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				https://github.com/Ryujinx/Ryujinx.git
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	Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
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				@ -39,6 +39,7 @@ namespace Ryujinx.Graphics.GAL
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        public readonly bool SupportsShaderBarrierDivergence;
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        public readonly bool SupportsShaderFloat64;
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        public readonly bool SupportsTextureShadowLod;
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        public readonly bool SupportsVertexStoreAndAtomics;
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        public readonly bool SupportsViewportIndexVertexTessellation;
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        public readonly bool SupportsViewportMask;
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        public readonly bool SupportsViewportSwizzle;
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@ -54,6 +55,7 @@ namespace Ryujinx.Graphics.GAL
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        public readonly float MaximumSupportedAnisotropy;
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        public readonly int ShaderSubgroupSize;
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        public readonly int StorageBufferOffsetAlignment;
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        public readonly int TextureBufferOffsetAlignment;
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        public readonly int GatherBiasPrecision;
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@ -91,6 +93,7 @@ namespace Ryujinx.Graphics.GAL
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            bool supportsShaderBarrierDivergence,
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            bool supportsShaderFloat64,
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            bool supportsTextureShadowLod,
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            bool supportsVertexStoreAndAtomics,
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            bool supportsViewportIndexVertexTessellation,
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            bool supportsViewportMask,
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            bool supportsViewportSwizzle,
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@ -104,6 +107,7 @@ namespace Ryujinx.Graphics.GAL
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            float maximumSupportedAnisotropy,
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            int shaderSubgroupSize,
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            int storageBufferOffsetAlignment,
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            int textureBufferOffsetAlignment,
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            int gatherBiasPrecision)
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        {
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            Api = api;
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@ -139,6 +143,7 @@ namespace Ryujinx.Graphics.GAL
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            SupportsShaderBarrierDivergence = supportsShaderBarrierDivergence;
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            SupportsShaderFloat64 = supportsShaderFloat64;
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            SupportsTextureShadowLod = supportsTextureShadowLod;
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            SupportsVertexStoreAndAtomics = supportsVertexStoreAndAtomics;
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            SupportsViewportIndexVertexTessellation = supportsViewportIndexVertexTessellation;
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            SupportsViewportMask = supportsViewportMask;
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            SupportsViewportSwizzle = supportsViewportSwizzle;
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@ -152,6 +157,7 @@ namespace Ryujinx.Graphics.GAL
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            MaximumSupportedAnisotropy = maximumSupportedAnisotropy;
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            ShaderSubgroupSize = shaderSubgroupSize;
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            StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
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            TextureBufferOffsetAlignment = textureBufferOffsetAlignment;
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            GatherBiasPrecision = gatherBiasPrecision;
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        }
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    }
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@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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    /// <summary>
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    /// Represents a GPU General Purpose FIFO command processor.
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    /// </summary>
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    class GPFifoProcessor
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    class GPFifoProcessor : IDisposable
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    {
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        private const int MacrosCount = 0x80;
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        private const int MacroIndexMask = MacrosCount - 1;
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@ -327,5 +327,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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        {
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            _3dClass.PerformDeferredDraws();
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        }
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        protected virtual void Dispose(bool disposing)
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        {
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            if (disposing)
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            {
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                _3dClass.Dispose();
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            }
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        }
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        public void Dispose()
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        {
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            Dispose(true);
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            GC.SuppressFinalize(this);
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        }
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    }
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}
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@ -0,0 +1,141 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Shader;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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    /// <summary>
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    /// Vertex info buffer data updater.
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    /// </summary>
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    class VertexInfoBufferUpdater : BufferUpdater
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    {
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        private VertexInfoBuffer _data;
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        /// <summary>
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        /// Creates a new instance of the vertex info buffer updater.
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        /// </summary>
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        /// <param name="renderer">Renderer that the vertex info buffer will be used with</param>
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        public VertexInfoBufferUpdater(IRenderer renderer) : base(renderer)
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        {
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        }
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        /// <summary>
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        /// Sets vertex data related counts.
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        /// </summary>
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        /// <param name="vertexCount">Number of vertices used on the draw</param>
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        /// <param name="instanceCount">Number of draw instances</param>
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        /// <param name="firstVertex">Index of the first vertex on the vertex buffer</param>
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        /// <param name="firstInstance">Index of the first instanced vertex on the vertex buffer</param>
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        public void SetVertexCounts(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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        {
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            if (_data.VertexCounts.X != vertexCount)
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            {
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                _data.VertexCounts.X = vertexCount;
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                MarkDirty(VertexInfoBuffer.VertexCountsOffset, sizeof(int));
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            }
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            if (_data.VertexCounts.Y != instanceCount)
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            {
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                _data.VertexCounts.Y = instanceCount;
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                MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int), sizeof(int));
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            }
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            if (_data.VertexCounts.Z != firstVertex)
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            {
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                _data.VertexCounts.Z = firstVertex;
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                MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int) * 2, sizeof(int));
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            }
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            if (_data.VertexCounts.W != firstInstance)
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            {
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                _data.VertexCounts.W = firstInstance;
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                MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int) * 3, sizeof(int));
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            }
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        }
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        /// <summary>
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        /// Sets vertex data related counts.
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        /// </summary>
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        /// <param name="primitivesCount">Number of primitives consumed by the geometry shader</param>
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        public void SetGeometryCounts(int primitivesCount)
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        {
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            if (_data.GeometryCounts.X != primitivesCount)
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            {
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                _data.GeometryCounts.X = primitivesCount;
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                MarkDirty(VertexInfoBuffer.GeometryCountsOffset, sizeof(int));
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            }
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        }
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        /// <summary>
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        /// Sets a vertex stride and related data.
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        /// </summary>
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        /// <param name="index">Index of the vertex stride to be updated</param>
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        /// <param name="stride">Stride divided by the component or format size</param>
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        /// <param name="componentCount">Number of components that the format has</param>
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        public void SetVertexStride(int index, int stride, int componentCount)
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        {
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            if (_data.VertexStrides[index].X != stride)
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            {
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                _data.VertexStrides[index].X = stride;
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                MarkDirty(VertexInfoBuffer.VertexStridesOffset + index * Unsafe.SizeOf<Vector4<int>>(), sizeof(int));
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            }
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            for (int c = 1; c < 4; c++)
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            {
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                int value = c < componentCount ? 1 : 0;
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                ref int currentValue = ref GetElementRef(ref _data.VertexStrides[index], c);
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                if (currentValue != value)
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                {
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                    currentValue = value;
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                    MarkDirty(VertexInfoBuffer.VertexStridesOffset + index * Unsafe.SizeOf<Vector4<int>>() + c * sizeof(int), sizeof(int));
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                }
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            }
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        }
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        /// <summary>
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        /// Sets a vertex offset and related data.
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        /// </summary>
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        /// <param name="index">Index of the vertex offset to be updated</param>
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        /// <param name="offset">Offset divided by the component or format size</param>
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        /// <param name="divisor">If the draw is instanced, should have the vertex divisor value, otherwise should be zero</param>
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        public void SetVertexOffset(int index, int offset, int divisor)
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        {
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            if (_data.VertexOffsets[index].X != offset)
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            {
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                _data.VertexOffsets[index].X = offset;
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                MarkDirty(VertexInfoBuffer.VertexOffsetsOffset + index * Unsafe.SizeOf<Vector4<int>>(), sizeof(int));
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            }
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            if (_data.VertexOffsets[index].Y != divisor)
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            {
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                _data.VertexOffsets[index].Y = divisor;
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                MarkDirty(VertexInfoBuffer.VertexOffsetsOffset + index * Unsafe.SizeOf<Vector4<int>>() + sizeof(int), sizeof(int));
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            }
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        }
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        /// <summary>
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        /// Sets the offset of the index buffer.
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        /// </summary>
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        /// <param name="offset">Offset divided by the component size</param>
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        public void SetIndexBufferOffset(int offset)
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        {
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            if (_data.GeometryCounts.W != offset)
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            {
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                _data.GeometryCounts.W = offset;
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                MarkDirty(VertexInfoBuffer.GeometryCountsOffset + sizeof(int) * 3, sizeof(int));
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            }
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        }
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        /// <summary>
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        /// Submits all pending buffer updates to the GPU.
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        /// </summary>
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        public void Commit()
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        {
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            Commit(MemoryMarshal.Cast<VertexInfoBuffer, byte>(MemoryMarshal.CreateSpan(ref _data, 1)));
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        }
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    }
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}
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@ -0,0 +1,96 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Shader;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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    /// <summary>
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    /// Vertex, tessellation and geometry as compute shader draw manager.
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    /// </summary>
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    class VtgAsCompute : IDisposable
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    {
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        private readonly GpuContext _context;
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        private readonly GpuChannel _channel;
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        private readonly DeviceStateWithShadow<ThreedClassState> _state;
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        private readonly VtgAsComputeContext _vacContext;
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        /// <summary>
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        /// Creates a new instance of the vertex, tessellation and geometry as compute shader draw manager.
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        /// </summary>
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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">3D engine state</param>
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        public VtgAsCompute(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state)
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        {
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            _context = context;
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            _channel = channel;
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            _state = state;
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            _vacContext = new(context);
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        }
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        /// <summary>
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        /// Emulates the pre-rasterization stages of a draw operation using a compute shader.
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        /// </summary>
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        /// <param name="engine">3D engine</param>
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        /// <param name="vertexAsCompute">Vertex shader converted to compute</param>
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        /// <param name="geometryAsCompute">Optional geometry shader converted to compute</param>
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        /// <param name="vertexPassthroughProgram">Fragment shader with a vertex passthrough shader to feed the compute output into the fragment stage</param>
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        /// <param name="topology">Primitive topology of the draw</param>
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        /// <param name="count">Index or vertex count of the draw</param>
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        /// <param name="instanceCount">Instance count</param>
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        /// <param name="firstIndex">First index on the index buffer, for indexed draws</param>
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        /// <param name="firstVertex">First vertex on the vertex buffer</param>
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        /// <param name="firstInstance">First instance</param>
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        /// <param name="indexed">Whether the draw is indexed</param>
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        public void DrawAsCompute(
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            ThreedClass engine,
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            ShaderAsCompute vertexAsCompute,
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            ShaderAsCompute geometryAsCompute,
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            IProgram vertexPassthroughProgram,
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            PrimitiveTopology topology,
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            int count,
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            int instanceCount,
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            int firstIndex,
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            int firstVertex,
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            int firstInstance,
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            bool indexed)
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        {
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            VtgAsComputeState state = new(
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                _context,
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                _channel,
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                _state,
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                _vacContext,
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                engine,
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                vertexAsCompute,
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                geometryAsCompute,
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                vertexPassthroughProgram,
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                topology,
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                count,
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                instanceCount,
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                firstIndex,
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                firstVertex,
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                firstInstance,
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                indexed);
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            state.RunVertex();
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            state.RunGeometry();
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            state.RunFragment();
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            _vacContext.FreeBuffers();
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        }
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        protected virtual void Dispose(bool disposing)
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        {
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            if (disposing)
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            {
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                _vacContext.Dispose();
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            }
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        }
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        public void Dispose()
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        {
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            Dispose(true);
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            GC.SuppressFinalize(this);
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        }
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    }
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}
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@ -0,0 +1,648 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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    /// <summary>
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    /// Vertex, tessellation and geometry as compute shader context.
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    /// </summary>
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		||||
    class VtgAsComputeContext : IDisposable
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    {
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        private const int DummyBufferSize = 16;
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        private readonly GpuContext _context;
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        /// <summary>
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        /// Cache of buffer textures used for vertex and index buffers.
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        /// </summary>
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        private class BufferTextureCache : IDisposable
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        {
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            private readonly Dictionary<Format, ITexture> _cache;
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            /// <summary>
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            /// Creates a new instance of the buffer texture cache.
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            /// </summary>
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            public BufferTextureCache()
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            {
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                _cache = new();
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            }
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            /// <summary>
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            /// Gets a cached or creates and caches a buffer texture with the specified format.
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            /// </summary>
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            /// <param name="renderer">Renderer where the texture will be used</param>
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            /// <param name="format">Format of the buffer texture</param>
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            /// <returns>Buffer texture</returns>
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            public ITexture Get(IRenderer renderer, Format format)
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            {
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                if (!_cache.TryGetValue(format, out ITexture bufferTexture))
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                {
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                    bufferTexture = renderer.CreateTexture(new TextureCreateInfo(
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                        1,
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                        1,
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		||||
                        1,
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		||||
                        1,
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                        1,
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                        1,
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                        1,
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                        1,
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                        format,
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                        DepthStencilMode.Depth,
 | 
			
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                        Target.TextureBuffer,
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                        SwizzleComponent.Red,
 | 
			
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                        SwizzleComponent.Green,
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                        SwizzleComponent.Blue,
 | 
			
		||||
                        SwizzleComponent.Alpha));
 | 
			
		||||
 | 
			
		||||
                    _cache.Add(format, bufferTexture);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                return bufferTexture;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            protected virtual void Dispose(bool disposing)
 | 
			
		||||
            {
 | 
			
		||||
                if (disposing)
 | 
			
		||||
                {
 | 
			
		||||
                    foreach (var texture in _cache.Values)
 | 
			
		||||
                    {
 | 
			
		||||
                        texture.Release();
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    _cache.Clear();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            public void Dispose()
 | 
			
		||||
            {
 | 
			
		||||
                Dispose(true);
 | 
			
		||||
                GC.SuppressFinalize(this);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Buffer state.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        private struct Buffer
 | 
			
		||||
        {
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Buffer handle.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public BufferHandle Handle;
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Current free buffer offset.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public int Offset;
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Total buffer size in bytes.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public int Size;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Index buffer state.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        private readonly struct IndexBuffer
 | 
			
		||||
        {
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Buffer handle.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public BufferHandle Handle { get; }
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Index count.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public int Count { get; }
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Size in bytes.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public int Size { get; }
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Creates a new index buffer state.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            /// <param name="handle">Buffer handle</param>
 | 
			
		||||
            /// <param name="count">Index count</param>
 | 
			
		||||
            /// <param name="size">Size in bytes</param>
 | 
			
		||||
            public IndexBuffer(BufferHandle handle, int count, int size)
 | 
			
		||||
            {
 | 
			
		||||
                Handle = handle;
 | 
			
		||||
                Count = count;
 | 
			
		||||
                Size = size;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Creates a full range starting from the beggining of the buffer.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            /// <returns>Range</returns>
 | 
			
		||||
            public readonly BufferRange ToRange()
 | 
			
		||||
            {
 | 
			
		||||
                return new BufferRange(Handle, 0, Size);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Creates a range starting from the beggining of the buffer, with the specified size.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            /// <param name="size">Size in bytes of the range</param>
 | 
			
		||||
            /// <returns>Range</returns>
 | 
			
		||||
            public readonly BufferRange ToRange(int size)
 | 
			
		||||
            {
 | 
			
		||||
                return new BufferRange(Handle, 0, size);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private readonly BufferTextureCache[] _bufferTextures;
 | 
			
		||||
        private BufferHandle _dummyBuffer;
 | 
			
		||||
        private Buffer _vertexDataBuffer;
 | 
			
		||||
        private Buffer _geometryVertexDataBuffer;
 | 
			
		||||
        private Buffer _geometryIndexDataBuffer;
 | 
			
		||||
        private BufferHandle _sequentialIndexBuffer;
 | 
			
		||||
        private int _sequentialIndexBufferCount;
 | 
			
		||||
 | 
			
		||||
        private readonly Dictionary<PrimitiveTopology, IndexBuffer> _topologyRemapBuffers;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Vertex information buffer updater.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public VertexInfoBufferUpdater VertexInfoBufferUpdater { get; }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Creates a new instance of the vertex, tessellation and geometry as compute shader context.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="context"></param>
 | 
			
		||||
        public VtgAsComputeContext(GpuContext context)
 | 
			
		||||
        {
 | 
			
		||||
            _context = context;
 | 
			
		||||
            _bufferTextures = new BufferTextureCache[Constants.TotalVertexBuffers + 2];
 | 
			
		||||
            _topologyRemapBuffers = new();
 | 
			
		||||
            VertexInfoBufferUpdater = new(context.Renderer);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the number of complete primitives that can be formed with a given vertex count, for a given topology.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="primitiveType">Topology</param>
 | 
			
		||||
        /// <param name="count">Vertex count</param>
 | 
			
		||||
        /// <returns>Total of complete primitives</returns>
 | 
			
		||||
        public static int GetPrimitivesCount(PrimitiveTopology primitiveType, int count)
 | 
			
		||||
        {
 | 
			
		||||
            return primitiveType switch
 | 
			
		||||
            {
 | 
			
		||||
                PrimitiveTopology.Lines => count / 2,
 | 
			
		||||
                PrimitiveTopology.LinesAdjacency => count / 4,
 | 
			
		||||
                PrimitiveTopology.LineLoop => count > 1 ? count : 0,
 | 
			
		||||
                PrimitiveTopology.LineStrip => Math.Max(count - 1, 0),
 | 
			
		||||
                PrimitiveTopology.LineStripAdjacency => Math.Max(count - 3, 0),
 | 
			
		||||
                PrimitiveTopology.Triangles => count / 3,
 | 
			
		||||
                PrimitiveTopology.TrianglesAdjacency => count / 6,
 | 
			
		||||
                PrimitiveTopology.TriangleStrip or
 | 
			
		||||
                PrimitiveTopology.TriangleFan or
 | 
			
		||||
                PrimitiveTopology.Polygon => Math.Max(count - 2, 0),
 | 
			
		||||
                PrimitiveTopology.TriangleStripAdjacency => Math.Max(count - 2, 0) / 2,
 | 
			
		||||
                PrimitiveTopology.Quads => (count / 4) * 2, // In triangles.
 | 
			
		||||
                PrimitiveTopology.QuadStrip => Math.Max((count - 2) / 2, 0) * 2, // In triangles.
 | 
			
		||||
                _ => count,
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the total of vertices that a single primitive has, for the specified topology.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="primitiveType">Topology</param>
 | 
			
		||||
        /// <returns>Vertex count</returns>
 | 
			
		||||
        private static int GetVerticesPerPrimitive(PrimitiveTopology primitiveType)
 | 
			
		||||
        {
 | 
			
		||||
            return primitiveType switch
 | 
			
		||||
            {
 | 
			
		||||
                PrimitiveTopology.Lines or
 | 
			
		||||
                PrimitiveTopology.LineLoop or
 | 
			
		||||
                PrimitiveTopology.LineStrip => 2,
 | 
			
		||||
                PrimitiveTopology.LinesAdjacency or
 | 
			
		||||
                PrimitiveTopology.LineStripAdjacency => 4,
 | 
			
		||||
                PrimitiveTopology.Triangles or
 | 
			
		||||
                PrimitiveTopology.TriangleStrip or
 | 
			
		||||
                PrimitiveTopology.TriangleFan or
 | 
			
		||||
                PrimitiveTopology.Polygon => 3,
 | 
			
		||||
                PrimitiveTopology.TrianglesAdjacency or
 | 
			
		||||
                PrimitiveTopology.TriangleStripAdjacency => 6,
 | 
			
		||||
                PrimitiveTopology.Quads or
 | 
			
		||||
                PrimitiveTopology.QuadStrip => 3, // 2 triangles.
 | 
			
		||||
                _ => 1,
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets a cached or creates a new buffer that can be used to map linear indices to ones
 | 
			
		||||
        /// of a specified topology, and build complete primitives.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="topology">Topology</param>
 | 
			
		||||
        /// <param name="count">Number of input vertices that needs to be mapped using that buffer</param>
 | 
			
		||||
        /// <returns>Remap buffer range</returns>
 | 
			
		||||
        public BufferRange GetOrCreateTopologyRemapBuffer(PrimitiveTopology topology, int count)
 | 
			
		||||
        {
 | 
			
		||||
            if (!_topologyRemapBuffers.TryGetValue(topology, out IndexBuffer buffer) || buffer.Count < count)
 | 
			
		||||
            {
 | 
			
		||||
                if (buffer.Handle != BufferHandle.Null)
 | 
			
		||||
                {
 | 
			
		||||
                    _context.Renderer.DeleteBuffer(buffer.Handle);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                buffer = CreateTopologyRemapBuffer(topology, count);
 | 
			
		||||
                _topologyRemapBuffers[topology] = buffer;
 | 
			
		||||
 | 
			
		||||
                return buffer.ToRange();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return buffer.ToRange(Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1) * sizeof(uint));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Creates a new topology remap buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="topology">Topology</param>
 | 
			
		||||
        /// <param name="count">Maximum of vertices that will be accessed</param>
 | 
			
		||||
        /// <returns>Remap buffer range</returns>
 | 
			
		||||
        private IndexBuffer CreateTopologyRemapBuffer(PrimitiveTopology topology, int count)
 | 
			
		||||
        {
 | 
			
		||||
            // Size can't be zero as creating zero sized buffers is invalid.
 | 
			
		||||
            Span<int> data = new int[Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1)];
 | 
			
		||||
 | 
			
		||||
            switch (topology)
 | 
			
		||||
            {
 | 
			
		||||
                case PrimitiveTopology.Points:
 | 
			
		||||
                case PrimitiveTopology.Lines:
 | 
			
		||||
                case PrimitiveTopology.LinesAdjacency:
 | 
			
		||||
                case PrimitiveTopology.Triangles:
 | 
			
		||||
                case PrimitiveTopology.TrianglesAdjacency:
 | 
			
		||||
                case PrimitiveTopology.Patches:
 | 
			
		||||
                    for (int index = 0; index < data.Length; index++)
 | 
			
		||||
                    {
 | 
			
		||||
                        data[index] = index;
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.LineLoop:
 | 
			
		||||
                    data[^1] = 0;
 | 
			
		||||
 | 
			
		||||
                    for (int index = 0; index < ((data.Length - 1) & ~1); index += 2)
 | 
			
		||||
                    {
 | 
			
		||||
                        data[index] = index >> 1;
 | 
			
		||||
                        data[index + 1] = (index >> 1) + 1;
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.LineStrip:
 | 
			
		||||
                    for (int index = 0; index < ((data.Length - 1) & ~1); index += 2)
 | 
			
		||||
                    {
 | 
			
		||||
                        data[index] = index >> 1;
 | 
			
		||||
                        data[index + 1] = (index >> 1) + 1;
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.TriangleStrip:
 | 
			
		||||
                    int tsTrianglesCount = data.Length / 3;
 | 
			
		||||
                    int tsOutIndex = 3;
 | 
			
		||||
 | 
			
		||||
                    if (tsTrianglesCount > 0)
 | 
			
		||||
                    {
 | 
			
		||||
                        data[0] = 0;
 | 
			
		||||
                        data[1] = 1;
 | 
			
		||||
                        data[2] = 2;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    for (int tri = 1; tri < tsTrianglesCount; tri++)
 | 
			
		||||
                    {
 | 
			
		||||
                        int baseIndex = tri * 3;
 | 
			
		||||
 | 
			
		||||
                        if ((tri & 1) != 0)
 | 
			
		||||
                        {
 | 
			
		||||
                            data[baseIndex] = tsOutIndex - 1;
 | 
			
		||||
                            data[baseIndex + 1] = tsOutIndex - 2;
 | 
			
		||||
                            data[baseIndex + 2] = tsOutIndex++;
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            data[baseIndex] = tsOutIndex - 2;
 | 
			
		||||
                            data[baseIndex + 1] = tsOutIndex - 1;
 | 
			
		||||
                            data[baseIndex + 2] = tsOutIndex++;
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.TriangleFan:
 | 
			
		||||
                case PrimitiveTopology.Polygon:
 | 
			
		||||
                    int tfTrianglesCount = data.Length / 3;
 | 
			
		||||
                    int tfOutIndex = 1;
 | 
			
		||||
 | 
			
		||||
                    for (int index = 0; index < tfTrianglesCount * 3; index += 3)
 | 
			
		||||
                    {
 | 
			
		||||
                        data[index] = 0;
 | 
			
		||||
                        data[index + 1] = tfOutIndex;
 | 
			
		||||
                        data[index + 2] = ++tfOutIndex;
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.Quads:
 | 
			
		||||
                    int qQuadsCount = data.Length / 6;
 | 
			
		||||
 | 
			
		||||
                    for (int quad = 0; quad < qQuadsCount; quad++)
 | 
			
		||||
                    {
 | 
			
		||||
                        int index = quad * 6;
 | 
			
		||||
                        int qIndex = quad * 4;
 | 
			
		||||
 | 
			
		||||
                        data[index] = qIndex;
 | 
			
		||||
                        data[index + 1] = qIndex + 1;
 | 
			
		||||
                        data[index + 2] = qIndex + 2;
 | 
			
		||||
                        data[index + 3] = qIndex;
 | 
			
		||||
                        data[index + 4] = qIndex + 2;
 | 
			
		||||
                        data[index + 5] = qIndex + 3;
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.QuadStrip:
 | 
			
		||||
                    int qsQuadsCount = data.Length / 6;
 | 
			
		||||
 | 
			
		||||
                    if (qsQuadsCount > 0)
 | 
			
		||||
                    {
 | 
			
		||||
                        data[0] = 0;
 | 
			
		||||
                        data[1] = 1;
 | 
			
		||||
                        data[2] = 2;
 | 
			
		||||
                        data[3] = 0;
 | 
			
		||||
                        data[4] = 2;
 | 
			
		||||
                        data[5] = 3;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    for (int quad = 1; quad < qsQuadsCount; quad++)
 | 
			
		||||
                    {
 | 
			
		||||
                        int index = quad * 6;
 | 
			
		||||
                        int qIndex = quad * 2;
 | 
			
		||||
 | 
			
		||||
                        data[index] = qIndex + 1;
 | 
			
		||||
                        data[index + 1] = qIndex;
 | 
			
		||||
                        data[index + 2] = qIndex + 2;
 | 
			
		||||
                        data[index + 3] = qIndex + 1;
 | 
			
		||||
                        data[index + 4] = qIndex + 2;
 | 
			
		||||
                        data[index + 5] = qIndex + 3;
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.LineStripAdjacency:
 | 
			
		||||
                    for (int index = 0; index < ((data.Length - 3) & ~3); index += 4)
 | 
			
		||||
                    {
 | 
			
		||||
                        int lIndex = index >> 2;
 | 
			
		||||
 | 
			
		||||
                        data[index] = lIndex;
 | 
			
		||||
                        data[index + 1] = lIndex + 1;
 | 
			
		||||
                        data[index + 2] = lIndex + 2;
 | 
			
		||||
                        data[index + 3] = lIndex + 3;
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PrimitiveTopology.TriangleStripAdjacency:
 | 
			
		||||
                    int tsaTrianglesCount = data.Length / 6;
 | 
			
		||||
                    int tsaOutIndex = 6;
 | 
			
		||||
 | 
			
		||||
                    if (tsaTrianglesCount > 0)
 | 
			
		||||
                    {
 | 
			
		||||
                        data[0] = 0;
 | 
			
		||||
                        data[1] = 1;
 | 
			
		||||
                        data[2] = 2;
 | 
			
		||||
                        data[3] = 3;
 | 
			
		||||
                        data[4] = 4;
 | 
			
		||||
                        data[5] = 5;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    for (int tri = 1; tri < tsaTrianglesCount; tri++)
 | 
			
		||||
                    {
 | 
			
		||||
                        int baseIndex = tri * 6;
 | 
			
		||||
 | 
			
		||||
                        if ((tri & 1) != 0)
 | 
			
		||||
                        {
 | 
			
		||||
                            data[baseIndex] = tsaOutIndex - 2;
 | 
			
		||||
                            data[baseIndex + 1] = tsaOutIndex - 1;
 | 
			
		||||
                            data[baseIndex + 2] = tsaOutIndex - 4;
 | 
			
		||||
                            data[baseIndex + 3] = tsaOutIndex - 3;
 | 
			
		||||
                            data[baseIndex + 4] = tsaOutIndex++;
 | 
			
		||||
                            data[baseIndex + 5] = tsaOutIndex++;
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            data[baseIndex] = tsaOutIndex - 4;
 | 
			
		||||
                            data[baseIndex + 1] = tsaOutIndex - 3;
 | 
			
		||||
                            data[baseIndex + 2] = tsaOutIndex - 2;
 | 
			
		||||
                            data[baseIndex + 3] = tsaOutIndex - 1;
 | 
			
		||||
                            data[baseIndex + 4] = tsaOutIndex++;
 | 
			
		||||
                            data[baseIndex + 5] = tsaOutIndex++;
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            ReadOnlySpan<byte> dataBytes = MemoryMarshal.Cast<int, byte>(data);
 | 
			
		||||
 | 
			
		||||
            BufferHandle buffer = _context.Renderer.CreateBuffer(dataBytes.Length);
 | 
			
		||||
            _context.Renderer.SetBufferData(buffer, 0, dataBytes);
 | 
			
		||||
 | 
			
		||||
            return new IndexBuffer(buffer, count, dataBytes.Length);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets a buffer texture with a given format, for the given index.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="index">Index of the buffer texture</param>
 | 
			
		||||
        /// <param name="format">Format of the buffer texture</param>
 | 
			
		||||
        /// <returns>Buffer texture</returns>
 | 
			
		||||
        public ITexture EnsureBufferTexture(int index, Format format)
 | 
			
		||||
        {
 | 
			
		||||
            return (_bufferTextures[index] ??= new()).Get(_context.Renderer, format);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the offset and size of usable storage on the output vertex buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="size">Size in bytes that will be used</param>
 | 
			
		||||
        /// <returns>Usable offset and size on the buffer</returns>
 | 
			
		||||
        public (int, int) GetVertexDataBuffer(int size)
 | 
			
		||||
        {
 | 
			
		||||
            return EnsureBuffer(ref _vertexDataBuffer, size);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the offset and size of usable storage on the output geometry shader vertex buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="size">Size in bytes that will be used</param>
 | 
			
		||||
        /// <returns>Usable offset and size on the buffer</returns>
 | 
			
		||||
        public (int, int) GetGeometryVertexDataBuffer(int size)
 | 
			
		||||
        {
 | 
			
		||||
            return EnsureBuffer(ref _geometryVertexDataBuffer, size);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the offset and size of usable storage on the output geometry shader index buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="size">Size in bytes that will be used</param>
 | 
			
		||||
        /// <returns>Usable offset and size on the buffer</returns>
 | 
			
		||||
        public (int, int) GetGeometryIndexDataBuffer(int size)
 | 
			
		||||
        {
 | 
			
		||||
            return EnsureBuffer(ref _geometryIndexDataBuffer, size);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets a range of the output vertex buffer for binding.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="offset">Offset of the range</param>
 | 
			
		||||
        /// <param name="size">Size of the range in bytes</param>
 | 
			
		||||
        /// <returns>Range</returns>
 | 
			
		||||
        public BufferRange GetVertexDataBufferRange(int offset, int size)
 | 
			
		||||
        {
 | 
			
		||||
            return new BufferRange(_vertexDataBuffer.Handle, offset, size);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets a range of the output geometry shader vertex buffer for binding.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="offset">Offset of the range</param>
 | 
			
		||||
        /// <param name="size">Size of the range in bytes</param>
 | 
			
		||||
        /// <returns>Range</returns>
 | 
			
		||||
        public BufferRange GetGeometryVertexDataBufferRange(int offset, int size)
 | 
			
		||||
        {
 | 
			
		||||
            return new BufferRange(_geometryVertexDataBuffer.Handle, offset, size);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets a range of the output geometry shader index buffer for binding.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="offset">Offset of the range</param>
 | 
			
		||||
        /// <param name="size">Size of the range in bytes</param>
 | 
			
		||||
        /// <returns>Range</returns>
 | 
			
		||||
        public BufferRange GetGeometryIndexDataBufferRange(int offset, int size)
 | 
			
		||||
        {
 | 
			
		||||
            return new BufferRange(_geometryIndexDataBuffer.Handle, offset, size);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the range for a dummy 16 bytes buffer, filled with zeros.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <returns>Dummy buffer range</returns>
 | 
			
		||||
        public BufferRange GetDummyBufferRange()
 | 
			
		||||
        {
 | 
			
		||||
            if (_dummyBuffer == BufferHandle.Null)
 | 
			
		||||
            {
 | 
			
		||||
                _dummyBuffer = _context.Renderer.CreateBuffer(DummyBufferSize);
 | 
			
		||||
                _context.Renderer.Pipeline.ClearBuffer(_dummyBuffer, 0, DummyBufferSize, 0);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return new BufferRange(_dummyBuffer, 0, DummyBufferSize);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the range for a sequential index buffer, with ever incrementing index values.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="count">Minimum number of indices that the buffer should have</param>
 | 
			
		||||
        /// <returns>Buffer handle</returns>
 | 
			
		||||
        public BufferHandle GetSequentialIndexBuffer(int count)
 | 
			
		||||
        {
 | 
			
		||||
            if (_sequentialIndexBufferCount < count)
 | 
			
		||||
            {
 | 
			
		||||
                if (_sequentialIndexBuffer != BufferHandle.Null)
 | 
			
		||||
                {
 | 
			
		||||
                    _context.Renderer.DeleteBuffer(_sequentialIndexBuffer);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                _sequentialIndexBuffer = _context.Renderer.CreateBuffer(count * sizeof(uint));
 | 
			
		||||
                _sequentialIndexBufferCount = count;
 | 
			
		||||
 | 
			
		||||
                Span<int> data = new int[count];
 | 
			
		||||
 | 
			
		||||
                for (int index = 0; index < count; index++)
 | 
			
		||||
                {
 | 
			
		||||
                    data[index] = index;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.SetBufferData(_sequentialIndexBuffer, 0, MemoryMarshal.Cast<int, byte>(data));
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return _sequentialIndexBuffer;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Ensure that a buffer exists, is large enough, and allocates a sub-region of the specified size inside the buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="buffer">Buffer state</param>
 | 
			
		||||
        /// <param name="size">Required size in bytes</param>
 | 
			
		||||
        /// <returns>Allocated offset and size</returns>
 | 
			
		||||
        private (int, int) EnsureBuffer(ref Buffer buffer, int size)
 | 
			
		||||
        {
 | 
			
		||||
            int newSize = buffer.Offset + size;
 | 
			
		||||
 | 
			
		||||
            if (buffer.Size < newSize)
 | 
			
		||||
            {
 | 
			
		||||
                if (buffer.Handle != BufferHandle.Null)
 | 
			
		||||
                {
 | 
			
		||||
                    _context.Renderer.DeleteBuffer(buffer.Handle);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                buffer.Handle = _context.Renderer.CreateBuffer(newSize);
 | 
			
		||||
                buffer.Size = newSize;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int offset = buffer.Offset;
 | 
			
		||||
 | 
			
		||||
            buffer.Offset = BitUtils.AlignUp(newSize, _context.Capabilities.StorageBufferOffsetAlignment);
 | 
			
		||||
 | 
			
		||||
            return (offset, size);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Frees all buffer sub-regions that were previously allocated.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void FreeBuffers()
 | 
			
		||||
        {
 | 
			
		||||
            _vertexDataBuffer.Offset = 0;
 | 
			
		||||
            _geometryVertexDataBuffer.Offset = 0;
 | 
			
		||||
            _geometryIndexDataBuffer.Offset = 0;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        protected virtual void Dispose(bool disposing)
 | 
			
		||||
        {
 | 
			
		||||
            if (disposing)
 | 
			
		||||
            {
 | 
			
		||||
                for (int index = 0; index < _bufferTextures.Length; index++)
 | 
			
		||||
                {
 | 
			
		||||
                    _bufferTextures[index]?.Dispose();
 | 
			
		||||
                    _bufferTextures[index] = null;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                DestroyIfNotNull(ref _dummyBuffer);
 | 
			
		||||
                DestroyIfNotNull(ref _vertexDataBuffer.Handle);
 | 
			
		||||
                DestroyIfNotNull(ref _geometryVertexDataBuffer.Handle);
 | 
			
		||||
                DestroyIfNotNull(ref _geometryIndexDataBuffer.Handle);
 | 
			
		||||
                DestroyIfNotNull(ref _sequentialIndexBuffer);
 | 
			
		||||
 | 
			
		||||
                foreach (var indexBuffer in _topologyRemapBuffers.Values)
 | 
			
		||||
                {
 | 
			
		||||
                    _context.Renderer.DeleteBuffer(indexBuffer.Handle);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                _topologyRemapBuffers.Clear();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Deletes a buffer if the handle is valid (not null), then sets the handle to null.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="handle">Buffer handle</param>
 | 
			
		||||
        private void DestroyIfNotNull(ref BufferHandle handle)
 | 
			
		||||
        {
 | 
			
		||||
            if (handle != BufferHandle.Null)
 | 
			
		||||
            {
 | 
			
		||||
                _context.Renderer.DeleteBuffer(handle);
 | 
			
		||||
                handle = BufferHandle.Null;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void Dispose()
 | 
			
		||||
        {
 | 
			
		||||
            Dispose(true);
 | 
			
		||||
            GC.SuppressFinalize(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,535 @@
 | 
			
		||||
using Ryujinx.Common;
 | 
			
		||||
using Ryujinx.Common.Logging;
 | 
			
		||||
using Ryujinx.Graphics.GAL;
 | 
			
		||||
using Ryujinx.Graphics.Gpu.Engine.Types;
 | 
			
		||||
using Ryujinx.Graphics.Gpu.Image;
 | 
			
		||||
using Ryujinx.Graphics.Gpu.Shader;
 | 
			
		||||
using Ryujinx.Graphics.Shader;
 | 
			
		||||
using Ryujinx.Graphics.Shader.Translation;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
 | 
			
		||||
{
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Vertex, tessellation and geometry as compute shader state.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    struct VtgAsComputeState
 | 
			
		||||
    {
 | 
			
		||||
        private const int ComputeLocalSize = 32;
 | 
			
		||||
 | 
			
		||||
        private readonly GpuContext _context;
 | 
			
		||||
        private readonly GpuChannel _channel;
 | 
			
		||||
        private readonly DeviceStateWithShadow<ThreedClassState> _state;
 | 
			
		||||
        private readonly VtgAsComputeContext _vacContext;
 | 
			
		||||
        private readonly ThreedClass _engine;
 | 
			
		||||
        private readonly ShaderAsCompute _vertexAsCompute;
 | 
			
		||||
        private readonly ShaderAsCompute _geometryAsCompute;
 | 
			
		||||
        private readonly IProgram _vertexPassthroughProgram;
 | 
			
		||||
        private readonly PrimitiveTopology _topology;
 | 
			
		||||
        private readonly int _count;
 | 
			
		||||
        private readonly int _instanceCount;
 | 
			
		||||
        private readonly int _firstIndex;
 | 
			
		||||
        private readonly int _firstVertex;
 | 
			
		||||
        private readonly int _firstInstance;
 | 
			
		||||
        private readonly bool _indexed;
 | 
			
		||||
 | 
			
		||||
        private readonly int _vertexDataOffset;
 | 
			
		||||
        private readonly int _vertexDataSize;
 | 
			
		||||
        private readonly int _geometryVertexDataOffset;
 | 
			
		||||
        private readonly int _geometryVertexDataSize;
 | 
			
		||||
        private readonly int _geometryIndexDataOffset;
 | 
			
		||||
        private readonly int _geometryIndexDataSize;
 | 
			
		||||
        private readonly int _geometryIndexDataCount;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Creates a new vertex, tessellation and geometry as compute shader state.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="context">GPU context</param>
 | 
			
		||||
        /// <param name="channel">GPU channel</param>
 | 
			
		||||
        /// <param name="state">3D engine state</param>
 | 
			
		||||
        /// <param name="vacContext">Vertex as compute context</param>
 | 
			
		||||
        /// <param name="engine">3D engine</param>
 | 
			
		||||
        /// <param name="vertexAsCompute">Vertex shader converted to compute</param>
 | 
			
		||||
        /// <param name="geometryAsCompute">Optional geometry shader converted to compute</param>
 | 
			
		||||
        /// <param name="vertexPassthroughProgram">Fragment shader with a vertex passthrough shader to feed the compute output into the fragment stage</param>
 | 
			
		||||
        /// <param name="topology">Primitive topology of the draw</param>
 | 
			
		||||
        /// <param name="count">Index or vertex count of the draw</param>
 | 
			
		||||
        /// <param name="instanceCount">Instance count</param>
 | 
			
		||||
        /// <param name="firstIndex">First index on the index buffer, for indexed draws</param>
 | 
			
		||||
        /// <param name="firstVertex">First vertex on the vertex buffer</param>
 | 
			
		||||
        /// <param name="firstInstance">First instance</param>
 | 
			
		||||
        /// <param name="indexed">Whether the draw is indexed</param>
 | 
			
		||||
        public VtgAsComputeState(
 | 
			
		||||
            GpuContext context,
 | 
			
		||||
            GpuChannel channel,
 | 
			
		||||
            DeviceStateWithShadow<ThreedClassState> state,
 | 
			
		||||
            VtgAsComputeContext vacContext,
 | 
			
		||||
            ThreedClass engine,
 | 
			
		||||
            ShaderAsCompute vertexAsCompute,
 | 
			
		||||
            ShaderAsCompute geometryAsCompute,
 | 
			
		||||
            IProgram vertexPassthroughProgram,
 | 
			
		||||
            PrimitiveTopology topology,
 | 
			
		||||
            int count,
 | 
			
		||||
            int instanceCount,
 | 
			
		||||
            int firstIndex,
 | 
			
		||||
            int firstVertex,
 | 
			
		||||
            int firstInstance,
 | 
			
		||||
            bool indexed)
 | 
			
		||||
        {
 | 
			
		||||
            _context = context;
 | 
			
		||||
            _channel = channel;
 | 
			
		||||
            _state = state;
 | 
			
		||||
            _vacContext = vacContext;
 | 
			
		||||
            _engine = engine;
 | 
			
		||||
            _vertexAsCompute = vertexAsCompute;
 | 
			
		||||
            _geometryAsCompute = geometryAsCompute;
 | 
			
		||||
            _vertexPassthroughProgram = vertexPassthroughProgram;
 | 
			
		||||
            _topology = topology;
 | 
			
		||||
            _count = count;
 | 
			
		||||
            _instanceCount = instanceCount;
 | 
			
		||||
            _firstIndex = firstIndex;
 | 
			
		||||
            _firstVertex = firstVertex;
 | 
			
		||||
            _firstInstance = firstInstance;
 | 
			
		||||
            _indexed = indexed;
 | 
			
		||||
 | 
			
		||||
            int vertexDataSize = vertexAsCompute.Reservations.OutputSizeInBytesPerInvocation * count * instanceCount;
 | 
			
		||||
 | 
			
		||||
            (_vertexDataOffset, _vertexDataSize) = _vacContext.GetVertexDataBuffer(vertexDataSize);
 | 
			
		||||
 | 
			
		||||
            if (geometryAsCompute != null)
 | 
			
		||||
            {
 | 
			
		||||
                int totalPrimitivesCount = VtgAsComputeContext.GetPrimitivesCount(topology, count * instanceCount);
 | 
			
		||||
                int maxCompleteStrips = GetMaxCompleteStrips(geometryAsCompute.Info.GeometryVerticesPerPrimitive, geometryAsCompute.Info.GeometryMaxOutputVertices);
 | 
			
		||||
                int totalVerticesCount = totalPrimitivesCount * geometryAsCompute.Info.GeometryMaxOutputVertices * geometryAsCompute.Info.ThreadsPerInputPrimitive;
 | 
			
		||||
                int geometryVbDataSize = totalVerticesCount * geometryAsCompute.Reservations.OutputSizeInBytesPerInvocation;
 | 
			
		||||
                int geometryIbDataCount = totalVerticesCount + totalPrimitivesCount * maxCompleteStrips;
 | 
			
		||||
                int geometryIbDataSize = geometryIbDataCount * sizeof(uint);
 | 
			
		||||
 | 
			
		||||
                (_geometryVertexDataOffset, _geometryVertexDataSize) = vacContext.GetGeometryVertexDataBuffer(geometryVbDataSize);
 | 
			
		||||
                (_geometryIndexDataOffset, _geometryIndexDataSize) = vacContext.GetGeometryIndexDataBuffer(geometryIbDataSize);
 | 
			
		||||
 | 
			
		||||
                _geometryIndexDataCount = geometryIbDataCount;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Emulates the vertex stage using compute.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public readonly void RunVertex()
 | 
			
		||||
        {
 | 
			
		||||
            _context.Renderer.Pipeline.SetProgram(_vertexAsCompute.HostProgram);
 | 
			
		||||
 | 
			
		||||
            int primitivesCount = VtgAsComputeContext.GetPrimitivesCount(_topology, _count);
 | 
			
		||||
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance);
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.SetGeometryCounts(primitivesCount);
 | 
			
		||||
 | 
			
		||||
            for (int index = 0; index < Constants.TotalVertexAttribs; index++)
 | 
			
		||||
            {
 | 
			
		||||
                var vertexAttrib = _state.State.VertexAttribState[index];
 | 
			
		||||
 | 
			
		||||
                if (!FormatTable.TryGetSingleComponentAttribFormat(vertexAttrib.UnpackFormat(), out Format format, out int componentsCount))
 | 
			
		||||
                {
 | 
			
		||||
                    Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
 | 
			
		||||
 | 
			
		||||
                    format = vertexAttrib.UnpackType() switch
 | 
			
		||||
                    {
 | 
			
		||||
                        VertexAttribType.Sint => Format.R32Sint,
 | 
			
		||||
                        VertexAttribType.Uint => Format.R32Uint,
 | 
			
		||||
                        _ => Format.R32Float
 | 
			
		||||
                    };
 | 
			
		||||
 | 
			
		||||
                    componentsCount = 4;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (vertexAttrib.UnpackIsConstant())
 | 
			
		||||
                {
 | 
			
		||||
                    _vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
 | 
			
		||||
                    _vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
 | 
			
		||||
                    SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                int bufferIndex = vertexAttrib.UnpackBufferIndex();
 | 
			
		||||
 | 
			
		||||
                GpuVa endAddress = _state.State.VertexBufferEndAddress[bufferIndex];
 | 
			
		||||
                var vertexBuffer = _state.State.VertexBufferState[bufferIndex];
 | 
			
		||||
                bool instanced = _state.State.VertexBufferInstanced[bufferIndex];
 | 
			
		||||
 | 
			
		||||
                ulong address = vertexBuffer.Address.Pack();
 | 
			
		||||
 | 
			
		||||
                if (!vertexBuffer.UnpackEnable() || !_channel.MemoryManager.IsMapped(address))
 | 
			
		||||
                {
 | 
			
		||||
                    _vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
 | 
			
		||||
                    _vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
 | 
			
		||||
                    SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                int vbStride = vertexBuffer.UnpackStride();
 | 
			
		||||
                ulong vbSize = GetVertexBufferSize(address, endAddress.Pack(), vbStride, _indexed, instanced, _firstVertex, _count);
 | 
			
		||||
 | 
			
		||||
                ulong oldVbSize = vbSize;
 | 
			
		||||
 | 
			
		||||
                ulong attributeOffset = (ulong)vertexAttrib.UnpackOffset();
 | 
			
		||||
                int componentSize = format.GetScalarSize();
 | 
			
		||||
 | 
			
		||||
                address += attributeOffset;
 | 
			
		||||
 | 
			
		||||
                ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1);
 | 
			
		||||
 | 
			
		||||
                vbSize = Align(vbSize - attributeOffset + misalign, componentSize);
 | 
			
		||||
 | 
			
		||||
                SetBufferTexture(_vertexAsCompute.Reservations, index, format, address - misalign, vbSize);
 | 
			
		||||
 | 
			
		||||
                _vacContext.VertexInfoBufferUpdater.SetVertexStride(index, vbStride / componentSize, componentsCount);
 | 
			
		||||
                _vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, (int)misalign / componentSize, instanced ? vertexBuffer.Divisor : 0);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (_indexed)
 | 
			
		||||
            {
 | 
			
		||||
                SetIndexBufferTexture(_vertexAsCompute.Reservations, _firstIndex, _count, out int ibOffset);
 | 
			
		||||
                _vacContext.VertexInfoBufferUpdater.SetIndexBufferOffset(ibOffset);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                SetSequentialIndexBufferTexture(_vertexAsCompute.Reservations, _count);
 | 
			
		||||
                _vacContext.VertexInfoBufferUpdater.SetIndexBufferOffset(0);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int vertexInfoBinding = _vertexAsCompute.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
            BufferRange vertexInfoRange = new(_vacContext.VertexInfoBufferUpdater.Handle, 0, VertexInfoBuffer.RequiredSize);
 | 
			
		||||
            _context.Renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(vertexInfoBinding, vertexInfoRange) });
 | 
			
		||||
 | 
			
		||||
            int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding;
 | 
			
		||||
            BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize);
 | 
			
		||||
            _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexDataRange) });
 | 
			
		||||
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.Commit();
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.DispatchCompute(
 | 
			
		||||
                BitUtils.DivRoundUp(_count, ComputeLocalSize),
 | 
			
		||||
                BitUtils.DivRoundUp(_instanceCount, ComputeLocalSize),
 | 
			
		||||
                1);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Emulates the geometry stage using compute, if it exists, otherwise does nothing.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public readonly void RunGeometry()
 | 
			
		||||
        {
 | 
			
		||||
            if (_geometryAsCompute == null)
 | 
			
		||||
            {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int primitivesCount = VtgAsComputeContext.GetPrimitivesCount(_topology, _count);
 | 
			
		||||
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance);
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.SetGeometryCounts(primitivesCount);
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.Commit();
 | 
			
		||||
 | 
			
		||||
            int vertexInfoBinding = _vertexAsCompute.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
            BufferRange vertexInfoRange = new(_vacContext.VertexInfoBufferUpdater.Handle, 0, VertexInfoBuffer.RequiredSize);
 | 
			
		||||
            _context.Renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(vertexInfoBinding, vertexInfoRange) });
 | 
			
		||||
 | 
			
		||||
            int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding;
 | 
			
		||||
 | 
			
		||||
            // Wait until compute is done.
 | 
			
		||||
            // TODO: Batch compute and draw operations to avoid pipeline stalls.
 | 
			
		||||
            _context.Renderer.Pipeline.Barrier();
 | 
			
		||||
            _context.Renderer.Pipeline.SetProgram(_geometryAsCompute.HostProgram);
 | 
			
		||||
 | 
			
		||||
            SetTopologyRemapBufferTexture(_geometryAsCompute.Reservations, _topology, _count);
 | 
			
		||||
 | 
			
		||||
            int geometryVbBinding = _geometryAsCompute.Reservations.GeometryVertexOutputStorageBufferBinding;
 | 
			
		||||
            int geometryIbBinding = _geometryAsCompute.Reservations.GeometryIndexOutputStorageBufferBinding;
 | 
			
		||||
 | 
			
		||||
            BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize);
 | 
			
		||||
            BufferRange vertexBuffer = _vacContext.GetGeometryVertexDataBufferRange(_geometryVertexDataOffset, _geometryVertexDataSize);
 | 
			
		||||
            BufferRange indexBuffer = _vacContext.GetGeometryIndexDataBufferRange(_geometryIndexDataOffset, _geometryIndexDataSize);
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[]
 | 
			
		||||
            {
 | 
			
		||||
                new BufferAssignment(vertexDataBinding, vertexDataRange),
 | 
			
		||||
                new BufferAssignment(geometryVbBinding, vertexBuffer),
 | 
			
		||||
                new BufferAssignment(geometryIbBinding, indexBuffer),
 | 
			
		||||
            });
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.DispatchCompute(
 | 
			
		||||
                BitUtils.DivRoundUp(primitivesCount, ComputeLocalSize),
 | 
			
		||||
                BitUtils.DivRoundUp(_instanceCount, ComputeLocalSize),
 | 
			
		||||
                _geometryAsCompute.Info.ThreadsPerInputPrimitive);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Performs a draw using the data produced on the vertex, tessellation and geometry stages,
 | 
			
		||||
        /// if rasterizer discard is disabled.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public readonly void RunFragment()
 | 
			
		||||
        {
 | 
			
		||||
            bool tfEnabled = _state.State.TfEnable;
 | 
			
		||||
 | 
			
		||||
            if (!_state.State.RasterizeEnable && (!tfEnabled || !_context.Capabilities.SupportsTransformFeedback))
 | 
			
		||||
            {
 | 
			
		||||
                // No need to run fragment if rasterizer discard is enabled,
 | 
			
		||||
                // and we are emulating transform feedback or transform feedback is disabled.
 | 
			
		||||
 | 
			
		||||
                // Note: We might skip geometry shader here, but right now, this is fine,
 | 
			
		||||
                // because the only cases that triggers VTG to compute are geometry shader
 | 
			
		||||
                // being not supported, or the vertex pipeline doing store operations.
 | 
			
		||||
                // If the geometry shader does not do any store and rasterizer discard is enabled, the geometry shader can be skipped.
 | 
			
		||||
                // If the geometry shader does have stores, it would have been converted to compute too if stores are not supported.
 | 
			
		||||
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding;
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.Barrier();
 | 
			
		||||
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance);
 | 
			
		||||
            _vacContext.VertexInfoBufferUpdater.Commit();
 | 
			
		||||
 | 
			
		||||
            if (_geometryAsCompute != null)
 | 
			
		||||
            {
 | 
			
		||||
                BufferRange vertexBuffer = _vacContext.GetGeometryVertexDataBufferRange(_geometryVertexDataOffset, _geometryVertexDataSize);
 | 
			
		||||
                BufferRange indexBuffer = _vacContext.GetGeometryIndexDataBufferRange(_geometryIndexDataOffset, _geometryIndexDataSize);
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.Pipeline.SetProgram(_vertexPassthroughProgram);
 | 
			
		||||
                _context.Renderer.Pipeline.SetIndexBuffer(indexBuffer, IndexType.UInt);
 | 
			
		||||
                _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexBuffer) });
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.Pipeline.SetPrimitiveRestart(true, -1);
 | 
			
		||||
                _context.Renderer.Pipeline.SetPrimitiveTopology(GetGeometryOutputTopology(_geometryAsCompute.Info.GeometryVerticesPerPrimitive));
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.Pipeline.DrawIndexed(_geometryIndexDataCount, 1, 0, 0, 0);
 | 
			
		||||
 | 
			
		||||
                _engine.ForceStateDirtyByIndex(StateUpdater.IndexBufferStateIndex);
 | 
			
		||||
                _engine.ForceStateDirtyByIndex(StateUpdater.PrimitiveRestartStateIndex);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize);
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.Pipeline.SetProgram(_vertexPassthroughProgram);
 | 
			
		||||
                _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexDataRange) });
 | 
			
		||||
                _context.Renderer.Pipeline.Draw(_count, _instanceCount, 0, 0);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets a strip primitive topology from the vertices per primitive count.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="verticesPerPrimitive">Vertices per primitive count</param>
 | 
			
		||||
        /// <returns>Primitive topology</returns>
 | 
			
		||||
        private static PrimitiveTopology GetGeometryOutputTopology(int verticesPerPrimitive)
 | 
			
		||||
        {
 | 
			
		||||
            return verticesPerPrimitive switch
 | 
			
		||||
            {
 | 
			
		||||
                3 => PrimitiveTopology.TriangleStrip,
 | 
			
		||||
                2 => PrimitiveTopology.LineStrip,
 | 
			
		||||
                _ => PrimitiveTopology.Points,
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the maximum number of complete primitive strips for a vertex count.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="verticesPerPrimitive">Vertices per primitive count</param>
 | 
			
		||||
        /// <param name="maxOutputVertices">Maximum geometry shader output vertices count</param>
 | 
			
		||||
        /// <returns>Maximum number of complete primitive strips</returns>
 | 
			
		||||
        private static int GetMaxCompleteStrips(int verticesPerPrimitive, int maxOutputVertices)
 | 
			
		||||
        {
 | 
			
		||||
            return maxOutputVertices / verticesPerPrimitive;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Binds a dummy buffer as vertex buffer into a buffer texture.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="reservations">Shader resource binding reservations</param>
 | 
			
		||||
        /// <param name="index">Buffer texture index</param>
 | 
			
		||||
        /// <param name="format">Buffer texture format</param>
 | 
			
		||||
        private readonly void SetDummyBufferTexture(ResourceReservations reservations, int index, Format format)
 | 
			
		||||
        {
 | 
			
		||||
            ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
 | 
			
		||||
            bufferTexture.SetStorage(_vacContext.GetDummyBufferRange());
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Binds a vertex buffer into a buffer texture.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="reservations">Shader resource binding reservations</param>
 | 
			
		||||
        /// <param name="index">Buffer texture index</param>
 | 
			
		||||
        /// <param name="format">Buffer texture format</param>
 | 
			
		||||
        /// <param name="address">Address of the vertex buffer</param>
 | 
			
		||||
        /// <param name="size">Size of the buffer in bytes</param>
 | 
			
		||||
        private readonly void SetBufferTexture(ResourceReservations reservations, int index, Format format, ulong address, ulong size)
 | 
			
		||||
        {
 | 
			
		||||
            var memoryManager = _channel.MemoryManager;
 | 
			
		||||
 | 
			
		||||
            address = memoryManager.Translate(address);
 | 
			
		||||
            BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address, size);
 | 
			
		||||
 | 
			
		||||
            ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
 | 
			
		||||
            bufferTexture.SetStorage(range);
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Binds the index buffer into a buffer texture.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="reservations">Shader resource binding reservations</param>
 | 
			
		||||
        /// <param name="firstIndex">First index of the index buffer</param>
 | 
			
		||||
        /// <param name="count">Index count</param>
 | 
			
		||||
        /// <param name="misalignedOffset">Offset that should be added when accessing the buffer texture on the shader</param>
 | 
			
		||||
        private readonly void SetIndexBufferTexture(ResourceReservations reservations, int firstIndex, int count, out int misalignedOffset)
 | 
			
		||||
        {
 | 
			
		||||
            ulong address = _state.State.IndexBufferState.Address.Pack();
 | 
			
		||||
            ulong indexOffset = (ulong)firstIndex;
 | 
			
		||||
            ulong size = (ulong)count;
 | 
			
		||||
 | 
			
		||||
            int shift = 0;
 | 
			
		||||
            Format format = Format.R8Uint;
 | 
			
		||||
 | 
			
		||||
            switch (_state.State.IndexBufferState.Type)
 | 
			
		||||
            {
 | 
			
		||||
                case IndexType.UShort:
 | 
			
		||||
                    shift = 1;
 | 
			
		||||
                    format = Format.R16Uint;
 | 
			
		||||
                    break;
 | 
			
		||||
                case IndexType.UInt:
 | 
			
		||||
                    shift = 2;
 | 
			
		||||
                    format = Format.R32Uint;
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            indexOffset <<= shift;
 | 
			
		||||
            size <<= shift;
 | 
			
		||||
 | 
			
		||||
            var memoryManager = _channel.MemoryManager;
 | 
			
		||||
 | 
			
		||||
            address = memoryManager.Translate(address + indexOffset);
 | 
			
		||||
            ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1);
 | 
			
		||||
            BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address - misalign, size + misalign);
 | 
			
		||||
            misalignedOffset = (int)misalign >> shift;
 | 
			
		||||
 | 
			
		||||
            SetIndexBufferTexture(reservations, range, format);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Sets the host buffer texture for the index buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="reservations">Shader resource binding reservations</param>
 | 
			
		||||
        /// <param name="range">Index buffer range</param>
 | 
			
		||||
        /// <param name="format">Index buffer format</param>
 | 
			
		||||
        private readonly void SetIndexBufferTexture(ResourceReservations reservations, BufferRange range, Format format)
 | 
			
		||||
        {
 | 
			
		||||
            ITexture bufferTexture = _vacContext.EnsureBufferTexture(0, format);
 | 
			
		||||
            bufferTexture.SetStorage(range);
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.IndexBufferTextureBinding, bufferTexture, null);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Sets the host buffer texture for the topology remap buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="reservations">Shader resource binding reservations</param>
 | 
			
		||||
        /// <param name="topology">Input topology</param>
 | 
			
		||||
        /// <param name="count">Input vertex count</param>
 | 
			
		||||
        private readonly void SetTopologyRemapBufferTexture(ResourceReservations reservations, PrimitiveTopology topology, int count)
 | 
			
		||||
        {
 | 
			
		||||
            ITexture bufferTexture = _vacContext.EnsureBufferTexture(1, Format.R32Uint);
 | 
			
		||||
            bufferTexture.SetStorage(_vacContext.GetOrCreateTopologyRemapBuffer(topology, count));
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.TopologyRemapBufferTextureBinding, bufferTexture, null);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Sets the host buffer texture to a generated sequential index buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="reservations">Shader resource binding reservations</param>
 | 
			
		||||
        /// <param name="count">Vertex count</param>
 | 
			
		||||
        private readonly void SetSequentialIndexBufferTexture(ResourceReservations reservations, int count)
 | 
			
		||||
        {
 | 
			
		||||
            BufferHandle sequentialIndexBuffer = _vacContext.GetSequentialIndexBuffer(count);
 | 
			
		||||
 | 
			
		||||
            ITexture bufferTexture = _vacContext.EnsureBufferTexture(0, Format.R32Uint);
 | 
			
		||||
            bufferTexture.SetStorage(new BufferRange(sequentialIndexBuffer, 0, count * sizeof(uint)));
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.IndexBufferTextureBinding, bufferTexture, null);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets the size of a vertex buffer based on the current 3D engine state.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="vbAddress">Vertex buffer address</param>
 | 
			
		||||
        /// <param name="vbEndAddress">Vertex buffer end address (exclusive)</param>
 | 
			
		||||
        /// <param name="vbStride">Vertex buffer stride</param>
 | 
			
		||||
        /// <param name="indexed">Whether the draw is indexed</param>
 | 
			
		||||
        /// <param name="instanced">Whether the draw is instanced</param>
 | 
			
		||||
        /// <param name="firstVertex">First vertex index</param>
 | 
			
		||||
        /// <param name="vertexCount">Vertex count</param>
 | 
			
		||||
        /// <returns>Size of the vertex buffer, in bytes</returns>
 | 
			
		||||
        private readonly ulong GetVertexBufferSize(ulong vbAddress, ulong vbEndAddress, int vbStride, bool indexed, bool instanced, int firstVertex, int vertexCount)
 | 
			
		||||
        {
 | 
			
		||||
            IndexType indexType = _state.State.IndexBufferState.Type;
 | 
			
		||||
            bool indexTypeSmall = indexType == IndexType.UByte || indexType == IndexType.UShort;
 | 
			
		||||
            ulong vbSize = vbEndAddress - vbAddress + 1;
 | 
			
		||||
            ulong size;
 | 
			
		||||
 | 
			
		||||
            if (indexed || vbStride == 0 || instanced)
 | 
			
		||||
            {
 | 
			
		||||
                // This size may be (much) larger than the real vertex buffer size.
 | 
			
		||||
                // Avoid calculating it this way, unless we don't have any other option.
 | 
			
		||||
 | 
			
		||||
                size = vbSize;
 | 
			
		||||
 | 
			
		||||
                if (vbStride > 0 && indexTypeSmall && indexed && !instanced)
 | 
			
		||||
                {
 | 
			
		||||
                    // If the index type is a small integer type, then we might be still able
 | 
			
		||||
                    // to reduce the vertex buffer size based on the maximum possible index value.
 | 
			
		||||
 | 
			
		||||
                    ulong maxVertexBufferSize = indexType == IndexType.UByte ? 0x100UL : 0x10000UL;
 | 
			
		||||
 | 
			
		||||
                    maxVertexBufferSize += _state.State.FirstVertex;
 | 
			
		||||
                    maxVertexBufferSize *= (uint)vbStride;
 | 
			
		||||
 | 
			
		||||
                    size = Math.Min(size, maxVertexBufferSize);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                // For non-indexed draws, we can guess the size from the vertex count
 | 
			
		||||
                // and stride.
 | 
			
		||||
 | 
			
		||||
                int firstInstance = (int)_state.State.FirstInstance;
 | 
			
		||||
 | 
			
		||||
                size = Math.Min(vbSize, (ulong)((firstInstance + firstVertex + vertexCount) * vbStride));
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return size;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Aligns a size to a given alignment value.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="size">Size</param>
 | 
			
		||||
        /// <param name="alignment">Alignment</param>
 | 
			
		||||
        /// <returns>Aligned size</returns>
 | 
			
		||||
        private static ulong Align(ulong size, int alignment)
 | 
			
		||||
        {
 | 
			
		||||
            ulong align = (ulong)alignment;
 | 
			
		||||
 | 
			
		||||
            size += align - 1;
 | 
			
		||||
 | 
			
		||||
            size /= align;
 | 
			
		||||
            size *= align;
 | 
			
		||||
 | 
			
		||||
            return size;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -1,4 +1,5 @@
 | 
			
		||||
using Ryujinx.Graphics.GAL;
 | 
			
		||||
using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw;
 | 
			
		||||
using Ryujinx.Graphics.Gpu.Engine.Types;
 | 
			
		||||
using Ryujinx.Graphics.Gpu.Memory;
 | 
			
		||||
using System;
 | 
			
		||||
@ -8,7 +9,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Draw manager.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    class DrawManager
 | 
			
		||||
    class DrawManager : IDisposable
 | 
			
		||||
    {
 | 
			
		||||
        // Since we don't know the index buffer size for indirect draws,
 | 
			
		||||
        // we must assume a minimum and maximum size and use that for buffer data update purposes.
 | 
			
		||||
@ -20,6 +21,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        private readonly DeviceStateWithShadow<ThreedClassState> _state;
 | 
			
		||||
        private readonly DrawState _drawState;
 | 
			
		||||
        private readonly SpecializationStateUpdater _currentSpecState;
 | 
			
		||||
        private readonly VtgAsCompute _vtgAsCompute;
 | 
			
		||||
        private bool _topologySet;
 | 
			
		||||
 | 
			
		||||
        private bool _instancedDrawPending;
 | 
			
		||||
@ -53,6 +55,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
            _state = state;
 | 
			
		||||
            _drawState = drawState;
 | 
			
		||||
            _currentSpecState = spec;
 | 
			
		||||
            _vtgAsCompute = new(context, channel, state);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
@ -127,7 +130,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
            {
 | 
			
		||||
                if (renderEnable == ConditionalRenderEnabled.False)
 | 
			
		||||
                {
 | 
			
		||||
                    PerformDeferredDraws();
 | 
			
		||||
                    PerformDeferredDraws(engine);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                _drawState.DrawIndexed = false;
 | 
			
		||||
@ -190,13 +193,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
 | 
			
		||||
                _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance);
 | 
			
		||||
                DrawImpl(engine, inlineIndexCount, 1, firstIndex, firstVertex, firstInstance, indexed: true);
 | 
			
		||||
            }
 | 
			
		||||
            else if (_drawState.DrawIndexed)
 | 
			
		||||
            {
 | 
			
		||||
                int firstVertex = (int)_state.State.FirstVertex;
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance);
 | 
			
		||||
                DrawImpl(engine, indexCount, 1, firstIndex, firstVertex, firstInstance, indexed: true);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
@ -204,7 +207,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
                var drawState = _state.State.VertexBufferDrawState;
 | 
			
		||||
#pragma warning restore IDE0059
 | 
			
		||||
 | 
			
		||||
                _context.Renderer.Pipeline.Draw(drawVertexCount, 1, drawFirstVertex, firstInstance);
 | 
			
		||||
                DrawImpl(engine, drawVertexCount, 1, 0, drawFirstVertex, firstInstance, indexed: false);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            _drawState.DrawIndexed = false;
 | 
			
		||||
@ -219,24 +222,26 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        /// Starts draw.
 | 
			
		||||
        /// This sets primitive type and instanced draw parameters.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="engine">3D engine where this method is being called</param>
 | 
			
		||||
        /// <param name="argument">Method call argument</param>
 | 
			
		||||
        public void DrawBegin(int argument)
 | 
			
		||||
        public void DrawBegin(ThreedClass engine, int argument)
 | 
			
		||||
        {
 | 
			
		||||
            bool incrementInstance = (argument & (1 << 26)) != 0;
 | 
			
		||||
            bool resetInstance = (argument & (1 << 27)) == 0;
 | 
			
		||||
 | 
			
		||||
            PrimitiveType type = (PrimitiveType)(argument & 0xffff);
 | 
			
		||||
            DrawBegin(incrementInstance, resetInstance, type);
 | 
			
		||||
            DrawBegin(engine, incrementInstance, resetInstance, type);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Starts draw.
 | 
			
		||||
        /// This sets primitive type and instanced draw parameters.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="engine">3D engine where this method is being called</param>
 | 
			
		||||
        /// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
 | 
			
		||||
        /// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
 | 
			
		||||
        /// <param name="primitiveType">Primitive type</param>
 | 
			
		||||
        private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveType primitiveType)
 | 
			
		||||
        private void DrawBegin(ThreedClass engine, bool incrementInstance, bool resetInstance, PrimitiveType primitiveType)
 | 
			
		||||
        {
 | 
			
		||||
            if (incrementInstance)
 | 
			
		||||
            {
 | 
			
		||||
@ -244,7 +249,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
            }
 | 
			
		||||
            else if (resetInstance)
 | 
			
		||||
            {
 | 
			
		||||
                PerformDeferredDraws();
 | 
			
		||||
                PerformDeferredDraws(engine);
 | 
			
		||||
 | 
			
		||||
                _instanceIndex = 0;
 | 
			
		||||
            }
 | 
			
		||||
@ -364,7 +369,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        /// <param name="instanced">True to increment the current instance value, false otherwise</param>
 | 
			
		||||
        private void DrawIndexBufferBeginEndInstance(ThreedClass engine, int argument, bool instanced)
 | 
			
		||||
        {
 | 
			
		||||
            DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
 | 
			
		||||
            DrawBegin(engine, instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
 | 
			
		||||
 | 
			
		||||
            int firstIndex = argument & 0xffff;
 | 
			
		||||
            int indexCount = (argument >> 16) & 0xfff;
 | 
			
		||||
@ -409,7 +414,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        /// <param name="instanced">True to increment the current instance value, false otherwise</param>
 | 
			
		||||
        private void DrawVertexArrayBeginEndInstance(ThreedClass engine, int argument, bool instanced)
 | 
			
		||||
        {
 | 
			
		||||
            DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
 | 
			
		||||
            DrawBegin(engine, instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf));
 | 
			
		||||
 | 
			
		||||
            int firstVertex = argument & 0xffff;
 | 
			
		||||
            int vertexCount = (argument >> 16) & 0xfff;
 | 
			
		||||
@ -541,23 +546,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
 | 
			
		||||
            engine.UpdateState();
 | 
			
		||||
 | 
			
		||||
            if (instanceCount > 1)
 | 
			
		||||
            {
 | 
			
		||||
                // Must be called after UpdateState as it assumes the shader state
 | 
			
		||||
                // has already been set, and that bindings have been updated already.
 | 
			
		||||
 | 
			
		||||
                _channel.BufferManager.SetInstancedDrawVertexCount(count);
 | 
			
		||||
            }
 | 
			
		||||
            DrawImpl(engine, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed);
 | 
			
		||||
 | 
			
		||||
            if (indexed)
 | 
			
		||||
            {
 | 
			
		||||
                _context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
 | 
			
		||||
                _state.State.FirstVertex = 0;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                _context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            _state.State.FirstInstance = 0;
 | 
			
		||||
 | 
			
		||||
@ -569,6 +563,67 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Performs a indexed or non-indexed draw.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="engine">3D engine where this method is being called</param>
 | 
			
		||||
        /// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param>
 | 
			
		||||
        /// <param name="instanceCount">Instance count</param>
 | 
			
		||||
        /// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param>
 | 
			
		||||
        /// <param name="firstVertex">First vertex on the vertex buffer</param>
 | 
			
		||||
        /// <param name="firstInstance">First instance</param>
 | 
			
		||||
        /// <param name="indexed">True if the draw is indexed, false otherwise</param>
 | 
			
		||||
        private void DrawImpl(
 | 
			
		||||
            ThreedClass engine,
 | 
			
		||||
            int count,
 | 
			
		||||
            int instanceCount,
 | 
			
		||||
            int firstIndex,
 | 
			
		||||
            int firstVertex,
 | 
			
		||||
            int firstInstance,
 | 
			
		||||
            bool indexed)
 | 
			
		||||
        {
 | 
			
		||||
            if (instanceCount > 1)
 | 
			
		||||
            {
 | 
			
		||||
                _channel.BufferManager.SetInstancedDrawVertexCount(count);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (_drawState.VertexAsCompute != null)
 | 
			
		||||
            {
 | 
			
		||||
                _vtgAsCompute.DrawAsCompute(
 | 
			
		||||
                    engine,
 | 
			
		||||
                    _drawState.VertexAsCompute,
 | 
			
		||||
                    _drawState.GeometryAsCompute,
 | 
			
		||||
                    _drawState.VertexPassthrough,
 | 
			
		||||
                    _drawState.Topology,
 | 
			
		||||
                    count,
 | 
			
		||||
                    instanceCount,
 | 
			
		||||
                    firstIndex,
 | 
			
		||||
                    firstVertex,
 | 
			
		||||
                    firstInstance,
 | 
			
		||||
                    indexed);
 | 
			
		||||
 | 
			
		||||
                if (_drawState.GeometryAsCompute != null)
 | 
			
		||||
                {
 | 
			
		||||
                    // Geometry draws need to change the topology, so we need to set it here again
 | 
			
		||||
                    // if we are going to do a regular draw.
 | 
			
		||||
                    // Would have been better to do that on the callee, but doing it here
 | 
			
		||||
                    // avoids having to pass the draw manager instance.
 | 
			
		||||
                    ForceStateDirty();
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                if (indexed)
 | 
			
		||||
                {
 | 
			
		||||
                    _context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    _context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Performs a indirect draw, with parameters from a GPU buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
@ -667,43 +722,42 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        /// Once we detect the last instanced draw, then we perform the host instanced draw,
 | 
			
		||||
        /// with the accumulated instance count.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void PerformDeferredDraws()
 | 
			
		||||
        /// <param name="engine">3D engine where this method is being called</param>
 | 
			
		||||
        public void PerformDeferredDraws(ThreedClass engine)
 | 
			
		||||
        {
 | 
			
		||||
            // Perform any pending instanced draw.
 | 
			
		||||
            if (_instancedDrawPending)
 | 
			
		||||
            {
 | 
			
		||||
                _instancedDrawPending = false;
 | 
			
		||||
 | 
			
		||||
                int instanceCount = _instanceIndex + 1;
 | 
			
		||||
                int firstInstance = _instancedFirstInstance;
 | 
			
		||||
                bool indexedInline = _instancedIndexedInline;
 | 
			
		||||
 | 
			
		||||
                if (_instancedIndexed || indexedInline)
 | 
			
		||||
                {
 | 
			
		||||
                    int indexCount = _instancedIndexCount;
 | 
			
		||||
 | 
			
		||||
                    if (indexedInline)
 | 
			
		||||
                    {
 | 
			
		||||
                        int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount(_context.Renderer);
 | 
			
		||||
                        BufferRange br = new(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
 | 
			
		||||
 | 
			
		||||
                        _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
 | 
			
		||||
                        indexCount = inlineIndexCount;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    _channel.BufferManager.SetInstancedDrawVertexCount(_instancedIndexCount);
 | 
			
		||||
                    int firstIndex = _instancedFirstIndex;
 | 
			
		||||
                    int firstVertex = _instancedFirstVertex;
 | 
			
		||||
 | 
			
		||||
                    _context.Renderer.Pipeline.DrawIndexed(
 | 
			
		||||
                        _instancedIndexCount,
 | 
			
		||||
                        _instanceIndex + 1,
 | 
			
		||||
                        _instancedFirstIndex,
 | 
			
		||||
                        _instancedFirstVertex,
 | 
			
		||||
                        _instancedFirstInstance);
 | 
			
		||||
                    DrawImpl(engine, indexCount, instanceCount, firstIndex, firstVertex, firstInstance, indexed: true);
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    _channel.BufferManager.SetInstancedDrawVertexCount(_instancedDrawStateCount);
 | 
			
		||||
                    int vertexCount = _instancedDrawStateCount;
 | 
			
		||||
                    int firstVertex = _instancedDrawStateFirst;
 | 
			
		||||
 | 
			
		||||
                    _context.Renderer.Pipeline.Draw(
 | 
			
		||||
                        _instancedDrawStateCount,
 | 
			
		||||
                        _instanceIndex + 1,
 | 
			
		||||
                        _instancedDrawStateFirst,
 | 
			
		||||
                        _instancedFirstInstance);
 | 
			
		||||
                    DrawImpl(engine, vertexCount, instanceCount, 0, firstVertex, firstInstance, indexed: false);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
@ -866,5 +920,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
                _context.Renderer.Pipeline.EndHostConditionalRendering();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        protected virtual void Dispose(bool disposing)
 | 
			
		||||
        {
 | 
			
		||||
            if (disposing)
 | 
			
		||||
            {
 | 
			
		||||
                _vtgAsCompute.Dispose();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void Dispose()
 | 
			
		||||
        {
 | 
			
		||||
            Dispose(true);
 | 
			
		||||
            GC.SuppressFinalize(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -1,4 +1,5 @@
 | 
			
		||||
using Ryujinx.Graphics.GAL;
 | 
			
		||||
using Ryujinx.Graphics.Gpu.Shader;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
{
 | 
			
		||||
@ -61,5 +62,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        /// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public IbStreamer IbStreamer = new();
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// If the vertex shader is emulated on compute, this should be set to the compute program, otherwise it should be null.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public ShaderAsCompute VertexAsCompute;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// If a geometry shader exists and is emulated on compute, this should be set to the compute program, otherwise it should be null.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public ShaderAsCompute GeometryAsCompute;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// If the vertex shader is emulated on compute, this should be set to the passthrough vertex program, otherwise it should be null.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public IProgram VertexPassthrough;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -218,11 +218,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        {
 | 
			
		||||
            bool changed = false;
 | 
			
		||||
            ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes;
 | 
			
		||||
            bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats;
 | 
			
		||||
            bool mayConvertVtgToCompute = ShaderCache.MayConvertVtgToCompute(ref _context.Capabilities);
 | 
			
		||||
            bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats && !mayConvertVtgToCompute;
 | 
			
		||||
 | 
			
		||||
            for (int location = 0; location < state.Length; location++)
 | 
			
		||||
            {
 | 
			
		||||
                VertexAttribType type = state[location].UnpackType();
 | 
			
		||||
                VertexAttribSize size = state[location].UnpackSize();
 | 
			
		||||
 | 
			
		||||
                AttributeType value;
 | 
			
		||||
 | 
			
		||||
@ -247,6 +249,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
                    };
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (mayConvertVtgToCompute && (size == VertexAttribSize.Rgb10A2 || size == VertexAttribSize.Rg11B10))
 | 
			
		||||
                {
 | 
			
		||||
                    value |= AttributeType.Packed;
 | 
			
		||||
 | 
			
		||||
                    if (type == VertexAttribType.Snorm ||
 | 
			
		||||
                        type == VertexAttribType.Sint ||
 | 
			
		||||
                        type == VertexAttribType.Sscaled)
 | 
			
		||||
                    {
 | 
			
		||||
                        value |= AttributeType.PackedRgb10A2Signed;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (attributeTypes[location] != value)
 | 
			
		||||
                {
 | 
			
		||||
                    attributeTypes[location] = value;
 | 
			
		||||
 | 
			
		||||
@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        public const int RasterizerStateIndex = 15;
 | 
			
		||||
        public const int ScissorStateIndex = 16;
 | 
			
		||||
        public const int VertexBufferStateIndex = 0;
 | 
			
		||||
        public const int IndexBufferStateIndex = 23;
 | 
			
		||||
        public const int PrimitiveRestartStateIndex = 12;
 | 
			
		||||
        public const int RenderTargetStateIndex = 27;
 | 
			
		||||
 | 
			
		||||
@ -290,7 +291,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
            // of the shader for the new state.
 | 
			
		||||
            if (_shaderSpecState != null && _currentSpecState.HasChanged())
 | 
			
		||||
            {
 | 
			
		||||
                if (!_shaderSpecState.MatchesGraphics(_channel, ref _currentSpecState.GetPoolState(), ref _currentSpecState.GetGraphicsState(), _vsUsesDrawParameters, false))
 | 
			
		||||
                if (!_shaderSpecState.MatchesGraphics(
 | 
			
		||||
                    _channel,
 | 
			
		||||
                    ref _currentSpecState.GetPoolState(),
 | 
			
		||||
                    ref _currentSpecState.GetGraphicsState(),
 | 
			
		||||
                    _drawState.VertexAsCompute != null,
 | 
			
		||||
                    _vsUsesDrawParameters,
 | 
			
		||||
                    checkTextures: false))
 | 
			
		||||
                {
 | 
			
		||||
                    // Shader must be reloaded. _vtgWritesRtLayer should not change.
 | 
			
		||||
                    UpdateShaderState();
 | 
			
		||||
@ -1453,6 +1460,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
                _fsReadsFragCoord = false;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (gs.VertexAsCompute != null)
 | 
			
		||||
            {
 | 
			
		||||
                _drawState.VertexAsCompute = gs.VertexAsCompute;
 | 
			
		||||
                _drawState.GeometryAsCompute = gs.GeometryAsCompute;
 | 
			
		||||
                _drawState.VertexPassthrough = gs.HostProgram;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                _drawState.VertexAsCompute = null;
 | 
			
		||||
                _drawState.GeometryAsCompute = null;
 | 
			
		||||
                _drawState.VertexPassthrough = null;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            _context.Renderer.Pipeline.SetProgram(gs.HostProgram);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
@ -1540,5 +1560,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        {
 | 
			
		||||
            _updateTracker.ForceDirty(ShaderStateIndex);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Forces a register group as dirty, by index.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="groupIndex">Index of the group to be dirtied</param>
 | 
			
		||||
        public void ForceDirty(int groupIndex)
 | 
			
		||||
        {
 | 
			
		||||
            _updateTracker.ForceDirty(groupIndex);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Represents a 3D engine class.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    class ThreedClass : IDeviceState
 | 
			
		||||
    class ThreedClass : IDeviceState, IDisposable
 | 
			
		||||
    {
 | 
			
		||||
        private readonly GpuContext _context;
 | 
			
		||||
        private readonly GPFifoClass _fifoClass;
 | 
			
		||||
@ -178,6 +178,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
            _stateUpdater.SetDirty(offset);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Marks the specified register range for a group index as dirty, forcing the associated state to update on the next draw.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="groupIndex">Index of the group to dirty</param>
 | 
			
		||||
        public void ForceStateDirtyByIndex(int groupIndex)
 | 
			
		||||
        {
 | 
			
		||||
            _stateUpdater.ForceDirty(groupIndex);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Forces the shaders to be rebound on the next draw.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
@ -207,7 +216,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void PerformDeferredDraws()
 | 
			
		||||
        {
 | 
			
		||||
            _drawManager.PerformDeferredDraws();
 | 
			
		||||
            _drawManager.PerformDeferredDraws(this);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
@ -402,7 +411,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        /// <param name="argument">Method call argument</param>
 | 
			
		||||
        private void DrawBegin(int argument)
 | 
			
		||||
        {
 | 
			
		||||
            _drawManager.DrawBegin(argument);
 | 
			
		||||
            _drawManager.DrawBegin(this, argument);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
@ -617,5 +626,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
 | 
			
		||||
        {
 | 
			
		||||
            _drawManager.Clear(this, argument, layerCount);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        protected virtual void Dispose(bool disposing)
 | 
			
		||||
        {
 | 
			
		||||
            if (disposing)
 | 
			
		||||
            {
 | 
			
		||||
                _drawManager.Dispose();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void Dispose()
 | 
			
		||||
        {
 | 
			
		||||
            Dispose(true);
 | 
			
		||||
            GC.SuppressFinalize(this);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -135,6 +135,7 @@ namespace Ryujinx.Graphics.Gpu
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        private void Destroy()
 | 
			
		||||
        {
 | 
			
		||||
            _processor.Dispose();
 | 
			
		||||
            TextureManager.Dispose();
 | 
			
		||||
 | 
			
		||||
            var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, null);
 | 
			
		||||
 | 
			
		||||
@ -557,6 +557,91 @@ namespace Ryujinx.Graphics.Gpu.Image
 | 
			
		||||
        };
 | 
			
		||||
#pragma warning restore IDE0055
 | 
			
		||||
 | 
			
		||||
        // Note: Some of those formats have been changed and requires conversion on the shader,
 | 
			
		||||
        // as GPUs don't support them when used as buffer texture format.
 | 
			
		||||
        private static readonly Dictionary<VertexAttributeFormat, (Format, int)> _singleComponentAttribFormats = new()
 | 
			
		||||
        {
 | 
			
		||||
            { VertexAttributeFormat.R8Unorm,             (Format.R8Unorm, 1)          },
 | 
			
		||||
            { VertexAttributeFormat.R8Snorm,             (Format.R8Snorm, 1)          },
 | 
			
		||||
            { VertexAttributeFormat.R8Uint,              (Format.R8Uint, 1)           },
 | 
			
		||||
            { VertexAttributeFormat.R8Sint,              (Format.R8Sint, 1)           },
 | 
			
		||||
            { VertexAttributeFormat.R16Float,            (Format.R16Float, 1)         },
 | 
			
		||||
            { VertexAttributeFormat.R16Unorm,            (Format.R16Unorm, 1)         },
 | 
			
		||||
            { VertexAttributeFormat.R16Snorm,            (Format.R16Snorm, 1)         },
 | 
			
		||||
            { VertexAttributeFormat.R16Uint,             (Format.R16Uint, 1)          },
 | 
			
		||||
            { VertexAttributeFormat.R16Sint,             (Format.R16Sint, 1)          },
 | 
			
		||||
            { VertexAttributeFormat.R32Float,            (Format.R32Float, 1)         },
 | 
			
		||||
            { VertexAttributeFormat.R32Uint,             (Format.R32Uint, 1)          },
 | 
			
		||||
            { VertexAttributeFormat.R32Sint,             (Format.R32Sint, 1)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8Unorm,           (Format.R8Unorm, 2)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8Snorm,           (Format.R8Snorm, 2)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8Uint,            (Format.R8Uint, 2)           },
 | 
			
		||||
            { VertexAttributeFormat.R8G8Sint,            (Format.R8Sint, 2)           },
 | 
			
		||||
            { VertexAttributeFormat.R16G16Float,         (Format.R16Float, 2)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16Unorm,         (Format.R16Unorm, 2)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16Snorm,         (Format.R16Snorm, 2)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16Uint,          (Format.R16Uint, 2)          },
 | 
			
		||||
            { VertexAttributeFormat.R16G16Sint,          (Format.R16Sint, 2)          },
 | 
			
		||||
            { VertexAttributeFormat.R32G32Float,         (Format.R32Float, 2)         },
 | 
			
		||||
            { VertexAttributeFormat.R32G32Uint,          (Format.R32Uint, 2)          },
 | 
			
		||||
            { VertexAttributeFormat.R32G32Sint,          (Format.R32Sint, 2)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8Unorm,         (Format.R8Unorm, 3)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8Snorm,         (Format.R8Snorm, 3)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8Uint,          (Format.R8Uint, 3)           },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8Sint,          (Format.R8Sint, 3)           },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16Float,      (Format.R16Float, 3)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16Unorm,      (Format.R16Unorm, 3)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16Snorm,      (Format.R16Snorm, 3)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16Uint,       (Format.R16Uint, 3)          },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16Sint,       (Format.R16Sint, 3)          },
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32Float,      (Format.R32Float, 3)         },
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32Uint,       (Format.R32Uint, 3)          },
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32Sint,       (Format.R32Sint, 3)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8A8Unorm,       (Format.R8Unorm, 4)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8A8Snorm,       (Format.R8Snorm, 4)          },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8A8Uint,        (Format.R8Uint, 4)           },
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8A8Sint,        (Format.R8Sint, 4)           },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16A16Float,   (Format.R16Float, 4)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16A16Unorm,   (Format.R16Unorm, 4)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16A16Snorm,   (Format.R16Snorm, 4)         },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16A16Uint,    (Format.R16Uint, 4)          },
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16A16Sint,    (Format.R16Sint, 4)          },
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32A32Float,   (Format.R32Float, 4)         },
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32A32Uint,    (Format.R32Uint, 4)          },
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32A32Sint,    (Format.R32Sint, 4)          },
 | 
			
		||||
            { VertexAttributeFormat.A2B10G10R10Unorm,    (Format.R10G10B10A2Unorm, 4) },
 | 
			
		||||
            { VertexAttributeFormat.A2B10G10R10Uint,     (Format.R10G10B10A2Uint, 4)  },
 | 
			
		||||
            { VertexAttributeFormat.B10G11R11Float,      (Format.R11G11B10Float, 3)   },
 | 
			
		||||
            { VertexAttributeFormat.R8Uscaled,           (Format.R8Uint, 1)           }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R8Sscaled,           (Format.R8Sint, 1)           }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R16Uscaled,          (Format.R16Uint, 1)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R16Sscaled,          (Format.R16Sint, 1)          }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R32Uscaled,          (Format.R32Uint, 1)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R32Sscaled,          (Format.R32Sint, 1)          }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R8G8Uscaled,         (Format.R8Uint, 2)           }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R8G8Sscaled,         (Format.R8Sint, 2)           }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R16G16Uscaled,       (Format.R16Uint, 2)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R16G16Sscaled,       (Format.R16Sint, 2)          }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R32G32Uscaled,       (Format.R32Uint, 2)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R32G32Sscaled,       (Format.R32Sint, 2)          }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8Uscaled,       (Format.R8Uint, 3)           }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8Sscaled,       (Format.R8Sint, 3)           }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16Uscaled,    (Format.R16Uint, 3)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16Sscaled,    (Format.R16Sint, 3)          }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32Uscaled,    (Format.R32Uint, 3)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32Sscaled,    (Format.R32Sint , 3)         }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8A8Uscaled,     (Format.R8Uint, 4)           }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R8G8B8A8Sscaled,     (Format.R8Sint, 4)           }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16A16Uscaled, (Format.R16Uint, 4)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R16G16B16A16Sscaled, (Format.R16Sint, 4)          }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32A32Uscaled, (Format.R32Uint, 4)          }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.R32G32B32A32Sscaled, (Format.R32Sint, 4)          }, // Sscaled -> Sint
 | 
			
		||||
            { VertexAttributeFormat.A2B10G10R10Snorm,    (Format.R10G10B10A2Uint, 4)  }, // Snorm -> Uint
 | 
			
		||||
            { VertexAttributeFormat.A2B10G10R10Sint,     (Format.R10G10B10A2Uint, 4)  }, // Sint -> Uint
 | 
			
		||||
            { VertexAttributeFormat.A2B10G10R10Uscaled,  (Format.R10G10B10A2Uint, 4)  }, // Uscaled -> Uint
 | 
			
		||||
            { VertexAttributeFormat.A2B10G10R10Sscaled,  (Format.R10G10B10A2Sint, 4)  }  // Sscaled -> Sint
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Try getting the texture format from an encoded format integer from the Maxwell texture descriptor.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
@ -581,5 +666,22 @@ namespace Ryujinx.Graphics.Gpu.Image
 | 
			
		||||
        {
 | 
			
		||||
            return _attribFormats.TryGetValue((VertexAttributeFormat)encoded, out format);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Try getting a single component vertex attribute format from an encoded format integer from Maxwell attribute registers.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="encoded">The encoded format integer from the attribute registers</param>
 | 
			
		||||
        /// <param name="format">The output single component vertex attribute format</param>
 | 
			
		||||
        /// <param name="componentsCount">Number of components that the format has</param>
 | 
			
		||||
        /// <returns>True if the format is valid, false otherwise</returns>
 | 
			
		||||
        public static bool TryGetSingleComponentAttribFormat(uint encoded, out Format format, out int componentsCount)
 | 
			
		||||
        {
 | 
			
		||||
            bool result = _singleComponentAttribFormats.TryGetValue((VertexAttributeFormat)encoded, out var tuple);
 | 
			
		||||
 | 
			
		||||
            format = tuple.Item1;
 | 
			
		||||
            componentsCount = tuple.Item2;
 | 
			
		||||
 | 
			
		||||
            return result;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -6,7 +6,6 @@ using Ryujinx.Graphics.Shader;
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Runtime.CompilerServices;
 | 
			
		||||
using System.Runtime.InteropServices;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
{
 | 
			
		||||
@ -15,9 +14,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    class BufferManager
 | 
			
		||||
    {
 | 
			
		||||
        private const int TfInfoVertexCountOffset = Constants.TotalTransformFeedbackBuffers * sizeof(int);
 | 
			
		||||
        private const int TfInfoBufferSize = TfInfoVertexCountOffset + sizeof(int);
 | 
			
		||||
 | 
			
		||||
        private readonly GpuContext _context;
 | 
			
		||||
        private readonly GpuChannel _channel;
 | 
			
		||||
 | 
			
		||||
@ -104,9 +100,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
        private readonly BuffersPerStage[] _gpStorageBuffers;
 | 
			
		||||
        private readonly BuffersPerStage[] _gpUniformBuffers;
 | 
			
		||||
 | 
			
		||||
        private BufferHandle _tfInfoBuffer;
 | 
			
		||||
        private readonly int[] _tfInfoData;
 | 
			
		||||
 | 
			
		||||
        private bool _gpStorageBuffersDirty;
 | 
			
		||||
        private bool _gpUniformBuffersDirty;
 | 
			
		||||
 | 
			
		||||
@ -146,11 +139,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
            _bufferTextures = new List<BufferTextureBinding>();
 | 
			
		||||
 | 
			
		||||
            _ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages];
 | 
			
		||||
 | 
			
		||||
            if (!context.Capabilities.SupportsTransformFeedback)
 | 
			
		||||
            {
 | 
			
		||||
                _tfInfoData = new int[Constants.TotalTransformFeedbackBuffers];
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -339,13 +327,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
        /// <param name="vertexCount">Vertex count per instance</param>
 | 
			
		||||
        public void SetInstancedDrawVertexCount(int vertexCount)
 | 
			
		||||
        {
 | 
			
		||||
            if (!_context.Capabilities.SupportsTransformFeedback &&
 | 
			
		||||
                HasTransformFeedbackOutputs &&
 | 
			
		||||
                _tfInfoBuffer != BufferHandle.Null)
 | 
			
		||||
            if (!_context.Capabilities.SupportsTransformFeedback && HasTransformFeedbackOutputs)
 | 
			
		||||
            {
 | 
			
		||||
                Span<byte> data = stackalloc byte[sizeof(int)];
 | 
			
		||||
                MemoryMarshal.Cast<byte, int>(data)[0] = vertexCount;
 | 
			
		||||
                _context.Renderer.SetBufferData(_tfInfoBuffer, TfInfoVertexCountOffset, data);
 | 
			
		||||
                _context.SupportBufferUpdater.SetTfeVertexCount(vertexCount);
 | 
			
		||||
                _context.SupportBufferUpdater.Commit();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
@ -607,17 +592,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
                }
 | 
			
		||||
                else if (HasTransformFeedbackOutputs)
 | 
			
		||||
                {
 | 
			
		||||
                    Span<int> info = _tfInfoData.AsSpan();
 | 
			
		||||
                    Span<BufferAssignment> buffers = stackalloc BufferAssignment[Constants.TotalTransformFeedbackBuffers + 1];
 | 
			
		||||
 | 
			
		||||
                    bool needsDataUpdate = false;
 | 
			
		||||
 | 
			
		||||
                    if (_tfInfoBuffer == BufferHandle.Null)
 | 
			
		||||
                    {
 | 
			
		||||
                        _tfInfoBuffer = _context.Renderer.CreateBuffer(TfInfoBufferSize, BufferAccess.Stream);
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    buffers[0] = new BufferAssignment(0, new BufferRange(_tfInfoBuffer, 0, TfInfoBufferSize));
 | 
			
		||||
                    Span<BufferAssignment> buffers = stackalloc BufferAssignment[Constants.TotalTransformFeedbackBuffers];
 | 
			
		||||
 | 
			
		||||
                    int alignment = _context.Capabilities.StorageBufferOffsetAlignment;
 | 
			
		||||
 | 
			
		||||
@ -627,7 +602,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
 | 
			
		||||
                        if (tfb.Address == 0)
 | 
			
		||||
                        {
 | 
			
		||||
                            buffers[1 + index] = new BufferAssignment(1 + index, BufferRange.Empty);
 | 
			
		||||
                            buffers[index] = new BufferAssignment(index, BufferRange.Empty);
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
@ -637,22 +612,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
 | 
			
		||||
                            int tfeOffset = ((int)tfb.Address & (alignment - 1)) / 4;
 | 
			
		||||
 | 
			
		||||
                            if (info[index] != tfeOffset)
 | 
			
		||||
                            {
 | 
			
		||||
                                info[index] = tfeOffset;
 | 
			
		||||
                                needsDataUpdate = true;
 | 
			
		||||
                            }
 | 
			
		||||
                            _context.SupportBufferUpdater.SetTfeOffset(index, tfeOffset);
 | 
			
		||||
 | 
			
		||||
                            buffers[1 + index] = new BufferAssignment(1 + index, bufferCache.GetBufferRange(address, size, write: true));
 | 
			
		||||
                            buffers[index] = new BufferAssignment(index, bufferCache.GetBufferRange(address, size, write: true));
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    if (needsDataUpdate)
 | 
			
		||||
                    {
 | 
			
		||||
                        Span<byte> infoData = MemoryMarshal.Cast<int, byte>(info);
 | 
			
		||||
                        _context.Renderer.SetBufferData(_tfInfoBuffer, 0, infoData);
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    _context.Renderer.Pipeline.SetStorageBuffers(buffers);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										123
									
								
								src/Ryujinx.Graphics.Gpu/Memory/BufferUpdater.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										123
									
								
								src/Ryujinx.Graphics.Gpu/Memory/BufferUpdater.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,123 @@
 | 
			
		||||
using Ryujinx.Graphics.GAL;
 | 
			
		||||
using Ryujinx.Graphics.Shader;
 | 
			
		||||
using System;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
{
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Buffer data updater.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    class BufferUpdater : IDisposable
 | 
			
		||||
    {
 | 
			
		||||
        private BufferHandle _handle;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Handle of the buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public BufferHandle Handle => _handle;
 | 
			
		||||
 | 
			
		||||
        private readonly IRenderer _renderer;
 | 
			
		||||
        private int _startOffset = -1;
 | 
			
		||||
        private int _endOffset = -1;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Creates a new instance of the buffer updater.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="renderer">Renderer that the buffer will be used with</param>
 | 
			
		||||
        public BufferUpdater(IRenderer renderer)
 | 
			
		||||
        {
 | 
			
		||||
            _renderer = renderer;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Mark a region of the buffer as modified and needing to be sent to the GPU.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="startOffset">Start offset of the region in bytes</param>
 | 
			
		||||
        /// <param name="byteSize">Size of the region in bytes</param>
 | 
			
		||||
        protected void MarkDirty(int startOffset, int byteSize)
 | 
			
		||||
        {
 | 
			
		||||
            int endOffset = startOffset + byteSize;
 | 
			
		||||
 | 
			
		||||
            if (_startOffset == -1)
 | 
			
		||||
            {
 | 
			
		||||
                _startOffset = startOffset;
 | 
			
		||||
                _endOffset = endOffset;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                if (startOffset < _startOffset)
 | 
			
		||||
                {
 | 
			
		||||
                    _startOffset = startOffset;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (endOffset > _endOffset)
 | 
			
		||||
                {
 | 
			
		||||
                    _endOffset = endOffset;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Submits all pending buffer updates to the GPU.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="data">All data that should be sent to the GPU. Only the modified regions will be updated</param>
 | 
			
		||||
        /// <param name="binding">Optional binding to bind the buffer if a new buffer was created</param>
 | 
			
		||||
        protected void Commit(ReadOnlySpan<byte> data, int binding = -1)
 | 
			
		||||
        {
 | 
			
		||||
            if (_startOffset != -1)
 | 
			
		||||
            {
 | 
			
		||||
                if (_handle == BufferHandle.Null)
 | 
			
		||||
                {
 | 
			
		||||
                    _handle = _renderer.CreateBuffer(data.Length, BufferAccess.Stream);
 | 
			
		||||
                    _renderer.Pipeline.ClearBuffer(_handle, 0, data.Length, 0);
 | 
			
		||||
 | 
			
		||||
                    if (binding >= 0)
 | 
			
		||||
                    {
 | 
			
		||||
                        var range = new BufferRange(_handle, 0, data.Length);
 | 
			
		||||
                        _renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, range) });
 | 
			
		||||
                    }
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                _renderer.SetBufferData(_handle, _startOffset, data[_startOffset.._endOffset]);
 | 
			
		||||
 | 
			
		||||
                _startOffset = -1;
 | 
			
		||||
                _endOffset = -1;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Gets a reference to a given element of a vector.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="vector">Vector to get the element reference from</param>
 | 
			
		||||
        /// <param name="elementIndex">Element index</param>
 | 
			
		||||
        /// <returns>Reference to the specified element</returns>
 | 
			
		||||
        protected static ref T GetElementRef<T>(ref Vector4<T> vector, int elementIndex)
 | 
			
		||||
        {
 | 
			
		||||
            switch (elementIndex)
 | 
			
		||||
            {
 | 
			
		||||
                case 0:
 | 
			
		||||
                    return ref vector.X;
 | 
			
		||||
                case 1:
 | 
			
		||||
                    return ref vector.Y;
 | 
			
		||||
                case 2:
 | 
			
		||||
                    return ref vector.Z;
 | 
			
		||||
                case 3:
 | 
			
		||||
                    return ref vector.W;
 | 
			
		||||
                default:
 | 
			
		||||
                    throw new ArgumentOutOfRangeException(nameof(elementIndex));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Destroys the buffer.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void Dispose()
 | 
			
		||||
        {
 | 
			
		||||
            if (_handle != BufferHandle.Null)
 | 
			
		||||
            {
 | 
			
		||||
                _renderer.DeleteBuffer(_handle);
 | 
			
		||||
                _handle = BufferHandle.Null;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -9,56 +9,21 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Support buffer data updater.
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    class SupportBufferUpdater : IDisposable
 | 
			
		||||
    class SupportBufferUpdater : BufferUpdater
 | 
			
		||||
    {
 | 
			
		||||
        private SupportBuffer _data;
 | 
			
		||||
        private BufferHandle _handle;
 | 
			
		||||
 | 
			
		||||
        private readonly IRenderer _renderer;
 | 
			
		||||
        private int _startOffset = -1;
 | 
			
		||||
        private int _endOffset = -1;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Creates a new instance of the support buffer updater.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="renderer">Renderer that the support buffer will be used with</param>
 | 
			
		||||
        public SupportBufferUpdater(IRenderer renderer)
 | 
			
		||||
        public SupportBufferUpdater(IRenderer renderer) : base(renderer)
 | 
			
		||||
        {
 | 
			
		||||
            _renderer = renderer;
 | 
			
		||||
 | 
			
		||||
            var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
 | 
			
		||||
            _data.RenderScale.AsSpan().Fill(defaultScale);
 | 
			
		||||
            DirtyRenderScale(0, SupportBuffer.RenderScaleMaxCount);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Mark a region of the support buffer as modified and needing to be sent to the GPU.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="startOffset">Start offset of the region in bytes</param>
 | 
			
		||||
        /// <param name="byteSize">Size of the region in bytes</param>
 | 
			
		||||
        private void MarkDirty(int startOffset, int byteSize)
 | 
			
		||||
        {
 | 
			
		||||
            int endOffset = startOffset + byteSize;
 | 
			
		||||
 | 
			
		||||
            if (_startOffset == -1)
 | 
			
		||||
            {
 | 
			
		||||
                _startOffset = startOffset;
 | 
			
		||||
                _endOffset = endOffset;
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                if (startOffset < _startOffset)
 | 
			
		||||
                {
 | 
			
		||||
                    _startOffset = startOffset;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (endOffset > _endOffset)
 | 
			
		||||
                {
 | 
			
		||||
                    _endOffset = endOffset;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Marks the fragment render scale count as being modified.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
@ -220,40 +185,40 @@ namespace Ryujinx.Graphics.Gpu.Memory
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Submits all pending buffer updates to the GPU.
 | 
			
		||||
        /// Sets offset for the misaligned portion of a transform feedback buffer, and the buffer size, for transform feedback emulation.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void Commit()
 | 
			
		||||
        /// <param name="bufferIndex">Index of the transform feedback buffer</param>
 | 
			
		||||
        /// <param name="offset">Misaligned offset of the buffer</param>
 | 
			
		||||
        public void SetTfeOffset(int bufferIndex, int offset)
 | 
			
		||||
        {
 | 
			
		||||
            if (_startOffset != -1)
 | 
			
		||||
            ref int currentOffset = ref GetElementRef(ref _data.TfeOffset, bufferIndex);
 | 
			
		||||
 | 
			
		||||
            if (currentOffset != offset)
 | 
			
		||||
            {
 | 
			
		||||
                if (_handle == BufferHandle.Null)
 | 
			
		||||
                {
 | 
			
		||||
                    _handle = _renderer.CreateBuffer(SupportBuffer.RequiredSize, BufferAccess.Stream);
 | 
			
		||||
                    _renderer.Pipeline.ClearBuffer(_handle, 0, SupportBuffer.RequiredSize, 0);
 | 
			
		||||
 | 
			
		||||
                    var range = new BufferRange(_handle, 0, SupportBuffer.RequiredSize);
 | 
			
		||||
                    _renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, range) });
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                ReadOnlySpan<byte> data = MemoryMarshal.Cast<SupportBuffer, byte>(MemoryMarshal.CreateSpan(ref _data, 1));
 | 
			
		||||
 | 
			
		||||
                _renderer.SetBufferData(_handle, _startOffset, data[_startOffset.._endOffset]);
 | 
			
		||||
 | 
			
		||||
                _startOffset = -1;
 | 
			
		||||
                _endOffset = -1;
 | 
			
		||||
                currentOffset = offset;
 | 
			
		||||
                MarkDirty(SupportBuffer.TfeOffsetOffset + bufferIndex * sizeof(int), sizeof(int));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Destroys the support buffer.
 | 
			
		||||
        /// Sets the vertex count used for transform feedback emulation with instanced draws.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void Dispose()
 | 
			
		||||
        /// <param name="vertexCount">Vertex count of the instanced draw</param>
 | 
			
		||||
        public void SetTfeVertexCount(int vertexCount)
 | 
			
		||||
        {
 | 
			
		||||
            if (_handle != BufferHandle.Null)
 | 
			
		||||
            if (_data.TfeVertexCount.X != vertexCount)
 | 
			
		||||
            {
 | 
			
		||||
                _renderer.DeleteBuffer(_handle);
 | 
			
		||||
                _handle = BufferHandle.Null;
 | 
			
		||||
            }
 | 
			
		||||
                _data.TfeVertexCount.X = vertexCount;
 | 
			
		||||
                MarkDirty(SupportBuffer.TfeVertexCountOffset, sizeof(int));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Submits all pending buffer updates to the GPU.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void Commit()
 | 
			
		||||
        {
 | 
			
		||||
            Commit(MemoryMarshal.Cast<SupportBuffer, byte>(MemoryMarshal.CreateSpan(ref _data, 1)), SupportBuffer.Binding);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -14,6 +14,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public IProgram HostProgram { get; }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Optional vertex shader converted to compute.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public ShaderAsCompute VertexAsCompute { get; }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Optional geometry shader converted to compute.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public ShaderAsCompute GeometryAsCompute { get; }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// GPU state used to create this version of the shader.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
@ -45,12 +55,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
            Bindings = new CachedShaderBindings(shaders.Length == 1, shaders);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public CachedShaderProgram(
 | 
			
		||||
            IProgram hostProgram,
 | 
			
		||||
            ShaderAsCompute vertexAsCompute,
 | 
			
		||||
            ShaderAsCompute geometryAsCompute,
 | 
			
		||||
            ShaderSpecializationState specializationState,
 | 
			
		||||
            CachedShaderStage[] shaders) : this(hostProgram, specializationState, shaders)
 | 
			
		||||
        {
 | 
			
		||||
            VertexAsCompute = vertexAsCompute;
 | 
			
		||||
            GeometryAsCompute = geometryAsCompute;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Dispose of the host shader resources.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void Dispose()
 | 
			
		||||
        {
 | 
			
		||||
            HostProgram.Dispose();
 | 
			
		||||
            VertexAsCompute?.HostProgram.Dispose();
 | 
			
		||||
            GeometryAsCompute?.HostProgram.Dispose();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
            ShaderSpecializationState oldSpecState,
 | 
			
		||||
            ShaderSpecializationState newSpecState,
 | 
			
		||||
            ResourceCounts counts,
 | 
			
		||||
            int stageIndex) : base(context, counts, stageIndex, oldSpecState.TransformFeedbackDescriptors != null)
 | 
			
		||||
            int stageIndex) : base(context, counts, stageIndex)
 | 
			
		||||
        {
 | 
			
		||||
            _data = data;
 | 
			
		||||
            _cb1Data = cb1Data;
 | 
			
		||||
 | 
			
		||||
@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
        private const ushort FileFormatVersionMajor = 1;
 | 
			
		||||
        private const ushort FileFormatVersionMinor = 2;
 | 
			
		||||
        private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
 | 
			
		||||
        private const uint CodeGenVersion = 5609;
 | 
			
		||||
        private const uint CodeGenVersion = 5551;
 | 
			
		||||
 | 
			
		||||
        private const string SharedTocFileName = "shared.toc";
 | 
			
		||||
        private const string SharedDataFileName = "shared.data";
 | 
			
		||||
@ -140,6 +140,21 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public ShaderStage Stage;
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Number of vertices that each output primitive has on a geometry shader.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public byte GeometryVerticesPerPrimitive;
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Maximum number of vertices that a geometry shader may generate.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public ushort GeometryMaxOutputVertices;
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Number of invocations per primitive on tessellation or geometry shaders.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
            public ushort ThreadsPerInputPrimitive;
 | 
			
		||||
 | 
			
		||||
            /// <summary>
 | 
			
		||||
            /// Indicates if the fragment shader accesses the fragment coordinate built-in variable.
 | 
			
		||||
            /// </summary>
 | 
			
		||||
@ -783,9 +798,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
                sBuffers,
 | 
			
		||||
                textures,
 | 
			
		||||
                images,
 | 
			
		||||
                ShaderIdentification.None,
 | 
			
		||||
                0,
 | 
			
		||||
                dataInfo.Stage,
 | 
			
		||||
                dataInfo.GeometryVerticesPerPrimitive,
 | 
			
		||||
                dataInfo.GeometryMaxOutputVertices,
 | 
			
		||||
                dataInfo.ThreadsPerInputPrimitive,
 | 
			
		||||
                dataInfo.UsesFragCoord,
 | 
			
		||||
                dataInfo.UsesInstanceId,
 | 
			
		||||
                dataInfo.UsesDrawParameters,
 | 
			
		||||
@ -813,6 +829,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
                TexturesCount = (ushort)info.Textures.Count,
 | 
			
		||||
                ImagesCount = (ushort)info.Images.Count,
 | 
			
		||||
                Stage = info.Stage,
 | 
			
		||||
                GeometryVerticesPerPrimitive = (byte)info.GeometryVerticesPerPrimitive,
 | 
			
		||||
                GeometryMaxOutputVertices = (ushort)info.GeometryMaxOutputVertices,
 | 
			
		||||
                ThreadsPerInputPrimitive = (ushort)info.ThreadsPerInputPrimitive,
 | 
			
		||||
                UsesFragCoord = info.UsesFragCoord,
 | 
			
		||||
                UsesInstanceId = info.UsesInstanceId,
 | 
			
		||||
                UsesDrawParameters = info.UsesDrawParameters,
 | 
			
		||||
 | 
			
		||||
@ -595,6 +595,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
 | 
			
		||||
            ResourceCounts counts = new();
 | 
			
		||||
 | 
			
		||||
            DiskCacheGpuAccessor[] gpuAccessors = new DiskCacheGpuAccessor[Constants.ShaderStages];
 | 
			
		||||
            TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
 | 
			
		||||
            TranslatorContext nextStage = null;
 | 
			
		||||
 | 
			
		||||
@ -626,14 +627,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
                        translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    gpuAccessors[stageIndex] = gpuAccessor;
 | 
			
		||||
                    translatorContexts[stageIndex + 1] = currentStage;
 | 
			
		||||
                    nextStage = currentStage;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (!_context.Capabilities.SupportsGeometryShader)
 | 
			
		||||
            bool hasGeometryShader = translatorContexts[4] != null;
 | 
			
		||||
            bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
 | 
			
		||||
            bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
 | 
			
		||||
            bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
 | 
			
		||||
 | 
			
		||||
            // We don't support caching shader stages that have been converted to compute currently,
 | 
			
		||||
            // so just eliminate them if they exist in the cache.
 | 
			
		||||
            if (vertexToCompute)
 | 
			
		||||
            {
 | 
			
		||||
                ShaderCache.TryRemoveGeometryStage(translatorContexts);
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
 | 
			
		||||
@ -647,6 +656,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
 | 
			
		||||
                if (currentStage != null)
 | 
			
		||||
                {
 | 
			
		||||
                    gpuAccessors[stageIndex].InitializeReservedCounts(specState.TransformFeedbackDescriptors != null, vertexToCompute);
 | 
			
		||||
 | 
			
		||||
                    ShaderProgram program;
 | 
			
		||||
 | 
			
		||||
                    byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
 | 
			
		||||
@ -701,6 +712,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
 | 
			
		||||
            ResourceCounts counts = new();
 | 
			
		||||
            ShaderSpecializationState newSpecState = new(ref specState.ComputeState);
 | 
			
		||||
            DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
 | 
			
		||||
            gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
 | 
			
		||||
 | 
			
		||||
            TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -25,11 +25,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// <param name="channel">GPU channel</param>
 | 
			
		||||
        /// <param name="state">Current GPU state</param>
 | 
			
		||||
        /// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
 | 
			
		||||
        public GpuAccessor(
 | 
			
		||||
            GpuContext context,
 | 
			
		||||
            GpuChannel channel,
 | 
			
		||||
            GpuAccessorState state,
 | 
			
		||||
            int stageIndex) : base(context, state.ResourceCounts, stageIndex, state.TransformFeedbackDescriptors != null)
 | 
			
		||||
        public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex)
 | 
			
		||||
        {
 | 
			
		||||
            _isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
 | 
			
		||||
            _channel = channel;
 | 
			
		||||
@ -49,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// <param name="context">GPU context</param>
 | 
			
		||||
        /// <param name="channel">GPU channel</param>
 | 
			
		||||
        /// <param name="state">Current GPU state</param>
 | 
			
		||||
        public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0, false)
 | 
			
		||||
        public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0)
 | 
			
		||||
        {
 | 
			
		||||
            _channel = channel;
 | 
			
		||||
            _state = state;
 | 
			
		||||
 | 
			
		||||
@ -15,8 +15,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        private readonly ResourceCounts _resourceCounts;
 | 
			
		||||
        private readonly int _stageIndex;
 | 
			
		||||
 | 
			
		||||
        private readonly int _reservedConstantBuffers;
 | 
			
		||||
        private readonly int _reservedStorageBuffers;
 | 
			
		||||
        private int _reservedConstantBuffers;
 | 
			
		||||
        private int _reservedStorageBuffers;
 | 
			
		||||
        private int _reservedTextures;
 | 
			
		||||
        private int _reservedImages;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Creates a new GPU accessor.
 | 
			
		||||
@ -24,15 +26,26 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// <param name="context">GPU context</param>
 | 
			
		||||
        /// <param name="resourceCounts">Counter of GPU resources used by the shader</param>
 | 
			
		||||
        /// <param name="stageIndex">Index of the shader stage, 0 for compute</param>
 | 
			
		||||
        /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param>
 | 
			
		||||
        public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex, bool tfEnabled)
 | 
			
		||||
        public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex)
 | 
			
		||||
        {
 | 
			
		||||
            _context = context;
 | 
			
		||||
            _resourceCounts = resourceCounts;
 | 
			
		||||
            _stageIndex = stageIndex;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
            _reservedConstantBuffers = 1; // For the support buffer.
 | 
			
		||||
            _reservedStorageBuffers = !context.Capabilities.SupportsTransformFeedback && tfEnabled ? 5 : 0;
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Initializes counts for bindings that will be reserved for emulator use.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param>
 | 
			
		||||
        /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param>
 | 
			
		||||
        public void InitializeReservedCounts(bool tfEnabled, bool vertexAsCompute)
 | 
			
		||||
        {
 | 
			
		||||
            ResourceReservationCounts rrc = new(!_context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);
 | 
			
		||||
 | 
			
		||||
            _reservedConstantBuffers = rrc.ReservedConstantBuffers;
 | 
			
		||||
            _reservedStorageBuffers = rrc.ReservedStorageBuffers;
 | 
			
		||||
            _reservedTextures = rrc.ReservedTextures;
 | 
			
		||||
            _reservedImages = rrc.ReservedImages;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public int QueryBindingConstantBuffer(int index)
 | 
			
		||||
@ -69,6 +82,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
 | 
			
		||||
        public int QueryBindingTexture(int index, bool isBuffer)
 | 
			
		||||
        {
 | 
			
		||||
            int binding;
 | 
			
		||||
 | 
			
		||||
            if (_context.Capabilities.Api == TargetApi.Vulkan)
 | 
			
		||||
            {
 | 
			
		||||
                if (isBuffer)
 | 
			
		||||
@ -76,16 +91,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                    index += (int)_context.Capabilities.MaximumTexturesPerStage;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
 | 
			
		||||
                binding = GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture");
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                return _resourceCounts.TexturesCount++;
 | 
			
		||||
                binding = _resourceCounts.TexturesCount++;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return binding + _reservedTextures;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public int QueryBindingImage(int index, bool isBuffer)
 | 
			
		||||
        {
 | 
			
		||||
            int binding;
 | 
			
		||||
 | 
			
		||||
            if (_context.Capabilities.Api == TargetApi.Vulkan)
 | 
			
		||||
            {
 | 
			
		||||
                if (isBuffer)
 | 
			
		||||
@ -93,12 +112,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                    index += (int)_context.Capabilities.MaximumImagesPerStage;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
 | 
			
		||||
                binding = GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image");
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                return _resourceCounts.ImagesCount++;
 | 
			
		||||
                binding = _resourceCounts.ImagesCount++;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return binding + _reservedImages;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										20
									
								
								src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										20
									
								
								src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,20 @@
 | 
			
		||||
using Ryujinx.Graphics.GAL;
 | 
			
		||||
using Ryujinx.Graphics.Shader;
 | 
			
		||||
using Ryujinx.Graphics.Shader.Translation;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
{
 | 
			
		||||
    class ShaderAsCompute
 | 
			
		||||
    {
 | 
			
		||||
        public IProgram HostProgram { get; }
 | 
			
		||||
        public ShaderProgramInfo Info { get; }
 | 
			
		||||
        public ResourceReservations Reservations { get; }
 | 
			
		||||
 | 
			
		||||
        public ShaderAsCompute(IProgram hostProgram, ShaderProgramInfo info, ResourceReservations reservations)
 | 
			
		||||
        {
 | 
			
		||||
            HostProgram = hostProgram;
 | 
			
		||||
            Info = info;
 | 
			
		||||
            Reservations = reservations;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -215,9 +215,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
            ShaderSpecializationState specState = new(ref computeState);
 | 
			
		||||
            GpuAccessorState gpuAccessorState = new(poolState, computeState, default, specState);
 | 
			
		||||
            GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState);
 | 
			
		||||
            gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
 | 
			
		||||
 | 
			
		||||
            TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
 | 
			
		||||
            TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
 | 
			
		||||
            TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode, asCompute: false);
 | 
			
		||||
 | 
			
		||||
            ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
 | 
			
		||||
            ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
 | 
			
		||||
@ -321,6 +322,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
 | 
			
		||||
            ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
 | 
			
		||||
 | 
			
		||||
            GpuAccessor[] gpuAccessors = new GpuAccessor[Constants.ShaderStages];
 | 
			
		||||
            TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
 | 
			
		||||
            TranslatorContext nextStage = null;
 | 
			
		||||
 | 
			
		||||
@ -345,22 +347,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                        translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA);
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    gpuAccessors[stageIndex] = gpuAccessor;
 | 
			
		||||
                    translatorContexts[stageIndex + 1] = currentStage;
 | 
			
		||||
                    nextStage = currentStage;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (!_context.Capabilities.SupportsGeometryShader)
 | 
			
		||||
            {
 | 
			
		||||
                TryRemoveGeometryStage(translatorContexts);
 | 
			
		||||
            }
 | 
			
		||||
            bool hasGeometryShader = translatorContexts[4] != null;
 | 
			
		||||
            bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
 | 
			
		||||
            bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
 | 
			
		||||
            bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
 | 
			
		||||
            bool geometryToCompute = ShouldConvertGeometryToCompute(_context, geometryHasStore);
 | 
			
		||||
 | 
			
		||||
            CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
 | 
			
		||||
            List<ShaderSource> shaderSources = new();
 | 
			
		||||
 | 
			
		||||
            TranslatorContext previousStage = null;
 | 
			
		||||
            ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null, vertexToCompute);
 | 
			
		||||
 | 
			
		||||
            ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null);
 | 
			
		||||
            if (geometryToCompute && translatorContexts[4] != null)
 | 
			
		||||
            {
 | 
			
		||||
                translatorContexts[4].SetVertexOutputMapForGeometryAsCompute(translatorContexts[1]);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            ShaderAsCompute vertexAsCompute = null;
 | 
			
		||||
            ShaderAsCompute geometryAsCompute = null;
 | 
			
		||||
 | 
			
		||||
            for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
 | 
			
		||||
            {
 | 
			
		||||
@ -368,8 +379,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
 | 
			
		||||
                if (currentStage != null)
 | 
			
		||||
                {
 | 
			
		||||
                    gpuAccessors[stageIndex].InitializeReservedCounts(transformFeedbackDescriptors != null, vertexToCompute);
 | 
			
		||||
 | 
			
		||||
                    ShaderProgram program;
 | 
			
		||||
 | 
			
		||||
                    bool asCompute = (stageIndex == 0 && vertexToCompute) || (stageIndex == 3 && geometryToCompute);
 | 
			
		||||
 | 
			
		||||
                    if (stageIndex == 0 && translatorContexts[0] != null)
 | 
			
		||||
                    {
 | 
			
		||||
                        TranslatedShaderVertexPair translatedShader = TranslateShader(
 | 
			
		||||
@ -378,7 +393,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                            currentStage,
 | 
			
		||||
                            translatorContexts[0],
 | 
			
		||||
                            cachedGuestCode.VertexACode,
 | 
			
		||||
                            cachedGuestCode.VertexBCode);
 | 
			
		||||
                            cachedGuestCode.VertexBCode,
 | 
			
		||||
                            asCompute);
 | 
			
		||||
 | 
			
		||||
                        shaders[0] = translatedShader.VertexA;
 | 
			
		||||
                        shaders[1] = translatedShader.VertexB;
 | 
			
		||||
@ -388,12 +404,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                    {
 | 
			
		||||
                        byte[] code = cachedGuestCode.GetByIndex(stageIndex);
 | 
			
		||||
 | 
			
		||||
                        TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code);
 | 
			
		||||
                        TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code, asCompute);
 | 
			
		||||
 | 
			
		||||
                        shaders[stageIndex + 1] = translatedShader.Shader;
 | 
			
		||||
                        program = translatedShader.Program;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    if (asCompute)
 | 
			
		||||
                    {
 | 
			
		||||
                        bool tfEnabled = transformFeedbackDescriptors != null;
 | 
			
		||||
 | 
			
		||||
                        if (stageIndex == 0)
 | 
			
		||||
                        {
 | 
			
		||||
                            vertexAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
 | 
			
		||||
 | 
			
		||||
                            TranslatorContext lastInVertexPipeline = geometryToCompute ? translatorContexts[4] ?? currentStage : currentStage;
 | 
			
		||||
 | 
			
		||||
                            program = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            geometryAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled);
 | 
			
		||||
                            program = null;
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    if (program != null)
 | 
			
		||||
                    {
 | 
			
		||||
                        shaderSources.Add(CreateShaderSource(program));
 | 
			
		||||
@ -418,46 +453,81 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
 | 
			
		||||
            IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
 | 
			
		||||
 | 
			
		||||
            gpShaders = new CachedShaderProgram(hostProgram, specState, shaders);
 | 
			
		||||
            gpShaders = new(hostProgram, vertexAsCompute, geometryAsCompute, specState, shaders);
 | 
			
		||||
 | 
			
		||||
            _graphicsShaderCache.Add(gpShaders);
 | 
			
		||||
 | 
			
		||||
            // We don't currently support caching shaders that have been converted to compute.
 | 
			
		||||
            if (vertexAsCompute == null)
 | 
			
		||||
            {
 | 
			
		||||
                EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            _gpPrograms[addresses] = gpShaders;
 | 
			
		||||
 | 
			
		||||
            return gpShaders;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Tries to eliminate the geometry stage from the array of translator contexts.
 | 
			
		||||
        /// Checks if a vertex shader should be converted to a compute shader due to it making use of
 | 
			
		||||
        /// features that are not supported on the host.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="translatorContexts">Array of translator contexts</param>
 | 
			
		||||
        public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
 | 
			
		||||
        /// <param name="context">GPU context of the shader</param>
 | 
			
		||||
        /// <param name="vertexHasStore">Whether the vertex shader has image or storage buffer store operations</param>
 | 
			
		||||
        /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
 | 
			
		||||
        /// <param name="hasGeometryShader">Whether a geometry shader exists</param>
 | 
			
		||||
        /// <returns>True if the vertex shader should be converted to compute, false otherwise</returns>
 | 
			
		||||
        public static bool ShouldConvertVertexToCompute(GpuContext context, bool vertexHasStore, bool geometryHasStore, bool hasGeometryShader)
 | 
			
		||||
        {
 | 
			
		||||
            if (translatorContexts[4] != null)
 | 
			
		||||
            // If the host does not support store operations on vertex,
 | 
			
		||||
            // we need to emulate it on a compute shader.
 | 
			
		||||
            if (!context.Capabilities.SupportsVertexStoreAndAtomics && vertexHasStore)
 | 
			
		||||
            {
 | 
			
		||||
                // We have a geometry shader, but geometry shaders are not supported.
 | 
			
		||||
                // Try to eliminate the geometry shader.
 | 
			
		||||
 | 
			
		||||
                ShaderProgramInfo info = translatorContexts[4].Translate().Info;
 | 
			
		||||
 | 
			
		||||
                if (info.Identification == ShaderIdentification.GeometryLayerPassthrough)
 | 
			
		||||
                {
 | 
			
		||||
                    // We managed to identify that this geometry shader is only used to set the output Layer value,
 | 
			
		||||
                    // we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it.
 | 
			
		||||
 | 
			
		||||
                    for (int i = 3; i >= 1; i--)
 | 
			
		||||
                    {
 | 
			
		||||
                        if (translatorContexts[i] != null)
 | 
			
		||||
                        {
 | 
			
		||||
                            translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
 | 
			
		||||
                            translatorContexts[i].SetLastInVertexPipeline();
 | 
			
		||||
                            break;
 | 
			
		||||
                        }
 | 
			
		||||
                return true;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
                    translatorContexts[4] = null;
 | 
			
		||||
            // If any stage after the vertex stage is converted to compute,
 | 
			
		||||
            // we need to convert vertex to compute too.
 | 
			
		||||
            return hasGeometryShader && ShouldConvertGeometryToCompute(context, geometryHasStore);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Checks if a geometry shader should be converted to a compute shader due to it making use of
 | 
			
		||||
        /// features that are not supported on the host.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="context">GPU context of the shader</param>
 | 
			
		||||
        /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param>
 | 
			
		||||
        /// <returns>True if the geometry shader should be converted to compute, false otherwise</returns>
 | 
			
		||||
        public static bool ShouldConvertGeometryToCompute(GpuContext context, bool geometryHasStore)
 | 
			
		||||
        {
 | 
			
		||||
            return (!context.Capabilities.SupportsVertexStoreAndAtomics && geometryHasStore) ||
 | 
			
		||||
                   !context.Capabilities.SupportsGeometryShader;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Checks if it might be necessary for any vertex, tessellation or geometry shader to be converted to compute,
 | 
			
		||||
        /// based on the supported host features.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="capabilities">Host capabilities</param>
 | 
			
		||||
        /// <returns>True if the possibility of a shader being converted to compute exists, false otherwise</returns>
 | 
			
		||||
        public static bool MayConvertVtgToCompute(ref Capabilities capabilities)
 | 
			
		||||
        {
 | 
			
		||||
            return !capabilities.SupportsVertexStoreAndAtomics || !capabilities.SupportsGeometryShader;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Creates a compute shader from a vertex, tessellation or geometry shader that has been converted to compute.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="program">Shader program</param>
 | 
			
		||||
        /// <param name="context">Translation context of the shader</param>
 | 
			
		||||
        /// <param name="tfEnabled">Whether transform feedback is enabled</param>
 | 
			
		||||
        /// <returns>Compute shader</returns>
 | 
			
		||||
        private ShaderAsCompute CreateHostVertexAsComputeProgram(ShaderProgram program, TranslatorContext context, bool tfEnabled)
 | 
			
		||||
        {
 | 
			
		||||
            ShaderSource source = new(program.Code, program.BinaryCode, ShaderStage.Compute, program.Language);
 | 
			
		||||
            ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, tfEnabled);
 | 
			
		||||
 | 
			
		||||
            return new(_context.Renderer.CreateProgram(new[] { source }, info), program.Info, context.GetResourceReservations());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
@ -573,9 +643,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            bool vertexAsCompute = gpShaders.VertexAsCompute != null;
 | 
			
		||||
            bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false;
 | 
			
		||||
 | 
			
		||||
            return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true);
 | 
			
		||||
            return gpShaders.SpecializationState.MatchesGraphics(
 | 
			
		||||
                channel,
 | 
			
		||||
                ref poolState,
 | 
			
		||||
                ref graphicsState,
 | 
			
		||||
                vertexAsCompute,
 | 
			
		||||
                usesDrawParameters,
 | 
			
		||||
                checkTextures: true);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
@ -636,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// <param name="vertexA">Optional translator context of the shader that should be combined</param>
 | 
			
		||||
        /// <param name="codeA">Optional Maxwell binary code of the Vertex A shader, if present</param>
 | 
			
		||||
        /// <param name="codeB">Optional Maxwell binary code of the Vertex B or current stage shader, if present on cache</param>
 | 
			
		||||
        /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
 | 
			
		||||
        /// <returns>Compiled graphics shader code</returns>
 | 
			
		||||
        private static TranslatedShaderVertexPair TranslateShader(
 | 
			
		||||
            ShaderDumper dumper,
 | 
			
		||||
@ -643,7 +721,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
            TranslatorContext currentStage,
 | 
			
		||||
            TranslatorContext vertexA,
 | 
			
		||||
            byte[] codeA,
 | 
			
		||||
            byte[] codeB)
 | 
			
		||||
            byte[] codeB,
 | 
			
		||||
            bool asCompute)
 | 
			
		||||
        {
 | 
			
		||||
            ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
 | 
			
		||||
 | 
			
		||||
@ -663,7 +742,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                pathsB = dumper.Dump(codeB, compute: false);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            ShaderProgram program = currentStage.Translate(vertexA);
 | 
			
		||||
            ShaderProgram program = currentStage.Translate(vertexA, asCompute);
 | 
			
		||||
 | 
			
		||||
            pathsB.Prepend(program);
 | 
			
		||||
            pathsA.Prepend(program);
 | 
			
		||||
@ -681,8 +760,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// <param name="channel">GPU channel using the shader</param>
 | 
			
		||||
        /// <param name="context">Translator context of the stage to be translated</param>
 | 
			
		||||
        /// <param name="code">Optional Maxwell binary code of the current stage shader, if present on cache</param>
 | 
			
		||||
        /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param>
 | 
			
		||||
        /// <returns>Compiled graphics shader code</returns>
 | 
			
		||||
        private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code)
 | 
			
		||||
        private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code, bool asCompute)
 | 
			
		||||
        {
 | 
			
		||||
            var memoryManager = channel.MemoryManager;
 | 
			
		||||
 | 
			
		||||
@ -694,7 +774,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
            code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
 | 
			
		||||
 | 
			
		||||
            ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
 | 
			
		||||
            ShaderProgram program = context.Translate();
 | 
			
		||||
            ShaderProgram program = context.Translate(asCompute);
 | 
			
		||||
 | 
			
		||||
            paths.Prepend(program);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -33,6 +33,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
 | 
			
		||||
        private readonly int _reservedConstantBuffers;
 | 
			
		||||
        private readonly int _reservedStorageBuffers;
 | 
			
		||||
        private readonly int _reservedTextures;
 | 
			
		||||
        private readonly int _reservedImages;
 | 
			
		||||
 | 
			
		||||
        private readonly List<ResourceDescriptor>[] _resourceDescriptors;
 | 
			
		||||
        private readonly List<ResourceUsage>[] _resourceUsages;
 | 
			
		||||
@ -42,7 +44,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="context">GPU context that owns the shaders that will be added to the builder</param>
 | 
			
		||||
        /// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
 | 
			
		||||
        public ShaderInfoBuilder(GpuContext context, bool tfEnabled)
 | 
			
		||||
        /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param>
 | 
			
		||||
        public ShaderInfoBuilder(GpuContext context, bool tfEnabled, bool vertexAsCompute = false)
 | 
			
		||||
        {
 | 
			
		||||
            _context = context;
 | 
			
		||||
 | 
			
		||||
@ -60,27 +63,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
            AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
 | 
			
		||||
            AddUsage(SupportBufferStages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 0, 1);
 | 
			
		||||
 | 
			
		||||
            _reservedConstantBuffers = 1; // For the support buffer.
 | 
			
		||||
            ResourceReservationCounts rrc = new(!context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);
 | 
			
		||||
 | 
			
		||||
            if (!context.Capabilities.SupportsTransformFeedback && tfEnabled)
 | 
			
		||||
            {
 | 
			
		||||
                _reservedStorageBuffers = 5;
 | 
			
		||||
            _reservedConstantBuffers = rrc.ReservedConstantBuffers;
 | 
			
		||||
            _reservedStorageBuffers = rrc.ReservedStorageBuffers;
 | 
			
		||||
            _reservedTextures = rrc.ReservedTextures;
 | 
			
		||||
            _reservedImages = rrc.ReservedImages;
 | 
			
		||||
 | 
			
		||||
                AddDescriptor(VtgStages, ResourceType.StorageBuffer, StorageSetIndex, 0, 5);
 | 
			
		||||
                AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Read, StorageSetIndex, 0, 1);
 | 
			
		||||
                AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Write, StorageSetIndex, 1, 4);
 | 
			
		||||
            // TODO: Handle that better? Maybe we should only set the binding that are really needed on each shader.
 | 
			
		||||
            ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages;
 | 
			
		||||
 | 
			
		||||
            PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 1, rrc.ReservedConstantBuffers - 1);
 | 
			
		||||
            PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, ResourceAccess.ReadWrite, StorageSetIndex, 0, rrc.ReservedStorageBuffers);
 | 
			
		||||
            PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, ResourceAccess.Read, TextureSetIndex, 0, rrc.ReservedTextures);
 | 
			
		||||
            PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ResourceAccess.ReadWrite, ImageSetIndex, 0, rrc.ReservedImages);
 | 
			
		||||
        }
 | 
			
		||||
            else
 | 
			
		||||
 | 
			
		||||
        private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, ResourceAccess access, int setIndex, int start, int count)
 | 
			
		||||
        {
 | 
			
		||||
                _reservedStorageBuffers = 0;
 | 
			
		||||
            }
 | 
			
		||||
            AddDescriptor(stages, type, setIndex, start, count);
 | 
			
		||||
            AddUsage(stages, type, access, setIndex, start, count);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Adds information from a given shader stage.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="info">Shader stage information</param>
 | 
			
		||||
        public void AddStageInfo(ShaderProgramInfo info)
 | 
			
		||||
        /// <param name="vertexAsCompute">True if the shader stage has been converted into a compute shader</param>
 | 
			
		||||
        public void AddStageInfo(ShaderProgramInfo info, bool vertexAsCompute = false)
 | 
			
		||||
        {
 | 
			
		||||
            if (info.Stage == ShaderStage.Fragment)
 | 
			
		||||
            {
 | 
			
		||||
@ -96,7 +106,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                _ => 0,
 | 
			
		||||
            });
 | 
			
		||||
 | 
			
		||||
            ResourceStages stages = info.Stage switch
 | 
			
		||||
            ResourceStages stages = vertexAsCompute ? ResourceStages.Compute : info.Stage switch
 | 
			
		||||
            {
 | 
			
		||||
                ShaderStage.Compute => ResourceStages.Compute,
 | 
			
		||||
                ShaderStage.Vertex => ResourceStages.Vertex,
 | 
			
		||||
@ -114,8 +124,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
 | 
			
		||||
            int uniformBinding = _reservedConstantBuffers + stageIndex * uniformsPerStage;
 | 
			
		||||
            int storageBinding = _reservedStorageBuffers + stageIndex * storagesPerStage;
 | 
			
		||||
            int textureBinding = stageIndex * texturesPerStage * 2;
 | 
			
		||||
            int imageBinding = stageIndex * imagesPerStage * 2;
 | 
			
		||||
            int textureBinding = _reservedTextures + stageIndex * texturesPerStage * 2;
 | 
			
		||||
            int imageBinding = _reservedImages + stageIndex * imagesPerStage * 2;
 | 
			
		||||
 | 
			
		||||
            AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
 | 
			
		||||
            AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
 | 
			
		||||
@ -285,11 +295,28 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// <returns>Shader information</returns>
 | 
			
		||||
        public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
 | 
			
		||||
        {
 | 
			
		||||
            ShaderInfoBuilder builder = new(context, tfEnabled: false);
 | 
			
		||||
            ShaderInfoBuilder builder = new(context, tfEnabled: false, vertexAsCompute: false);
 | 
			
		||||
 | 
			
		||||
            builder.AddStageInfo(info);
 | 
			
		||||
 | 
			
		||||
            return builder.Build(null, fromCache);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Builds shader information for a vertex or geometry shader thas was converted to compute shader.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        /// <param name="context">GPU context that owns the shader</param>
 | 
			
		||||
        /// <param name="info">Compute shader information</param>
 | 
			
		||||
        /// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
 | 
			
		||||
        /// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param>
 | 
			
		||||
        /// <returns>Shader information</returns>
 | 
			
		||||
        public static ShaderInfo BuildForVertexAsCompute(GpuContext context, ShaderProgramInfo info, bool tfEnabled, bool fromCache = false)
 | 
			
		||||
        {
 | 
			
		||||
            ShaderInfoBuilder builder = new(context, tfEnabled, vertexAsCompute: true);
 | 
			
		||||
 | 
			
		||||
            builder.AddStageInfo(info, vertexAsCompute: true);
 | 
			
		||||
 | 
			
		||||
            return builder.Build(null, fromCache);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -35,9 +35,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        {
 | 
			
		||||
            foreach (var entry in _entries)
 | 
			
		||||
            {
 | 
			
		||||
                bool vertexAsCompute = entry.VertexAsCompute != null;
 | 
			
		||||
                bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
 | 
			
		||||
 | 
			
		||||
                if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true))
 | 
			
		||||
                if (entry.SpecializationState.MatchesGraphics(
 | 
			
		||||
                    channel,
 | 
			
		||||
                    ref poolState,
 | 
			
		||||
                    ref graphicsState,
 | 
			
		||||
                    vertexAsCompute,
 | 
			
		||||
                    usesDrawParameters,
 | 
			
		||||
                    checkTextures: true))
 | 
			
		||||
                {
 | 
			
		||||
                    program = entry;
 | 
			
		||||
                    return true;
 | 
			
		||||
 | 
			
		||||
@ -457,6 +457,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
        /// <param name="channel">GPU channel</param>
 | 
			
		||||
        /// <param name="poolState">Texture pool state</param>
 | 
			
		||||
        /// <param name="graphicsState">Graphics state</param>
 | 
			
		||||
        /// <param name="vertexAsCompute">Indicates that the vertex shader has been converted into a compute shader</param>
 | 
			
		||||
        /// <param name="usesDrawParameters">Indicates whether the vertex shader accesses draw parameters</param>
 | 
			
		||||
        /// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
 | 
			
		||||
        /// <returns>True if the state matches, false otherwise</returns>
 | 
			
		||||
@ -464,6 +465,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
            GpuChannel channel,
 | 
			
		||||
            ref GpuChannelPoolState poolState,
 | 
			
		||||
            ref GpuChannelGraphicsState graphicsState,
 | 
			
		||||
            bool vertexAsCompute,
 | 
			
		||||
            bool usesDrawParameters,
 | 
			
		||||
            bool checkTextures)
 | 
			
		||||
        {
 | 
			
		||||
@ -497,10 +499,26 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (ShaderCache.MayConvertVtgToCompute(ref channel.Capabilities) && !vertexAsCompute)
 | 
			
		||||
            {
 | 
			
		||||
                for (int index = 0; index < graphicsState.AttributeTypes.Length; index++)
 | 
			
		||||
                {
 | 
			
		||||
                    AttributeType lType = FilterAttributeType(channel, graphicsState.AttributeTypes[index]);
 | 
			
		||||
                    AttributeType rType = FilterAttributeType(channel, GraphicsState.AttributeTypes[index]);
 | 
			
		||||
 | 
			
		||||
                    if (lType != rType)
 | 
			
		||||
                    {
 | 
			
		||||
                        return false;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan()))
 | 
			
		||||
                {
 | 
			
		||||
                    return false;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (usesDrawParameters && graphicsState.HasConstantBufferDrawParameters != GraphicsState.HasConstantBufferDrawParameters)
 | 
			
		||||
            {
 | 
			
		||||
@ -530,6 +548,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
 | 
			
		||||
            return Matches(channel, ref poolState, checkTextures, isCompute: false);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static AttributeType FilterAttributeType(GpuChannel channel, AttributeType type)
 | 
			
		||||
        {
 | 
			
		||||
            type &= ~(AttributeType.Packed | AttributeType.PackedRgb10A2Signed);
 | 
			
		||||
 | 
			
		||||
            if (channel.Capabilities.SupportsScaledVertexFormats &&
 | 
			
		||||
                (type == AttributeType.Sscaled || type == AttributeType.Uscaled))
 | 
			
		||||
            {
 | 
			
		||||
                type = AttributeType.Float;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return type;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Checks if the recorded state matches the current GPU compute engine state.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
 | 
			
		||||
@ -29,6 +29,7 @@ namespace Ryujinx.Graphics.OpenGL
 | 
			
		||||
 | 
			
		||||
        private static readonly Lazy<int> _maximumComputeSharedMemorySize = new(() => GetLimit(All.MaxComputeSharedMemorySize));
 | 
			
		||||
        private static readonly Lazy<int> _storageBufferOffsetAlignment = new(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
 | 
			
		||||
        private static readonly Lazy<int> _textureBufferOffsetAlignment = new(() => GetLimit(All.TextureBufferOffsetAlignment));
 | 
			
		||||
 | 
			
		||||
        public enum GpuVendor
 | 
			
		||||
        {
 | 
			
		||||
@ -78,6 +79,7 @@ namespace Ryujinx.Graphics.OpenGL
 | 
			
		||||
 | 
			
		||||
        public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
 | 
			
		||||
        public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
 | 
			
		||||
        public static int TextureBufferOffsetAlignment => _textureBufferOffsetAlignment.Value;
 | 
			
		||||
 | 
			
		||||
        public static float MaximumSupportedAnisotropy => _maxSupportedAnisotropy.Value;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -164,6 +164,7 @@ namespace Ryujinx.Graphics.OpenGL
 | 
			
		||||
                supportsShaderBarrierDivergence: !(intelWindows || intelUnix),
 | 
			
		||||
                supportsShaderFloat64: true,
 | 
			
		||||
                supportsTextureShadowLod: HwCapabilities.SupportsTextureShadowLod,
 | 
			
		||||
                supportsVertexStoreAndAtomics: true,
 | 
			
		||||
                supportsViewportIndexVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
 | 
			
		||||
                supportsViewportMask: HwCapabilities.SupportsViewportArray2,
 | 
			
		||||
                supportsViewportSwizzle: HwCapabilities.SupportsViewportSwizzle,
 | 
			
		||||
@ -177,6 +178,7 @@ namespace Ryujinx.Graphics.OpenGL
 | 
			
		||||
                maximumSupportedAnisotropy: HwCapabilities.MaximumSupportedAnisotropy,
 | 
			
		||||
                shaderSubgroupSize: Constants.MaxSubgroupSize,
 | 
			
		||||
                storageBufferOffsetAlignment: HwCapabilities.StorageBufferOffsetAlignment,
 | 
			
		||||
                textureBufferOffsetAlignment: HwCapabilities.TextureBufferOffsetAlignment,
 | 
			
		||||
                gatherBiasPrecision: intelWindows || amdWindows ? 8 : 0); // Precision is 8 for these vendors on Vulkan.
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -11,13 +11,17 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
        Uint,
 | 
			
		||||
        Sscaled,
 | 
			
		||||
        Uscaled,
 | 
			
		||||
 | 
			
		||||
        Packed = 1 << 6,
 | 
			
		||||
        PackedRgb10A2Signed = 1 << 7,
 | 
			
		||||
        AnyPacked = Packed | PackedRgb10A2Signed,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    static class AttributeTypeExtensions
 | 
			
		||||
    {
 | 
			
		||||
        public static AggregateType ToAggregateType(this AttributeType type)
 | 
			
		||||
        {
 | 
			
		||||
            return type switch
 | 
			
		||||
            return (type & ~AttributeType.AnyPacked) switch
 | 
			
		||||
            {
 | 
			
		||||
                AttributeType.Float => AggregateType.FP32,
 | 
			
		||||
                AttributeType.Sint => AggregateType.S32,
 | 
			
		||||
@ -28,7 +32,7 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
 | 
			
		||||
        public static AggregateType ToAggregateType(this AttributeType type, bool supportsScaledFormats)
 | 
			
		||||
        {
 | 
			
		||||
            return type switch
 | 
			
		||||
            return (type & ~AttributeType.AnyPacked) switch
 | 
			
		||||
            {
 | 
			
		||||
                AttributeType.Float => AggregateType.FP32,
 | 
			
		||||
                AttributeType.Sint => AggregateType.S32,
 | 
			
		||||
 | 
			
		||||
@ -100,10 +100,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
 | 
			
		||||
                    else
 | 
			
		||||
                    {
 | 
			
		||||
                        string outPrimitive = context.Definitions.OutputTopology.ToGlslString();
 | 
			
		||||
 | 
			
		||||
                        int maxOutputVertices = context.Definitions.GpPassthrough
 | 
			
		||||
                            ? context.Definitions.InputTopology.ToInputVertices()
 | 
			
		||||
                            : context.Definitions.MaxOutputVertices;
 | 
			
		||||
                        int maxOutputVertices = context.Definitions.MaxOutputVertices;
 | 
			
		||||
 | 
			
		||||
                        context.AppendLine($"layout ({outPrimitive}, max_vertices = {maxOutputVertices}) out;");
 | 
			
		||||
                    }
 | 
			
		||||
@ -320,6 +317,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
 | 
			
		||||
            {
 | 
			
		||||
                string typeName = GetVarTypeName(context, memory.Type & ~AggregateType.Array);
 | 
			
		||||
 | 
			
		||||
                if (memory.Type.HasFlag(AggregateType.Array))
 | 
			
		||||
                {
 | 
			
		||||
                    if (memory.ArrayLength > 0)
 | 
			
		||||
                    {
 | 
			
		||||
                        string arraySize = memory.ArrayLength.ToString(CultureInfo.InvariantCulture);
 | 
			
		||||
@ -331,6 +330,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
 | 
			
		||||
                        context.AppendLine($"{prefix}{typeName} {memory.Name}[];");
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    context.AppendLine($"{prefix}{typeName} {memory.Name};");
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static void DeclareSamplers(CodeGenContext context, IEnumerable<TextureDefinition> definitions)
 | 
			
		||||
 | 
			
		||||
@ -31,6 +31,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
 | 
			
		||||
                IoVariable.FrontColorDiffuse => ("gl_FrontColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
 | 
			
		||||
                IoVariable.FrontColorSpecular => ("gl_FrontSecondaryColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
 | 
			
		||||
                IoVariable.FrontFacing => ("gl_FrontFacing", AggregateType.Bool),
 | 
			
		||||
                IoVariable.GlobalId => ("gl_GlobalInvocationID", AggregateType.Vector3 | AggregateType.U32),
 | 
			
		||||
                IoVariable.InstanceId => ("gl_InstanceID", AggregateType.S32),
 | 
			
		||||
                IoVariable.InstanceIndex => ("gl_InstanceIndex", AggregateType.S32),
 | 
			
		||||
                IoVariable.InvocationId => ("gl_InvocationID", AggregateType.S32),
 | 
			
		||||
 | 
			
		||||
@ -27,8 +27,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
 | 
			
		||||
        public ILogger Logger { get; }
 | 
			
		||||
        public TargetApi TargetApi { get; }
 | 
			
		||||
 | 
			
		||||
        public int InputVertices { get; }
 | 
			
		||||
 | 
			
		||||
        public Dictionary<int, Instruction> ConstantBuffers { get; } = new();
 | 
			
		||||
        public Dictionary<int, Instruction> StorageBuffers { get; } = new();
 | 
			
		||||
 | 
			
		||||
@ -101,19 +99,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
 | 
			
		||||
            Logger = parameters.Logger;
 | 
			
		||||
            TargetApi = parameters.TargetApi;
 | 
			
		||||
 | 
			
		||||
            if (parameters.Definitions.Stage == ShaderStage.Geometry)
 | 
			
		||||
            {
 | 
			
		||||
                InputVertices = parameters.Definitions.InputTopology switch
 | 
			
		||||
                {
 | 
			
		||||
                    InputTopology.Points => 1,
 | 
			
		||||
                    InputTopology.Lines => 2,
 | 
			
		||||
                    InputTopology.LinesAdjacency => 2,
 | 
			
		||||
                    InputTopology.Triangles => 3,
 | 
			
		||||
                    InputTopology.TrianglesAdjacency => 3,
 | 
			
		||||
                    _ => throw new InvalidOperationException($"Invalid input topology \"{parameters.Definitions.InputTopology}\"."),
 | 
			
		||||
                };
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            AddCapability(Capability.Shader);
 | 
			
		||||
            AddCapability(Capability.Float64);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
 | 
			
		||||
                if (context.Definitions.Stage != ShaderStage.Vertex)
 | 
			
		||||
                {
 | 
			
		||||
                    var perVertexInputStructType = CreatePerVertexStructType(context);
 | 
			
		||||
                    int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32;
 | 
			
		||||
                    int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32;
 | 
			
		||||
                    var perVertexInputArrayType = context.TypeArray(perVertexInputStructType, context.Constant(context.TypeU32(), arraySize));
 | 
			
		||||
                    var perVertexInputPointerType = context.TypePointer(StorageClass.Input, perVertexInputArrayType);
 | 
			
		||||
                    var perVertexInputVariable = context.Variable(perVertexInputPointerType, StorageClass.Input);
 | 
			
		||||
@ -506,7 +506,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
 | 
			
		||||
 | 
			
		||||
            if (!isPerPatch && IoMap.IsPerVertex(ioVariable, context.Definitions.Stage, isOutput))
 | 
			
		||||
            {
 | 
			
		||||
                int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32;
 | 
			
		||||
                int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32;
 | 
			
		||||
                spvType = context.TypeArray(spvType, context.Constant(context.TypeU32(), arraySize));
 | 
			
		||||
 | 
			
		||||
                if (context.Definitions.GpPassthrough && context.HostCapabilities.SupportsGeometryShaderPassthrough)
 | 
			
		||||
 | 
			
		||||
@ -22,6 +22,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
 | 
			
		||||
                IoVariable.FragmentCoord => (BuiltIn.FragCoord, AggregateType.Vector4 | AggregateType.FP32),
 | 
			
		||||
                IoVariable.FragmentOutputDepth => (BuiltIn.FragDepth, AggregateType.FP32),
 | 
			
		||||
                IoVariable.FrontFacing => (BuiltIn.FrontFacing, AggregateType.Bool),
 | 
			
		||||
                IoVariable.GlobalId => (BuiltIn.GlobalInvocationId, AggregateType.Vector3 | AggregateType.U32),
 | 
			
		||||
                IoVariable.InstanceId => (BuiltIn.InstanceId, AggregateType.S32),
 | 
			
		||||
                IoVariable.InstanceIndex => (BuiltIn.InstanceIndex, AggregateType.S32),
 | 
			
		||||
                IoVariable.InvocationId => (BuiltIn.InvocationId, AggregateType.S32),
 | 
			
		||||
 | 
			
		||||
@ -239,9 +239,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
 | 
			
		||||
                        _ => throw new InvalidOperationException($"Invalid output topology \"{context.Definitions.OutputTopology}\"."),
 | 
			
		||||
                    });
 | 
			
		||||
 | 
			
		||||
                    int maxOutputVertices = context.Definitions.GpPassthrough ? context.InputVertices : context.Definitions.MaxOutputVertices;
 | 
			
		||||
 | 
			
		||||
                    context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)maxOutputVertices);
 | 
			
		||||
                    context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Definitions.MaxOutputVertices);
 | 
			
		||||
                }
 | 
			
		||||
                else if (context.Definitions.Stage == ShaderStage.Fragment)
 | 
			
		||||
                {
 | 
			
		||||
@ -279,6 +277,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
 | 
			
		||||
                        localSizeZ);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (context.Definitions.Stage != ShaderStage.Fragment &&
 | 
			
		||||
                    context.Definitions.Stage != ShaderStage.Geometry &&
 | 
			
		||||
                    context.Definitions.Stage != ShaderStage.Compute &&
 | 
			
		||||
                    context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Output, IoVariable.Layer)))
 | 
			
		||||
                {
 | 
			
		||||
                    context.AddCapability(Capability.ShaderLayer);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (context.Definitions.TransformFeedbackEnabled && context.Definitions.LastInVertexPipeline)
 | 
			
		||||
                {
 | 
			
		||||
                    context.AddExecutionMode(spvFunc, ExecutionMode.Xfb);
 | 
			
		||||
 | 
			
		||||
@ -10,11 +10,5 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
        public const int NvnBaseVertexByteOffset = 0x640;
 | 
			
		||||
        public const int NvnBaseInstanceByteOffset = 0x644;
 | 
			
		||||
        public const int NvnDrawIndexByteOffset = 0x648;
 | 
			
		||||
 | 
			
		||||
        // Transform Feedback emulation.
 | 
			
		||||
 | 
			
		||||
        public const int TfeInfoBinding = 0;
 | 
			
		||||
        public const int TfeBufferBaseBinding = 1;
 | 
			
		||||
        public const int TfeBuffersCount = 4;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -60,6 +60,11 @@ namespace Ryujinx.Graphics.Shader.Decoders
 | 
			
		||||
            _functionsWithId.Add(function);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public IoUsage GetIoUsage()
 | 
			
		||||
        {
 | 
			
		||||
            return new IoUsage(UsedFeatures, ClipDistancesWritten, AttributeUsage.UsedOutputAttributes);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public IEnumerator<DecodedFunction> GetEnumerator()
 | 
			
		||||
        {
 | 
			
		||||
            return _functions.Values.GetEnumerator();
 | 
			
		||||
 | 
			
		||||
@ -297,6 +297,9 @@ namespace Ryujinx.Graphics.Shader.Decoders
 | 
			
		||||
                    case InstName.Ssy:
 | 
			
		||||
                        block.AddPushOp(op);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case InstName.Shfl:
 | 
			
		||||
                        context.SetUsedFeature(FeatureFlags.Shuffle);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case InstName.Ldl:
 | 
			
		||||
                    case InstName.Stl:
 | 
			
		||||
                        context.SetUsedFeature(FeatureFlags.LocalMemory);
 | 
			
		||||
@ -307,8 +310,22 @@ namespace Ryujinx.Graphics.Shader.Decoders
 | 
			
		||||
                    case InstName.Sts:
 | 
			
		||||
                        context.SetUsedFeature(FeatureFlags.SharedMemory);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case InstName.Shfl:
 | 
			
		||||
                        context.SetUsedFeature(FeatureFlags.Shuffle);
 | 
			
		||||
                    case InstName.Atom:
 | 
			
		||||
                    case InstName.AtomCas:
 | 
			
		||||
                    case InstName.Red:
 | 
			
		||||
                    case InstName.Stg:
 | 
			
		||||
                    case InstName.Suatom:
 | 
			
		||||
                    case InstName.SuatomB:
 | 
			
		||||
                    case InstName.SuatomB2:
 | 
			
		||||
                    case InstName.SuatomCas:
 | 
			
		||||
                    case InstName.SuatomCasB:
 | 
			
		||||
                    case InstName.Sured:
 | 
			
		||||
                    case InstName.SuredB:
 | 
			
		||||
                    case InstName.Sust:
 | 
			
		||||
                    case InstName.SustB:
 | 
			
		||||
                    case InstName.SustD:
 | 
			
		||||
                    case InstName.SustDB:
 | 
			
		||||
                        context.SetUsedFeature(FeatureFlags.Store);
 | 
			
		||||
                        break;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
@ -424,6 +441,12 @@ namespace Ryujinx.Graphics.Shader.Decoders
 | 
			
		||||
                                        context.SetUsedFeature(FeatureFlags.RtLayer);
 | 
			
		||||
                                    }
 | 
			
		||||
                                    break;
 | 
			
		||||
                                case AttributeConsts.ViewportIndex:
 | 
			
		||||
                                    if (definitions.Stage != ShaderStage.Fragment)
 | 
			
		||||
                                    {
 | 
			
		||||
                                        context.SetUsedFeature(FeatureFlags.ViewportIndex);
 | 
			
		||||
                                    }
 | 
			
		||||
                                    break;
 | 
			
		||||
                                case AttributeConsts.ClipDistance0:
 | 
			
		||||
                                case AttributeConsts.ClipDistance1:
 | 
			
		||||
                                case AttributeConsts.ClipDistance2:
 | 
			
		||||
@ -432,11 +455,17 @@ namespace Ryujinx.Graphics.Shader.Decoders
 | 
			
		||||
                                case AttributeConsts.ClipDistance5:
 | 
			
		||||
                                case AttributeConsts.ClipDistance6:
 | 
			
		||||
                                case AttributeConsts.ClipDistance7:
 | 
			
		||||
                                    if (definitions.Stage == ShaderStage.Vertex)
 | 
			
		||||
                                    if (definitions.Stage.IsVtg())
 | 
			
		||||
                                    {
 | 
			
		||||
                                        context.SetClipDistanceWritten((attr - AttributeConsts.ClipDistance0) / 4);
 | 
			
		||||
                                    }
 | 
			
		||||
                                    break;
 | 
			
		||||
                                case AttributeConsts.ViewportMask:
 | 
			
		||||
                                    if (definitions.Stage != ShaderStage.Fragment)
 | 
			
		||||
                                    {
 | 
			
		||||
                                        context.SetUsedFeature(FeatureFlags.ViewportMask);
 | 
			
		||||
                                    }
 | 
			
		||||
                                    break;
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
 | 
			
		||||
@ -25,6 +25,19 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static int ToInputVertices(this InputTopology topology)
 | 
			
		||||
        {
 | 
			
		||||
            return topology switch
 | 
			
		||||
            {
 | 
			
		||||
                InputTopology.Points => 1,
 | 
			
		||||
                InputTopology.Lines => 2,
 | 
			
		||||
                InputTopology.LinesAdjacency => 4,
 | 
			
		||||
                InputTopology.Triangles => 3,
 | 
			
		||||
                InputTopology.TrianglesAdjacency => 6,
 | 
			
		||||
                _ => 1,
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static int ToInputVerticesNoAdjacency(this InputTopology topology)
 | 
			
		||||
        {
 | 
			
		||||
            return topology switch
 | 
			
		||||
            {
 | 
			
		||||
 | 
			
		||||
@ -63,7 +63,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
 | 
			
		||||
                    {
 | 
			
		||||
                        value = AttributeMap.GenerateAttributeLoad(context, primVertex, offset, isOutput, op.P);
 | 
			
		||||
 | 
			
		||||
                        if (!context.TranslatorContext.Definitions.SupportsScaledVertexFormats &&
 | 
			
		||||
                        if ((!context.TranslatorContext.Definitions.SupportsScaledVertexFormats || context.VertexAsCompute) &&
 | 
			
		||||
                            context.TranslatorContext.Stage == ShaderStage.Vertex &&
 | 
			
		||||
                            !op.O &&
 | 
			
		||||
                            offset >= 0x80 &&
 | 
			
		||||
 | 
			
		||||
@ -18,6 +18,7 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
 | 
			
		||||
        FrontColorDiffuse,
 | 
			
		||||
        FrontColorSpecular,
 | 
			
		||||
        FrontFacing,
 | 
			
		||||
        GlobalId,
 | 
			
		||||
        InstanceId,
 | 
			
		||||
        InstanceIndex,
 | 
			
		||||
        InvocationId,
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										22
									
								
								src/Ryujinx.Graphics.Shader/ResourceReservationCounts.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										22
									
								
								src/Ryujinx.Graphics.Shader/ResourceReservationCounts.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,22 @@
 | 
			
		||||
using Ryujinx.Graphics.Shader.Translation;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Shader
 | 
			
		||||
{
 | 
			
		||||
    public readonly struct ResourceReservationCounts
 | 
			
		||||
    {
 | 
			
		||||
        public readonly int ReservedConstantBuffers { get; }
 | 
			
		||||
        public readonly int ReservedStorageBuffers { get; }
 | 
			
		||||
        public readonly int ReservedTextures { get; }
 | 
			
		||||
        public readonly int ReservedImages { get; }
 | 
			
		||||
 | 
			
		||||
        public ResourceReservationCounts(bool isTransformFeedbackEmulated, bool vertexAsCompute)
 | 
			
		||||
        {
 | 
			
		||||
            ResourceReservations reservations = new(isTransformFeedbackEmulated, vertexAsCompute);
 | 
			
		||||
 | 
			
		||||
            ReservedConstantBuffers = reservations.ReservedConstantBuffers;
 | 
			
		||||
            ReservedStorageBuffers = reservations.ReservedStorageBuffers;
 | 
			
		||||
            ReservedTextures = reservations.ReservedTextures;
 | 
			
		||||
            ReservedImages = reservations.ReservedImages;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -1,8 +0,0 @@
 | 
			
		||||
namespace Ryujinx.Graphics.Shader
 | 
			
		||||
{
 | 
			
		||||
    public enum ShaderIdentification
 | 
			
		||||
    {
 | 
			
		||||
        None,
 | 
			
		||||
        GeometryLayerPassthrough,
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -10,9 +10,10 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
        public ReadOnlyCollection<TextureDescriptor> Textures { get; }
 | 
			
		||||
        public ReadOnlyCollection<TextureDescriptor> Images { get; }
 | 
			
		||||
 | 
			
		||||
        public ShaderIdentification Identification { get; }
 | 
			
		||||
        public int GpLayerInputAttribute { get; }
 | 
			
		||||
        public ShaderStage Stage { get; }
 | 
			
		||||
        public int GeometryVerticesPerPrimitive { get; }
 | 
			
		||||
        public int GeometryMaxOutputVertices { get; }
 | 
			
		||||
        public int ThreadsPerInputPrimitive { get; }
 | 
			
		||||
        public bool UsesFragCoord { get; }
 | 
			
		||||
        public bool UsesInstanceId { get; }
 | 
			
		||||
        public bool UsesDrawParameters { get; }
 | 
			
		||||
@ -25,9 +26,10 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
            BufferDescriptor[] sBuffers,
 | 
			
		||||
            TextureDescriptor[] textures,
 | 
			
		||||
            TextureDescriptor[] images,
 | 
			
		||||
            ShaderIdentification identification,
 | 
			
		||||
            int gpLayerInputAttribute,
 | 
			
		||||
            ShaderStage stage,
 | 
			
		||||
            int geometryVerticesPerPrimitive,
 | 
			
		||||
            int geometryMaxOutputVertices,
 | 
			
		||||
            int threadsPerInputPrimitive,
 | 
			
		||||
            bool usesFragCoord,
 | 
			
		||||
            bool usesInstanceId,
 | 
			
		||||
            bool usesDrawParameters,
 | 
			
		||||
@ -40,9 +42,10 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
            Textures = Array.AsReadOnly(textures);
 | 
			
		||||
            Images = Array.AsReadOnly(images);
 | 
			
		||||
 | 
			
		||||
            Identification = identification;
 | 
			
		||||
            GpLayerInputAttribute = gpLayerInputAttribute;
 | 
			
		||||
            Stage = stage;
 | 
			
		||||
            GeometryVerticesPerPrimitive = geometryVerticesPerPrimitive;
 | 
			
		||||
            GeometryMaxOutputVertices = geometryMaxOutputVertices;
 | 
			
		||||
            ThreadsPerInputPrimitive = threadsPerInputPrimitive;
 | 
			
		||||
            UsesFragCoord = usesFragCoord;
 | 
			
		||||
            UsesInstanceId = usesInstanceId;
 | 
			
		||||
            UsesDrawParameters = usesDrawParameters;
 | 
			
		||||
 | 
			
		||||
@ -22,11 +22,13 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
        ViewportSize,
 | 
			
		||||
        FragmentRenderScaleCount,
 | 
			
		||||
        RenderScale,
 | 
			
		||||
        TfeOffset,
 | 
			
		||||
        TfeVertexCount,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public struct SupportBuffer
 | 
			
		||||
    {
 | 
			
		||||
        internal const int Binding = 0;
 | 
			
		||||
        public const int Binding = 0;
 | 
			
		||||
 | 
			
		||||
        public static readonly int FieldSize;
 | 
			
		||||
        public static readonly int RequiredSize;
 | 
			
		||||
@ -38,6 +40,8 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
        public static readonly int FragmentRenderScaleCountOffset;
 | 
			
		||||
        public static readonly int GraphicsRenderScaleOffset;
 | 
			
		||||
        public static readonly int ComputeRenderScaleOffset;
 | 
			
		||||
        public static readonly int TfeOffsetOffset;
 | 
			
		||||
        public static readonly int TfeVertexCountOffset;
 | 
			
		||||
 | 
			
		||||
        public const int FragmentIsBgraCount = 8;
 | 
			
		||||
        // One for the render target, 64 for the textures, and 8 for the images.
 | 
			
		||||
@ -62,18 +66,22 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
            FragmentRenderScaleCountOffset = OffsetOf(ref instance, ref instance.FragmentRenderScaleCount);
 | 
			
		||||
            GraphicsRenderScaleOffset = OffsetOf(ref instance, ref instance.RenderScale);
 | 
			
		||||
            ComputeRenderScaleOffset = GraphicsRenderScaleOffset + FieldSize;
 | 
			
		||||
            TfeOffsetOffset = OffsetOf(ref instance, ref instance.TfeOffset);
 | 
			
		||||
            TfeVertexCountOffset = OffsetOf(ref instance, ref instance.TfeVertexCount);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal static StructureType GetStructureType()
 | 
			
		||||
        {
 | 
			
		||||
            return new StructureType(new[]
 | 
			
		||||
            {
 | 
			
		||||
                new StructureField(AggregateType.U32, "s_alpha_test"),
 | 
			
		||||
                new StructureField(AggregateType.Array | AggregateType.U32, "s_is_bgra", FragmentIsBgraCount),
 | 
			
		||||
                new StructureField(AggregateType.Vector4 | AggregateType.FP32, "s_viewport_inverse"),
 | 
			
		||||
                new StructureField(AggregateType.Vector4 | AggregateType.FP32, "s_viewport_size"),
 | 
			
		||||
                new StructureField(AggregateType.S32, "s_frag_scale_count"),
 | 
			
		||||
                new StructureField(AggregateType.Array | AggregateType.FP32, "s_render_scale", RenderScaleMaxCount),
 | 
			
		||||
                new StructureField(AggregateType.U32, "alpha_test"),
 | 
			
		||||
                new StructureField(AggregateType.Array | AggregateType.U32, "is_bgra", FragmentIsBgraCount),
 | 
			
		||||
                new StructureField(AggregateType.Vector4 | AggregateType.FP32, "viewport_inverse"),
 | 
			
		||||
                new StructureField(AggregateType.Vector4 | AggregateType.FP32, "viewport_size"),
 | 
			
		||||
                new StructureField(AggregateType.S32, "frag_scale_count"),
 | 
			
		||||
                new StructureField(AggregateType.Array | AggregateType.FP32, "render_scale", RenderScaleMaxCount),
 | 
			
		||||
                new StructureField(AggregateType.Vector4 | AggregateType.S32, "tfe_offset"),
 | 
			
		||||
                new StructureField(AggregateType.S32, "tfe_vertex_count"),
 | 
			
		||||
            });
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
@ -85,5 +93,8 @@ namespace Ryujinx.Graphics.Shader
 | 
			
		||||
 | 
			
		||||
        // Render scale max count: 1 + 64 + 8. First scale is fragment output scale, others are textures/image inputs.
 | 
			
		||||
        public Array73<Vector4<float>> RenderScale;
 | 
			
		||||
 | 
			
		||||
        public Vector4<int> TfeOffset;
 | 
			
		||||
        public Vector4<int> TfeVertexCount;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -4,6 +4,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
    {
 | 
			
		||||
        public const int PrimitiveId = 0x060;
 | 
			
		||||
        public const int Layer = 0x064;
 | 
			
		||||
        public const int ViewportIndex = 0x068;
 | 
			
		||||
        public const int PositionX = 0x070;
 | 
			
		||||
        public const int PositionY = 0x074;
 | 
			
		||||
        public const int FrontColorDiffuseR = 0x280;
 | 
			
		||||
@ -24,6 +25,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        public const int TexCoordCount = 10;
 | 
			
		||||
        public const int TexCoordBase = 0x300;
 | 
			
		||||
        public const int TexCoordEnd = TexCoordBase + TexCoordCount * 16;
 | 
			
		||||
        public const int ViewportMask = 0x3a0;
 | 
			
		||||
        public const int FrontFacing = 0x3fc;
 | 
			
		||||
 | 
			
		||||
        public const int UserAttributesCount = 32;
 | 
			
		||||
 | 
			
		||||
@ -14,6 +14,8 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        public TranslatorContext TranslatorContext { get; }
 | 
			
		||||
        public ResourceManager ResourceManager { get; }
 | 
			
		||||
 | 
			
		||||
        public bool VertexAsCompute { get; }
 | 
			
		||||
 | 
			
		||||
        public bool IsNonMain { get; }
 | 
			
		||||
 | 
			
		||||
        public Block CurrBlock { get; set; }
 | 
			
		||||
@ -59,11 +61,13 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            TranslatorContext translatorContext,
 | 
			
		||||
            ResourceManager resourceManager,
 | 
			
		||||
            DecodedProgram program,
 | 
			
		||||
            bool vertexAsCompute,
 | 
			
		||||
            bool isNonMain) : this()
 | 
			
		||||
        {
 | 
			
		||||
            TranslatorContext = translatorContext;
 | 
			
		||||
            ResourceManager = resourceManager;
 | 
			
		||||
            Program = program;
 | 
			
		||||
            VertexAsCompute = vertexAsCompute;
 | 
			
		||||
            IsNonMain = isNonMain;
 | 
			
		||||
 | 
			
		||||
            EmitStart();
 | 
			
		||||
@ -71,13 +75,87 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
 | 
			
		||||
        private void EmitStart()
 | 
			
		||||
        {
 | 
			
		||||
            if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex &&
 | 
			
		||||
                TranslatorContext.Options.TargetApi == TargetApi.Vulkan &&
 | 
			
		||||
                (TranslatorContext.Options.Flags & TranslationFlags.VertexA) == 0)
 | 
			
		||||
            if (TranslatorContext.Options.Flags.HasFlag(TranslationFlags.VertexA))
 | 
			
		||||
            {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (TranslatorContext.Definitions.Stage == ShaderStage.Vertex && TranslatorContext.Options.TargetApi == TargetApi.Vulkan)
 | 
			
		||||
            {
 | 
			
		||||
                // Vulkan requires the point size to be always written on the shader if the primitive topology is points.
 | 
			
		||||
                this.Store(StorageKind.Output, IoVariable.PointSize, null, ConstF(TranslatorContext.Definitions.PointSize));
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (VertexAsCompute)
 | 
			
		||||
            {
 | 
			
		||||
                int vertexInfoCbBinding = ResourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
                int countFieldIndex = TranslatorContext.Stage == ShaderStage.Vertex
 | 
			
		||||
                    ? (int)VertexInfoBufferField.VertexCounts
 | 
			
		||||
                    : (int)VertexInfoBufferField.GeometryCounts;
 | 
			
		||||
 | 
			
		||||
                Operand outputVertexOffset = this.Load(StorageKind.Input, IoVariable.GlobalId, Const(0));
 | 
			
		||||
                Operand vertexCount = this.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const(countFieldIndex), Const(0));
 | 
			
		||||
                Operand isVertexOob = this.ICompareGreaterOrEqualUnsigned(outputVertexOffset, vertexCount);
 | 
			
		||||
 | 
			
		||||
                Operand lblVertexInBounds = Label();
 | 
			
		||||
 | 
			
		||||
                this.BranchIfFalse(lblVertexInBounds, isVertexOob);
 | 
			
		||||
                this.Return();
 | 
			
		||||
                this.MarkLabel(lblVertexInBounds);
 | 
			
		||||
 | 
			
		||||
                Operand outputInstanceOffset = this.Load(StorageKind.Input, IoVariable.GlobalId, Const(1));
 | 
			
		||||
                Operand instanceCount = this.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const((int)VertexInfoBufferField.VertexCounts), Const(1));
 | 
			
		||||
                Operand firstVertex = this.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const((int)VertexInfoBufferField.VertexCounts), Const(2));
 | 
			
		||||
                Operand firstInstance = this.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const((int)VertexInfoBufferField.VertexCounts), Const(3));
 | 
			
		||||
                Operand ibBaseOffset = this.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const((int)VertexInfoBufferField.GeometryCounts), Const(3));
 | 
			
		||||
                Operand isInstanceOob = this.ICompareGreaterOrEqualUnsigned(outputInstanceOffset, instanceCount);
 | 
			
		||||
 | 
			
		||||
                Operand lblInstanceInBounds = Label();
 | 
			
		||||
 | 
			
		||||
                this.BranchIfFalse(lblInstanceInBounds, isInstanceOob);
 | 
			
		||||
                this.Return();
 | 
			
		||||
                this.MarkLabel(lblInstanceInBounds);
 | 
			
		||||
 | 
			
		||||
                if (TranslatorContext.Stage == ShaderStage.Vertex)
 | 
			
		||||
                {
 | 
			
		||||
                    Operand vertexIndexVr = Local();
 | 
			
		||||
 | 
			
		||||
                    this.TextureSample(
 | 
			
		||||
                        SamplerType.TextureBuffer,
 | 
			
		||||
                        TextureFlags.IntCoords,
 | 
			
		||||
                        ResourceManager.Reservations.IndexBufferTextureBinding,
 | 
			
		||||
                        1,
 | 
			
		||||
                        new[] { vertexIndexVr },
 | 
			
		||||
                        new[] { this.IAdd(ibBaseOffset, outputVertexOffset) });
 | 
			
		||||
 | 
			
		||||
                    this.Store(StorageKind.LocalMemory, ResourceManager.LocalVertexIndexVertexRateMemoryId, this.IAdd(firstVertex, vertexIndexVr));
 | 
			
		||||
                    this.Store(StorageKind.LocalMemory, ResourceManager.LocalVertexIndexInstanceRateMemoryId, this.IAdd(firstInstance, outputInstanceOffset));
 | 
			
		||||
                }
 | 
			
		||||
                else if (TranslatorContext.Stage == ShaderStage.Geometry)
 | 
			
		||||
                {
 | 
			
		||||
                    int inputVertices = TranslatorContext.Definitions.InputTopology.ToInputVertices();
 | 
			
		||||
 | 
			
		||||
                    Operand baseVertex = this.IMultiply(outputVertexOffset, Const(inputVertices));
 | 
			
		||||
 | 
			
		||||
                    for (int index = 0; index < inputVertices; index++)
 | 
			
		||||
                    {
 | 
			
		||||
                        Operand vertexIndex = Local();
 | 
			
		||||
 | 
			
		||||
                        this.TextureSample(
 | 
			
		||||
                            SamplerType.TextureBuffer,
 | 
			
		||||
                            TextureFlags.IntCoords,
 | 
			
		||||
                            ResourceManager.Reservations.TopologyRemapBufferTextureBinding,
 | 
			
		||||
                            1,
 | 
			
		||||
                            new[] { vertexIndex },
 | 
			
		||||
                            new[] { this.IAdd(baseVertex, Const(index)) });
 | 
			
		||||
 | 
			
		||||
                        this.Store(StorageKind.LocalMemory, ResourceManager.LocalTopologyRemapMemoryId, Const(index), vertexIndex);
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    this.Store(StorageKind.LocalMemory, ResourceManager.LocalGeometryOutputVertexCountMemoryId, Const(0));
 | 
			
		||||
                    this.Store(StorageKind.LocalMemory, ResourceManager.LocalGeometryOutputIndexCountMemoryId, Const(0));
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public T GetOp<T>() where T : unmanaged
 | 
			
		||||
@ -166,16 +244,21 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
 | 
			
		||||
        public void PrepareForVertexReturn()
 | 
			
		||||
        {
 | 
			
		||||
            if (!TranslatorContext.GpuAccessor.QueryHostSupportsTransformFeedback() && TranslatorContext.GpuAccessor.QueryTransformFeedbackEnabled())
 | 
			
		||||
            {
 | 
			
		||||
                Operand vertexCount = this.Load(StorageKind.StorageBuffer, Constants.TfeInfoBinding, Const(1));
 | 
			
		||||
            // TODO: Support transform feedback emulation on stages other than vertex.
 | 
			
		||||
            // Those stages might produce more primitives, so it needs a way to "compact" the output after it is written.
 | 
			
		||||
 | 
			
		||||
                for (int tfbIndex = 0; tfbIndex < Constants.TfeBuffersCount; tfbIndex++)
 | 
			
		||||
            if (!TranslatorContext.GpuAccessor.QueryHostSupportsTransformFeedback() &&
 | 
			
		||||
                TranslatorContext.GpuAccessor.QueryTransformFeedbackEnabled() &&
 | 
			
		||||
                TranslatorContext.Stage == ShaderStage.Vertex)
 | 
			
		||||
            {
 | 
			
		||||
                Operand vertexCount = this.Load(StorageKind.ConstantBuffer, SupportBuffer.Binding, Const((int)SupportBufferField.TfeVertexCount));
 | 
			
		||||
 | 
			
		||||
                for (int tfbIndex = 0; tfbIndex < ResourceReservations.TfeBuffersCount; tfbIndex++)
 | 
			
		||||
                {
 | 
			
		||||
                    var locations = TranslatorContext.GpuAccessor.QueryTransformFeedbackVaryingLocations(tfbIndex);
 | 
			
		||||
                    var stride = TranslatorContext.GpuAccessor.QueryTransformFeedbackStride(tfbIndex);
 | 
			
		||||
 | 
			
		||||
                    Operand baseOffset = this.Load(StorageKind.StorageBuffer, Constants.TfeInfoBinding, Const(0), Const(tfbIndex));
 | 
			
		||||
                    Operand baseOffset = this.Load(StorageKind.ConstantBuffer, SupportBuffer.Binding, Const((int)SupportBufferField.TfeOffset), Const(tfbIndex));
 | 
			
		||||
                    Operand baseVertex = this.Load(StorageKind.Input, IoVariable.BaseVertex);
 | 
			
		||||
                    Operand baseInstance = this.Load(StorageKind.Input, IoVariable.BaseInstance);
 | 
			
		||||
                    Operand vertexIndex = this.Load(StorageKind.Input, IoVariable.VertexIndex);
 | 
			
		||||
@ -200,7 +283,9 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                        Operand offset = this.IAdd(baseOffset, Const(j));
 | 
			
		||||
                        Operand value = Instructions.AttributeMap.GenerateAttributeLoad(this, null, location * 4, isOutput: true, isPerPatch: false);
 | 
			
		||||
 | 
			
		||||
                        this.Store(StorageKind.StorageBuffer, Constants.TfeBufferBaseBinding + tfbIndex, Const(0), offset, value);
 | 
			
		||||
                        int binding = ResourceManager.Reservations.GetTfeBufferStorageBufferBinding(tfbIndex);
 | 
			
		||||
 | 
			
		||||
                        this.Store(StorageKind.StorageBuffer, binding, Const(0), offset, value);
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
@ -225,16 +310,6 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
 | 
			
		||||
                this.Store(StorageKind.Output, IoVariable.Position, null, Const(2), this.FPFusedMultiplyAdd(z, ConstF(0.5f), halfW));
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (TranslatorContext.Definitions.Stage != ShaderStage.Geometry && TranslatorContext.HasLayerInputAttribute)
 | 
			
		||||
            {
 | 
			
		||||
                int attrVecIndex = TranslatorContext.GpLayerInputAttribute >> 2;
 | 
			
		||||
                int attrComponentIndex = TranslatorContext.GpLayerInputAttribute & 3;
 | 
			
		||||
 | 
			
		||||
                Operand layer = this.Load(StorageKind.Output, IoVariable.UserDefined, null, Const(attrVecIndex), Const(attrComponentIndex));
 | 
			
		||||
 | 
			
		||||
                this.Store(StorageKind.Output, IoVariable.Layer, null, layer);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void PrepareForVertexReturn(out Operand oldXLocal, out Operand oldYLocal, out Operand oldZLocal)
 | 
			
		||||
@ -308,9 +383,30 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
 | 
			
		||||
                if (TranslatorContext.Definitions.GpPassthrough && !TranslatorContext.GpuAccessor.QueryHostSupportsGeometryShaderPassthrough())
 | 
			
		||||
                {
 | 
			
		||||
                    int inputVertices = TranslatorContext.Definitions.InputTopology.ToInputVertices();
 | 
			
		||||
                    int inputStart, inputEnd, inputStep;
 | 
			
		||||
 | 
			
		||||
                    for (int primIndex = 0; primIndex < inputVertices; primIndex++)
 | 
			
		||||
                    InputTopology topology = TranslatorContext.Definitions.InputTopology;
 | 
			
		||||
 | 
			
		||||
                    if (topology == InputTopology.LinesAdjacency)
 | 
			
		||||
                    {
 | 
			
		||||
                        inputStart = 1;
 | 
			
		||||
                        inputEnd = 3;
 | 
			
		||||
                        inputStep = 1;
 | 
			
		||||
                    }
 | 
			
		||||
                    else if (topology == InputTopology.TrianglesAdjacency)
 | 
			
		||||
                    {
 | 
			
		||||
                        inputStart = 0;
 | 
			
		||||
                        inputEnd = 6;
 | 
			
		||||
                        inputStep = 2;
 | 
			
		||||
                    }
 | 
			
		||||
                    else
 | 
			
		||||
                    {
 | 
			
		||||
                        inputStart = 0;
 | 
			
		||||
                        inputEnd = topology.ToInputVerticesNoAdjacency();
 | 
			
		||||
                        inputStep = 1;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    for (int primIndex = inputStart; primIndex < inputEnd; primIndex += inputStep)
 | 
			
		||||
                    {
 | 
			
		||||
                        WritePositionOutput(primIndex);
 | 
			
		||||
 | 
			
		||||
@ -428,6 +524,65 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (VertexAsCompute)
 | 
			
		||||
            {
 | 
			
		||||
                if (TranslatorContext.Stage == ShaderStage.Vertex)
 | 
			
		||||
                {
 | 
			
		||||
                    int vertexInfoCbBinding = ResourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
                    int vertexOutputSbBinding = ResourceManager.Reservations.VertexOutputStorageBufferBinding;
 | 
			
		||||
                    int stride = ResourceManager.Reservations.OutputSizePerInvocation;
 | 
			
		||||
 | 
			
		||||
                    Operand vertexCount = this.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const((int)VertexInfoBufferField.VertexCounts), Const(0));
 | 
			
		||||
 | 
			
		||||
                    Operand outputVertexOffset = this.Load(StorageKind.Input, IoVariable.GlobalId, Const(0));
 | 
			
		||||
                    Operand outputInstanceOffset = this.Load(StorageKind.Input, IoVariable.GlobalId, Const(1));
 | 
			
		||||
 | 
			
		||||
                    Operand outputBaseVertex = this.IMultiply(outputInstanceOffset, vertexCount);
 | 
			
		||||
 | 
			
		||||
                    Operand baseOffset = this.IMultiply(this.IAdd(outputBaseVertex, outputVertexOffset), Const(stride));
 | 
			
		||||
 | 
			
		||||
                    for (int offset = 0; offset < stride; offset++)
 | 
			
		||||
                    {
 | 
			
		||||
                        Operand vertexOffset = this.IAdd(baseOffset, Const(offset));
 | 
			
		||||
                        Operand value = this.Load(StorageKind.LocalMemory, ResourceManager.LocalVertexDataMemoryId, Const(offset));
 | 
			
		||||
 | 
			
		||||
                        this.Store(StorageKind.StorageBuffer, vertexOutputSbBinding, Const(0), vertexOffset, value);
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                else if (TranslatorContext.Stage == ShaderStage.Geometry)
 | 
			
		||||
                {
 | 
			
		||||
                    Operand lblLoopHead = Label();
 | 
			
		||||
                    Operand lblExit = Label();
 | 
			
		||||
 | 
			
		||||
                    this.MarkLabel(lblLoopHead);
 | 
			
		||||
 | 
			
		||||
                    Operand writtenIndices = this.Load(StorageKind.LocalMemory, ResourceManager.LocalGeometryOutputIndexCountMemoryId);
 | 
			
		||||
 | 
			
		||||
                    int maxIndicesPerPrimitiveInvocation = TranslatorContext.Definitions.GetGeometryOutputIndexBufferStridePerInstance();
 | 
			
		||||
                    int maxIndicesPerPrimitive = maxIndicesPerPrimitiveInvocation * TranslatorContext.Definitions.ThreadsPerInputPrimitive;
 | 
			
		||||
 | 
			
		||||
                    this.BranchIfTrue(lblExit, this.ICompareGreaterOrEqualUnsigned(writtenIndices, Const(maxIndicesPerPrimitiveInvocation)));
 | 
			
		||||
 | 
			
		||||
                    int vertexInfoCbBinding = ResourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
 | 
			
		||||
                    Operand primitiveIndex = this.Load(StorageKind.Input, IoVariable.GlobalId, Const(0));
 | 
			
		||||
                    Operand instanceIndex = this.Load(StorageKind.Input, IoVariable.GlobalId, Const(1));
 | 
			
		||||
                    Operand invocationId = this.Load(StorageKind.Input, IoVariable.GlobalId, Const(2));
 | 
			
		||||
                    Operand vertexCount = this.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const((int)VertexInfoBufferField.VertexCounts), Const(0));
 | 
			
		||||
                    Operand primitiveId = this.IAdd(this.IMultiply(instanceIndex, vertexCount), primitiveIndex);
 | 
			
		||||
                    Operand ibOffset = this.IMultiply(primitiveId, Const(maxIndicesPerPrimitive));
 | 
			
		||||
                    ibOffset = this.IAdd(ibOffset, this.IMultiply(invocationId, Const(maxIndicesPerPrimitiveInvocation)));
 | 
			
		||||
                    ibOffset = this.IAdd(ibOffset, writtenIndices);
 | 
			
		||||
 | 
			
		||||
                    this.Store(StorageKind.StorageBuffer, ResourceManager.Reservations.GeometryIndexOutputStorageBufferBinding, Const(0), ibOffset, Const(-1));
 | 
			
		||||
                    this.Store(StorageKind.LocalMemory, ResourceManager.LocalGeometryOutputIndexCountMemoryId, this.IAdd(writtenIndices, Const(1)));
 | 
			
		||||
 | 
			
		||||
                    this.Branch(lblLoopHead);
 | 
			
		||||
 | 
			
		||||
                    this.MarkLabel(lblExit);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -831,6 +831,11 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            return context.Add(Instruction.Store, storageKind, null, e0, e1, value);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static Operand Store(this EmitterContext context, StorageKind storageKind, int binding, Operand value)
 | 
			
		||||
        {
 | 
			
		||||
            return context.Add(Instruction.Store, storageKind, null, Const(binding), value);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static Operand Store(this EmitterContext context, StorageKind storageKind, int binding, Operand e0, Operand value)
 | 
			
		||||
        {
 | 
			
		||||
            return context.Add(Instruction.Store, storageKind, null, Const(binding), e0, value);
 | 
			
		||||
 | 
			
		||||
@ -19,8 +19,12 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        DrawParameters = 1 << 4,
 | 
			
		||||
        RtLayer = 1 << 5,
 | 
			
		||||
        Shuffle = 1 << 6,
 | 
			
		||||
        ViewportIndex = 1 << 7,
 | 
			
		||||
        ViewportMask = 1 << 8,
 | 
			
		||||
        FixedFuncAttr = 1 << 9,
 | 
			
		||||
        LocalMemory = 1 << 10,
 | 
			
		||||
        SharedMemory = 1 << 11,
 | 
			
		||||
        Store = 1 << 12,
 | 
			
		||||
        VtgAsCompute = 1 << 13,
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										28
									
								
								src/Ryujinx.Graphics.Shader/Translation/IoUsage.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										28
									
								
								src/Ryujinx.Graphics.Shader/Translation/IoUsage.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,28 @@
 | 
			
		||||
namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
{
 | 
			
		||||
    readonly struct IoUsage
 | 
			
		||||
    {
 | 
			
		||||
        private readonly FeatureFlags _usedFeatures;
 | 
			
		||||
 | 
			
		||||
        public readonly bool UsesRtLayer => _usedFeatures.HasFlag(FeatureFlags.RtLayer);
 | 
			
		||||
        public readonly bool UsesViewportIndex => _usedFeatures.HasFlag(FeatureFlags.ViewportIndex);
 | 
			
		||||
        public readonly bool UsesViewportMask => _usedFeatures.HasFlag(FeatureFlags.ViewportMask);
 | 
			
		||||
        public readonly byte ClipDistancesWritten { get; }
 | 
			
		||||
        public readonly int UserDefinedMap { get; }
 | 
			
		||||
 | 
			
		||||
        public IoUsage(FeatureFlags usedFeatures, byte clipDistancesWritten, int userDefinedMap)
 | 
			
		||||
        {
 | 
			
		||||
            _usedFeatures = usedFeatures;
 | 
			
		||||
            ClipDistancesWritten = clipDistancesWritten;
 | 
			
		||||
            UserDefinedMap = userDefinedMap;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public readonly IoUsage Combine(IoUsage other)
 | 
			
		||||
        {
 | 
			
		||||
            return new IoUsage(
 | 
			
		||||
                _usedFeatures | other._usedFeatures,
 | 
			
		||||
                (byte)(ClipDistancesWritten | other.ClipDistancesWritten),
 | 
			
		||||
                UserDefinedMap | other.UserDefinedMap);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -48,12 +48,22 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        public int LocalMemoryId { get; private set; }
 | 
			
		||||
        public int SharedMemoryId { get; private set; }
 | 
			
		||||
 | 
			
		||||
        public int LocalVertexDataMemoryId { get; private set; }
 | 
			
		||||
        public int LocalTopologyRemapMemoryId { get; private set; }
 | 
			
		||||
        public int LocalVertexIndexVertexRateMemoryId { get; private set; }
 | 
			
		||||
        public int LocalVertexIndexInstanceRateMemoryId { get; private set; }
 | 
			
		||||
        public int LocalGeometryOutputVertexCountMemoryId { get; private set; }
 | 
			
		||||
        public int LocalGeometryOutputIndexCountMemoryId { get; private set; }
 | 
			
		||||
 | 
			
		||||
        public ShaderProperties Properties { get; }
 | 
			
		||||
 | 
			
		||||
        public ResourceManager(ShaderStage stage, IGpuAccessor gpuAccessor)
 | 
			
		||||
        public ResourceReservations Reservations { get; }
 | 
			
		||||
 | 
			
		||||
        public ResourceManager(ShaderStage stage, IGpuAccessor gpuAccessor, ResourceReservations reservations = null)
 | 
			
		||||
        {
 | 
			
		||||
            _gpuAccessor = gpuAccessor;
 | 
			
		||||
            Properties = new();
 | 
			
		||||
            Reservations = reservations;
 | 
			
		||||
            _stage = stage;
 | 
			
		||||
            _stagePrefix = GetShaderStagePrefix(stage);
 | 
			
		||||
 | 
			
		||||
@ -114,6 +124,29 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void SetVertexAsComputeLocalMemories(ShaderStage stage, InputTopology inputTopology)
 | 
			
		||||
        {
 | 
			
		||||
            LocalVertexDataMemoryId = AddMemoryDefinition("local_vertex_data", AggregateType.Array | AggregateType.FP32, Reservations.OutputSizePerInvocation);
 | 
			
		||||
 | 
			
		||||
            if (stage == ShaderStage.Vertex)
 | 
			
		||||
            {
 | 
			
		||||
                LocalVertexIndexVertexRateMemoryId = AddMemoryDefinition("local_vertex_index_vr", AggregateType.U32);
 | 
			
		||||
                LocalVertexIndexInstanceRateMemoryId = AddMemoryDefinition("local_vertex_index_ir", AggregateType.U32);
 | 
			
		||||
            }
 | 
			
		||||
            else if (stage == ShaderStage.Geometry)
 | 
			
		||||
            {
 | 
			
		||||
                LocalTopologyRemapMemoryId = AddMemoryDefinition("local_topology_remap", AggregateType.Array | AggregateType.U32, inputTopology.ToInputVertices());
 | 
			
		||||
 | 
			
		||||
                LocalGeometryOutputVertexCountMemoryId = AddMemoryDefinition("local_geometry_output_vertex", AggregateType.U32);
 | 
			
		||||
                LocalGeometryOutputIndexCountMemoryId = AddMemoryDefinition("local_geometry_output_index", AggregateType.U32);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private int AddMemoryDefinition(string name, AggregateType type, int arrayLength = 1)
 | 
			
		||||
        {
 | 
			
		||||
            return Properties.AddLocalMemory(new MemoryDefinition(name, type, arrayLength));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public int GetConstantBufferBinding(int slot)
 | 
			
		||||
        {
 | 
			
		||||
            int binding = _cbSlotToBindingMap[slot];
 | 
			
		||||
@ -465,17 +498,22 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            return descriptors;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public (int, int) GetCbufSlotAndHandleForTexture(int binding)
 | 
			
		||||
        public bool TryGetCbufSlotAndHandleForTexture(int binding, out int cbufSlot, out int handle)
 | 
			
		||||
        {
 | 
			
		||||
            foreach ((TextureInfo info, TextureMeta meta) in _usedTextures)
 | 
			
		||||
            {
 | 
			
		||||
                if (meta.Binding == binding)
 | 
			
		||||
                {
 | 
			
		||||
                    return (info.CbufSlot, info.Handle);
 | 
			
		||||
                    cbufSlot = info.CbufSlot;
 | 
			
		||||
                    handle = info.Handle;
 | 
			
		||||
 | 
			
		||||
                    return true;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            throw new ArgumentException($"Binding {binding} is invalid.");
 | 
			
		||||
            cbufSlot = 0;
 | 
			
		||||
            handle = 0;
 | 
			
		||||
            return false;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static int FindDescriptorIndex(TextureDescriptor[] array, int binding)
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										186
									
								
								src/Ryujinx.Graphics.Shader/Translation/ResourceReservations.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										186
									
								
								src/Ryujinx.Graphics.Shader/Translation/ResourceReservations.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,186 @@
 | 
			
		||||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
 | 
			
		||||
using Ryujinx.Graphics.Shader.StructuredIr;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Numerics;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
{
 | 
			
		||||
    public class ResourceReservations
 | 
			
		||||
    {
 | 
			
		||||
        public const int TfeBuffersCount = 4;
 | 
			
		||||
 | 
			
		||||
        public const int MaxVertexBufferTextures = 32;
 | 
			
		||||
 | 
			
		||||
        public int VertexInfoConstantBufferBinding { get; }
 | 
			
		||||
        public int VertexOutputStorageBufferBinding { get; }
 | 
			
		||||
        public int GeometryVertexOutputStorageBufferBinding { get; }
 | 
			
		||||
        public int GeometryIndexOutputStorageBufferBinding { get; }
 | 
			
		||||
        public int IndexBufferTextureBinding { get; }
 | 
			
		||||
        public int TopologyRemapBufferTextureBinding { get; }
 | 
			
		||||
 | 
			
		||||
        public int ReservedConstantBuffers { get; }
 | 
			
		||||
        public int ReservedStorageBuffers { get; }
 | 
			
		||||
        public int ReservedTextures { get; }
 | 
			
		||||
        public int ReservedImages { get; }
 | 
			
		||||
        public int InputSizePerInvocation { get; }
 | 
			
		||||
        public int OutputSizePerInvocation { get; }
 | 
			
		||||
        public int OutputSizeInBytesPerInvocation => OutputSizePerInvocation * sizeof(uint);
 | 
			
		||||
 | 
			
		||||
        private readonly int _tfeBufferSbBaseBinding;
 | 
			
		||||
        private readonly int _vertexBufferTextureBaseBinding;
 | 
			
		||||
 | 
			
		||||
        private readonly Dictionary<IoDefinition, int> _offsets;
 | 
			
		||||
        internal IReadOnlyDictionary<IoDefinition, int> Offsets => _offsets;
 | 
			
		||||
 | 
			
		||||
        internal ResourceReservations(bool isTransformFeedbackEmulated, bool vertexAsCompute)
 | 
			
		||||
        {
 | 
			
		||||
            // All stages reserves the first constant buffer binding for the support buffer.
 | 
			
		||||
            ReservedConstantBuffers = 1;
 | 
			
		||||
            ReservedStorageBuffers = 0;
 | 
			
		||||
            ReservedTextures = 0;
 | 
			
		||||
            ReservedImages = 0;
 | 
			
		||||
 | 
			
		||||
            if (isTransformFeedbackEmulated)
 | 
			
		||||
            {
 | 
			
		||||
                // Transform feedback emulation currently always uses 4 storage buffers.
 | 
			
		||||
                _tfeBufferSbBaseBinding = ReservedStorageBuffers;
 | 
			
		||||
                ReservedStorageBuffers = TfeBuffersCount;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (vertexAsCompute)
 | 
			
		||||
            {
 | 
			
		||||
                // One constant buffer reserved for vertex related state.
 | 
			
		||||
                VertexInfoConstantBufferBinding = ReservedConstantBuffers++;
 | 
			
		||||
 | 
			
		||||
                // One storage buffer for the output vertex data.
 | 
			
		||||
                VertexOutputStorageBufferBinding = ReservedStorageBuffers++;
 | 
			
		||||
 | 
			
		||||
                // One storage buffer for the output geometry vertex data.
 | 
			
		||||
                GeometryVertexOutputStorageBufferBinding = ReservedStorageBuffers++;
 | 
			
		||||
 | 
			
		||||
                // One storage buffer for the output geometry index data.
 | 
			
		||||
                GeometryIndexOutputStorageBufferBinding = ReservedStorageBuffers++;
 | 
			
		||||
 | 
			
		||||
                // Enough textures reserved for all vertex attributes, plus the index buffer.
 | 
			
		||||
                IndexBufferTextureBinding = ReservedTextures;
 | 
			
		||||
                TopologyRemapBufferTextureBinding = ReservedTextures + 1;
 | 
			
		||||
                _vertexBufferTextureBaseBinding = ReservedTextures + 2;
 | 
			
		||||
                ReservedTextures += 2 + MaxVertexBufferTextures;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal ResourceReservations(
 | 
			
		||||
            IGpuAccessor gpuAccessor,
 | 
			
		||||
            bool isTransformFeedbackEmulated,
 | 
			
		||||
            bool vertexAsCompute,
 | 
			
		||||
            IoUsage? vacInput,
 | 
			
		||||
            IoUsage vacOutput) : this(isTransformFeedbackEmulated, vertexAsCompute)
 | 
			
		||||
        {
 | 
			
		||||
            if (vertexAsCompute)
 | 
			
		||||
            {
 | 
			
		||||
                _offsets = new();
 | 
			
		||||
 | 
			
		||||
                if (vacInput.HasValue)
 | 
			
		||||
                {
 | 
			
		||||
                    InputSizePerInvocation = FillIoOffsetMap(gpuAccessor, StorageKind.Input, vacInput.Value);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                OutputSizePerInvocation = FillIoOffsetMap(gpuAccessor, StorageKind.Output, vacOutput);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private int FillIoOffsetMap(IGpuAccessor gpuAccessor, StorageKind storageKind, IoUsage vacUsage)
 | 
			
		||||
        {
 | 
			
		||||
            int offset = 0;
 | 
			
		||||
 | 
			
		||||
            for (int c = 0; c < 4; c++)
 | 
			
		||||
            {
 | 
			
		||||
                _offsets.Add(new IoDefinition(storageKind, IoVariable.Position, 0, c), offset++);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            _offsets.Add(new IoDefinition(storageKind, IoVariable.PointSize), offset++);
 | 
			
		||||
 | 
			
		||||
            int clipDistancesWrittenMap = vacUsage.ClipDistancesWritten;
 | 
			
		||||
 | 
			
		||||
            while (clipDistancesWrittenMap != 0)
 | 
			
		||||
            {
 | 
			
		||||
                int index = BitOperations.TrailingZeroCount(clipDistancesWrittenMap);
 | 
			
		||||
 | 
			
		||||
                _offsets.Add(new IoDefinition(storageKind, IoVariable.ClipDistance, 0, index), offset++);
 | 
			
		||||
 | 
			
		||||
                clipDistancesWrittenMap &= ~(1 << index);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (vacUsage.UsesRtLayer)
 | 
			
		||||
            {
 | 
			
		||||
                _offsets.Add(new IoDefinition(storageKind, IoVariable.Layer), offset++);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (vacUsage.UsesViewportIndex && gpuAccessor.QueryHostSupportsViewportIndexVertexTessellation())
 | 
			
		||||
            {
 | 
			
		||||
                _offsets.Add(new IoDefinition(storageKind, IoVariable.VertexIndex), offset++);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (vacUsage.UsesViewportMask && gpuAccessor.QueryHostSupportsViewportMask())
 | 
			
		||||
            {
 | 
			
		||||
                _offsets.Add(new IoDefinition(storageKind, IoVariable.ViewportMask), offset++);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int usedDefinedMap = vacUsage.UserDefinedMap;
 | 
			
		||||
 | 
			
		||||
            while (usedDefinedMap != 0)
 | 
			
		||||
            {
 | 
			
		||||
                int location = BitOperations.TrailingZeroCount(usedDefinedMap);
 | 
			
		||||
 | 
			
		||||
                for (int c = 0; c < 4; c++)
 | 
			
		||||
                {
 | 
			
		||||
                    _offsets.Add(new IoDefinition(storageKind, IoVariable.UserDefined, location, c), offset++);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                usedDefinedMap &= ~(1 << location);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return offset;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal static bool IsVectorOrArrayVariable(IoVariable variable)
 | 
			
		||||
        {
 | 
			
		||||
            return variable switch
 | 
			
		||||
            {
 | 
			
		||||
                IoVariable.ClipDistance or
 | 
			
		||||
                IoVariable.Position => true,
 | 
			
		||||
                _ => false,
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public int GetTfeBufferStorageBufferBinding(int bufferIndex)
 | 
			
		||||
        {
 | 
			
		||||
            return _tfeBufferSbBaseBinding + bufferIndex;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public int GetVertexBufferTextureBinding(int vaLocation)
 | 
			
		||||
        {
 | 
			
		||||
            return _vertexBufferTextureBaseBinding + vaLocation;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal bool TryGetOffset(StorageKind storageKind, int location, int component, out int offset)
 | 
			
		||||
        {
 | 
			
		||||
            return _offsets.TryGetValue(new IoDefinition(storageKind, IoVariable.UserDefined, location, component), out offset);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal bool TryGetOffset(StorageKind storageKind, IoVariable ioVariable, int location, int component, out int offset)
 | 
			
		||||
        {
 | 
			
		||||
            return _offsets.TryGetValue(new IoDefinition(storageKind, ioVariable, location, component), out offset);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal bool TryGetOffset(StorageKind storageKind, IoVariable ioVariable, int component, out int offset)
 | 
			
		||||
        {
 | 
			
		||||
            return _offsets.TryGetValue(new IoDefinition(storageKind, ioVariable, 0, component), out offset);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal bool TryGetOffset(StorageKind storageKind, IoVariable ioVariable, out int offset)
 | 
			
		||||
        {
 | 
			
		||||
            return _offsets.TryGetValue(new IoDefinition(storageKind, ioVariable, 0, 0), out offset);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -32,7 +32,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        public bool GpPassthrough { get; }
 | 
			
		||||
        public bool LastInVertexPipeline { get; set; }
 | 
			
		||||
 | 
			
		||||
        public int ThreadsPerInputPrimitive { get; }
 | 
			
		||||
        public int ThreadsPerInputPrimitive { get; private set; }
 | 
			
		||||
 | 
			
		||||
        public InputTopology InputTopology => _graphicsState.Topology;
 | 
			
		||||
        public OutputTopology OutputTopology { get; }
 | 
			
		||||
@ -97,9 +97,14 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
 | 
			
		||||
        private readonly Dictionary<TransformFeedbackVariable, TransformFeedbackOutput> _transformFeedbackDefinitions;
 | 
			
		||||
 | 
			
		||||
        public ShaderDefinitions(ShaderStage stage)
 | 
			
		||||
        public ShaderDefinitions(ShaderStage stage, ulong transformFeedbackVecMap, TransformFeedbackOutput[] transformFeedbackOutputs)
 | 
			
		||||
        {
 | 
			
		||||
            Stage = stage;
 | 
			
		||||
            TransformFeedbackEnabled = transformFeedbackOutputs != null;
 | 
			
		||||
            _transformFeedbackOutputs = transformFeedbackOutputs;
 | 
			
		||||
            _transformFeedbackDefinitions = new();
 | 
			
		||||
 | 
			
		||||
            PopulateTransformFeedbackDefinitions(transformFeedbackVecMap, transformFeedbackOutputs);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public ShaderDefinitions(
 | 
			
		||||
@ -142,7 +147,6 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            bool omapSampleMask,
 | 
			
		||||
            bool omapDepth,
 | 
			
		||||
            bool supportsScaledVertexFormats,
 | 
			
		||||
            bool transformFeedbackEnabled,
 | 
			
		||||
            ulong transformFeedbackVecMap,
 | 
			
		||||
            TransformFeedbackOutput[] transformFeedbackOutputs)
 | 
			
		||||
        {
 | 
			
		||||
@ -151,17 +155,22 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            GpPassthrough = gpPassthrough;
 | 
			
		||||
            ThreadsPerInputPrimitive = threadsPerInputPrimitive;
 | 
			
		||||
            OutputTopology = outputTopology;
 | 
			
		||||
            MaxOutputVertices = maxOutputVertices;
 | 
			
		||||
            MaxOutputVertices = gpPassthrough ? graphicsState.Topology.ToInputVerticesNoAdjacency() : maxOutputVertices;
 | 
			
		||||
            ImapTypes = imapTypes;
 | 
			
		||||
            OmapTargets = omapTargets;
 | 
			
		||||
            OmapSampleMask = omapSampleMask;
 | 
			
		||||
            OmapDepth = omapDepth;
 | 
			
		||||
            LastInVertexPipeline = stage < ShaderStage.Fragment;
 | 
			
		||||
            SupportsScaledVertexFormats = supportsScaledVertexFormats;
 | 
			
		||||
            TransformFeedbackEnabled = transformFeedbackEnabled;
 | 
			
		||||
            TransformFeedbackEnabled = transformFeedbackOutputs != null;
 | 
			
		||||
            _transformFeedbackOutputs = transformFeedbackOutputs;
 | 
			
		||||
            _transformFeedbackDefinitions = new();
 | 
			
		||||
 | 
			
		||||
            PopulateTransformFeedbackDefinitions(transformFeedbackVecMap, transformFeedbackOutputs);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private void PopulateTransformFeedbackDefinitions(ulong transformFeedbackVecMap, TransformFeedbackOutput[] transformFeedbackOutputs)
 | 
			
		||||
        {
 | 
			
		||||
            while (transformFeedbackVecMap != 0)
 | 
			
		||||
            {
 | 
			
		||||
                int vecIndex = BitOperations.TrailingZeroCount(transformFeedbackVecMap);
 | 
			
		||||
@ -200,16 +209,6 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            OaIndexing = true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public TransformFeedbackOutput[] GetTransformFeedbackOutputs()
 | 
			
		||||
        {
 | 
			
		||||
            if (!HasTransformFeedbackOutputs())
 | 
			
		||||
            {
 | 
			
		||||
                return null;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return _transformFeedbackOutputs;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public bool TryGetTransformFeedbackOutput(IoVariable ioVariable, int location, int component, out TransformFeedbackOutput transformFeedbackOutput)
 | 
			
		||||
        {
 | 
			
		||||
            if (!HasTransformFeedbackOutputs())
 | 
			
		||||
@ -320,5 +319,35 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        {
 | 
			
		||||
            return _graphicsState.AttributeTypes[location];
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public bool IsAttributeSint(int location)
 | 
			
		||||
        {
 | 
			
		||||
            return (_graphicsState.AttributeTypes[location] & ~AttributeType.AnyPacked) == AttributeType.Sint;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public bool IsAttributePacked(int location)
 | 
			
		||||
        {
 | 
			
		||||
            return _graphicsState.AttributeTypes[location].HasFlag(AttributeType.Packed);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public bool IsAttributePackedRgb10A2Signed(int location)
 | 
			
		||||
        {
 | 
			
		||||
            return _graphicsState.AttributeTypes[location].HasFlag(AttributeType.PackedRgb10A2Signed);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public int GetGeometryOutputIndexBufferStridePerInstance()
 | 
			
		||||
        {
 | 
			
		||||
            return MaxOutputVertices + OutputTopology switch
 | 
			
		||||
            {
 | 
			
		||||
                OutputTopology.LineStrip => MaxOutputVertices / 2,
 | 
			
		||||
                OutputTopology.TriangleStrip => MaxOutputVertices / 3,
 | 
			
		||||
                _ => MaxOutputVertices,
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public int GetGeometryOutputIndexBufferStride()
 | 
			
		||||
        {
 | 
			
		||||
            return GetGeometryOutputIndexBufferStridePerInstance() * ThreadsPerInputPrimitive;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -1,187 +0,0 @@
 | 
			
		||||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
{
 | 
			
		||||
    static class ShaderIdentifier
 | 
			
		||||
    {
 | 
			
		||||
        public static ShaderIdentification Identify(
 | 
			
		||||
            IReadOnlyList<Function> functions,
 | 
			
		||||
            IGpuAccessor gpuAccessor,
 | 
			
		||||
            ShaderStage stage,
 | 
			
		||||
            InputTopology inputTopology,
 | 
			
		||||
            out int layerInputAttr)
 | 
			
		||||
        {
 | 
			
		||||
            if (stage == ShaderStage.Geometry &&
 | 
			
		||||
                inputTopology == InputTopology.Triangles &&
 | 
			
		||||
                !gpuAccessor.QueryHostSupportsGeometryShader() &&
 | 
			
		||||
                IsLayerPassthroughGeometryShader(functions, out layerInputAttr))
 | 
			
		||||
            {
 | 
			
		||||
                return ShaderIdentification.GeometryLayerPassthrough;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            layerInputAttr = 0;
 | 
			
		||||
            return ShaderIdentification.None;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static bool IsLayerPassthroughGeometryShader(IReadOnlyList<Function> functions, out int layerInputAttr)
 | 
			
		||||
        {
 | 
			
		||||
            bool writesLayer = false;
 | 
			
		||||
            layerInputAttr = 0;
 | 
			
		||||
 | 
			
		||||
            if (functions.Count != 1)
 | 
			
		||||
            {
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            int verticesCount = 0;
 | 
			
		||||
            int totalVerticesCount = 0;
 | 
			
		||||
 | 
			
		||||
            foreach (BasicBlock block in functions[0].Blocks)
 | 
			
		||||
            {
 | 
			
		||||
                // We are not expecting loops or any complex control flow here, so fail in those cases.
 | 
			
		||||
                if (block.Branch != null && block.Branch.Index <= block.Index)
 | 
			
		||||
                {
 | 
			
		||||
                    return false;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                foreach (INode node in block.Operations)
 | 
			
		||||
                {
 | 
			
		||||
                    if (node is not Operation operation)
 | 
			
		||||
                    {
 | 
			
		||||
                        continue;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    if (IsResourceWrite(operation.Inst, operation.StorageKind))
 | 
			
		||||
                    {
 | 
			
		||||
                        return false;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    if (operation.Inst == Instruction.Store && operation.StorageKind == StorageKind.Output)
 | 
			
		||||
                    {
 | 
			
		||||
                        Operand src = operation.GetSource(operation.SourcesCount - 1);
 | 
			
		||||
                        Operation srcAttributeAsgOp = null;
 | 
			
		||||
 | 
			
		||||
                        if (src.Type == OperandType.LocalVariable &&
 | 
			
		||||
                            src.AsgOp is Operation asgOp &&
 | 
			
		||||
                            asgOp.Inst == Instruction.Load &&
 | 
			
		||||
                            asgOp.StorageKind.IsInputOrOutput())
 | 
			
		||||
                        {
 | 
			
		||||
                            if (asgOp.StorageKind != StorageKind.Input)
 | 
			
		||||
                            {
 | 
			
		||||
                                return false;
 | 
			
		||||
                            }
 | 
			
		||||
 | 
			
		||||
                            srcAttributeAsgOp = asgOp;
 | 
			
		||||
                        }
 | 
			
		||||
 | 
			
		||||
                        if (srcAttributeAsgOp != null)
 | 
			
		||||
                        {
 | 
			
		||||
                            IoVariable dstAttribute = (IoVariable)operation.GetSource(0).Value;
 | 
			
		||||
                            IoVariable srcAttribute = (IoVariable)srcAttributeAsgOp.GetSource(0).Value;
 | 
			
		||||
 | 
			
		||||
                            if (dstAttribute == IoVariable.Layer && srcAttribute == IoVariable.UserDefined)
 | 
			
		||||
                            {
 | 
			
		||||
                                if (srcAttributeAsgOp.SourcesCount != 4)
 | 
			
		||||
                                {
 | 
			
		||||
                                    return false;
 | 
			
		||||
                                }
 | 
			
		||||
 | 
			
		||||
                                writesLayer = true;
 | 
			
		||||
                                layerInputAttr = srcAttributeAsgOp.GetSource(1).Value * 4 + srcAttributeAsgOp.GetSource(3).Value;
 | 
			
		||||
                            }
 | 
			
		||||
                            else
 | 
			
		||||
                            {
 | 
			
		||||
                                if (dstAttribute != srcAttribute)
 | 
			
		||||
                                {
 | 
			
		||||
                                    return false;
 | 
			
		||||
                                }
 | 
			
		||||
 | 
			
		||||
                                int inputsCount = operation.SourcesCount - 2;
 | 
			
		||||
 | 
			
		||||
                                if (dstAttribute == IoVariable.UserDefined)
 | 
			
		||||
                                {
 | 
			
		||||
                                    if (operation.GetSource(1).Value != srcAttributeAsgOp.GetSource(1).Value)
 | 
			
		||||
                                    {
 | 
			
		||||
                                        return false;
 | 
			
		||||
                                    }
 | 
			
		||||
 | 
			
		||||
                                    inputsCount--;
 | 
			
		||||
                                }
 | 
			
		||||
 | 
			
		||||
                                for (int i = 0; i < inputsCount; i++)
 | 
			
		||||
                                {
 | 
			
		||||
                                    int dstIndex = operation.SourcesCount - 2 - i;
 | 
			
		||||
                                    int srcIndex = srcAttributeAsgOp.SourcesCount - 1 - i;
 | 
			
		||||
 | 
			
		||||
                                    if ((dstIndex | srcIndex) < 0)
 | 
			
		||||
                                    {
 | 
			
		||||
                                        return false;
 | 
			
		||||
                                    }
 | 
			
		||||
 | 
			
		||||
                                    if (operation.GetSource(dstIndex).Type != OperandType.Constant ||
 | 
			
		||||
                                        srcAttributeAsgOp.GetSource(srcIndex).Type != OperandType.Constant ||
 | 
			
		||||
                                        operation.GetSource(dstIndex).Value != srcAttributeAsgOp.GetSource(srcIndex).Value)
 | 
			
		||||
                                    {
 | 
			
		||||
                                        return false;
 | 
			
		||||
                                    }
 | 
			
		||||
                                }
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                        else if (src.Type == OperandType.Constant)
 | 
			
		||||
                        {
 | 
			
		||||
                            int dstComponent = operation.GetSource(operation.SourcesCount - 2).Value;
 | 
			
		||||
                            float expectedValue = dstComponent == 3 ? 1f : 0f;
 | 
			
		||||
 | 
			
		||||
                            if (src.AsFloat() != expectedValue)
 | 
			
		||||
                            {
 | 
			
		||||
                                return false;
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            return false;
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    else if (operation.Inst == Instruction.EmitVertex)
 | 
			
		||||
                    {
 | 
			
		||||
                        verticesCount++;
 | 
			
		||||
                    }
 | 
			
		||||
                    else if (operation.Inst == Instruction.EndPrimitive)
 | 
			
		||||
                    {
 | 
			
		||||
                        totalVerticesCount += verticesCount;
 | 
			
		||||
                        verticesCount = 0;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return totalVerticesCount + verticesCount == 3 && writesLayer;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static bool IsResourceWrite(Instruction inst, StorageKind storageKind)
 | 
			
		||||
        {
 | 
			
		||||
            switch (inst)
 | 
			
		||||
            {
 | 
			
		||||
                case Instruction.AtomicAdd:
 | 
			
		||||
                case Instruction.AtomicAnd:
 | 
			
		||||
                case Instruction.AtomicCompareAndSwap:
 | 
			
		||||
                case Instruction.AtomicMaxS32:
 | 
			
		||||
                case Instruction.AtomicMaxU32:
 | 
			
		||||
                case Instruction.AtomicMinS32:
 | 
			
		||||
                case Instruction.AtomicMinU32:
 | 
			
		||||
                case Instruction.AtomicOr:
 | 
			
		||||
                case Instruction.AtomicSwap:
 | 
			
		||||
                case Instruction.AtomicXor:
 | 
			
		||||
                case Instruction.ImageAtomic:
 | 
			
		||||
                case Instruction.ImageStore:
 | 
			
		||||
                    return true;
 | 
			
		||||
                case Instruction.Store:
 | 
			
		||||
                    return storageKind == StorageKind.StorageBuffer ||
 | 
			
		||||
                           storageKind == StorageKind.SharedMemory ||
 | 
			
		||||
                           storageKind == StorageKind.LocalMemory;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return false;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -6,6 +6,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
    {
 | 
			
		||||
        public readonly HelperFunctionManager Hfm;
 | 
			
		||||
        public readonly BasicBlock[] Blocks;
 | 
			
		||||
        public readonly ShaderDefinitions Definitions;
 | 
			
		||||
        public readonly ResourceManager ResourceManager;
 | 
			
		||||
        public readonly IGpuAccessor GpuAccessor;
 | 
			
		||||
        public readonly TargetLanguage TargetLanguage;
 | 
			
		||||
@ -15,6 +16,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        public TransformContext(
 | 
			
		||||
            HelperFunctionManager hfm,
 | 
			
		||||
            BasicBlock[] blocks,
 | 
			
		||||
            ShaderDefinitions definitions,
 | 
			
		||||
            ResourceManager resourceManager,
 | 
			
		||||
            IGpuAccessor gpuAccessor,
 | 
			
		||||
            TargetLanguage targetLanguage,
 | 
			
		||||
@ -23,6 +25,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        {
 | 
			
		||||
            Hfm = hfm;
 | 
			
		||||
            Blocks = blocks;
 | 
			
		||||
            Definitions = definitions;
 | 
			
		||||
            ResourceManager = resourceManager;
 | 
			
		||||
            GpuAccessor = gpuAccessor;
 | 
			
		||||
            TargetLanguage = targetLanguage;
 | 
			
		||||
 | 
			
		||||
@ -0,0 +1,378 @@
 | 
			
		||||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
 | 
			
		||||
using Ryujinx.Graphics.Shader.Translation.Optimizations;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Shader.Translation.Transforms
 | 
			
		||||
{
 | 
			
		||||
    class GeometryToCompute : ITransformPass
 | 
			
		||||
    {
 | 
			
		||||
        public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
 | 
			
		||||
        {
 | 
			
		||||
            return usedFeatures.HasFlag(FeatureFlags.VtgAsCompute);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
 | 
			
		||||
        {
 | 
			
		||||
            if (context.Definitions.Stage != ShaderStage.Geometry)
 | 
			
		||||
            {
 | 
			
		||||
                return node;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Operation operation = (Operation)node.Value;
 | 
			
		||||
 | 
			
		||||
            LinkedListNode<INode> newNode = node;
 | 
			
		||||
 | 
			
		||||
            switch (operation.Inst)
 | 
			
		||||
            {
 | 
			
		||||
                case Instruction.EmitVertex:
 | 
			
		||||
                    newNode = GenerateEmitVertex(context.Definitions, context.ResourceManager, node);
 | 
			
		||||
                    break;
 | 
			
		||||
                case Instruction.EndPrimitive:
 | 
			
		||||
                    newNode = GenerateEndPrimitive(context.Definitions, context.ResourceManager, node);
 | 
			
		||||
                    break;
 | 
			
		||||
                case Instruction.Load:
 | 
			
		||||
                    if (operation.StorageKind == StorageKind.Input)
 | 
			
		||||
                    {
 | 
			
		||||
                        IoVariable ioVariable = (IoVariable)operation.GetSource(0).Value;
 | 
			
		||||
 | 
			
		||||
                        if (TryGetOffset(context.ResourceManager, operation, StorageKind.Input, out int inputOffset))
 | 
			
		||||
                        {
 | 
			
		||||
                            Operand primVertex = ioVariable == IoVariable.UserDefined
 | 
			
		||||
                                ? operation.GetSource(2)
 | 
			
		||||
                                : operation.GetSource(1);
 | 
			
		||||
 | 
			
		||||
                            Operand vertexElemOffset = GenerateVertexOffset(context.ResourceManager, node, inputOffset, primVertex);
 | 
			
		||||
 | 
			
		||||
                            newNode = node.List.AddBefore(node, new Operation(
 | 
			
		||||
                                Instruction.Load,
 | 
			
		||||
                                StorageKind.StorageBuffer,
 | 
			
		||||
                                operation.Dest,
 | 
			
		||||
                                new[] { Const(context.ResourceManager.Reservations.VertexOutputStorageBufferBinding), Const(0), vertexElemOffset }));
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            switch (ioVariable)
 | 
			
		||||
                            {
 | 
			
		||||
                                case IoVariable.InvocationId:
 | 
			
		||||
                                    newNode = GenerateInvocationId(node, operation.Dest);
 | 
			
		||||
                                    break;
 | 
			
		||||
                                case IoVariable.PrimitiveId:
 | 
			
		||||
                                    newNode = GeneratePrimitiveId(context.ResourceManager, node, operation.Dest);
 | 
			
		||||
                                    break;
 | 
			
		||||
                                case IoVariable.GlobalId:
 | 
			
		||||
                                case IoVariable.SubgroupEqMask:
 | 
			
		||||
                                case IoVariable.SubgroupGeMask:
 | 
			
		||||
                                case IoVariable.SubgroupGtMask:
 | 
			
		||||
                                case IoVariable.SubgroupLaneId:
 | 
			
		||||
                                case IoVariable.SubgroupLeMask:
 | 
			
		||||
                                case IoVariable.SubgroupLtMask:
 | 
			
		||||
                                    // Those are valid or expected for geometry shaders.
 | 
			
		||||
                                    break;
 | 
			
		||||
                                default:
 | 
			
		||||
                                    context.GpuAccessor.Log($"Invalid input \"{ioVariable}\".");
 | 
			
		||||
                                    break;
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    else if (operation.StorageKind == StorageKind.Output)
 | 
			
		||||
                    {
 | 
			
		||||
                        if (TryGetOffset(context.ResourceManager, operation, StorageKind.Output, out int outputOffset))
 | 
			
		||||
                        {
 | 
			
		||||
                            newNode = node.List.AddBefore(node, new Operation(
 | 
			
		||||
                                Instruction.Load,
 | 
			
		||||
                                StorageKind.LocalMemory,
 | 
			
		||||
                                operation.Dest,
 | 
			
		||||
                                new[] { Const(context.ResourceManager.LocalVertexDataMemoryId), Const(outputOffset) }));
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            context.GpuAccessor.Log($"Invalid output \"{(IoVariable)operation.GetSource(0).Value}\".");
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case Instruction.Store:
 | 
			
		||||
                    if (operation.StorageKind == StorageKind.Output)
 | 
			
		||||
                    {
 | 
			
		||||
                        if (TryGetOffset(context.ResourceManager, operation, StorageKind.Output, out int outputOffset))
 | 
			
		||||
                        {
 | 
			
		||||
                            Operand value = operation.GetSource(operation.SourcesCount - 1);
 | 
			
		||||
 | 
			
		||||
                            newNode = node.List.AddBefore(node, new Operation(
 | 
			
		||||
                                Instruction.Store,
 | 
			
		||||
                                StorageKind.LocalMemory,
 | 
			
		||||
                                (Operand)null,
 | 
			
		||||
                                new[] { Const(context.ResourceManager.LocalVertexDataMemoryId), Const(outputOffset), value }));
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            context.GpuAccessor.Log($"Invalid output \"{(IoVariable)operation.GetSource(0).Value}\".");
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (newNode != node)
 | 
			
		||||
            {
 | 
			
		||||
                Utils.DeleteNode(node, operation);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return newNode;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateEmitVertex(ShaderDefinitions definitions, ResourceManager resourceManager, LinkedListNode<INode> node)
 | 
			
		||||
        {
 | 
			
		||||
            int vbOutputBinding = resourceManager.Reservations.GeometryVertexOutputStorageBufferBinding;
 | 
			
		||||
            int ibOutputBinding = resourceManager.Reservations.GeometryIndexOutputStorageBufferBinding;
 | 
			
		||||
            int stride = resourceManager.Reservations.OutputSizePerInvocation;
 | 
			
		||||
 | 
			
		||||
            Operand outputPrimVertex = IncrementLocalMemory(node, resourceManager.LocalGeometryOutputVertexCountMemoryId);
 | 
			
		||||
            Operand baseVertexOffset = GenerateBaseOffset(
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                node,
 | 
			
		||||
                definitions.MaxOutputVertices * definitions.ThreadsPerInputPrimitive,
 | 
			
		||||
                definitions.ThreadsPerInputPrimitive);
 | 
			
		||||
            Operand outputBaseVertex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Add, outputBaseVertex, new[] { baseVertexOffset, outputPrimVertex }));
 | 
			
		||||
 | 
			
		||||
            Operand outputPrimIndex = IncrementLocalMemory(node, resourceManager.LocalGeometryOutputIndexCountMemoryId);
 | 
			
		||||
            Operand baseIndexOffset = GenerateBaseOffset(
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                node,
 | 
			
		||||
                definitions.GetGeometryOutputIndexBufferStride(),
 | 
			
		||||
                definitions.ThreadsPerInputPrimitive);
 | 
			
		||||
            Operand outputBaseIndex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Add, outputBaseIndex, new[] { baseIndexOffset, outputPrimIndex }));
 | 
			
		||||
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Store,
 | 
			
		||||
                StorageKind.StorageBuffer,
 | 
			
		||||
                null,
 | 
			
		||||
                new[] { Const(ibOutputBinding), Const(0), outputBaseIndex, outputBaseVertex }));
 | 
			
		||||
 | 
			
		||||
            Operand baseOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Multiply, baseOffset, new[] { outputBaseVertex, Const(stride) }));
 | 
			
		||||
 | 
			
		||||
            LinkedListNode<INode> newNode = node;
 | 
			
		||||
 | 
			
		||||
            for (int offset = 0; offset < stride; offset++)
 | 
			
		||||
            {
 | 
			
		||||
                Operand vertexOffset;
 | 
			
		||||
 | 
			
		||||
                if (offset > 0)
 | 
			
		||||
                {
 | 
			
		||||
                    vertexOffset = Local();
 | 
			
		||||
                    node.List.AddBefore(node, new Operation(Instruction.Add, vertexOffset, new[] { baseOffset, Const(offset) }));
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    vertexOffset = baseOffset;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                Operand value = Local();
 | 
			
		||||
                node.List.AddBefore(node, new Operation(
 | 
			
		||||
                    Instruction.Load,
 | 
			
		||||
                    StorageKind.LocalMemory,
 | 
			
		||||
                    value,
 | 
			
		||||
                    new[] { Const(resourceManager.LocalVertexDataMemoryId), Const(offset) }));
 | 
			
		||||
 | 
			
		||||
                newNode = node.List.AddBefore(node, new Operation(
 | 
			
		||||
                    Instruction.Store,
 | 
			
		||||
                    StorageKind.StorageBuffer,
 | 
			
		||||
                    null,
 | 
			
		||||
                    new[] { Const(vbOutputBinding), Const(0), vertexOffset, value }));
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return newNode;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateEndPrimitive(ShaderDefinitions definitions, ResourceManager resourceManager, LinkedListNode<INode> node)
 | 
			
		||||
        {
 | 
			
		||||
            int ibOutputBinding = resourceManager.Reservations.GeometryIndexOutputStorageBufferBinding;
 | 
			
		||||
 | 
			
		||||
            Operand outputPrimIndex = IncrementLocalMemory(node, resourceManager.LocalGeometryOutputIndexCountMemoryId);
 | 
			
		||||
            Operand baseIndexOffset = GenerateBaseOffset(
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                node,
 | 
			
		||||
                definitions.GetGeometryOutputIndexBufferStride(),
 | 
			
		||||
                definitions.ThreadsPerInputPrimitive);
 | 
			
		||||
            Operand outputBaseIndex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Add, outputBaseIndex, new[] { baseIndexOffset, outputPrimIndex }));
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Store,
 | 
			
		||||
                StorageKind.StorageBuffer,
 | 
			
		||||
                null,
 | 
			
		||||
                new[] { Const(ibOutputBinding), Const(0), outputBaseIndex, Const(-1) }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static Operand GenerateBaseOffset(ResourceManager resourceManager, LinkedListNode<INode> node, int stride, int threadsPerInputPrimitive)
 | 
			
		||||
        {
 | 
			
		||||
            Operand primitiveId = Local();
 | 
			
		||||
            GeneratePrimitiveId(resourceManager, node, primitiveId);
 | 
			
		||||
 | 
			
		||||
            Operand baseOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Multiply, baseOffset, new[] { primitiveId, Const(stride) }));
 | 
			
		||||
 | 
			
		||||
            Operand invocationId = Local();
 | 
			
		||||
            GenerateInvocationId(node, invocationId);
 | 
			
		||||
 | 
			
		||||
            Operand invocationOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Multiply, invocationOffset, new[] { invocationId, Const(stride / threadsPerInputPrimitive) }));
 | 
			
		||||
 | 
			
		||||
            Operand combinedOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Add, combinedOffset, new[] { baseOffset, invocationOffset }));
 | 
			
		||||
 | 
			
		||||
            return combinedOffset;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static Operand IncrementLocalMemory(LinkedListNode<INode> node, int memoryId)
 | 
			
		||||
        {
 | 
			
		||||
            Operand oldValue = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.LocalMemory,
 | 
			
		||||
                oldValue,
 | 
			
		||||
                new[] { Const(memoryId) }));
 | 
			
		||||
 | 
			
		||||
            Operand newValue = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Add, newValue, new[] { oldValue, Const(1) }));
 | 
			
		||||
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Store, StorageKind.LocalMemory, null, new[] { Const(memoryId), newValue }));
 | 
			
		||||
 | 
			
		||||
            return oldValue;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static Operand GenerateVertexOffset(
 | 
			
		||||
            ResourceManager resourceManager,
 | 
			
		||||
            LinkedListNode<INode> node,
 | 
			
		||||
            int elementOffset,
 | 
			
		||||
            Operand primVertex)
 | 
			
		||||
        {
 | 
			
		||||
            int vertexInfoCbBinding = resourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
 | 
			
		||||
            Operand vertexCount = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                vertexCount,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexCounts), Const(0) }));
 | 
			
		||||
 | 
			
		||||
            Operand primInputVertex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.LocalMemory,
 | 
			
		||||
                primInputVertex,
 | 
			
		||||
                new[] { Const(resourceManager.LocalTopologyRemapMemoryId), primVertex }));
 | 
			
		||||
 | 
			
		||||
            Operand instanceIndex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.Input,
 | 
			
		||||
                instanceIndex,
 | 
			
		||||
                new[] { Const((int)IoVariable.GlobalId), Const(1) }));
 | 
			
		||||
 | 
			
		||||
            Operand baseVertex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Multiply, baseVertex, new[] { instanceIndex, vertexCount }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexIndex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Add, vertexIndex, new[] { baseVertex, primInputVertex }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexBaseOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Multiply,
 | 
			
		||||
                vertexBaseOffset,
 | 
			
		||||
                new[] { vertexIndex, Const(resourceManager.Reservations.InputSizePerInvocation) }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexElemOffset;
 | 
			
		||||
 | 
			
		||||
            if (elementOffset != 0)
 | 
			
		||||
            {
 | 
			
		||||
                vertexElemOffset = Local();
 | 
			
		||||
 | 
			
		||||
                node.List.AddBefore(node, new Operation(Instruction.Add, vertexElemOffset, new[] { vertexBaseOffset, Const(elementOffset) }));
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                vertexElemOffset = vertexBaseOffset;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return vertexElemOffset;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GeneratePrimitiveId(ResourceManager resourceManager, LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            int vertexInfoCbBinding = resourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
 | 
			
		||||
            Operand vertexCount = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                vertexCount,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexCounts), Const(0) }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexIndex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.Input,
 | 
			
		||||
                vertexIndex,
 | 
			
		||||
                new[] { Const((int)IoVariable.GlobalId), Const(0) }));
 | 
			
		||||
 | 
			
		||||
            Operand instanceIndex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.Input,
 | 
			
		||||
                instanceIndex,
 | 
			
		||||
                new[] { Const((int)IoVariable.GlobalId), Const(1) }));
 | 
			
		||||
 | 
			
		||||
            Operand baseVertex = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Multiply, baseVertex, new[] { instanceIndex, vertexCount }));
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(Instruction.Add, dest, new[] { baseVertex, vertexIndex }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateInvocationId(LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.Input,
 | 
			
		||||
                dest,
 | 
			
		||||
                new[] { Const((int)IoVariable.GlobalId), Const(2) }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static bool TryGetOffset(ResourceManager resourceManager, Operation operation, StorageKind storageKind, out int outputOffset)
 | 
			
		||||
        {
 | 
			
		||||
            bool isStore = operation.Inst == Instruction.Store;
 | 
			
		||||
 | 
			
		||||
            IoVariable ioVariable = (IoVariable)operation.GetSource(0).Value;
 | 
			
		||||
 | 
			
		||||
            bool isValidOutput;
 | 
			
		||||
 | 
			
		||||
            if (ioVariable == IoVariable.UserDefined)
 | 
			
		||||
            {
 | 
			
		||||
                int lastIndex = operation.SourcesCount - (isStore ? 2 : 1);
 | 
			
		||||
 | 
			
		||||
                int location = operation.GetSource(1).Value;
 | 
			
		||||
                int component = operation.GetSource(lastIndex).Value;
 | 
			
		||||
 | 
			
		||||
                isValidOutput = resourceManager.Reservations.TryGetOffset(storageKind, location, component, out outputOffset);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                if (ResourceReservations.IsVectorOrArrayVariable(ioVariable))
 | 
			
		||||
                {
 | 
			
		||||
                    int component = operation.GetSource(operation.SourcesCount - (isStore ? 2 : 1)).Value;
 | 
			
		||||
 | 
			
		||||
                    isValidOutput = resourceManager.Reservations.TryGetOffset(storageKind, ioVariable, component, out outputOffset);
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    isValidOutput = resourceManager.Reservations.TryGetOffset(storageKind, ioVariable, out outputOffset);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return isValidOutput;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -153,15 +153,13 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
 | 
			
		||||
 | 
			
		||||
            bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
 | 
			
		||||
 | 
			
		||||
            if (isBindless)
 | 
			
		||||
            if (isBindless || !resourceManager.TryGetCbufSlotAndHandleForTexture(texOp.Binding, out int cbufSlot, out int handle))
 | 
			
		||||
            {
 | 
			
		||||
                return node;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
 | 
			
		||||
 | 
			
		||||
            (int cbufSlot, int handle) = resourceManager.GetCbufSlotAndHandleForTexture(texOp.Binding);
 | 
			
		||||
 | 
			
		||||
            bool isCoordNormalized = gpuAccessor.QueryTextureCoordNormalized(handle, cbufSlot);
 | 
			
		||||
 | 
			
		||||
            if (isCoordNormalized || intCoords)
 | 
			
		||||
@ -607,13 +605,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
 | 
			
		||||
 | 
			
		||||
            // We can't query the format of a bindless texture,
 | 
			
		||||
            // because the handle is unknown, it can have any format.
 | 
			
		||||
            if (texOp.Flags.HasFlag(TextureFlags.Bindless))
 | 
			
		||||
            if (texOp.Flags.HasFlag(TextureFlags.Bindless) || !resourceManager.TryGetCbufSlotAndHandleForTexture(texOp.Binding, out int cbufSlot, out int handle))
 | 
			
		||||
            {
 | 
			
		||||
                return node;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            (int cbufSlot, int handle) = resourceManager.GetCbufSlotAndHandleForTexture(texOp.Binding);
 | 
			
		||||
 | 
			
		||||
            TextureFormat format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
 | 
			
		||||
 | 
			
		||||
            int maxPositive = format switch
 | 
			
		||||
 | 
			
		||||
@ -14,6 +14,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Transforms
 | 
			
		||||
            RunPass<SharedStoreSmallIntCas>(context);
 | 
			
		||||
            RunPass<SharedAtomicSignedCas>(context);
 | 
			
		||||
            RunPass<ShufflePass>(context);
 | 
			
		||||
            RunPass<VertexToCompute>(context);
 | 
			
		||||
            RunPass<GeometryToCompute>(context);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static void RunPass<T>(TransformContext context) where T : ITransformPass
 | 
			
		||||
 | 
			
		||||
@ -0,0 +1,364 @@
 | 
			
		||||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
 | 
			
		||||
using Ryujinx.Graphics.Shader.Translation.Optimizations;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
 | 
			
		||||
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Shader.Translation.Transforms
 | 
			
		||||
{
 | 
			
		||||
    class VertexToCompute : ITransformPass
 | 
			
		||||
    {
 | 
			
		||||
        public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
 | 
			
		||||
        {
 | 
			
		||||
            return usedFeatures.HasFlag(FeatureFlags.VtgAsCompute);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
 | 
			
		||||
        {
 | 
			
		||||
            if (context.Definitions.Stage != ShaderStage.Vertex)
 | 
			
		||||
            {
 | 
			
		||||
                return node;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Operation operation = (Operation)node.Value;
 | 
			
		||||
 | 
			
		||||
            LinkedListNode<INode> newNode = node;
 | 
			
		||||
 | 
			
		||||
            if (operation.Inst == Instruction.Load && operation.StorageKind == StorageKind.Input)
 | 
			
		||||
            {
 | 
			
		||||
                Operand dest = operation.Dest;
 | 
			
		||||
 | 
			
		||||
                switch ((IoVariable)operation.GetSource(0).Value)
 | 
			
		||||
                {
 | 
			
		||||
                    case IoVariable.BaseInstance:
 | 
			
		||||
                        newNode = GenerateBaseInstanceLoad(context.ResourceManager, node, dest);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case IoVariable.BaseVertex:
 | 
			
		||||
                        newNode = GenerateBaseVertexLoad(context.ResourceManager, node, dest);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case IoVariable.InstanceId:
 | 
			
		||||
                        newNode = GenerateInstanceIdLoad(node, dest);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case IoVariable.InstanceIndex:
 | 
			
		||||
                        newNode = GenerateInstanceIndexLoad(context.ResourceManager, node, dest);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case IoVariable.VertexId:
 | 
			
		||||
                    case IoVariable.VertexIndex:
 | 
			
		||||
                        newNode = GenerateVertexIndexLoad(context.ResourceManager, node, dest);
 | 
			
		||||
                        break;
 | 
			
		||||
                    case IoVariable.UserDefined:
 | 
			
		||||
                        int location = operation.GetSource(1).Value;
 | 
			
		||||
                        int component = operation.GetSource(2).Value;
 | 
			
		||||
 | 
			
		||||
                        if (context.Definitions.IsAttributePacked(location))
 | 
			
		||||
                        {
 | 
			
		||||
                            bool needsSextNorm = context.Definitions.IsAttributePackedRgb10A2Signed(location);
 | 
			
		||||
 | 
			
		||||
                            Operand temp = needsSextNorm ? Local() : dest;
 | 
			
		||||
                            Operand vertexElemOffset = GenerateVertexOffset(context.ResourceManager, node, location, 0);
 | 
			
		||||
 | 
			
		||||
                            newNode = node.List.AddBefore(node, new TextureOperation(
 | 
			
		||||
                                Instruction.TextureSample,
 | 
			
		||||
                                SamplerType.TextureBuffer,
 | 
			
		||||
                                TextureFormat.Unknown,
 | 
			
		||||
                                TextureFlags.IntCoords,
 | 
			
		||||
                                context.ResourceManager.Reservations.GetVertexBufferTextureBinding(location),
 | 
			
		||||
                                1 << component,
 | 
			
		||||
                                new[] { temp },
 | 
			
		||||
                                new[] { vertexElemOffset }));
 | 
			
		||||
 | 
			
		||||
                            if (needsSextNorm)
 | 
			
		||||
                            {
 | 
			
		||||
                                bool sint = context.Definitions.IsAttributeSint(location);
 | 
			
		||||
                                CopySignExtendedNormalized(node, component == 3 ? 2 : 10, !sint, dest, temp);
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                        else
 | 
			
		||||
                        {
 | 
			
		||||
                            Operand temp = component > 0 ? Local() : dest;
 | 
			
		||||
                            Operand vertexElemOffset = GenerateVertexOffset(context.ResourceManager, node, location, component);
 | 
			
		||||
 | 
			
		||||
                            newNode = node.List.AddBefore(node, new TextureOperation(
 | 
			
		||||
                                Instruction.TextureSample,
 | 
			
		||||
                                SamplerType.TextureBuffer,
 | 
			
		||||
                                TextureFormat.Unknown,
 | 
			
		||||
                                TextureFlags.IntCoords,
 | 
			
		||||
                                context.ResourceManager.Reservations.GetVertexBufferTextureBinding(location),
 | 
			
		||||
                                1,
 | 
			
		||||
                                new[] { temp },
 | 
			
		||||
                                new[] { vertexElemOffset }));
 | 
			
		||||
 | 
			
		||||
                            if (component > 0)
 | 
			
		||||
                            {
 | 
			
		||||
                                newNode = CopyMasked(context.ResourceManager, newNode, location, component, dest, temp);
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                        break;
 | 
			
		||||
                    case IoVariable.GlobalId:
 | 
			
		||||
                    case IoVariable.SubgroupEqMask:
 | 
			
		||||
                    case IoVariable.SubgroupGeMask:
 | 
			
		||||
                    case IoVariable.SubgroupGtMask:
 | 
			
		||||
                    case IoVariable.SubgroupLaneId:
 | 
			
		||||
                    case IoVariable.SubgroupLeMask:
 | 
			
		||||
                    case IoVariable.SubgroupLtMask:
 | 
			
		||||
                        // Those are valid or expected for vertex shaders.
 | 
			
		||||
                        break;
 | 
			
		||||
                    default:
 | 
			
		||||
                        context.GpuAccessor.Log($"Invalid input \"{(IoVariable)operation.GetSource(0).Value}\".");
 | 
			
		||||
                        break;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            else if (operation.Inst == Instruction.Load && operation.StorageKind == StorageKind.Output)
 | 
			
		||||
            {
 | 
			
		||||
                if (TryGetOutputOffset(context.ResourceManager, operation, out int outputOffset))
 | 
			
		||||
                {
 | 
			
		||||
                    newNode = node.List.AddBefore(node, new Operation(
 | 
			
		||||
                        Instruction.Load,
 | 
			
		||||
                        StorageKind.LocalMemory,
 | 
			
		||||
                        operation.Dest,
 | 
			
		||||
                        new[] { Const(context.ResourceManager.LocalVertexDataMemoryId), Const(outputOffset) }));
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    context.GpuAccessor.Log($"Invalid output \"{(IoVariable)operation.GetSource(0).Value}\".");
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            else if (operation.Inst == Instruction.Store && operation.StorageKind == StorageKind.Output)
 | 
			
		||||
            {
 | 
			
		||||
                if (TryGetOutputOffset(context.ResourceManager, operation, out int outputOffset))
 | 
			
		||||
                {
 | 
			
		||||
                    Operand value = operation.GetSource(operation.SourcesCount - 1);
 | 
			
		||||
 | 
			
		||||
                    newNode = node.List.AddBefore(node, new Operation(
 | 
			
		||||
                        Instruction.Store,
 | 
			
		||||
                        StorageKind.LocalMemory,
 | 
			
		||||
                        (Operand)null,
 | 
			
		||||
                        new[] { Const(context.ResourceManager.LocalVertexDataMemoryId), Const(outputOffset), value }));
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    context.GpuAccessor.Log($"Invalid output \"{(IoVariable)operation.GetSource(0).Value}\".");
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (newNode != node)
 | 
			
		||||
            {
 | 
			
		||||
                Utils.DeleteNode(node, operation);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return newNode;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static Operand GenerateVertexOffset(ResourceManager resourceManager, LinkedListNode<INode> node, int location, int component)
 | 
			
		||||
        {
 | 
			
		||||
            int vertexInfoCbBinding = resourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
 | 
			
		||||
            Operand vertexIdVr = Local();
 | 
			
		||||
            GenerateVertexIdVertexRateLoad(resourceManager, node, vertexIdVr);
 | 
			
		||||
 | 
			
		||||
            Operand vertexIdIr = Local();
 | 
			
		||||
            GenerateVertexIdInstanceRateLoad(resourceManager, node, vertexIdIr);
 | 
			
		||||
 | 
			
		||||
            Operand attributeOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                attributeOffset,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexOffsets), Const(location), Const(0) }));
 | 
			
		||||
 | 
			
		||||
            Operand isInstanceRate = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                isInstanceRate,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexOffsets), Const(location), Const(1) }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexId = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.ConditionalSelect,
 | 
			
		||||
                vertexId,
 | 
			
		||||
                new[] { isInstanceRate, vertexIdIr, vertexIdVr }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexStride = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                vertexStride,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexStrides), Const(location), Const(0) }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexBaseOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Multiply, vertexBaseOffset, new[] { vertexId, vertexStride }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexOffset = Local();
 | 
			
		||||
            node.List.AddBefore(node, new Operation(Instruction.Add, vertexOffset, new[] { attributeOffset, vertexBaseOffset }));
 | 
			
		||||
 | 
			
		||||
            Operand vertexElemOffset;
 | 
			
		||||
 | 
			
		||||
            if (component != 0)
 | 
			
		||||
            {
 | 
			
		||||
                vertexElemOffset = Local();
 | 
			
		||||
 | 
			
		||||
                node.List.AddBefore(node, new Operation(Instruction.Add, vertexElemOffset, new[] { vertexOffset, Const(component) }));
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                vertexElemOffset = vertexOffset;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return vertexElemOffset;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> CopySignExtendedNormalized(LinkedListNode<INode> node, int bits, bool normalize, Operand dest, Operand src)
 | 
			
		||||
        {
 | 
			
		||||
            Operand leftShifted = Local();
 | 
			
		||||
            node = node.List.AddAfter(node, new Operation(
 | 
			
		||||
                Instruction.ShiftLeft,
 | 
			
		||||
                leftShifted,
 | 
			
		||||
                new[] { src, Const(32 - bits) }));
 | 
			
		||||
 | 
			
		||||
            Operand rightShifted = normalize ? Local() : dest;
 | 
			
		||||
            node = node.List.AddAfter(node, new Operation(
 | 
			
		||||
                Instruction.ShiftRightS32,
 | 
			
		||||
                rightShifted,
 | 
			
		||||
                new[] { leftShifted, Const(32 - bits) }));
 | 
			
		||||
 | 
			
		||||
            if (normalize)
 | 
			
		||||
            {
 | 
			
		||||
                Operand asFloat = Local();
 | 
			
		||||
                node = node.List.AddAfter(node, new Operation(Instruction.ConvertS32ToFP32, asFloat, new[] { rightShifted }));
 | 
			
		||||
                node = node.List.AddAfter(node, new Operation(
 | 
			
		||||
                    Instruction.FP32 | Instruction.Multiply,
 | 
			
		||||
                    dest,
 | 
			
		||||
                    new[] { asFloat, ConstF(1f / (1 << (bits - 1))) }));
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return node;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> CopyMasked(
 | 
			
		||||
            ResourceManager resourceManager,
 | 
			
		||||
            LinkedListNode<INode> node,
 | 
			
		||||
            int location,
 | 
			
		||||
            int component,
 | 
			
		||||
            Operand dest,
 | 
			
		||||
            Operand src)
 | 
			
		||||
        {
 | 
			
		||||
            Operand componentExists = Local();
 | 
			
		||||
            int vertexInfoCbBinding = resourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
            node = node.List.AddAfter(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                componentExists,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexStrides), Const(location), Const(component) }));
 | 
			
		||||
 | 
			
		||||
            return node.List.AddAfter(node, new Operation(
 | 
			
		||||
                Instruction.ConditionalSelect,
 | 
			
		||||
                dest,
 | 
			
		||||
                new[] { componentExists, src, ConstF(component == 3 ? 1f : 0f) }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateBaseVertexLoad(ResourceManager resourceManager, LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            int vertexInfoCbBinding = resourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                dest,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexCounts), Const(2) }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateBaseInstanceLoad(ResourceManager resourceManager, LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            int vertexInfoCbBinding = resourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.ConstantBuffer,
 | 
			
		||||
                dest,
 | 
			
		||||
                new[] { Const(vertexInfoCbBinding), Const((int)VertexInfoBufferField.VertexCounts), Const(3) }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateVertexIndexLoad(ResourceManager resourceManager, LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            Operand baseVertex = Local();
 | 
			
		||||
            Operand vertexId = Local();
 | 
			
		||||
 | 
			
		||||
            GenerateBaseVertexLoad(resourceManager, node, baseVertex);
 | 
			
		||||
            GenerateVertexIdVertexRateLoad(resourceManager, node, vertexId);
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(Instruction.Add, dest, new[] { baseVertex, vertexId }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateInstanceIndexLoad(ResourceManager resourceManager, LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            Operand baseInstance = Local();
 | 
			
		||||
            Operand instanceId = Local();
 | 
			
		||||
 | 
			
		||||
            GenerateBaseInstanceLoad(resourceManager, node, baseInstance);
 | 
			
		||||
 | 
			
		||||
            node.List.AddBefore(node, new Operation(
 | 
			
		||||
                Instruction.Load,
 | 
			
		||||
                StorageKind.Input,
 | 
			
		||||
                instanceId,
 | 
			
		||||
                new[] { Const((int)IoVariable.GlobalId), Const(1) }));
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(Instruction.Add, dest, new[] { baseInstance, instanceId }));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateVertexIdVertexRateLoad(ResourceManager resourceManager, LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            Operand[] sources = new Operand[] { Const(resourceManager.LocalVertexIndexVertexRateMemoryId) };
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(Instruction.Load, StorageKind.LocalMemory, dest, sources));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateVertexIdInstanceRateLoad(ResourceManager resourceManager, LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            Operand[] sources = new Operand[] { Const(resourceManager.LocalVertexIndexInstanceRateMemoryId) };
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(Instruction.Load, StorageKind.LocalMemory, dest, sources));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static LinkedListNode<INode> GenerateInstanceIdLoad(LinkedListNode<INode> node, Operand dest)
 | 
			
		||||
        {
 | 
			
		||||
            Operand[] sources = new Operand[] { Const((int)IoVariable.GlobalId), Const(1) };
 | 
			
		||||
 | 
			
		||||
            return node.List.AddBefore(node, new Operation(Instruction.Load, StorageKind.Input, dest, sources));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static bool TryGetOutputOffset(ResourceManager resourceManager, Operation operation, out int outputOffset)
 | 
			
		||||
        {
 | 
			
		||||
            bool isStore = operation.Inst == Instruction.Store;
 | 
			
		||||
 | 
			
		||||
            IoVariable ioVariable = (IoVariable)operation.GetSource(0).Value;
 | 
			
		||||
 | 
			
		||||
            bool isValidOutput;
 | 
			
		||||
 | 
			
		||||
            if (ioVariable == IoVariable.UserDefined)
 | 
			
		||||
            {
 | 
			
		||||
                int lastIndex = operation.SourcesCount - (isStore ? 2 : 1);
 | 
			
		||||
 | 
			
		||||
                int location = operation.GetSource(1).Value;
 | 
			
		||||
                int component = operation.GetSource(lastIndex).Value;
 | 
			
		||||
 | 
			
		||||
                isValidOutput = resourceManager.Reservations.TryGetOffset(StorageKind.Output, location, component, out outputOffset);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                if (ResourceReservations.IsVectorOrArrayVariable(ioVariable))
 | 
			
		||||
                {
 | 
			
		||||
                    int component = operation.GetSource(operation.SourcesCount - (isStore ? 2 : 1)).Value;
 | 
			
		||||
 | 
			
		||||
                    isValidOutput = resourceManager.Reservations.TryGetOffset(StorageKind.Output, ioVariable, component, out outputOffset);
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    isValidOutput = resourceManager.Reservations.TryGetOffset(StorageKind.Output, ioVariable, out outputOffset);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return isValidOutput;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -77,12 +77,32 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static ShaderDefinitions CreateGraphicsDefinitions(IGpuAccessor gpuAccessor, ShaderHeader header)
 | 
			
		||||
        {
 | 
			
		||||
            TransformFeedbackOutput[] transformFeedbackOutputs = GetTransformFeedbackOutputs(gpuAccessor, out ulong transformFeedbackVecMap);
 | 
			
		||||
 | 
			
		||||
            return new ShaderDefinitions(
 | 
			
		||||
                header.Stage,
 | 
			
		||||
                gpuAccessor.QueryGraphicsState(),
 | 
			
		||||
                header.Stage == ShaderStage.Geometry && header.GpPassthrough,
 | 
			
		||||
                header.ThreadsPerInputPrimitive,
 | 
			
		||||
                header.OutputTopology,
 | 
			
		||||
                header.MaxOutputVertexCount,
 | 
			
		||||
                header.ImapTypes,
 | 
			
		||||
                header.OmapTargets,
 | 
			
		||||
                header.OmapSampleMask,
 | 
			
		||||
                header.OmapDepth,
 | 
			
		||||
                gpuAccessor.QueryHostSupportsScaledVertexFormats(),
 | 
			
		||||
                transformFeedbackVecMap,
 | 
			
		||||
                transformFeedbackOutputs);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal static TransformFeedbackOutput[] GetTransformFeedbackOutputs(IGpuAccessor gpuAccessor, out ulong transformFeedbackVecMap)
 | 
			
		||||
        {
 | 
			
		||||
            bool transformFeedbackEnabled =
 | 
			
		||||
                gpuAccessor.QueryTransformFeedbackEnabled() &&
 | 
			
		||||
                gpuAccessor.QueryHostSupportsTransformFeedback();
 | 
			
		||||
            TransformFeedbackOutput[] transformFeedbackOutputs = null;
 | 
			
		||||
            ulong transformFeedbackVecMap = 0UL;
 | 
			
		||||
            transformFeedbackVecMap = 0UL;
 | 
			
		||||
 | 
			
		||||
            if (transformFeedbackEnabled)
 | 
			
		||||
            {
 | 
			
		||||
@ -105,21 +125,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return new ShaderDefinitions(
 | 
			
		||||
                header.Stage,
 | 
			
		||||
                gpuAccessor.QueryGraphicsState(),
 | 
			
		||||
                header.Stage == ShaderStage.Geometry && header.GpPassthrough,
 | 
			
		||||
                header.ThreadsPerInputPrimitive,
 | 
			
		||||
                header.OutputTopology,
 | 
			
		||||
                header.MaxOutputVertexCount,
 | 
			
		||||
                header.ImapTypes,
 | 
			
		||||
                header.OmapTargets,
 | 
			
		||||
                header.OmapSampleMask,
 | 
			
		||||
                header.OmapDepth,
 | 
			
		||||
                gpuAccessor.QueryHostSupportsScaledVertexFormats(),
 | 
			
		||||
                transformFeedbackEnabled,
 | 
			
		||||
                transformFeedbackVecMap,
 | 
			
		||||
                transformFeedbackOutputs);
 | 
			
		||||
            return transformFeedbackOutputs;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static int GetLocalMemorySize(ShaderHeader header)
 | 
			
		||||
@ -131,6 +137,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            TranslatorContext translatorContext,
 | 
			
		||||
            ResourceManager resourceManager,
 | 
			
		||||
            DecodedProgram program,
 | 
			
		||||
            bool vertexAsCompute,
 | 
			
		||||
            bool initializeOutputs,
 | 
			
		||||
            out int initializationOperations)
 | 
			
		||||
        {
 | 
			
		||||
@ -147,7 +154,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
 | 
			
		||||
            for (int index = 0; index < functions.Length; index++)
 | 
			
		||||
            {
 | 
			
		||||
                EmitterContext context = new(translatorContext, resourceManager, program, index != 0);
 | 
			
		||||
                EmitterContext context = new(translatorContext, resourceManager, program, vertexAsCompute, index != 0);
 | 
			
		||||
 | 
			
		||||
                if (initializeOutputs && index == 0)
 | 
			
		||||
                {
 | 
			
		||||
 | 
			
		||||
@ -8,7 +8,6 @@ using Ryujinx.Graphics.Shader.Translation.Optimizations;
 | 
			
		||||
using Ryujinx.Graphics.Shader.Translation.Transforms;
 | 
			
		||||
using System;
 | 
			
		||||
using System.Collections.Generic;
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Numerics;
 | 
			
		||||
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
 | 
			
		||||
using static Ryujinx.Graphics.Shader.Translation.Translator;
 | 
			
		||||
@ -19,14 +18,12 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
    {
 | 
			
		||||
        private readonly DecodedProgram _program;
 | 
			
		||||
        private readonly int _localMemorySize;
 | 
			
		||||
        private IoUsage _vertexOutput;
 | 
			
		||||
 | 
			
		||||
        public ulong Address { get; }
 | 
			
		||||
        public int Size { get; }
 | 
			
		||||
        public int Cb1DataSize => _program.Cb1DataSize;
 | 
			
		||||
 | 
			
		||||
        internal bool HasLayerInputAttribute { get; private set; }
 | 
			
		||||
        internal int GpLayerInputAttribute { get; private set; }
 | 
			
		||||
 | 
			
		||||
        internal AttributeUsage AttributeUsage => _program.AttributeUsage;
 | 
			
		||||
 | 
			
		||||
        internal ShaderDefinitions Definitions { get; }
 | 
			
		||||
@ -37,7 +34,8 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
 | 
			
		||||
        internal TranslationOptions Options { get; }
 | 
			
		||||
 | 
			
		||||
        internal FeatureFlags UsedFeatures { get; private set; }
 | 
			
		||||
        private bool IsTransformFeedbackEmulated => !GpuAccessor.QueryHostSupportsTransformFeedback() && GpuAccessor.QueryTransformFeedbackEnabled();
 | 
			
		||||
        public bool HasStore => _program.UsedFeatures.HasFlag(FeatureFlags.Store) || (IsTransformFeedbackEmulated && Definitions.LastInVertexPipeline);
 | 
			
		||||
 | 
			
		||||
        public bool LayerOutputWritten { get; private set; }
 | 
			
		||||
        public int LayerOutputAttribute { get; private set; }
 | 
			
		||||
@ -55,10 +53,10 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            Size = size;
 | 
			
		||||
            _program = program;
 | 
			
		||||
            _localMemorySize = localMemorySize;
 | 
			
		||||
            _vertexOutput = new IoUsage(FeatureFlags.None, 0, -1);
 | 
			
		||||
            Definitions = definitions;
 | 
			
		||||
            GpuAccessor = gpuAccessor;
 | 
			
		||||
            Options = options;
 | 
			
		||||
            UsedFeatures = program.UsedFeatures;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static bool IsLoadUserDefined(Operation operation)
 | 
			
		||||
@ -171,13 +169,6 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            LayerOutputAttribute = attr;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void SetGeometryShaderLayerInputAttribute(int attr)
 | 
			
		||||
        {
 | 
			
		||||
            UsedFeatures |= FeatureFlags.RtLayer;
 | 
			
		||||
            HasLayerInputAttribute = true;
 | 
			
		||||
            GpLayerInputAttribute = attr;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void SetLastInVertexPipeline()
 | 
			
		||||
        {
 | 
			
		||||
            Definitions.LastInVertexPipeline = true;
 | 
			
		||||
@ -187,7 +178,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
        {
 | 
			
		||||
            AttributeUsage.MergeFromtNextStage(
 | 
			
		||||
                Definitions.GpPassthrough,
 | 
			
		||||
                nextStage.UsedFeatures.HasFlag(FeatureFlags.FixedFuncAttr),
 | 
			
		||||
                nextStage._program.UsedFeatures.HasFlag(FeatureFlags.FixedFuncAttr),
 | 
			
		||||
                nextStage.AttributeUsage);
 | 
			
		||||
 | 
			
		||||
            // We don't consider geometry shaders using the geometry shader passthrough feature
 | 
			
		||||
@ -200,9 +191,9 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public ShaderProgram Translate()
 | 
			
		||||
        public ShaderProgram Translate(bool asCompute = false)
 | 
			
		||||
        {
 | 
			
		||||
            ResourceManager resourceManager = CreateResourceManager();
 | 
			
		||||
            ResourceManager resourceManager = CreateResourceManager(asCompute);
 | 
			
		||||
 | 
			
		||||
            bool usesLocalMemory = _program.UsedFeatures.HasFlag(FeatureFlags.LocalMemory);
 | 
			
		||||
 | 
			
		||||
@ -215,36 +206,42 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                resourceManager.SetCurrentSharedMemory(GpuAccessor.QueryComputeSharedMemorySize(), usesSharedMemory);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            FunctionCode[] code = EmitShader(this, resourceManager, _program, initializeOutputs: true, out _);
 | 
			
		||||
            FunctionCode[] code = EmitShader(this, resourceManager, _program, asCompute, initializeOutputs: true, out _);
 | 
			
		||||
 | 
			
		||||
            return Translate(code, resourceManager, UsedFeatures, _program.ClipDistancesWritten);
 | 
			
		||||
            return Translate(code, resourceManager, _program.UsedFeatures, _program.ClipDistancesWritten, asCompute);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public ShaderProgram Translate(TranslatorContext other)
 | 
			
		||||
        public ShaderProgram Translate(TranslatorContext other, bool asCompute = false)
 | 
			
		||||
        {
 | 
			
		||||
            ResourceManager resourceManager = CreateResourceManager();
 | 
			
		||||
            ResourceManager resourceManager = CreateResourceManager(asCompute);
 | 
			
		||||
 | 
			
		||||
            bool usesLocalMemory = _program.UsedFeatures.HasFlag(FeatureFlags.LocalMemory);
 | 
			
		||||
            resourceManager.SetCurrentLocalMemory(_localMemorySize, usesLocalMemory);
 | 
			
		||||
 | 
			
		||||
            FunctionCode[] code = EmitShader(this, resourceManager, _program, initializeOutputs: false, out _);
 | 
			
		||||
            FunctionCode[] code = EmitShader(this, resourceManager, _program, asCompute, initializeOutputs: false, out _);
 | 
			
		||||
 | 
			
		||||
            bool otherUsesLocalMemory = other._program.UsedFeatures.HasFlag(FeatureFlags.LocalMemory);
 | 
			
		||||
            resourceManager.SetCurrentLocalMemory(other._localMemorySize, otherUsesLocalMemory);
 | 
			
		||||
 | 
			
		||||
            FunctionCode[] otherCode = EmitShader(other, resourceManager, other._program, initializeOutputs: true, out int aStart);
 | 
			
		||||
            FunctionCode[] otherCode = EmitShader(other, resourceManager, other._program, asCompute, initializeOutputs: true, out int aStart);
 | 
			
		||||
 | 
			
		||||
            code = Combine(otherCode, code, aStart);
 | 
			
		||||
 | 
			
		||||
            return Translate(
 | 
			
		||||
                code,
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                UsedFeatures | other.UsedFeatures,
 | 
			
		||||
                (byte)(_program.ClipDistancesWritten | other._program.ClipDistancesWritten));
 | 
			
		||||
                _program.UsedFeatures | other._program.UsedFeatures,
 | 
			
		||||
                (byte)(_program.ClipDistancesWritten | other._program.ClipDistancesWritten),
 | 
			
		||||
                asCompute);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private ShaderProgram Translate(FunctionCode[] functions, ResourceManager resourceManager, FeatureFlags usedFeatures, byte clipDistancesWritten)
 | 
			
		||||
        private ShaderProgram Translate(FunctionCode[] functions, ResourceManager resourceManager, FeatureFlags usedFeatures, byte clipDistancesWritten, bool asCompute)
 | 
			
		||||
        {
 | 
			
		||||
            if (asCompute)
 | 
			
		||||
            {
 | 
			
		||||
                usedFeatures |= FeatureFlags.VtgAsCompute;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            var cfgs = new ControlFlowGraph[functions.Length];
 | 
			
		||||
            var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
 | 
			
		||||
 | 
			
		||||
@ -294,6 +291,7 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                    TransformContext context = new(
 | 
			
		||||
                        hfm,
 | 
			
		||||
                        cfg.Blocks,
 | 
			
		||||
                        Definitions,
 | 
			
		||||
                        resourceManager,
 | 
			
		||||
                        GpuAccessor,
 | 
			
		||||
                        Options.TargetLanguage,
 | 
			
		||||
@ -307,28 +305,24 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            var identification = ShaderIdentifier.Identify(funcs, GpuAccessor, Definitions.Stage, Definitions.InputTopology, out int layerInputAttr);
 | 
			
		||||
 | 
			
		||||
            return Generate(
 | 
			
		||||
                funcs,
 | 
			
		||||
                AttributeUsage,
 | 
			
		||||
                GetDefinitions(asCompute),
 | 
			
		||||
                Definitions,
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                usedFeatures,
 | 
			
		||||
                clipDistancesWritten,
 | 
			
		||||
                identification,
 | 
			
		||||
                layerInputAttr);
 | 
			
		||||
                clipDistancesWritten);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private ShaderProgram Generate(
 | 
			
		||||
            IReadOnlyList<Function> funcs,
 | 
			
		||||
            AttributeUsage attributeUsage,
 | 
			
		||||
            ShaderDefinitions definitions,
 | 
			
		||||
            ShaderDefinitions originalDefinitions,
 | 
			
		||||
            ResourceManager resourceManager,
 | 
			
		||||
            FeatureFlags usedFeatures,
 | 
			
		||||
            byte clipDistancesWritten,
 | 
			
		||||
            ShaderIdentification identification = ShaderIdentification.None,
 | 
			
		||||
            int layerInputAttr = 0)
 | 
			
		||||
            byte clipDistancesWritten)
 | 
			
		||||
        {
 | 
			
		||||
            var sInfo = StructuredProgram.MakeStructuredProgram(
 | 
			
		||||
                funcs,
 | 
			
		||||
@ -337,20 +331,28 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                Options.Flags.HasFlag(TranslationFlags.DebugMode));
 | 
			
		||||
 | 
			
		||||
            int geometryVerticesPerPrimitive = Definitions.OutputTopology switch
 | 
			
		||||
            {
 | 
			
		||||
                OutputTopology.LineStrip => 2,
 | 
			
		||||
                OutputTopology.TriangleStrip => 3,
 | 
			
		||||
                _ => 1
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            var info = new ShaderProgramInfo(
 | 
			
		||||
                resourceManager.GetConstantBufferDescriptors(),
 | 
			
		||||
                resourceManager.GetStorageBufferDescriptors(),
 | 
			
		||||
                resourceManager.GetTextureDescriptors(),
 | 
			
		||||
                resourceManager.GetImageDescriptors(),
 | 
			
		||||
                identification,
 | 
			
		||||
                layerInputAttr,
 | 
			
		||||
                definitions.Stage,
 | 
			
		||||
                originalDefinitions.Stage,
 | 
			
		||||
                geometryVerticesPerPrimitive,
 | 
			
		||||
                originalDefinitions.MaxOutputVertices,
 | 
			
		||||
                originalDefinitions.ThreadsPerInputPrimitive,
 | 
			
		||||
                usedFeatures.HasFlag(FeatureFlags.FragCoordXY),
 | 
			
		||||
                usedFeatures.HasFlag(FeatureFlags.InstanceId),
 | 
			
		||||
                usedFeatures.HasFlag(FeatureFlags.DrawParameters),
 | 
			
		||||
                usedFeatures.HasFlag(FeatureFlags.RtLayer),
 | 
			
		||||
                clipDistancesWritten,
 | 
			
		||||
                definitions.OmapTargets);
 | 
			
		||||
                originalDefinitions.OmapTargets);
 | 
			
		||||
 | 
			
		||||
            var hostCapabilities = new HostCapabilities(
 | 
			
		||||
                GpuAccessor.QueryHostReducedPrecision(),
 | 
			
		||||
@ -372,37 +374,203 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
            };
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private ResourceManager CreateResourceManager()
 | 
			
		||||
        private ResourceManager CreateResourceManager(bool vertexAsCompute)
 | 
			
		||||
        {
 | 
			
		||||
            ResourceManager resourceManager = new(Definitions.Stage, GpuAccessor);
 | 
			
		||||
            ResourceManager resourceManager = new(Definitions.Stage, GpuAccessor, GetResourceReservations());
 | 
			
		||||
 | 
			
		||||
            if (!GpuAccessor.QueryHostSupportsTransformFeedback() && GpuAccessor.QueryTransformFeedbackEnabled())
 | 
			
		||||
            if (IsTransformFeedbackEmulated)
 | 
			
		||||
            {
 | 
			
		||||
                StructureType tfeInfoStruct = new(new StructureField[]
 | 
			
		||||
                {
 | 
			
		||||
                    new StructureField(AggregateType.Array | AggregateType.U32, "base_offset", 4),
 | 
			
		||||
                    new StructureField(AggregateType.U32, "vertex_count")
 | 
			
		||||
                });
 | 
			
		||||
 | 
			
		||||
                BufferDefinition tfeInfoBuffer = new(BufferLayout.Std430, 1, Constants.TfeInfoBinding, "tfe_info", tfeInfoStruct);
 | 
			
		||||
                resourceManager.Properties.AddOrUpdateStorageBuffer(tfeInfoBuffer);
 | 
			
		||||
 | 
			
		||||
                StructureType tfeDataStruct = new(new StructureField[]
 | 
			
		||||
                {
 | 
			
		||||
                    new StructureField(AggregateType.Array | AggregateType.U32, "data", 0)
 | 
			
		||||
                });
 | 
			
		||||
 | 
			
		||||
                for (int i = 0; i < Constants.TfeBuffersCount; i++)
 | 
			
		||||
                for (int i = 0; i < ResourceReservations.TfeBuffersCount; i++)
 | 
			
		||||
                {
 | 
			
		||||
                    int binding = Constants.TfeBufferBaseBinding + i;
 | 
			
		||||
                    int binding = resourceManager.Reservations.GetTfeBufferStorageBufferBinding(i);
 | 
			
		||||
                    BufferDefinition tfeDataBuffer = new(BufferLayout.Std430, 1, binding, $"tfe_data{i}", tfeDataStruct);
 | 
			
		||||
                    resourceManager.Properties.AddOrUpdateStorageBuffer(tfeDataBuffer);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (vertexAsCompute)
 | 
			
		||||
            {
 | 
			
		||||
                int vertexInfoCbBinding = resourceManager.Reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
                BufferDefinition vertexInfoBuffer = new(BufferLayout.Std140, 0, vertexInfoCbBinding, "vb_info", VertexInfoBuffer.GetStructureType());
 | 
			
		||||
                resourceManager.Properties.AddOrUpdateConstantBuffer(vertexInfoBuffer);
 | 
			
		||||
 | 
			
		||||
                StructureType vertexOutputStruct = new(new StructureField[]
 | 
			
		||||
                {
 | 
			
		||||
                    new StructureField(AggregateType.Array | AggregateType.FP32, "data", 0)
 | 
			
		||||
                });
 | 
			
		||||
 | 
			
		||||
                int vertexOutputSbBinding = resourceManager.Reservations.VertexOutputStorageBufferBinding;
 | 
			
		||||
                BufferDefinition vertexOutputBuffer = new(BufferLayout.Std430, 1, vertexOutputSbBinding, "vertex_output", vertexOutputStruct);
 | 
			
		||||
                resourceManager.Properties.AddOrUpdateStorageBuffer(vertexOutputBuffer);
 | 
			
		||||
 | 
			
		||||
                if (Stage == ShaderStage.Vertex)
 | 
			
		||||
                {
 | 
			
		||||
                    int ibBinding = resourceManager.Reservations.IndexBufferTextureBinding;
 | 
			
		||||
                    TextureDefinition indexBuffer = new(2, ibBinding, "ib_data", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
 | 
			
		||||
                    resourceManager.Properties.AddOrUpdateTexture(indexBuffer);
 | 
			
		||||
 | 
			
		||||
                    int inputMap = _program.AttributeUsage.UsedInputAttributes;
 | 
			
		||||
 | 
			
		||||
                    while (inputMap != 0)
 | 
			
		||||
                    {
 | 
			
		||||
                        int location = BitOperations.TrailingZeroCount(inputMap);
 | 
			
		||||
                        int binding = resourceManager.Reservations.GetVertexBufferTextureBinding(location);
 | 
			
		||||
                        TextureDefinition vaBuffer = new(2, binding, $"vb_data{location}", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
 | 
			
		||||
                        resourceManager.Properties.AddOrUpdateTexture(vaBuffer);
 | 
			
		||||
 | 
			
		||||
                        inputMap &= ~(1 << location);
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
                else if (Stage == ShaderStage.Geometry)
 | 
			
		||||
                {
 | 
			
		||||
                    int trbBinding = resourceManager.Reservations.TopologyRemapBufferTextureBinding;
 | 
			
		||||
                    TextureDefinition remapBuffer = new(2, trbBinding, "trb_data", SamplerType.TextureBuffer, TextureFormat.Unknown, TextureUsageFlags.None);
 | 
			
		||||
                    resourceManager.Properties.AddOrUpdateTexture(remapBuffer);
 | 
			
		||||
 | 
			
		||||
                    int geometryVbOutputSbBinding = resourceManager.Reservations.GeometryVertexOutputStorageBufferBinding;
 | 
			
		||||
                    BufferDefinition geometryVbOutputBuffer = new(BufferLayout.Std430, 1, geometryVbOutputSbBinding, "geometry_vb_output", vertexOutputStruct);
 | 
			
		||||
                    resourceManager.Properties.AddOrUpdateStorageBuffer(geometryVbOutputBuffer);
 | 
			
		||||
 | 
			
		||||
                    StructureType geometryIbOutputStruct = new(new StructureField[]
 | 
			
		||||
                    {
 | 
			
		||||
                        new StructureField(AggregateType.Array | AggregateType.U32, "data", 0)
 | 
			
		||||
                    });
 | 
			
		||||
 | 
			
		||||
                    int geometryIbOutputSbBinding = resourceManager.Reservations.GeometryIndexOutputStorageBufferBinding;
 | 
			
		||||
                    BufferDefinition geometryIbOutputBuffer = new(BufferLayout.Std430, 1, geometryIbOutputSbBinding, "geometry_ib_output", geometryIbOutputStruct);
 | 
			
		||||
                    resourceManager.Properties.AddOrUpdateStorageBuffer(geometryIbOutputBuffer);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                resourceManager.SetVertexAsComputeLocalMemories(Definitions.Stage, Definitions.InputTopology);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return resourceManager;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private ShaderDefinitions GetDefinitions(bool vertexAsCompute)
 | 
			
		||||
        {
 | 
			
		||||
            if (vertexAsCompute)
 | 
			
		||||
            {
 | 
			
		||||
                return new ShaderDefinitions(ShaderStage.Compute, 32, 32, 1);
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                return Definitions;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public ResourceReservations GetResourceReservations()
 | 
			
		||||
        {
 | 
			
		||||
            IoUsage ioUsage = _program.GetIoUsage();
 | 
			
		||||
 | 
			
		||||
            if (Definitions.GpPassthrough)
 | 
			
		||||
            {
 | 
			
		||||
                ioUsage = ioUsage.Combine(_vertexOutput);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            return new ResourceReservations(GpuAccessor, IsTransformFeedbackEmulated, vertexAsCompute: true, _vertexOutput, ioUsage);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void SetVertexOutputMapForGeometryAsCompute(TranslatorContext vertexContext)
 | 
			
		||||
        {
 | 
			
		||||
            _vertexOutput = vertexContext._program.GetIoUsage();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public ShaderProgram GenerateVertexPassthroughForCompute()
 | 
			
		||||
        {
 | 
			
		||||
            var attributeUsage = new AttributeUsage(GpuAccessor);
 | 
			
		||||
            var resourceManager = new ResourceManager(ShaderStage.Vertex, GpuAccessor);
 | 
			
		||||
 | 
			
		||||
            var reservations = GetResourceReservations();
 | 
			
		||||
 | 
			
		||||
            int vertexInfoCbBinding = reservations.VertexInfoConstantBufferBinding;
 | 
			
		||||
 | 
			
		||||
            if (Stage == ShaderStage.Vertex)
 | 
			
		||||
            {
 | 
			
		||||
                BufferDefinition vertexInfoBuffer = new(BufferLayout.Std140, 0, vertexInfoCbBinding, "vb_info", VertexInfoBuffer.GetStructureType());
 | 
			
		||||
                resourceManager.Properties.AddOrUpdateConstantBuffer(vertexInfoBuffer);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            StructureType vertexInputStruct = new(new StructureField[]
 | 
			
		||||
            {
 | 
			
		||||
                new StructureField(AggregateType.Array | AggregateType.FP32, "data", 0)
 | 
			
		||||
            });
 | 
			
		||||
 | 
			
		||||
            int vertexDataSbBinding = reservations.VertexOutputStorageBufferBinding;
 | 
			
		||||
            BufferDefinition vertexOutputBuffer = new(BufferLayout.Std430, 1, vertexDataSbBinding, "vb_input", vertexInputStruct);
 | 
			
		||||
            resourceManager.Properties.AddOrUpdateStorageBuffer(vertexOutputBuffer);
 | 
			
		||||
 | 
			
		||||
            var context = new EmitterContext();
 | 
			
		||||
 | 
			
		||||
            Operand vertexIndex = Options.TargetApi == TargetApi.OpenGL
 | 
			
		||||
                ? context.Load(StorageKind.Input, IoVariable.VertexId)
 | 
			
		||||
                : context.Load(StorageKind.Input, IoVariable.VertexIndex);
 | 
			
		||||
 | 
			
		||||
            if (Stage == ShaderStage.Vertex)
 | 
			
		||||
            {
 | 
			
		||||
                Operand vertexCount = context.Load(StorageKind.ConstantBuffer, vertexInfoCbBinding, Const((int)VertexInfoBufferField.VertexCounts), Const(0));
 | 
			
		||||
 | 
			
		||||
                // Base instance will be always zero when this shader is used, so which one we use here doesn't really matter.
 | 
			
		||||
                Operand instanceId = Options.TargetApi == TargetApi.OpenGL
 | 
			
		||||
                    ? context.Load(StorageKind.Input, IoVariable.InstanceId)
 | 
			
		||||
                    : context.Load(StorageKind.Input, IoVariable.InstanceIndex);
 | 
			
		||||
 | 
			
		||||
                vertexIndex = context.IAdd(context.IMultiply(instanceId, vertexCount), vertexIndex);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Operand baseOffset = context.IMultiply(vertexIndex, Const(reservations.OutputSizePerInvocation));
 | 
			
		||||
 | 
			
		||||
            foreach ((IoDefinition ioDefinition, int inputOffset) in reservations.Offsets)
 | 
			
		||||
            {
 | 
			
		||||
                if (ioDefinition.StorageKind != StorageKind.Output)
 | 
			
		||||
                {
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                Operand vertexOffset = inputOffset != 0 ? context.IAdd(baseOffset, Const(inputOffset)) : baseOffset;
 | 
			
		||||
                Operand value = context.Load(StorageKind.StorageBuffer, vertexDataSbBinding, Const(0), vertexOffset);
 | 
			
		||||
 | 
			
		||||
                if (ioDefinition.IoVariable == IoVariable.UserDefined)
 | 
			
		||||
                {
 | 
			
		||||
                    context.Store(StorageKind.Output, ioDefinition.IoVariable, null, Const(ioDefinition.Location), Const(ioDefinition.Component), value);
 | 
			
		||||
                    attributeUsage.SetOutputUserAttribute(ioDefinition.Location);
 | 
			
		||||
                }
 | 
			
		||||
                else if (ResourceReservations.IsVectorOrArrayVariable(ioDefinition.IoVariable))
 | 
			
		||||
                {
 | 
			
		||||
                    context.Store(StorageKind.Output, ioDefinition.IoVariable, null, Const(ioDefinition.Component), value);
 | 
			
		||||
                }
 | 
			
		||||
                else
 | 
			
		||||
                {
 | 
			
		||||
                    context.Store(StorageKind.Output, ioDefinition.IoVariable, null, value);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            var operations = context.GetOperations();
 | 
			
		||||
            var cfg = ControlFlowGraph.Create(operations);
 | 
			
		||||
            var function = new Function(cfg.Blocks, "main", false, 0, 0);
 | 
			
		||||
 | 
			
		||||
            var transformFeedbackOutputs = GetTransformFeedbackOutputs(GpuAccessor, out ulong transformFeedbackVecMap);
 | 
			
		||||
 | 
			
		||||
            var definitions = new ShaderDefinitions(ShaderStage.Vertex, transformFeedbackVecMap, transformFeedbackOutputs)
 | 
			
		||||
            {
 | 
			
		||||
                LastInVertexPipeline = true
 | 
			
		||||
            };
 | 
			
		||||
 | 
			
		||||
            return Generate(
 | 
			
		||||
                new[] { function },
 | 
			
		||||
                attributeUsage,
 | 
			
		||||
                definitions,
 | 
			
		||||
                definitions,
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                FeatureFlags.None,
 | 
			
		||||
                0);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public ShaderProgram GenerateGeometryPassthrough()
 | 
			
		||||
        {
 | 
			
		||||
            int outputAttributesMask = AttributeUsage.UsedOutputAttributes;
 | 
			
		||||
@ -484,7 +652,14 @@ namespace Ryujinx.Graphics.Shader.Translation
 | 
			
		||||
                outputTopology,
 | 
			
		||||
                maxOutputVertices);
 | 
			
		||||
 | 
			
		||||
            return Generate(new[] { function }, attributeUsage, definitions, resourceManager, FeatureFlags.RtLayer, 0);
 | 
			
		||||
            return Generate(
 | 
			
		||||
                new[] { function },
 | 
			
		||||
                attributeUsage,
 | 
			
		||||
                definitions,
 | 
			
		||||
                definitions,
 | 
			
		||||
                resourceManager,
 | 
			
		||||
                FeatureFlags.RtLayer,
 | 
			
		||||
                0);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										59
									
								
								src/Ryujinx.Graphics.Shader/VertexInfoBuffer.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										59
									
								
								src/Ryujinx.Graphics.Shader/VertexInfoBuffer.cs
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,59 @@
 | 
			
		||||
using Ryujinx.Common.Memory;
 | 
			
		||||
using Ryujinx.Graphics.Shader.StructuredIr;
 | 
			
		||||
using Ryujinx.Graphics.Shader.Translation;
 | 
			
		||||
using System.Runtime.CompilerServices;
 | 
			
		||||
 | 
			
		||||
namespace Ryujinx.Graphics.Shader
 | 
			
		||||
{
 | 
			
		||||
    enum VertexInfoBufferField
 | 
			
		||||
    {
 | 
			
		||||
        // Must match the order of the fields on the struct.
 | 
			
		||||
        VertexCounts,
 | 
			
		||||
        GeometryCounts,
 | 
			
		||||
        VertexStrides,
 | 
			
		||||
        VertexOffsets,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public struct VertexInfoBuffer
 | 
			
		||||
    {
 | 
			
		||||
        public static readonly int RequiredSize;
 | 
			
		||||
 | 
			
		||||
        public static readonly int VertexCountsOffset;
 | 
			
		||||
        public static readonly int GeometryCountsOffset;
 | 
			
		||||
        public static readonly int VertexStridesOffset;
 | 
			
		||||
        public static readonly int VertexOffsetsOffset;
 | 
			
		||||
 | 
			
		||||
        private static int OffsetOf<T>(ref VertexInfoBuffer storage, ref T target)
 | 
			
		||||
        {
 | 
			
		||||
            return (int)Unsafe.ByteOffset(ref Unsafe.As<VertexInfoBuffer, T>(ref storage), ref target);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        static VertexInfoBuffer()
 | 
			
		||||
        {
 | 
			
		||||
            RequiredSize = Unsafe.SizeOf<VertexInfoBuffer>();
 | 
			
		||||
 | 
			
		||||
            VertexInfoBuffer instance = new();
 | 
			
		||||
 | 
			
		||||
            VertexCountsOffset = OffsetOf(ref instance, ref instance.VertexCounts);
 | 
			
		||||
            GeometryCountsOffset = OffsetOf(ref instance, ref instance.GeometryCounts);
 | 
			
		||||
            VertexStridesOffset = OffsetOf(ref instance, ref instance.VertexStrides);
 | 
			
		||||
            VertexOffsetsOffset = OffsetOf(ref instance, ref instance.VertexOffsets);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        internal static StructureType GetStructureType()
 | 
			
		||||
        {
 | 
			
		||||
            return new StructureType(new[]
 | 
			
		||||
            {
 | 
			
		||||
                new StructureField(AggregateType.Vector4 | AggregateType.U32, "vertex_counts"),
 | 
			
		||||
                new StructureField(AggregateType.Vector4 | AggregateType.U32, "geometry_counts"),
 | 
			
		||||
                new StructureField(AggregateType.Array | AggregateType.Vector4 | AggregateType.U32, "vertex_strides", ResourceReservations.MaxVertexBufferTextures),
 | 
			
		||||
                new StructureField(AggregateType.Array | AggregateType.Vector4 | AggregateType.U32, "vertex_offsets", ResourceReservations.MaxVertexBufferTextures),
 | 
			
		||||
            });
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public Vector4<int> VertexCounts;
 | 
			
		||||
        public Vector4<int> GeometryCounts;
 | 
			
		||||
        public Array32<Vector4<int>> VertexStrides;
 | 
			
		||||
        public Array32<Vector4<int>> VertexOffsets;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -605,6 +605,7 @@ namespace Ryujinx.Graphics.Vulkan
 | 
			
		||||
                supportsShaderBarrierDivergence: Vendor != Vendor.Intel,
 | 
			
		||||
                supportsShaderFloat64: Capabilities.SupportsShaderFloat64,
 | 
			
		||||
                supportsTextureShadowLod: false,
 | 
			
		||||
                supportsVertexStoreAndAtomics: features2.Features.VertexPipelineStoresAndAtomics,
 | 
			
		||||
                supportsViewportIndexVertexTessellation: featuresVk12.ShaderOutputViewportIndex,
 | 
			
		||||
                supportsViewportMask: Capabilities.SupportsViewportArray2,
 | 
			
		||||
                supportsViewportSwizzle: false,
 | 
			
		||||
@ -618,6 +619,7 @@ namespace Ryujinx.Graphics.Vulkan
 | 
			
		||||
                maximumSupportedAnisotropy: (int)limits.MaxSamplerAnisotropy,
 | 
			
		||||
                shaderSubgroupSize: (int)Capabilities.SubgroupSize,
 | 
			
		||||
                storageBufferOffsetAlignment: (int)limits.MinStorageBufferOffsetAlignment,
 | 
			
		||||
                textureBufferOffsetAlignment: (int)limits.MinTexelBufferOffsetAlignment,
 | 
			
		||||
                gatherBiasPrecision: IsIntelWindows || IsAmdWindows ? (int)Capabilities.SubTexelPrecisionBits : 0);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -29,6 +29,12 @@ namespace Ryujinx.ShaderTools
 | 
			
		||||
            [Option("compute", Required = false, Default = false, HelpText = "Indicate that the shader is a compute shader.")]
 | 
			
		||||
            public bool Compute { get; set; }
 | 
			
		||||
 | 
			
		||||
            [Option("vertex-as-compute", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex shader and should be converted to compute.")]
 | 
			
		||||
            public bool VertexAsCompute { get; set; }
 | 
			
		||||
 | 
			
		||||
            [Option("vertex-passthrough", Required = false, Default = false, HelpText = "Indicate that the shader is a vertex passthrough shader for compute output.")]
 | 
			
		||||
            public bool VertexPassthrough { get; set; }
 | 
			
		||||
 | 
			
		||||
            [Option("target-language", Required = false, Default = TargetLanguage.Glsl, HelpText = "Indicate the target shader language to use.")]
 | 
			
		||||
            public TargetLanguage TargetLanguage { get; set; }
 | 
			
		||||
 | 
			
		||||
@ -54,8 +60,18 @@ namespace Ryujinx.ShaderTools
 | 
			
		||||
            byte[] data = File.ReadAllBytes(options.InputPath);
 | 
			
		||||
 | 
			
		||||
            TranslationOptions translationOptions = new(options.TargetLanguage, options.TargetApi, flags);
 | 
			
		||||
            TranslatorContext translatorContext = Translator.CreateContext(0, new GpuAccessor(data), translationOptions);
 | 
			
		||||
 | 
			
		||||
            ShaderProgram program = Translator.CreateContext(0, new GpuAccessor(data), translationOptions).Translate();
 | 
			
		||||
            ShaderProgram program;
 | 
			
		||||
 | 
			
		||||
            if (options.VertexPassthrough)
 | 
			
		||||
            {
 | 
			
		||||
                program = translatorContext.GenerateVertexPassthroughForCompute();
 | 
			
		||||
            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                program = translatorContext.Translate(options.VertexAsCompute);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (options.OutputPath == null)
 | 
			
		||||
            {
 | 
			
		||||
 | 
			
		||||
		Loading…
	
	
			
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	Block a user