Add XML documentation to Ryujinx.Graphics.Gpu.Shader
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9 changed files with 197 additions and 11 deletions
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@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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using TextureDescriptor = Image.TextureDescriptor;
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/// <summary>
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/// Memory cache of shader code.
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/// </summary>
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class ShaderCache
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{
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private const int MaxProgramSize = 0x100000;
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@ -25,17 +28,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
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/// <summary>
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/// Creates a new instance of the shader cache.
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/// </summary>
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/// <param name="context">GPU context that the shader cache belongs to</param>
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public ShaderCache(GpuContext context)
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{
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_context = context;
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_dumper = new ShaderDumper(context);
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_dumper = new ShaderDumper();
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_cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
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_gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
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}
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/// <summary>
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/// Gets a compute shader from the cache.
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <returns>Compiled compute shader code</returns>
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public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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{
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bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
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@ -73,6 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return cpShader;
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}
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/// <summary>
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/// Gets a graphics shader program from the shader cache.
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/// This includes all the specified shader stages.
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/// This automatically translates, compiles and adds the code to the cache if not present.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="addresses">Addresses of the shaders for each stage</param>
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/// <returns>Compiled graphics shader code</returns>
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public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
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@ -138,11 +163,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return gpShaders;
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}
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/// <summary>
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/// Checks if compute shader code in memory is different from the cached shader.
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/// </summary>
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/// <param name="cpShader">Cached compute shader</param>
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/// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
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{
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return IsShaderDifferent(cpShader.Shader, gpuVa);
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}
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/// <summary>
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/// Checks if graphics shader code from all stages in memory is different from the cached shaders.
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/// </summary>
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/// <param name="gpShaders">Cached graphics shaders</param>
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/// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
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{
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for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
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@ -174,6 +211,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return false;
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}
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/// <summary>
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/// Checks if the code of the specified cached shader is different from the code in memory.
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/// </summary>
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/// <param name="shader">Cached shader to compare with</param>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <returns>True if the code is different, false otherwise</returns>
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private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
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{
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for (int index = 0; index < shader.Code.Length; index++)
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@ -187,6 +230,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return false;
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the binary shader code</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="localSizeX">Local group size X of the computer shader</param>
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/// <param name="localSizeY">Local group size Y of the computer shader</param>
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/// <param name="localSizeZ">Local group size Z of the computer shader</param>
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/// <returns>Compiled compute shader code</returns>
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private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
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{
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if (gpuVa == 0)
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@ -230,6 +282,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Translates the binary Maxwell shader code to something that the host API accepts.
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
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/// <returns></returns>
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private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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@ -301,6 +362,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return new CachedShader(program, codeCached);
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}
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/// <summary>
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/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
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/// to ealier shader stages output.
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/// This is required by older versions of OpenGL (pre-4.3).
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/// </summary>
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/// <param name="program">Graphics shader cached code</param>
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shader[4].Program;
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@ -334,6 +401,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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/// <summary>
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/// Gets the primitive topology for the current draw.
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/// This is required by geometry shaders.
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/// </summary>
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/// <returns>Primitive topology</returns>
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private InputTopology GetPrimitiveTopology()
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{
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switch (_context.Methods.PrimitiveType)
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@ -359,11 +431,29 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return InputTopology.Points;
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}
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/// <summary>
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/// Check if the target of a given texture is texture buffer.
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/// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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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>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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{
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return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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/// <summary>
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/// Check if the target of a given texture is texture rectangle.
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/// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
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/// but not on GLSL.
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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>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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{
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var descriptor = GetTextureDescriptor(state, stageIndex, index);
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@ -376,11 +466,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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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="index">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 GetTextureDescriptor(GpuState state, int stageIndex, int index)
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
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}
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/// <summary>
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/// Returns information required by both compute and graphics shader compilation.
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/// </summary>
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/// <param name="info">Information queried</param>
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/// <returns>Requested information</returns>
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private int QueryInfoCommon(QueryInfoName info)
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{
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switch (info)
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