using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Gpu.Engine; using Ryujinx.Graphics.Gpu.Image; using Ryujinx.Graphics.Shader; using System; using System.Linq; namespace Ryujinx.Graphics.Gpu.Shader { /// <summary> /// A collection of shader bindings ready for insertion into the buffer and texture managers. /// </summary> internal class CachedShaderBindings { public TextureBindingInfo[][] TextureBindings { get; } public TextureBindingInfo[][] ImageBindings { get; } public BufferDescriptor[][] ConstantBufferBindings { get; } public BufferDescriptor[][] StorageBufferBindings { get; } public int MaxTextureBinding { get; } public int MaxImageBinding { get; } /// <summary> /// Create a new cached shader bindings collection. /// </summary> /// <param name="isCompute">Whether the shader is for compute</param> /// <param name="stages">The stages used by the shader</param> public CachedShaderBindings(bool isCompute, CachedShaderStage[] stages) { int stageCount = isCompute ? 1 : Constants.ShaderStages; TextureBindings = new TextureBindingInfo[stageCount][]; ImageBindings = new TextureBindingInfo[stageCount][]; ConstantBufferBindings = new BufferDescriptor[stageCount][]; StorageBufferBindings = new BufferDescriptor[stageCount][]; int maxTextureBinding = -1; int maxImageBinding = -1; int offset = isCompute ? 0 : 1; for (int i = 0; i < stageCount; i++) { CachedShaderStage stage = stages[i + offset]; if (stage == null) { TextureBindings[i] = Array.Empty<TextureBindingInfo>(); ImageBindings[i] = Array.Empty<TextureBindingInfo>(); ConstantBufferBindings[i] = Array.Empty<BufferDescriptor>(); StorageBufferBindings[i] = Array.Empty<BufferDescriptor>(); continue; } TextureBindings[i] = stage.Info.Textures.Select(descriptor => { Target target = ShaderTexture.GetTarget(descriptor.Type); var result = new TextureBindingInfo( target, descriptor.Binding, descriptor.CbufSlot, descriptor.HandleIndex, descriptor.Flags); if (descriptor.Binding > maxTextureBinding) { maxTextureBinding = descriptor.Binding; } return result; }).ToArray(); ImageBindings[i] = stage.Info.Images.Select(descriptor => { Target target = ShaderTexture.GetTarget(descriptor.Type); Format format = ShaderTexture.GetFormat(descriptor.Format); var result = new TextureBindingInfo( target, format, descriptor.Binding, descriptor.CbufSlot, descriptor.HandleIndex, descriptor.Flags); if (descriptor.Binding > maxImageBinding) { maxImageBinding = descriptor.Binding; } return result; }).ToArray(); ConstantBufferBindings[i] = stage.Info.CBuffers.ToArray(); StorageBufferBindings[i] = stage.Info.SBuffers.ToArray(); } MaxTextureBinding = maxTextureBinding; MaxImageBinding = maxImageBinding; } } }