Files
Ryujinx/src/Ryujinx.Graphics.Shader/StructuredIr/ShaderProperties.cs
gdkchan 53d096e392 Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend

* Pass texture set index everywhere

* Key textures using set and binding (rather than just binding)

* Start using extra sets for array textures

* Shader cache version bump

* Separate new commands, some PR feedback

* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array

* Move bind extra sets logic to new method

* Should only use separate array is MaximumExtraSets is not zero

* Format whitespace
2024-05-26 13:30:19 -03:00

111 lines
4.2 KiB
C#

using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class ShaderProperties
{
private readonly Dictionary<int, BufferDefinition> _constantBuffers;
private readonly Dictionary<int, BufferDefinition> _storageBuffers;
private readonly Dictionary<SetBindingPair, TextureDefinition> _textures;
private readonly Dictionary<SetBindingPair, TextureDefinition> _images;
private readonly Dictionary<int, MemoryDefinition> _localMemories;
private readonly Dictionary<int, MemoryDefinition> _sharedMemories;
public IReadOnlyDictionary<int, BufferDefinition> ConstantBuffers => _constantBuffers;
public IReadOnlyDictionary<int, BufferDefinition> StorageBuffers => _storageBuffers;
public IReadOnlyDictionary<SetBindingPair, TextureDefinition> Textures => _textures;
public IReadOnlyDictionary<SetBindingPair, TextureDefinition> Images => _images;
public IReadOnlyDictionary<int, MemoryDefinition> LocalMemories => _localMemories;
public IReadOnlyDictionary<int, MemoryDefinition> SharedMemories => _sharedMemories;
public ShaderProperties()
{
_constantBuffers = new Dictionary<int, BufferDefinition>();
_storageBuffers = new Dictionary<int, BufferDefinition>();
_textures = new Dictionary<SetBindingPair, TextureDefinition>();
_images = new Dictionary<SetBindingPair, TextureDefinition>();
_localMemories = new Dictionary<int, MemoryDefinition>();
_sharedMemories = new Dictionary<int, MemoryDefinition>();
}
public void AddOrUpdateConstantBuffer(BufferDefinition definition)
{
_constantBuffers[definition.Binding] = definition;
}
public void AddOrUpdateStorageBuffer(BufferDefinition definition)
{
_storageBuffers[definition.Binding] = definition;
}
public void AddOrUpdateTexture(TextureDefinition definition)
{
_textures[new(definition.Set, definition.Binding)] = definition;
}
public void AddOrUpdateImage(TextureDefinition definition)
{
_images[new(definition.Set, definition.Binding)] = definition;
}
public int AddLocalMemory(MemoryDefinition definition)
{
int id = _localMemories.Count;
_localMemories.Add(id, definition);
return id;
}
public int AddSharedMemory(MemoryDefinition definition)
{
int id = _sharedMemories.Count;
_sharedMemories.Add(id, definition);
return id;
}
public static TextureFormat GetTextureFormat(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1)
{
// When the formatted load extension is supported, we don't need to
// specify a format, we can just declare it without a format and the GPU will handle it.
if (gpuAccessor.QueryHostSupportsImageLoadFormatted())
{
return TextureFormat.Unknown;
}
var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (format == TextureFormat.Unknown)
{
gpuAccessor.Log($"Unknown format for texture {handle}.");
format = TextureFormat.R8G8B8A8Unorm;
}
return format;
}
private static bool FormatSupportsAtomic(TextureFormat format)
{
return format == TextureFormat.R32Sint || format == TextureFormat.R32Uint;
}
public static TextureFormat GetTextureFormatAtomic(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1)
{
// Atomic image instructions do not support GL_EXT_shader_image_load_formatted,
// and must have a type specified. Default to R32Sint if not available.
var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (!FormatSupportsAtomic(format))
{
gpuAccessor.Log($"Unsupported format for texture {handle}: {format}.");
format = TextureFormat.R32Sint;
}
return format;
}
}
}