)</param>
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public TextureKey(int stageIndex, int handle, int cbufSlot)
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{
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StageIndex = stageIndex;
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Handle = handle;
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CbufSlot = cbufSlot;
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}
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public override bool Equals(object obj)
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{
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return obj is TextureKey textureKey && Equals(textureKey);
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}
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public bool Equals(TextureKey other)
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{
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return StageIndex == other.StageIndex && Handle == other.Handle && CbufSlot == other.CbufSlot;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(StageIndex, Handle, CbufSlot);
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}
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}
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private readonly Dictionary<TextureKey, Box<TextureSpecializationState>> _textureSpecialization;
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private KeyValuePair<TextureKey, Box<TextureSpecializationState>>[] _allTextures;
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private Box<TextureSpecializationState>[][] _textureByBinding;
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private Box<TextureSpecializationState>[][] _imageByBinding;
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/// <summary>
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/// Creates a new instance of the shader specialization state.
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/// </summary>
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private ShaderSpecializationState()
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{
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_textureSpecialization = new Dictionary<TextureKey, Box<TextureSpecializationState>>();
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}
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/// <summary>
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/// Creates a new instance of the shader specialization state.
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/// </summary>
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/// <param name="state">Current compute engine state</param>
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public ShaderSpecializationState(GpuChannelComputeState state) : this()
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{
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ComputeState = state;
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_compute = true;
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}
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/// <summary>
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/// Creates a new instance of the shader specialization state.
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/// </summary>
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/// <param name="state">Current 3D engine state</param>
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/// <param name="descriptors">Optional transform feedback buffers in use, if any</param>
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public ShaderSpecializationState(GpuChannelGraphicsState state, TransformFeedbackDescriptor[] descriptors) : this()
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{
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GraphicsState = state;
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_compute = false;
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if (descriptors != null)
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{
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TransformFeedbackDescriptors = descriptors;
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_queriedState |= QueriedStateFlags.TransformFeedback;
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}
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}
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/// <summary>
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/// Prepare the shader specialization state for quick binding lookups.
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/// </summary>
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/// <param name="stages">The shader stages</param>
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public void Prepare(CachedShaderStage[] stages)
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{
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_allTextures = _textureSpecialization.ToArray();
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_textureByBinding = new Box<TextureSpecializationState>[stages.Length][];
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_imageByBinding = new Box<TextureSpecializationState>[stages.Length][];
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for (int i = 0; i < stages.Length; i++)
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{
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CachedShaderStage stage = stages[i];
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if (stage?.Info != null)
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{
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var textures = stage.Info.Textures;
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var images = stage.Info.Images;
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var texBindings = new Box<TextureSpecializationState>[textures.Count];
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var imageBindings = new Box<TextureSpecializationState>[images.Count];
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int stageIndex = Math.Max(i - 1, 0); // Don't count VertexA for looking up spec state. No-Op for compute.
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for (int j = 0; j < textures.Count; j++)
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{
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var texture = textures[j];
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texBindings[j] = GetTextureSpecState(stageIndex, texture.HandleIndex, texture.CbufSlot);
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}
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for (int j = 0; j < images.Count; j++)
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{
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var image = images[j];
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imageBindings[j] = GetTextureSpecState(stageIndex, image.HandleIndex, image.CbufSlot);
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}
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_textureByBinding[i] = texBindings;
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_imageByBinding[i] = imageBindings;
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}
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}
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}
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/// <summary>
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/// Indicates that the shader accesses the early Z force state.
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/// </summary>
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public void RecordEarlyZForce()
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{
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_queriedState |= QueriedStateFlags.EarlyZForce;
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}
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/// <summary>
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/// Indicates that the shader accesses the primitive topology state.
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/// </summary>
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public void RecordPrimitiveTopology()
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{
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_queriedState |= QueriedStateFlags.PrimitiveTopology;
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}
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/// <summary>
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/// Indicates that the shader accesses the tessellation mode state.
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/// </summary>
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public void RecordTessellationMode()
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{
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_queriedState |= QueriedStateFlags.TessellationMode;
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}
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/// <summary>
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/// Indicates that the shader accesses the constant buffer use state.
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/// </summary>
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/// <param name="stageIndex">Shader stage index</param>
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/// <param name="useMask">Mask indicating the constant buffers bound at the time of the shader compilation</param>
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public void RecordConstantBufferUse(int stageIndex, uint useMask)
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{
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ConstantBufferUse[stageIndex] = useMask;
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_constantBufferUsePerStage |= (byte)(1 << stageIndex);
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}
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/// <summary>
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/// Indicates that a given texture is accessed by the shader.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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/// <param name="descriptor">Descriptor of the texture</param>
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public void RegisterTexture(int stageIndex, int handle, int cbufSlot, Image.TextureDescriptor descriptor)
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{
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Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
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state.Value.Format = descriptor.UnpackFormat();
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state.Value.FormatSrgb = descriptor.UnpackSrgb();
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state.Value.TextureTarget = descriptor.UnpackTextureTarget();
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state.Value.CoordNormalized = descriptor.UnpackTextureCoordNormalized();
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}
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/// <summary>
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/// Indicates that a given texture is accessed by the shader.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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/// <param name="format">Maxwell texture format value</param>
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/// <param name="formatSrgb">Whenever the texture format is a sRGB format</param>
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/// <param name="target">Texture target type</param>
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/// <param name="coordNormalized">Whenever the texture coordinates used on the shader are considered normalized</param>
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public void RegisterTexture(
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int stageIndex,
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int handle,
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int cbufSlot,
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uint format,
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bool formatSrgb,
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Image.TextureTarget target,
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bool coordNormalized)
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{
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Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
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state.Value.Format = format;
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state.Value.FormatSrgb = formatSrgb;
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state.Value.TextureTarget = target;
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state.Value.CoordNormalized = coordNormalized;
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}
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/// <summary>
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/// Indicates that the format of a given texture was used during the shader translation process.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public void RecordTextureFormat(int stageIndex, int handle, int cbufSlot)
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{
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Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
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state.Value.QueriedFlags |= QueriedTextureStateFlags.TextureFormat;
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}
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/// <summary>
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/// Indicates that the target of a given texture was used during the shader translation process.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public void RecordTextureSamplerType(int stageIndex, int handle, int cbufSlot)
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{
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Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
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state.Value.QueriedFlags |= QueriedTextureStateFlags.SamplerType;
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}
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/// <summary>
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/// Indicates that the coordinate normalization state of a given texture was used during the shader translation process.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public void RecordTextureCoordNormalized(int stageIndex, int handle, int cbufSlot)
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{
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Box<TextureSpecializationState> state = GetOrCreateTextureSpecState(stageIndex, handle, cbufSlot);
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state.Value.QueriedFlags |= QueriedTextureStateFlags.CoordNormalized;
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}
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/// <summary>
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/// Checks if a given texture was registerd on this specialization state.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public bool TextureRegistered(int stageIndex, int handle, int cbufSlot)
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{
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return GetTextureSpecState(stageIndex, handle, cbufSlot) != null;
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}
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/// <summary>
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/// Gets the recorded format of a given texture.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public (uint, bool) GetFormat(int stageIndex, int handle, int cbufSlot)
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{
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TextureSpecializationState state = GetTextureSpecState(stageIndex, handle, cbufSlot).Value;
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return (state.Format, state.FormatSrgb);
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}
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/// <summary>
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/// Gets the recorded target of a given texture.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public Image.TextureTarget GetTextureTarget(int stageIndex, int handle, int cbufSlot)
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{
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return GetTextureSpecState(stageIndex, handle, cbufSlot).Value.TextureTarget;
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}
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/// <summary>
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/// Gets the recorded coordinate normalization state of a given texture.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public bool GetCoordNormalized(int stageIndex, int handle, int cbufSlot)
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{
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return GetTextureSpecState(stageIndex, handle, cbufSlot).Value.CoordNormalized;
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}
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/// <summary>
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/// Gets texture specialization state for a given texture, or create a new one if not present.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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/// <returns>Texture specialization state</returns>
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private Box<TextureSpecializationState> GetOrCreateTextureSpecState(int stageIndex, int handle, int cbufSlot)
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{
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TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
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if (!_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
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{
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_textureSpecialization.Add(key, state = new Box<TextureSpecializationState>());
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}
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return state;
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}
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/// <summary>
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/// Gets texture specialization state for a given texture.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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/// <returns>Texture specialization state</returns>
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private Box<TextureSpecializationState> GetTextureSpecState(int stageIndex, int handle, int cbufSlot)
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{
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TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
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if (_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
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{
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return state;
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}
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return null;
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}
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/// <summary>
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/// Checks if the recorded state matches the current GPU 3D engine state.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="graphicsState">Graphics state</param>
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/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
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/// <returns>True if the state matches, false otherwise</returns>
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public bool MatchesGraphics(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelGraphicsState graphicsState, bool checkTextures)
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{
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if (graphicsState.ViewportTransformDisable != GraphicsState.ViewportTransformDisable)
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{
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return false;
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}
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return Matches(channel, poolState, checkTextures, isCompute: false);
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}
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/// <summary>
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/// Checks if the recorded state matches the current GPU compute engine state.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
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/// <returns>True if the state matches, false otherwise</returns>
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public bool MatchesCompute(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures)
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{
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return Matches(channel, poolState, checkTextures, isCompute: true);
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}
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/// <summary>
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/// Fetch the constant buffers used for a texture to cache.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
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/// <param name="cachedTextureBufferIndex">The currently cached texture buffer index</param>
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/// <param name="cachedSamplerBufferIndex">The currently cached sampler buffer index</param>
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/// <param name="cachedTextureBuffer">The currently cached texture buffer data</param>
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/// <param name="cachedSamplerBuffer">The currently cached sampler buffer data</param>
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/// <param name="cachedStageIndex">The currently cached stage</param>
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/// <param name="textureBufferIndex">The new texture buffer index</param>
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/// <param name="samplerBufferIndex">The new sampler buffer index</param>
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/// <param name="stageIndex">Stage index of the constant buffer</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void UpdateCachedBuffer(
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GpuChannel channel,
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bool isCompute,
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ref int cachedTextureBufferIndex,
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ref int cachedSamplerBufferIndex,
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ref ReadOnlySpan<int> cachedTextureBuffer,
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ref ReadOnlySpan<int> cachedSamplerBuffer,
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ref int cachedStageIndex,
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int textureBufferIndex,
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int samplerBufferIndex,
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int stageIndex)
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{
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bool stageChange = stageIndex != cachedStageIndex;
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if (stageChange || textureBufferIndex != cachedTextureBufferIndex)
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{
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ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, textureBufferIndex);
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cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedTextureBufferIndex = textureBufferIndex;
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if (samplerBufferIndex == textureBufferIndex)
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{
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cachedSamplerBuffer = cachedTextureBuffer;
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cachedSamplerBufferIndex = samplerBufferIndex;
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}
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}
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if (stageChange || samplerBufferIndex != cachedSamplerBufferIndex)
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{
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ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, samplerBufferIndex);
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cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedSamplerBufferIndex = samplerBufferIndex;
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}
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cachedStageIndex = stageIndex;
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}
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/// <summary>
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/// Checks if the recorded state matches the current GPU state.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
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/// <param name="isCompute">Indicates whenever the check is requested by the 3D or compute engine</param>
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/// <returns>True if the state matches, false otherwise</returns>
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private bool Matches(GpuChannel channel, GpuChannelPoolState poolState, bool checkTextures, bool isCompute)
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{
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int constantBufferUsePerStageMask = _constantBufferUsePerStage;
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while (constantBufferUsePerStageMask != 0)
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{
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int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
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uint useMask = isCompute
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? channel.BufferManager.GetComputeUniformBufferUseMask()
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: channel.BufferManager.GetGraphicsUniformBufferUseMask(index);
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if (ConstantBufferUse[index] != useMask)
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{
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return false;
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}
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constantBufferUsePerStageMask &= ~(1 << index);
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}
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if (checkTextures)
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{
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TexturePool pool = channel.TextureManager.GetTexturePool(poolState.TexturePoolGpuVa, poolState.TexturePoolMaximumId);
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int cachedTextureBufferIndex = -1;
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int cachedSamplerBufferIndex = -1;
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int cachedStageIndex = -1;
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ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
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ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
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foreach (var kv in _allTextures)
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{
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TextureKey textureKey = kv.Key;
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(int textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(textureKey.CbufSlot, poolState.TextureBufferIndex);
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UpdateCachedBuffer(channel,
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isCompute,
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ref cachedTextureBufferIndex,
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ref cachedSamplerBufferIndex,
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ref cachedTextureBuffer,
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ref cachedSamplerBuffer,
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ref cachedStageIndex,
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textureBufferIndex,
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samplerBufferIndex,
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textureKey.StageIndex);
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int packedId = TextureHandle.ReadPackedId(textureKey.Handle, cachedTextureBuffer, cachedSamplerBuffer);
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int textureId = TextureHandle.UnpackTextureId(packedId);
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ref readonly Image.TextureDescriptor descriptor = ref pool.GetDescriptorRef(textureId);
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if (!MatchesTexture(kv.Value, descriptor))
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{
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return false;
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}
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}
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|
}
|
|
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return true;
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|
}
|
|
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/// <summary>
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|
/// Checks if the recorded texture state matches the given texture descriptor.
|
|
/// </summary>
|
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/// <param name="specializationState">Texture specialization state</param>
|
|
/// <param name="descriptor">Texture descriptor</param>
|
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/// <returns>True if the state matches, false otherwise</returns>
|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
|
|
{
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|
if (specializationState != null)
|
|
{
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if (specializationState.Value.QueriedFlags.HasFlag(QueriedTextureStateFlags.CoordNormalized) &&
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specializationState.Value.CoordNormalized != descriptor.UnpackTextureCoordNormalized())
|
|
{
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|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the recorded texture state for a given texture binding matches a texture descriptor.
|
|
/// </summary>
|
|
/// <param name="stage">The shader stage</param>
|
|
/// <param name="index">The texture index</param>
|
|
/// <param name="descriptor">Texture descriptor</param>
|
|
/// <returns>True if the state matches, false otherwise</returns>
|
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public bool MatchesTexture(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
|
|
{
|
|
Box<TextureSpecializationState> specializationState = _textureByBinding[(int)stage][index];
|
|
|
|
return MatchesTexture(specializationState, descriptor);
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|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the recorded texture state for a given image binding matches a texture descriptor.
|
|
/// </summary>
|
|
/// <param name="stage">The shader stage</param>
|
|
/// <param name="index">The texture index</param>
|
|
/// <param name="descriptor">Texture descriptor</param>
|
|
/// <returns>True if the state matches, false otherwise</returns>
|
|
public bool MatchesImage(ShaderStage stage, int index, in Image.TextureDescriptor descriptor)
|
|
{
|
|
Box<TextureSpecializationState> specializationState = _imageByBinding[(int)stage][index];
|
|
|
|
return MatchesTexture(specializationState, descriptor);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads shader specialization state that has been serialized.
|
|
/// </summary>
|
|
/// <param name="dataReader">Data reader</param>
|
|
/// <returns>Shader specialization state</returns>
|
|
public static ShaderSpecializationState Read(ref BinarySerializer dataReader)
|
|
{
|
|
ShaderSpecializationState specState = new ShaderSpecializationState();
|
|
|
|
dataReader.Read(ref specState._queriedState);
|
|
dataReader.Read(ref specState._compute);
|
|
|
|
if (specState._compute)
|
|
{
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|
dataReader.ReadWithMagicAndSize(ref specState.ComputeState, ComsMagic);
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|
}
|
|
else
|
|
{
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|
dataReader.ReadWithMagicAndSize(ref specState.GraphicsState, GfxsMagic);
|
|
}
|
|
|
|
dataReader.Read(ref specState._constantBufferUsePerStage);
|
|
|
|
int constantBufferUsePerStageMask = specState._constantBufferUsePerStage;
|
|
|
|
while (constantBufferUsePerStageMask != 0)
|
|
{
|
|
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
|
|
dataReader.Read(ref specState.ConstantBufferUse[index]);
|
|
constantBufferUsePerStageMask &= ~(1 << index);
|
|
}
|
|
|
|
if (specState._queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
|
|
{
|
|
ushort tfCount = 0;
|
|
dataReader.Read(ref tfCount);
|
|
specState.TransformFeedbackDescriptors = new TransformFeedbackDescriptor[tfCount];
|
|
|
|
for (int index = 0; index < tfCount; index++)
|
|
{
|
|
dataReader.ReadWithMagicAndSize(ref specState.TransformFeedbackDescriptors[index], TfbdMagic);
|
|
}
|
|
}
|
|
|
|
ushort count = 0;
|
|
dataReader.Read(ref count);
|
|
|
|
for (int index = 0; index < count; index++)
|
|
{
|
|
TextureKey textureKey = default;
|
|
Box<TextureSpecializationState> textureState = new Box<TextureSpecializationState>();
|
|
|
|
dataReader.ReadWithMagicAndSize(ref textureKey, TexkMagic);
|
|
dataReader.ReadWithMagicAndSize(ref textureState.Value, TexsMagic);
|
|
|
|
specState._textureSpecialization[textureKey] = textureState;
|
|
}
|
|
|
|
return specState;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serializes the shader specialization state.
|
|
/// </summary>
|
|
/// <param name="dataWriter">Data writer</param>
|
|
public void Write(ref BinarySerializer dataWriter)
|
|
{
|
|
dataWriter.Write(ref _queriedState);
|
|
dataWriter.Write(ref _compute);
|
|
|
|
if (_compute)
|
|
{
|
|
dataWriter.WriteWithMagicAndSize(ref ComputeState, ComsMagic);
|
|
}
|
|
else
|
|
{
|
|
dataWriter.WriteWithMagicAndSize(ref GraphicsState, GfxsMagic);
|
|
}
|
|
|
|
dataWriter.Write(ref _constantBufferUsePerStage);
|
|
|
|
int constantBufferUsePerStageMask = _constantBufferUsePerStage;
|
|
|
|
while (constantBufferUsePerStageMask != 0)
|
|
{
|
|
int index = BitOperations.TrailingZeroCount(constantBufferUsePerStageMask);
|
|
dataWriter.Write(ref ConstantBufferUse[index]);
|
|
constantBufferUsePerStageMask &= ~(1 << index);
|
|
}
|
|
|
|
if (_queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
|
|
{
|
|
ushort tfCount = (ushort)TransformFeedbackDescriptors.Length;
|
|
dataWriter.Write(ref tfCount);
|
|
|
|
for (int index = 0; index < TransformFeedbackDescriptors.Length; index++)
|
|
{
|
|
dataWriter.WriteWithMagicAndSize(ref TransformFeedbackDescriptors[index], TfbdMagic);
|
|
}
|
|
}
|
|
|
|
ushort count = (ushort)_textureSpecialization.Count;
|
|
dataWriter.Write(ref count);
|
|
|
|
foreach (var kv in _textureSpecialization)
|
|
{
|
|
var textureKey = kv.Key;
|
|
var textureState = kv.Value;
|
|
|
|
dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
|
|
dataWriter.WriteWithMagicAndSize(ref textureState.Value, TexsMagic);
|
|
}
|
|
}
|
|
}
|
|
} |