Support separate textures and samplers (#1216)

* Support separate textures and samplers

* Add missing bindless flag, fix SNORM format on buffer textures

* Add missing separation

* Add comments about the new handles
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gdkchan 2020-05-27 11:07:10 -03:00 committed by GitHub
parent 0b6d206daa
commit 5795bb1528
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 240 additions and 59 deletions

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@ -1,8 +1,6 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
@ -11,6 +9,9 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
class TextureBindingsManager
{
private const int HandleHigh = 16;
private const int HandleMask = (1 << HandleHigh) - 1;
private GpuContext _context;
private bool _isCompute;
@ -114,7 +115,6 @@ namespace Ryujinx.Graphics.Gpu.Image
}
_samplerPool = new SamplerPool(_context, address, maximumId);
_samplerIndex = samplerIndex;
}
@ -195,7 +195,7 @@ namespace Ryujinx.Graphics.Gpu.Image
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
}
packedId = MemoryMarshal.Cast<byte, int>(_context.PhysicalMemory.GetSpan(address + (ulong)binding.CbufOffset * 4, 4))[0];
packedId = _context.PhysicalMemory.Read<int>(address + (ulong)binding.CbufOffset * 4);
}
else
{
@ -324,9 +324,20 @@ namespace Ryujinx.Graphics.Gpu.Image
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
}
address += (uint)wordOffset * 4;
int handle = _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset & HandleMask) * 4);
return BitConverter.ToInt32(_context.PhysicalMemory.GetSpan(address, 4));
// The "wordOffset" (which is really the immediate value used on texture instructions on the shader)
// is a 13-bit value. However, in order to also support separate samplers and textures (which uses
// bindless textures on the shader), we extend it with another value on the higher 16 bits with
// another offset for the sampler.
// The shader translator has code to detect separate texture and sampler uses with a bindless texture,
// turn that into a regular texture access and produce those special handles with values on the higher 16 bits.
if (wordOffset >> HandleHigh != 0)
{
handle |= _context.PhysicalMemory.Read<int>(address + (ulong)(wordOffset >> HandleHigh) * 4);
}
return handle;
}
/// <summary>