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Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor (#2542)
* Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor * Shader cache version bump
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4 changed files with 43 additions and 59 deletions
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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// Represents a GPU state and memory accessor.
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/// </summary>
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/// </summary>
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class GpuAccessor : TextureDescriptorCapableGpuAccessor
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class GpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
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{
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{
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private readonly GpuChannel _channel;
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private readonly GpuChannel _channel;
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private readonly GpuAccessorState _state;
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private readonly GpuAccessorState _state;
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@ -1,55 +0,0 @@
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Represents a GPU state and memory accessor.
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/// </summary>
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class GpuAccessorBase
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{
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private readonly GpuContext _context;
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/// <summary>
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/// Creates a new instance of the GPU state accessor.
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/// </summary>
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/// <param name="context">GPU context</param>
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public GpuAccessorBase(GpuContext context)
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{
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_context = context;
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}
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/// <summary>
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/// Queries host about the presence of the FrontFacing built-in variable bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
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/// <summary>
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/// Queries host about the presence of the vector indexing bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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}
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}
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@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2540;
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private const ulong ShaderCodeGenVersion = 2542;
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// Progress reporting helpers
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// Progress reporting helpers
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private volatile int _shaderCount;
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private volatile int _shaderCount;
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@ -4,16 +4,55 @@ using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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{
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abstract class TextureDescriptorCapableGpuAccessor : GpuAccessorBase, IGpuAccessor
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abstract class TextureDescriptorCapableGpuAccessor : IGpuAccessor
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{
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{
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public TextureDescriptorCapableGpuAccessor(GpuContext context) : base(context)
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private readonly GpuContext _context;
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public TextureDescriptorCapableGpuAccessor(GpuContext context)
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{
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{
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_context = context;
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}
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}
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public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
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public abstract T MemoryRead<T>(ulong address) where T : unmanaged;
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public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
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public abstract ITextureDescriptor GetTextureDescriptor(int handle, int cbufSlot);
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/// <summary>
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/// Queries host about the presence of the FrontFacing built-in variable bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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public bool QueryHostHasFrontFacingBug() => _context.Capabilities.HasFrontFacingBug;
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/// <summary>
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/// Queries host about the presence of the vector indexing bug.
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/// </summary>
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/// <returns>True if the bug is present on the host device used, false otherwise</returns>
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public bool QueryHostHasVectorIndexingBug() => _context.Capabilities.HasVectorIndexingBug;
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/// <summary>
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/// Queries host storage buffer alignment required.
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/// </summary>
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/// <returns>Host storage buffer alignment in bytes</returns>
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public int QueryHostStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
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/// <summary>
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/// Queries host support for readable images without a explicit format declaration on the shader.
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/// </summary>
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/// <returns>True if formatted image load is supported, false otherwise</returns>
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public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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/// <summary>
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/// Queries host GPU non-constant texture offset support.
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/// </summary>
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/// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
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public bool QueryHostSupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
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/// <summary>
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/// Queries host GPU texture shadow LOD support.
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/// </summary>
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/// <returns>True if the GPU and driver supports texture shadow LOD, false otherwise</returns>
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public bool QueryHostSupportsTextureShadowLod() => _context.Capabilities.SupportsTextureShadowLod;
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/// <summary>
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/// <summary>
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/// Queries texture format information, for shaders using image load or store.
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/// Queries texture format information, for shaders using image load or store.
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/// </summary>
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/// </summary>
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