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Changes 1
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9a9349f0f4
commit
4984005926
8 changed files with 100 additions and 5 deletions
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@ -188,6 +188,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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_channel.BufferManager.SetComputeStorageBufferBindings(info.SBuffers);
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_channel.BufferManager.SetComputeUniformBufferBindings(info.CBuffers);
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int maxTextureBinding = 0;
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int maxImageBinding = 0;
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TextureBindingInfo[] textureBindings = _channel.TextureManager.RentComputeTextureBindings(info.Textures.Count);
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for (int index = 0; index < info.Textures.Count; index++)
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@ -202,6 +205,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxTextureBinding)
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{
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maxTextureBinding = descriptor.Binding;
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}
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}
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TextureBindingInfo[] imageBindings = _channel.TextureManager.RentComputeImageBindings(info.Images.Count);
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@ -220,9 +228,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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descriptor.CbufSlot,
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descriptor.HandleIndex,
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descriptor.Flags);
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if (descriptor.Binding > maxImageBinding)
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{
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maxImageBinding = descriptor.Binding;
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}
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}
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_channel.TextureManager.CommitComputeBindings();
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_channel.TextureManager.SetComputeMaxBindings(maxTextureBinding, maxImageBinding);
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_channel.TextureManager.CommitComputeBindings(cs.SpecializationState); // Should be up to date, since the shader was fetched above.
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_channel.BufferManager.CommitComputeBindings();
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_context.Renderer.Pipeline.DispatchCompute(qmd.CtaRasterWidth, qmd.CtaRasterHeight, qmd.CtaRasterDepth);
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@ -8,6 +8,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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class Sampler : IDisposable
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{
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/// <summary>
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/// True if the sampler is disposed, false otherwise.
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/// </summary>
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public bool IsDisposed { get; private set; }
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/// <summary>
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/// Host sampler object.
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/// </summary>
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@ -101,6 +106,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public void Dispose()
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{
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IsDisposed = true;
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_hostSampler.Dispose();
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_anisoSampler?.Dispose();
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}
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@ -100,6 +100,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public bool AlwaysFlushOnOverlap { get; private set; }
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/// <summary>
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/// Increments when the host texture is swapped, or when the texture is removed from all pools.
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/// </summary>
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public int InvalidatedSequence { get; private set; }
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private int _depth;
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private int _layers;
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public int FirstLayer { get; private set; }
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@ -1407,6 +1412,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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DisposeTextures();
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HostTexture = hostTexture;
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InvalidatedSequence++;
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}
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/// <summary>
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@ -1535,6 +1541,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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_poolOwners.Clear();
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}
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InvalidatedSequence++;
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}
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/// <summary>
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@ -378,6 +378,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _gpUniformBuffers[stage].Buffers[index].Address;
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}
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/// <summary>
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/// Gets the bounds of the compute uniform buffer currently bound at the given index.
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/// </summary>
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/// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param>
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/// <param name="stage">Index of the shader stage, if the uniform is for the 3D engine</param>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer bounds, or an undefined value if the buffer is not currently bound</returns>
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public ref BufferBounds GetUniformBufferBounds(bool isCompute, int stage, int index)
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{
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if (isCompute)
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{
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return ref _cpUniformBuffers.Buffers[index];
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}
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else
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{
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return ref _gpUniformBuffers[stage].Buffers[index];
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}
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}
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/// <summary>
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/// Ensures that the compute engine bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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@ -35,6 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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HostProgram = hostProgram;
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SpecializationState = specializationState;
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Shaders = shaders;
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SpecializationState.Prepare(shaders);
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}
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/// <summary>
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@ -418,7 +418,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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if (IsShaderEqual(channel.MemoryManager, cpShader.Shaders[0], gpuVa))
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{
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return cpShader.SpecializationState.MatchesCompute(channel, poolState);
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return cpShader.SpecializationState.MatchesCompute(channel, poolState, true);
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}
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return false;
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@ -454,7 +454,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState);
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return gpShaders.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, true);
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}
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/// <summary>
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@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState))
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if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, true))
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{
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program = entry;
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return true;
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@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesCompute(channel, poolState))
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if (entry.SpecializationState.MatchesCompute(channel, poolState, true))
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{
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program = entry;
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return true;
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@ -1,3 +1,4 @@
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Shader
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@ -50,5 +51,47 @@ namespace Ryujinx.Graphics.Shader
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{
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return (handle & 0x3fff, (handle >> 14) & 0x3fff, (TextureHandleType)((uint)handle >> 28));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int UnpackTextureId(int packedId)
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{
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return (packedId >> 0) & 0xfffff;
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}
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/// <summary>
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/// Reads a packed texture and sampler ID (basically, the real texture handle)
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/// from a given texture/sampler constant buffer.
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/// </summary>
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/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
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/// <param name="cachedTextureBuffer">The constant buffer to fetch texture IDs from</param>
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/// <param name="cachedSamplerBuffer">The constant buffer to fetch sampler IDs from</param>
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/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int ReadPackedId(int wordOffset, ReadOnlySpan<int> cachedTextureBuffer, ReadOnlySpan<int> cachedSamplerBuffer)
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{
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(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = UnpackOffsets(wordOffset);
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int handle = cachedTextureBuffer[textureWordOffset];
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// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
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// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
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// bindless textures on the shader), we extend it with another value on the higher 16 bits with
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// another offset for the sampler.
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// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
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// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
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if (handleType != TextureHandleType.CombinedSampler)
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{
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int samplerHandle = cachedSamplerBuffer[samplerWordOffset];
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if (handleType == TextureHandleType.SeparateSamplerId)
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{
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samplerHandle <<= 20;
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}
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handle |= samplerHandle;
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}
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return handle;
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}
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}
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}
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