Implement texture buffers (#1152)

* Implement texture buffers

* Throw NotSupportedException where appropriate
This commit is contained in:
gdkchan 2020-04-25 10:02:18 -03:00 committed by GitHub
parent a065dc1626
commit 3cb1fa0e85
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
16 changed files with 291 additions and 135 deletions

View file

@ -280,8 +280,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
=> localMemorySize,
QueryInfoName.ComputeSharedMemorySize
=> sharedMemorySize,
QueryInfoName.IsTextureBuffer
=> Convert.ToInt32(QueryIsTextureBuffer(state, 0, index, compute: true)),
QueryInfoName.IsTextureRectangle
=> Convert.ToInt32(QueryIsTextureRectangle(state, 0, index, compute: true)),
QueryInfoName.TextureFormat
=> (int)QueryComputeTextureFormat(state, index),
=> (int)QueryTextureFormat(state, 0, index, compute: true),
_
=> QueryInfoCommon(info)
};
@ -331,13 +335,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
return info switch
{
QueryInfoName.IsTextureBuffer
=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index)),
=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index, compute: false)),
QueryInfoName.IsTextureRectangle
=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index)),
=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index, compute: false)),
QueryInfoName.PrimitiveTopology
=> (int)QueryPrimitiveTopology(),
QueryInfoName.TextureFormat
=> (int)QueryGraphicsTextureFormat(state, (int)stage - 1, index),
=> (int)QueryTextureFormat(state, (int)stage - 1, index, compute: false),
_
=> QueryInfoCommon(info)
};
@ -429,11 +433,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
/// <returns>True if the texture is a buffer texture, false otherwise</returns>
private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute)
{
return GetGraphicsTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer;
}
/// <summary>
@ -443,11 +448,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int handle, bool compute)
{
var descriptor = GetGraphicsTextureDescriptor(state, stageIndex, index);
var descriptor = GetTextureDescriptor(state, stageIndex, handle, compute);
TextureTarget target = descriptor.UnpackTextureTarget();
@ -461,23 +467,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// Queries the format of a given texture.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
/// <returns>The texture format</returns>
private TextureFormat QueryComputeTextureFormat(GpuState state, int index)
private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute)
{
return QueryTextureFormat(GetComputeTextureDescriptor(state, index));
}
/// <summary>
/// Queries the format of a given texture.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>The texture format</returns>
private TextureFormat QueryGraphicsTextureFormat(GpuState state, int stageIndex, int index)
{
return QueryTextureFormat(GetGraphicsTextureDescriptor(state, stageIndex, index));
return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute));
}
/// <summary>
@ -541,23 +537,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
/// <returns>Texture descriptor</returns>
private TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, bool compute)
{
return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
}
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="stageIndex">Index of the shader stage</param>
/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
/// <returns>Texture descriptor</returns>
private TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
{
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
if (compute)
{
return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
}
else
{
return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
}
}
/// <summary>