示例#1
0
        /// <summary>
        /// Translates the binary Maxwell shader code to something that the host API accepts.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="localSizeX">Local group size X of the computer shader</param>
        /// <param name="localSizeY">Local group size Y of the computer shader</param>
        /// <param name="localSizeZ">Local group size Z of the computer shader</param>
        /// <param name="localMemorySize">Local memory size of the compute shader</param>
        /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
        /// <returns>Compiled compute shader code</returns>
        private ShaderCodeHolder TranslateComputeShader(
            GpuState state,
            ulong gpuVa,
            int localSizeX,
            int localSizeY,
            int localSizeZ,
            int localMemorySize,
            int sharedMemorySize)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);

            ShaderProgram program;

            program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute);

            byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();

            _dumper.Dump(code, compute: true, out string fullPath, out string codePath);

            if (fullPath != null && codePath != null)
            {
                program.Prepend("// " + codePath);
                program.Prepend("// " + fullPath);
            }

            return(new ShaderCodeHolder(program, code));
        }
示例#2
0
        /// <summary>
        /// Translates the binary Maxwell shader code to something that the host API accepts.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
        /// <returns>Compiled graphics shader code</returns>
        private ShaderCodeHolder TranslateGraphicsShader(
            GpuState state,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa,
            ulong gpuVaA = 0)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);

            if (gpuVaA != 0)
            {
                ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags, counts);

                byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray();
                byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();

                _dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
                _dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);

                if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
                {
                    program.Prepend("// " + codePathB);
                    program.Prepend("// " + fullPathB);
                    program.Prepend("// " + codePathA);
                    program.Prepend("// " + fullPathA);
                }

                return(new ShaderCodeHolder(program, codeB, codeA));
            }
            else
            {
                ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags, counts);

                byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();

                _dumper.Dump(code, compute: false, out string fullPath, out string codePath);

                if (fullPath != null && codePath != null)
                {
                    program.Prepend("// " + codePath);
                    program.Prepend("// " + fullPath);
                }

                return(new ShaderCodeHolder(program, code));
            }
        }
示例#3
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuState state,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);

            return(Translator.CreateContext(gpuVa, gpuAccessor, flags, counts));
        }
示例#4
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <param name="state">Current GPU state</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="localSizeX">Local group size X of the computer shader</param>
        /// <param name="localSizeY">Local group size Y of the computer shader</param>
        /// <param name="localSizeZ">Local group size Z of the computer shader</param>
        /// <param name="localMemorySize">Local memory size of the compute shader</param>
        /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeComputeShader(
            GpuState state,
            ulong gpuVa,
            int localSizeX,
            int localSizeY,
            int localSizeZ,
            int localMemorySize,
            int sharedMemorySize)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);

            return(Translator.CreateContext(gpuVa, gpuAccessor, DefaultFlags | TranslationFlags.Compute));
        }
示例#5
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="channel">GPU channel</param>
        /// <param name="gas">GPU accessor state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuChannel channel,
            GpuAccessorState gas,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, (int)stage - 1);

            var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);

            return(Translator.CreateContext(gpuVa, gpuAccessor, options, counts));
        }
示例#6
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="channel">GPU channel</param>
        /// <param name="gas">GPU accessor state</param>
        /// <param name="tfd">Transform feedback descriptors</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuChannel channel,
            GpuAccessorState gas,
            TransformFeedbackDescriptor[] tfd,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, tfd, (int)stage - 1);

            var options = CreateTranslationOptions(flags);

            return(Translator.CreateContext(gpuVa, gpuAccessor, options));
        }
示例#7
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <param name="channel">GPU channel</param>
        /// <param name="gas">GPU accessor state</param>
        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
        /// <param name="localSizeX">Local group size X of the computer shader</param>
        /// <param name="localSizeY">Local group size Y of the computer shader</param>
        /// <param name="localSizeZ">Local group size Z of the computer shader</param>
        /// <param name="localMemorySize">Local memory size of the compute shader</param>
        /// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeComputeShader(
            GpuChannel channel,
            GpuAccessorState gas,
            ulong gpuVa,
            int localSizeX,
            int localSizeY,
            int localSizeZ,
            int localMemorySize,
            int sharedMemorySize)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gas, localSizeX, localSizeY, localSizeZ, localMemorySize, sharedMemorySize);

            var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.Compute);

            return(Translator.CreateContext(gpuVa, gpuAccessor, options));
        }
示例#8
0
        /// <summary>
        /// Decode the binary Maxwell shader code to a translator context.
        /// </summary>
        /// <remarks>
        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
        /// </remarks>
        /// <param name="state">Current GPU state</param>
        /// <param name="counts">Cumulative shader resource counts</param>
        /// <param name="flags">Flags that controls shader translation</param>
        /// <param name="stage">Shader stage</param>
        /// <param name="gpuVa">GPU virtual address of the shader code</param>
        /// <returns>The generated translator context</returns>
        private TranslatorContext DecodeGraphicsShader(
            GpuState state,
            TranslationCounts counts,
            TranslationFlags flags,
            ShaderStage stage,
            ulong gpuVa)
        {
            if (gpuVa == 0)
            {
                return(null);
            }

            GpuAccessorState gas = new GpuAccessorState(
                state.Get <PoolState>(MethodOffset.TexturePoolState).Address.Pack(),
                state.Get <PoolState>(MethodOffset.TexturePoolState).MaximumId,
                state.Get <int>(MethodOffset.TextureBufferIndex),
                state.Get <Boolean32>(MethodOffset.EarlyZForce));

            GpuAccessor gpuAccessor = new GpuAccessor(_context, state.Channel, gas, (int)stage - 1);

            var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);

            return(Translator.CreateContext(gpuVa, gpuAccessor, options, counts));
        }