* 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
111 lines
4.2 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|