mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
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Implement transform feedback emulation for hardware without native support (#5080)
* Implement transform feedback emulation for hardware without native support * Stop doing some useless buffer updates and account for non-zero base instance * Reduce redundant updates even more * Update descriptor init logic to account for ResourceLayout * Fix transform feedback and storage buffers not being updated in some cases * Shader cache version bump * PR feedback * SetInstancedDrawVertexCount must be always called after UpdateState * Minor typo
This commit is contained in:
parent
0e95a8271a
commit
eb0bb36bbf
21 changed files with 375 additions and 68 deletions
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@ -539,6 +539,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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engine.UpdateState();
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if (instanceCount > 1)
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{
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// Must be called after UpdateState as it assumes the shader state
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// has already been set, and that bindings have been updated already.
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_channel.BufferManager.SetInstancedDrawVertexCount(count);
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}
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if (indexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
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@ -676,6 +684,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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}
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_channel.BufferManager.SetInstancedDrawVertexCount(_instancedIndexCount);
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_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
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_instanceIndex + 1,
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@ -685,6 +695,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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else
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{
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_channel.BufferManager.SetInstancedDrawVertexCount(_instancedDrawStateCount);
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_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
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_instanceIndex + 1,
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@ -269,7 +269,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_prevFirstVertex = _state.State.FirstVertex;
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}
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bool tfEnable = _state.State.TfEnable;
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bool tfEnable = _state.State.TfEnable && _context.Capabilities.SupportsTransformFeedback;
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if (!tfEnable && _prevTfEnable)
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{
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@ -1367,6 +1367,22 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_vsUsesDrawParameters = gs.Shaders[1]?.Info.UsesDrawParameters ?? false;
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_vsClipDistancesWritten = gs.Shaders[1]?.Info.ClipDistancesWritten ?? 0;
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bool hasTransformFeedback = gs.SpecializationState.TransformFeedbackDescriptors != null;
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if (hasTransformFeedback != _channel.BufferManager.HasTransformFeedbackOutputs)
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{
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if (!_context.Capabilities.SupportsTransformFeedback)
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{
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// If host does not support transform feedback, and the shader changed,
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// we might need to update bindings as transform feedback emulation
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// uses storage buffer bindings that might have been used for something
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// else in a previous draw.
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_channel.BufferManager.ForceTransformFeedbackAndStorageBuffersDirty();
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}
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_channel.BufferManager.HasTransformFeedbackOutputs = hasTransformFeedback;
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}
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if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
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{
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UpdateUserClipState();
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@ -6,6 +6,7 @@ using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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@ -14,12 +15,17 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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class BufferManager
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{
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private const int TfInfoVertexCountOffset = Constants.TotalTransformFeedbackBuffers * sizeof(int);
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private const int TfInfoBufferSize = TfInfoVertexCountOffset + sizeof(int);
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private int _unalignedStorageBuffers;
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public bool HasUnalignedStorageBuffers => _unalignedStorageBuffers > 0;
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public bool HasTransformFeedbackOutputs { get; set; }
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private IndexBuffer _indexBuffer;
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private readonly VertexBuffer[] _vertexBuffers;
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private readonly BufferBounds[] _transformFeedbackBuffers;
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@ -98,6 +104,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private readonly BuffersPerStage[] _gpStorageBuffers;
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private readonly BuffersPerStage[] _gpUniformBuffers;
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private BufferHandle _tfInfoBuffer;
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private int[] _tfInfoData;
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private bool _gpStorageBuffersDirty;
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private bool _gpUniformBuffersDirty;
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@ -137,6 +146,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_bufferTextures = new List<BufferTextureBinding>();
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_ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages];
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if (!context.Capabilities.SupportsTransformFeedback)
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{
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_tfInfoData = new int[Constants.TotalTransformFeedbackBuffers];
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}
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}
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@ -319,6 +333,31 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_gpUniformBuffersDirty = true;
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}
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/// <summary>
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/// Sets the number of vertices per instance on a instanced draw. Used for transform feedback emulation.
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/// </summary>
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/// <param name="vertexCount">Vertex count per instance</param>
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public void SetInstancedDrawVertexCount(int vertexCount)
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{
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if (!_context.Capabilities.SupportsTransformFeedback &&
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HasTransformFeedbackOutputs &&
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_tfInfoBuffer != BufferHandle.Null)
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{
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Span<byte> data = stackalloc byte[sizeof(int)];
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MemoryMarshal.Cast<byte, int>(data)[0] = vertexCount;
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_context.Renderer.SetBufferData(_tfInfoBuffer, TfInfoVertexCountOffset, data);
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}
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}
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/// <summary>
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/// Forces transform feedback and storage buffers to be updated on the next draw.
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/// </summary>
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public void ForceTransformFeedbackAndStorageBuffersDirty()
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{
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_transformFeedbackBuffersDirty = true;
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_gpStorageBuffersDirty = true;
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}
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/// <summary>
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/// Sets the binding points for the storage buffers bound on the compute pipeline.
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/// </summary>
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@ -537,22 +576,75 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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_transformFeedbackBuffersDirty = false;
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Span<BufferRange> tfbs = stackalloc BufferRange[Constants.TotalTransformFeedbackBuffers];
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for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
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if (_context.Capabilities.SupportsTransformFeedback)
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{
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BufferBounds tfb = _transformFeedbackBuffers[index];
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Span<BufferRange> tfbs = stackalloc BufferRange[Constants.TotalTransformFeedbackBuffers];
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if (tfb.Address == 0)
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for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
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{
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tfbs[index] = BufferRange.Empty;
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continue;
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BufferBounds tfb = _transformFeedbackBuffers[index];
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if (tfb.Address == 0)
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{
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tfbs[index] = BufferRange.Empty;
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continue;
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}
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tfbs[index] = bufferCache.GetBufferRange(tfb.Address, tfb.Size, write: true);
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}
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tfbs[index] = bufferCache.GetBufferRange(tfb.Address, tfb.Size, write: true);
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_context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
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}
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else if (HasTransformFeedbackOutputs)
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{
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Span<int> info = _tfInfoData.AsSpan();
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Span<BufferAssignment> buffers = stackalloc BufferAssignment[Constants.TotalTransformFeedbackBuffers + 1];
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_context.Renderer.Pipeline.SetTransformFeedbackBuffers(tfbs);
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bool needsDataUpdate = false;
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if (_tfInfoBuffer == BufferHandle.Null)
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{
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_tfInfoBuffer = _context.Renderer.CreateBuffer(TfInfoBufferSize);
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}
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buffers[0] = new BufferAssignment(0, new BufferRange(_tfInfoBuffer, 0, TfInfoBufferSize));
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int alignment = _context.Capabilities.StorageBufferOffsetAlignment;
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for (int index = 0; index < Constants.TotalTransformFeedbackBuffers; index++)
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{
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BufferBounds tfb = _transformFeedbackBuffers[index];
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if (tfb.Address == 0)
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{
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buffers[1 + index] = new BufferAssignment(1 + index, BufferRange.Empty);
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}
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else
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{
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ulong endAddress = tfb.Address + tfb.Size;
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ulong address = BitUtils.AlignDown(tfb.Address, (ulong)alignment);
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ulong size = endAddress - address;
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int tfeOffset = ((int)tfb.Address & (alignment - 1)) / 4;
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if (info[index] != tfeOffset)
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{
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info[index] = tfeOffset;
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needsDataUpdate = true;
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}
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buffers[1 + index] = new BufferAssignment(1 + index, bufferCache.GetBufferRange(address, size, write: true));
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}
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}
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if (needsDataUpdate)
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{
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Span<byte> infoData = MemoryMarshal.Cast<int, byte>(info);
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_context.Renderer.SetBufferData(_tfInfoBuffer, 0, infoData);
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}
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_context.Renderer.Pipeline.SetStorageBuffers(buffers);
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}
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}
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else
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{
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@ -37,7 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ShaderSpecializationState oldSpecState,
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ShaderSpecializationState newSpecState,
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ResourceCounts counts,
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int stageIndex) : base(context, counts, stageIndex)
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int stageIndex) : base(context, counts, stageIndex, oldSpecState.TransformFeedbackDescriptors != null)
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{
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_data = data;
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_cb1Data = cb1Data;
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 5044;
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private const uint CodeGenVersion = 5080;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -368,7 +368,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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if (hostCode != null)
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{
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ShaderInfo shaderInfo = ShaderInfoBuilder.BuildForCache(context, shaders, specState.PipelineState);
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ShaderInfo shaderInfo = ShaderInfoBuilder.BuildForCache(
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context,
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shaders,
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specState.PipelineState,
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specState.TransformFeedbackDescriptors != null);
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IProgram hostProgram;
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@ -491,7 +491,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
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ShaderInfoBuilder shaderInfoBuilder = new ShaderInfoBuilder(_context);
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ShaderInfoBuilder shaderInfoBuilder = new ShaderInfoBuilder(_context, compilation.SpecializationState.TransformFeedbackDescriptors != null);
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for (int index = 0; index < compilation.TranslatedStages.Length; index++)
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{
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@ -30,7 +30,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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GpuContext context,
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GpuChannel channel,
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GpuAccessorState state,
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int stageIndex) : base(context, state.ResourceCounts, stageIndex)
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int stageIndex) : base(context, state.ResourceCounts, stageIndex, state.TransformFeedbackDescriptors != null)
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{
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_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
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_channel = channel;
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@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="context">GPU context</param>
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0)
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0, false)
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{
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_channel = channel;
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_state = state;
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@ -17,40 +17,56 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly ResourceCounts _resourceCounts;
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private readonly int _stageIndex;
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private readonly int _reservedConstantBuffers;
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private readonly int _reservedStorageBuffers;
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/// <summary>
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/// Creates a new GPU accessor.
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/// </summary>
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/// <param name="context">GPU context</param>
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public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
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/// <param name="resourceCounts">Counter of GPU resources used by the shader</param>
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/// <param name="stageIndex">Index of the shader stage, 0 for compute</param>
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/// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param>
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public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex, bool tfEnabled)
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{
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_context = context;
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_resourceCounts = resourceCounts;
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_stageIndex = stageIndex;
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_reservedConstantBuffers = 1; // For the support buffer.
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_reservedStorageBuffers = !context.Capabilities.SupportsTransformFeedback && tfEnabled ? 5 : 0;
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}
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public int QueryBindingConstantBuffer(int index)
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{
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int binding;
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if (_context.Capabilities.Api == TargetApi.Vulkan)
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{
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// We need to start counting from 1 since binding 0 is reserved for the support uniform buffer.
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return GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer") + 1;
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binding = GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer");
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}
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else
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{
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return _resourceCounts.UniformBuffersCount++;
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binding = _resourceCounts.UniformBuffersCount++;
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}
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return binding + _reservedConstantBuffers;
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}
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public int QueryBindingStorageBuffer(int index)
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{
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int binding;
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if (_context.Capabilities.Api == TargetApi.Vulkan)
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{
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return GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
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binding = GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
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}
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else
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{
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return _resourceCounts.StorageBuffersCount++;
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binding = _resourceCounts.StorageBuffersCount++;
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}
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return binding + _reservedStorageBuffers;
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}
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public int QueryBindingTexture(int index, bool isBuffer)
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@ -149,6 +165,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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public bool QueryHostSupportsTransformFeedback() => _context.Capabilities.SupportsTransformFeedback;
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public bool QueryHostSupportsViewportIndexVertexTessellation() => _context.Capabilities.SupportsViewportIndexVertexTessellation;
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public bool QueryHostSupportsViewportMask() => _context.Capabilities.SupportsViewportMask;
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@ -24,13 +24,5 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Total of images used by the shaders.
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/// </summary>
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public int ImagesCount;
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/// <summary>
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/// Creates a new instance of the shader resource counts class.
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/// </summary>
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public ResourceCounts()
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{
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UniformBuffersCount = 1; // The first binding is reserved for the support buffer.
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}
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}
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}
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@ -362,7 +362,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TranslatorContext previousStage = null;
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ShaderInfoBuilder infoBuilder = new ShaderInfoBuilder(_context);
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ShaderInfoBuilder infoBuilder = new ShaderInfoBuilder(_context, transformFeedbackDescriptors != null);
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for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
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{
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@ -16,15 +16,24 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private const int TextureSetIndex = 2;
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private const int ImageSetIndex = 3;
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private const ResourceStages SupportBufferStags =
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private const ResourceStages SupportBufferStages =
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ResourceStages.Compute |
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ResourceStages.Vertex |
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ResourceStages.Fragment;
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private const ResourceStages VtgStages =
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ResourceStages.Vertex |
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ResourceStages.TessellationControl |
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ResourceStages.TessellationEvaluation |
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ResourceStages.Geometry;
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private readonly GpuContext _context;
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private int _fragmentOutputMap;
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private readonly int _reservedConstantBuffers;
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private readonly int _reservedStorageBuffers;
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private readonly List<ResourceDescriptor>[] _resourceDescriptors;
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private readonly List<ResourceUsage>[] _resourceUsages;
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@ -32,7 +41,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Creates a new shader info builder.
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/// </summary>
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/// <param name="context">GPU context that owns the shaders that will be added to the builder</param>
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public ShaderInfoBuilder(GpuContext context)
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/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
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public ShaderInfoBuilder(GpuContext context, bool tfEnabled)
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{
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_context = context;
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@ -47,7 +57,22 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_resourceUsages[index] = new();
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}
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AddDescriptor(SupportBufferStags, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
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AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
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_reservedConstantBuffers = 1; // For the support buffer.
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if (!context.Capabilities.SupportsTransformFeedback && tfEnabled)
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{
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_reservedStorageBuffers = 5;
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AddDescriptor(VtgStages, ResourceType.StorageBuffer, StorageSetIndex, 0, 5);
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AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Read, StorageSetIndex, 0, 1);
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AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Write, StorageSetIndex, 1, 4);
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}
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else
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{
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_reservedStorageBuffers = 0;
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}
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}
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/// <summary>
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@ -86,8 +111,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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int texturesPerStage = (int)_context.Capabilities.MaximumTexturesPerStage;
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int imagesPerStage = (int)_context.Capabilities.MaximumImagesPerStage;
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int uniformBinding = 1 + stageIndex * uniformsPerStage;
|
||||
int storageBinding = stageIndex * storagesPerStage;
|
||||
int uniformBinding = _reservedConstantBuffers + stageIndex * uniformsPerStage;
|
||||
int storageBinding = _reservedStorageBuffers + stageIndex * storagesPerStage;
|
||||
int textureBinding = stageIndex * texturesPerStage * 2;
|
||||
int imageBinding = stageIndex * imagesPerStage * 2;
|
||||
|
||||
|
@ -133,6 +158,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
AddDescriptor(stages, type2, setIndex, binding + count, count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds buffer usage information to the list of usages.
|
||||
/// </summary>
|
||||
/// <param name="stages">Shader stages where the resource is used</param>
|
||||
/// <param name="type">Type of the resource</param>
|
||||
/// <param name="access">How the resource is accessed by the shader stages where it is used</param>
|
||||
/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
|
||||
/// <param name="binding">Binding number where the resource will be bound</param>
|
||||
/// <param name="count">Number of resources bound at the binding location</param>
|
||||
private void AddUsage(ResourceStages stages, ResourceType type, ResourceAccess access, int setIndex, int binding, int count)
|
||||
{
|
||||
for (int index = 0; index < count; index++)
|
||||
{
|
||||
_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, type, stages, access));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds buffer usage information to the list of usages.
|
||||
/// </summary>
|
||||
|
@ -212,10 +254,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <param name="context">GPU context that owns the shaders</param>
|
||||
/// <param name="programs">Shaders from the disk cache</param>
|
||||
/// <param name="pipeline">Optional pipeline for background compilation</param>
|
||||
/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
|
||||
/// <returns>Shader information</returns>
|
||||
public static ShaderInfo BuildForCache(GpuContext context, IEnumerable<CachedShaderStage> programs, ProgramPipelineState? pipeline)
|
||||
public static ShaderInfo BuildForCache(
|
||||
GpuContext context,
|
||||
IEnumerable<CachedShaderStage> programs,
|
||||
ProgramPipelineState? pipeline,
|
||||
bool tfEnabled)
|
||||
{
|
||||
ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
|
||||
ShaderInfoBuilder builder = new ShaderInfoBuilder(context, tfEnabled);
|
||||
|
||||
foreach (CachedShaderStage program in programs)
|
||||
{
|
||||
|
@ -237,7 +284,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <returns>Shader information</returns>
|
||||
public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
|
||||
{
|
||||
ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
|
||||
ShaderInfoBuilder builder = new ShaderInfoBuilder(context, tfEnabled: false);
|
||||
|
||||
builder.AddStageInfo(info);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue