Implement texture buffers (#1152)
* Implement texture buffers * Throw NotSupportedException where appropriate
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16 changed files with 291 additions and 135 deletions
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@ -280,8 +280,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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=> localMemorySize,
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QueryInfoName.ComputeSharedMemorySize
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=> sharedMemorySize,
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QueryInfoName.IsTextureBuffer
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=> Convert.ToInt32(QueryIsTextureBuffer(state, 0, index, compute: true)),
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QueryInfoName.IsTextureRectangle
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=> Convert.ToInt32(QueryIsTextureRectangle(state, 0, index, compute: true)),
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QueryInfoName.TextureFormat
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=> (int)QueryComputeTextureFormat(state, index),
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=> (int)QueryTextureFormat(state, 0, index, compute: true),
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_
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=> QueryInfoCommon(info)
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};
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@ -331,13 +335,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return info switch
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{
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QueryInfoName.IsTextureBuffer
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=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index)),
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=> Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index, compute: false)),
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QueryInfoName.IsTextureRectangle
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=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index)),
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=> Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index, compute: false)),
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QueryInfoName.PrimitiveTopology
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=> (int)QueryPrimitiveTopology(),
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QueryInfoName.TextureFormat
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=> (int)QueryGraphicsTextureFormat(state, (int)stage - 1, index),
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=> (int)QueryTextureFormat(state, (int)stage - 1, index, compute: false),
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_
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=> QueryInfoCommon(info)
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};
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@ -429,11 +433,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>True if the texture is a buffer texture, false otherwise</returns>
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int handle, bool compute)
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{
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return GetGraphicsTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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return GetTextureDescriptor(state, stageIndex, handle, compute).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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@ -443,11 +448,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>True if the texture is a rectangle texture, false otherwise</returns>
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int handle, bool compute)
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{
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var descriptor = GetGraphicsTextureDescriptor(state, stageIndex, index);
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var descriptor = GetTextureDescriptor(state, stageIndex, handle, compute);
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TextureTarget target = descriptor.UnpackTextureTarget();
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@ -461,23 +467,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Queries the format of a given texture.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>The texture format</returns>
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private TextureFormat QueryComputeTextureFormat(GpuState state, int index)
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private TextureFormat QueryTextureFormat(GpuState state, int stageIndex, int handle, bool compute)
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{
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return QueryTextureFormat(GetComputeTextureDescriptor(state, index));
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}
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/// <summary>
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/// Queries the format of a given texture.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>The texture format</returns>
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private TextureFormat QueryGraphicsTextureFormat(GpuState state, int stageIndex, int index)
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{
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return QueryTextureFormat(GetGraphicsTextureDescriptor(state, stageIndex, index));
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return QueryTextureFormat(GetTextureDescriptor(state, stageIndex, handle, compute));
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}
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/// <summary>
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@ -541,23 +537,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage. This is ignored if <paramref name="compute"/> is true</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <param name="compute">Indicates whenever the texture descriptor is for the compute or graphics engine</param>
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/// <returns>Texture descriptor</returns>
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private TextureDescriptor GetComputeTextureDescriptor(GpuState state, int handle)
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private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle, bool compute)
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{
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
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}
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/// <summary>
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/// Gets the texture descriptor for a given texture on the pool.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Index of the shader stage</param>
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/// <param name="handle">Index of the texture (this is the shader "fake" handle)</param>
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/// <returns>Texture descriptor</returns>
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private TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
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if (compute)
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{
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return _context.Methods.TextureManager.GetComputeTextureDescriptor(state, handle);
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}
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else
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, handle);
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}
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}
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/// <summary>
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