mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-22 18:15:11 +00:00
8fa248ceb4
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
492 lines
17 KiB
C#
492 lines
17 KiB
C#
using System;
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namespace Ryujinx.Graphics.Shader
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{
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/// <summary>
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/// GPU state access interface.
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/// </summary>
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public interface IGpuAccessor
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{
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/// <summary>
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/// Prints a log message.
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/// </summary>
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/// <param name="message">Message to print</param>
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void Log(string message)
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{
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// No default log output.
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}
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/// <summary>
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/// Reads data from the constant buffer 1.
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/// </summary>
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/// <param name="offset">Offset in bytes to read from</param>
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/// <returns>Value at the given offset</returns>
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uint ConstantBuffer1Read(int offset)
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{
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return 0;
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}
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/// <summary>
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/// Gets a span of the specified memory location, containing shader code.
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/// </summary>
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/// <param name="address">GPU virtual address of the data</param>
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/// <param name="minimumSize">Minimum size that the returned span may have</param>
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/// <returns>Span of the memory location</returns>
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ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
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/// <summary>
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/// Queries the alpha test comparison operator that is being used currently.
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/// If alpha test is disabled, it should be set to <see cref="AlphaTestOp.Always"/>.
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/// </summary>
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/// <returns>Current alpha test comparison</returns>
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AlphaTestOp QueryAlphaTestCompare()
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{
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return AlphaTestOp.Always;
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}
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/// <summary>
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/// Queries the current alpha test reference value used by the comparison.
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/// </summary>
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/// <returns>Current alpha test reference value</returns>
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float QueryAlphaTestReference()
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{
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return 0f;
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}
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/// <summary>
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/// Queries the type of the vertex shader input attribute at the specified <paramref name="location"/>.
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/// </summary>
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/// <param name="location">Location of the input attribute</param>
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/// <returns>Input type</returns>
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AttributeType QueryAttributeType(int location)
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{
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return AttributeType.Float;
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}
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/// <summary>
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/// Queries whenever the alpha-to-coverage dithering feature is enabled.
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/// </summary>
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/// <returns>True if the feature is enabled, false otherwise</returns>
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bool QueryAlphaToCoverageDitherEnable()
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{
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return false;
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}
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/// <summary>
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/// Queries the binding number of a constant buffer.
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/// </summary>
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/// <param name="index">Constant buffer index</param>
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/// <returns>Binding number</returns>
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int QueryBindingConstantBuffer(int index)
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{
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return index;
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}
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/// <summary>
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/// Queries the binding number of a storage buffer.
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/// </summary>
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/// <param name="index">Storage buffer index</param>
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/// <returns>Binding number</returns>
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int QueryBindingStorageBuffer(int index)
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{
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return index;
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}
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/// <summary>
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/// Queries the binding number of a texture.
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/// </summary>
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/// <param name="index">Texture index</param>
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/// <param name="isBuffer">Indicates if the texture is a buffer texture</param>
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/// <returns>Binding number</returns>
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int QueryBindingTexture(int index, bool isBuffer)
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{
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return index;
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}
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/// <summary>
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/// Queries the binding number of an image.
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/// </summary>
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/// <param name="index">Image index</param>
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/// <param name="isBuffer">Indicates if the image is a buffer image</param>
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/// <returns>Binding number</returns>
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int QueryBindingImage(int index, bool isBuffer)
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{
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return index;
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}
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/// <summary>
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/// Queries output type for fragment shaders.
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/// </summary>
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/// <param name="location">Location of the framgent output</param>
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/// <returns>Output location</returns>
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AttributeType QueryFragmentOutputType(int location)
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{
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return AttributeType.Float;
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}
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/// <summary>
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/// Queries Local Size X for compute shaders.
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/// </summary>
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/// <returns>Local Size X</returns>
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int QueryComputeLocalSizeX()
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{
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return 1;
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}
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/// <summary>
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/// Queries Local Size Y for compute shaders.
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/// </summary>
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/// <returns>Local Size Y</returns>
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int QueryComputeLocalSizeY()
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{
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return 1;
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}
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/// <summary>
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/// Queries Local Size Z for compute shaders.
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/// </summary>
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/// <returns>Local Size Z</returns>
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int QueryComputeLocalSizeZ()
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{
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return 1;
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}
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/// <summary>
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/// Queries Local Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Local Memory size in bytes</returns>
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int QueryComputeLocalMemorySize()
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{
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return 0x1000;
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}
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/// <summary>
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/// Queries Shared Memory size in bytes for compute shaders.
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/// </summary>
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/// <returns>Shared Memory size in bytes</returns>
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int QueryComputeSharedMemorySize()
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{
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return 0xc000;
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}
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/// <summary>
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/// Queries Constant Buffer usage information.
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/// </summary>
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/// <returns>A mask where each bit set indicates a bound constant buffer</returns>
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uint QueryConstantBufferUse()
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{
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return 0;
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}
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/// <summary>
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/// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0.
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/// </summary>
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/// <returns>True if the shader translator can assume that the constant buffer contains the base IDs, false otherwise</returns>
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bool QueryHasConstantBufferDrawParameters()
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{
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return false;
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}
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/// <summary>
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/// Queries whenever the current draw uses unaligned storage buffer addresses.
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/// </summary>
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/// <returns>True if any storage buffer address is not aligned to 16 bytes, false otherwise</returns>
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bool QueryHasUnalignedStorageBuffer()
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{
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return false;
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}
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/// <summary>
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/// Queries host about whether to reduce precision to improve performance.
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/// </summary>
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/// <returns>True if precision is limited to vertex position, false otherwise</returns>
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bool QueryHostReducedPrecision()
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{
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return false;
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}
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/// <summary>
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/// Queries host about the presence of the FrontFacing built-in variable bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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bool QueryHostHasFrontFacingBug()
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{
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return false;
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}
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/// <summary>
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/// Queries host about the presence of the vector indexing bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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bool QueryHostHasVectorIndexingBug()
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{
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return false;
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}
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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int QueryHostStorageBufferOffsetAlignment()
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{
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return 16;
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}
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/// <summary>
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/// Queries host support for texture formats with BGRA component order (such as BGRA8).
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/// </summary>
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/// <returns>True if BGRA formats are supported, false otherwise</returns>
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bool QueryHostSupportsBgraFormat()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for fragment shader ordering critical sections on the shader code.
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/// </summary>
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/// <returns>True if fragment shader interlock is supported, false otherwise</returns>
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bool QueryHostSupportsFragmentShaderInterlock()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for fragment shader ordering scoped critical sections on the shader code.
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/// </summary>
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/// <returns>True if fragment shader ordering is supported, false otherwise</returns>
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bool QueryHostSupportsFragmentShaderOrderingIntel()
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{
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return false;
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}
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/// <summary>
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/// Queries host GPU geometry shader passthrough support.
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/// </summary>
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/// <returns>True if the GPU and driver supports geometry shader passthrough, false otherwise</returns>
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bool QueryHostSupportsGeometryShaderPassthrough()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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bool QueryHostSupportsImageLoadFormatted()
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{
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return true;
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}
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/// <summary>
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/// Queries host support for writes to Layer from vertex or tessellation shader stages.
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/// </summary>
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/// <returns>True if writes to layer from vertex or tessellation are supported, false otherwise</returns>
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bool QueryHostSupportsLayerVertexTessellation()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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bool QueryHostSupportsNonConstantTextureOffset()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU shader ballot support.
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/// </summary>
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/// <returns>True if the GPU and driver supports shader ballot, false otherwise</returns>
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bool QueryHostSupportsShaderBallot()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU support for signed normalized buffer texture formats.
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/// </summary>
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/// <returns>True if the GPU and driver supports the formats, false otherwise</returns>
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bool QueryHostSupportsSnormBufferTextureFormat()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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bool QueryHostSupportsTextureShadowLod()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU shader viewport index output support.
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/// </summary>
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/// <returns>True if the GPU and driver supports shader viewport index output, false otherwise</returns>
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bool QueryHostSupportsViewportIndex()
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{
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return true;
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}
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/// <summary>
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/// Queries the point size from the GPU state, used when it is not explicitly set on the shader.
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/// </summary>
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/// <returns>Current point size</returns>
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float QueryPointSize()
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{
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return 1f;
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}
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/// <summary>
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/// Queries the state that indicates if the program point size should be explicitly set on the shader
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/// or read from the GPU state.
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/// </summary>
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/// <returns>True if the shader is expected to set the point size explicitly, false otherwise</returns>
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bool QueryProgramPointSize()
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{
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return true;
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}
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/// <summary>
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/// Queries sampler type information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>The sampler type value for the given handle</returns>
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SamplerType QuerySamplerType(int handle, int cbufSlot = -1)
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{
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return SamplerType.Texture2D;
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}
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/// <summary>
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/// Queries texture coordinate normalization information.
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/// </summary>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>True if the coordinates are normalized, false otherwise</returns>
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bool QueryTextureCoordNormalized(int handle, int cbufSlot = -1)
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{
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return true;
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}
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/// <summary>
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/// Queries current primitive topology for geometry shaders.
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/// </summary>
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/// <returns>Current primitive topology</returns>
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InputTopology QueryPrimitiveTopology()
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{
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return InputTopology.Points;
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}
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/// <summary>
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/// Queries the tessellation evaluation shader primitive winding order.
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/// </summary>
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/// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
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bool QueryTessCw()
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{
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return false;
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}
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/// <summary>
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/// Queries the tessellation evaluation shader abstract patch type.
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/// </summary>
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/// <returns>Abstract patch type</returns>
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TessPatchType QueryTessPatchType()
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{
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return TessPatchType.Triangles;
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}
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/// <summary>
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/// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
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/// </summary>
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/// <returns>Spacing between tessellated vertices of the patch</returns>
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TessSpacing QueryTessSpacing()
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{
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return TessSpacing.EqualSpacing;
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}
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/// <summary>
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/// Queries texture format information, for shaders using image load or store.
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/// </summary>
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/// <remarks>
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/// This only returns non-compressed color formats.
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/// If the format of the texture is a compressed, depth or unsupported format, then a default value is returned.
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/// </remarks>
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/// <param name="handle">Texture handle</param>
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/// <param name="cbufSlot">Constant buffer slot for the texture handle</param>
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/// <returns>Color format of the non-compressed texture</returns>
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TextureFormat QueryTextureFormat(int handle, int cbufSlot = -1)
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{
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return TextureFormat.R8G8B8A8Unorm;
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}
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/// <summary>
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/// Queries depth mode information from the GPU state.
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/// </summary>
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/// <returns>True if current depth mode is -1 to 1, false if 0 to 1</returns>
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bool QueryTransformDepthMinusOneToOne()
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{
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return false;
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}
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/// <summary>
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/// Queries transform feedback enable state.
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/// </summary>
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/// <returns>True if the shader uses transform feedback, false otherwise</returns>
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bool QueryTransformFeedbackEnabled()
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{
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return false;
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}
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/// <summary>
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/// Queries the varying locations that should be written to the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Varying locations for the specified buffer</returns>
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ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
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{
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return ReadOnlySpan<byte>.Empty;
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}
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/// <summary>
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/// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Stride for the specified buffer</returns>
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int QueryTransformFeedbackStride(int bufferIndex)
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{
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return 0;
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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/// <returns>True if early depth testing is forced</returns>
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bool QueryEarlyZForce()
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{
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return false;
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}
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/// <summary>
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/// Queries if host state disables the viewport transform.
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/// </summary>
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/// <returns>True if the viewport transform is disabled</returns>
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bool QueryViewportTransformDisable()
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{
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return false;
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}
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/// <summary>
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/// Registers a texture used by the shader.
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/// </summary>
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/// <param name="handle">Texture handle word offset</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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void RegisterTexture(int handle, int cbufSlot)
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{
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// Only useful when recording information for a disk shader cache.
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}
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}
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}
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