From 430faeb8ef9a5906af642a4a2be0eb6e878f812e Mon Sep 17 00:00:00 2001
From: gdkchan <gab.dark.100@gmail.com>
Date: Tue, 31 Dec 2019 01:46:57 -0300
Subject: [PATCH] Add XML documentation to Ryujinx.Graphics.Gpu.Shader

---
 Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs  |   4 +-
 Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs |   2 +-
 Ryujinx.Graphics.Gpu/Memory/RangeList.cs      |   2 +-
 Ryujinx.Graphics.Gpu/Shader/CachedShader.cs   |  20 +++-
 Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs  |  14 +++
 Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs |  12 ++
 .../Shader/ShaderAddresses.cs                 |  17 +++
 Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs    | 104 +++++++++++++++++-
 Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs   |  33 +++++-
 9 files changed, 197 insertions(+), 11 deletions(-)

diff --git a/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs b/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
index d4d9b48a..62ab0e47 100644
--- a/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/MemoryManager.cs
@@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// <param name="pa">CPU virtual address to map into</param>
         /// <param name="va">GPU virtual address to be mapped</param>
         /// <param name="size">Size in bytes of the mapping</param>
-        /// <returns>The GPU virtual address of the mapping</returns>
+        /// <returns>GPU virtual address of the mapping</returns>
         public ulong Map(ulong pa, ulong va, ulong size)
         {
             lock (_pageTable)
@@ -117,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
         /// Reserves memory at a fixed GPU memory location.
         /// This prevents the reserved region from being used for memory allocation for map.
         /// </summary>
-        /// <param name="va">CPU virtual address to reserve</param>
+        /// <param name="va">GPU virtual address to reserve</param>
         /// <param name="size">Reservation size in bytes</param>
         /// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
         public ulong ReserveFixed(ulong va, ulong size)
diff --git a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
index 7a6b0963..71384df2 100644
--- a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
@@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
 
     /// <summary>
     /// Represents physical memory, accessible from the GPU.
-    /// This is actually working CPU virtual addresses, of memory mapped on the game process.
+    /// This is actually working CPU virtual addresses, of memory mapped on the application process.
     /// </summary>
     class PhysicalMemory
     {
diff --git a/Ryujinx.Graphics.Gpu/Memory/RangeList.cs b/Ryujinx.Graphics.Gpu/Memory/RangeList.cs
index 52bcf9b4..1d185e21 100644
--- a/Ryujinx.Graphics.Gpu/Memory/RangeList.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/RangeList.cs
@@ -4,7 +4,7 @@ using System.Collections.Generic;
 namespace Ryujinx.Graphics.Gpu.Memory
 {
     /// <summary>
-    /// Lists of GPU resources with data on guest memory.
+    /// List of GPU resources with data on guest memory.
     /// </summary>
     /// <typeparam name="T">Type of the GPU resource</typeparam>
     class RangeList<T> where T : IRange<T>
diff --git a/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs b/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
index 210d0720..362d149a 100644
--- a/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/CachedShader.cs
@@ -3,13 +3,31 @@ using Ryujinx.Graphics.Shader;
 
 namespace Ryujinx.Graphics.Gpu.Shader
 {
+    /// <summary>
+    /// Cached shader code for a single shader stage.
+    /// </summary>
     class CachedShader
     {
+        /// <summary>
+        /// Shader program containing translated code.
+        /// </summary>
         public ShaderProgram Program { get; }
-        public IShader       Shader  { get; set; }
 
+        /// <summary>
+        /// Host shader object.
+        /// </summary>
+        public IShader Shader { get; set; }
+
+        /// <summary>
+        /// Maxwell binary shader code.
+        /// </summary>
         public int[] Code { get; }
 
+        /// <summary>
+        /// Creates a new instace of the cached shader.
+        /// </summary>
+        /// <param name="program">Shader program</param>
+        /// <param name="code">Maxwell binary shader code</param>
         public CachedShader(ShaderProgram program, int[] code)
         {
             Program  = program;
diff --git a/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs b/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
index 908b04b9..d7a701ea 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ComputeShader.cs
@@ -2,12 +2,26 @@ using Ryujinx.Graphics.GAL;
 
 namespace Ryujinx.Graphics.Gpu.Shader
 {
+    /// <summary>
+    /// Cached compute shader code.
+    /// </summary>
     class ComputeShader
     {
+        /// <summary>
+        /// Host shader program object.
+        /// </summary>
         public IProgram HostProgram { get; set; }
 
+        /// <summary>
+        /// Cached shader.
+        /// </summary>
         public CachedShader Shader { get; }
 
+        /// <summary>
+        /// Creates a new instance of the compute shader.
+        /// </summary>
+        /// <param name="hostProgram">Host shader program</param>
+        /// <param name="shader">Cached shader</param>
         public ComputeShader(IProgram hostProgram, CachedShader shader)
         {
             HostProgram = hostProgram;
diff --git a/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs b/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
index 7bdf68f7..14c8e5c2 100644
--- a/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/GraphicsShader.cs
@@ -2,12 +2,24 @@ using Ryujinx.Graphics.GAL;
 
 namespace Ryujinx.Graphics.Gpu.Shader
 {
+    /// <summary>
+    /// Cached graphics shader code for all stages.
+    /// </summary>
     class GraphicsShader
     {
+        /// <summary>
+        /// Host shader program object.
+        /// </summary>
         public IProgram HostProgram { get; set; }
 
+        /// <summary>
+        /// Compiled shader for each shader stage.
+        /// </summary>
         public CachedShader[] Shader { get; }
 
+        /// <summary>
+        /// Creates a new instance of cached graphics shader.
+        /// </summary>
         public GraphicsShader()
         {
             Shader = new CachedShader[5];
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
index c0a9162a..76ea3248 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
@@ -2,6 +2,9 @@ using System;
 
 namespace Ryujinx.Graphics.Gpu.Shader
 {
+    /// <summary>
+    /// Shader code addresses in memory for each shader stage.
+    /// </summary>
     struct ShaderAddresses : IEquatable<ShaderAddresses>
     {
         public ulong VertexA;
@@ -11,11 +14,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
         public ulong Geometry;
         public ulong Fragment;
 
+        /// <summary>
+        /// Check if the addresses are equal.
+        /// </summary>
+        /// <param name="other">Shader addresses structure to compare with</param>
+        /// <returns>True if they are equal, false otherwise</returns>
         public override bool Equals(object other)
         {
             return other is ShaderAddresses addresses && Equals(addresses);
         }
 
+        /// <summary>
+        /// Check if the addresses are equal.
+        /// </summary>
+        /// <param name="other">Shader addresses structure to compare with</param>
+        /// <returns>True if they are equal, false otherwise</returns>
         public bool Equals(ShaderAddresses other)
         {
             return VertexA        == other.VertexA &&
@@ -26,6 +39,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
                    Fragment       == other.Fragment;
         }
 
+        /// <summary>
+        /// Computes hash code from the addresses.
+        /// </summary>
+        /// <returns>Hash code</returns>
         public override int GetHashCode()
         {
             return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
index bd3229bd..b299da1a 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs
@@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
 {
     using TextureDescriptor = Image.TextureDescriptor;
 
+    /// <summary>
+    /// Memory cache of shader code.
+    /// </summary>
     class ShaderCache
     {
         private const int MaxProgramSize = 0x100000;
@@ -25,17 +28,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
 
         private Dictionary<ShaderAddresses, List<GraphicsShader>> _gpPrograms;
 
+        /// <summary>
+        /// Creates a new instance of the shader cache.
+        /// </summary>
+        /// <param name="context">GPU context that the shader cache belongs to</param>
         public ShaderCache(GpuContext context)
         {
             _context = context;
 
-            _dumper = new ShaderDumper(context);
+            _dumper = new ShaderDumper();
 
             _cpPrograms = new Dictionary<ulong, List<ComputeShader>>();
 
             _gpPrograms = new Dictionary<ShaderAddresses, List<GraphicsShader>>();
         }
 
+        /// <summary>
+        /// Gets a compute shader from the cache.
+        /// This automatically translates, compiles and adds the code to the cache if not present.
+        /// </summary>
+        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
+        /// <param name="sharedMemorySize">Shared memory size of the compute shader</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>
+        /// <returns>Compiled compute shader code</returns>
         public ComputeShader GetComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
         {
             bool isCached = _cpPrograms.TryGetValue(gpuVa, out List<ComputeShader> list);
@@ -73,6 +90,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return cpShader;
         }
 
+        /// <summary>
+        /// Gets a graphics shader program from the shader cache.
+        /// This includes all the specified shader stages.
+        /// This automatically translates, compiles and adds the code to the cache if not present.
+        /// </summary>
+        /// <param name="state">Current GPU state</param>
+        /// <param name="addresses">Addresses of the shaders for each stage</param>
+        /// <returns>Compiled graphics shader code</returns>
         public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
         {
             bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
@@ -138,11 +163,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return gpShaders;
         }
 
+        /// <summary>
+        /// Checks if compute shader code in memory is different from the cached shader.
+        /// </summary>
+        /// <param name="cpShader">Cached compute shader</param>
+        /// <param name="gpuVa">GPU virtual address of the shader code in memory</param>
+        /// <returns>True if the code is different, false otherwise</returns>
         private bool IsShaderDifferent(ComputeShader cpShader, ulong gpuVa)
         {
             return IsShaderDifferent(cpShader.Shader, gpuVa);
         }
 
+        /// <summary>
+        /// Checks if graphics shader code from all stages in memory is different from the cached shaders.
+        /// </summary>
+        /// <param name="gpShaders">Cached graphics shaders</param>
+        /// <param name="addresses">GPU virtual addresses of all enabled shader stages</param>
+        /// <returns>True if the code is different, false otherwise</returns>
         private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
         {
             for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
@@ -174,6 +211,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return false;
         }
 
+        /// <summary>
+        /// Checks if the code of the specified cached shader is different from the code in memory.
+        /// </summary>
+        /// <param name="shader">Cached shader to compare with</param>
+        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
+        /// <returns>True if the code is different, false otherwise</returns>
         private bool IsShaderDifferent(CachedShader shader, ulong gpuVa)
         {
             for (int index = 0; index < shader.Code.Length; index++)
@@ -187,6 +230,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return false;
         }
 
+        /// <summary>
+        /// Translates the binary Maxwell shader code to something that the host API accepts.
+        /// </summary>
+        /// <param name="gpuVa">GPU virtual address of the binary shader code</param>
+        /// <param name="sharedMemorySize">Shared memory size of the compute shader</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>
+        /// <returns>Compiled compute shader code</returns>
         private CachedShader TranslateComputeShader(ulong gpuVa, int sharedMemorySize, int localSizeX, int localSizeY, int localSizeZ)
         {
             if (gpuVa == 0)
@@ -230,6 +282,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return new CachedShader(program, codeCached);
         }
 
+        /// <summary>
+        /// Translates the binary Maxwell shader code to something that the host API accepts.
+        /// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
+        /// </summary>
+        /// <param name="state">Current GPU state</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></returns>
         private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
         {
             if (gpuVa == 0)
@@ -301,6 +362,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return new CachedShader(program, codeCached);
         }
 
+        /// <summary>
+        /// Performs backwards propagation of interpolation qualifiers or later shader stages input,
+        /// to ealier shader stages output.
+        /// This is required by older versions of OpenGL (pre-4.3).
+        /// </summary>
+        /// <param name="program">Graphics shader cached code</param>
         private void BackpropQualifiers(GraphicsShader program)
         {
             ShaderProgram fragmentShader = program.Shader[4].Program;
@@ -334,6 +401,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
             }
         }
 
+        /// <summary>
+        /// Gets the primitive topology for the current draw.
+        /// This is required by geometry shaders.
+        /// </summary>
+        /// <returns>Primitive topology</returns>
         private InputTopology GetPrimitiveTopology()
         {
             switch (_context.Methods.PrimitiveType)
@@ -359,11 +431,29 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return InputTopology.Points;
         }
 
+        /// <summary>
+        /// Check if the target of a given texture is texture buffer.
+        /// This is required as 1D textures and buffer textures shares the same sampler type on binary shader code,
+        /// but not on GLSL.
+        /// </summary>
+        /// <param name="state">Current GPU state</param>
+        /// <param name="stageIndex">Index of the shader stage</param>
+        /// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
+        /// <returns>True if the texture is a buffer texture, false otherwise</returns>
         private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
         {
             return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
         }
 
+        /// <summary>
+        /// Check if the target of a given texture is texture rectangle.
+        /// This is required as 2D textures and rectangle textures shares the same sampler type on binary shader code,
+        /// but not on GLSL.
+        /// </summary>
+        /// <param name="state">Current GPU state</param>
+        /// <param name="stageIndex">Index of the shader stage</param>
+        /// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
+        /// <returns>True if the texture is a rectangle texture, false otherwise</returns>
         private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
         {
             var descriptor = GetTextureDescriptor(state, stageIndex, index);
@@ -376,11 +466,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
         }
 
+        /// <summary>
+        /// Gets the texture descriptor for a given texture on the pool.
+        /// </summary>
+        /// <param name="state">Current GPU state</param>
+        /// <param name="stageIndex">Index of the shader stage</param>
+        /// <param name="index">Index of the texture (this is the shader "fake" handle)</param>
+        /// <returns>Texture descriptor</returns>
         private TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
         {
             return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
         }
 
+        /// <summary>
+        /// Returns information required by both compute and graphics shader compilation.
+        /// </summary>
+        /// <param name="info">Information queried</param>
+        /// <returns>Requested information</returns>
         private int QueryInfoCommon(QueryInfoName info)
         {
             switch (info)
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
index 04ad645b..3be75564 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderDumper.cs
@@ -4,23 +4,29 @@ using System.IO;
 
 namespace Ryujinx.Graphics.Gpu.Shader
 {
+    /// <summary>
+    /// Shader dumper, writes binary shader code to disk.
+    /// </summary>
     class ShaderDumper
     {
-        private GpuContext _context;
-
         private string _runtimeDir;
         private string _dumpPath;
         private int    _dumpIndex;
 
         public int CurrentDumpIndex => _dumpIndex;
 
-        public ShaderDumper(GpuContext context)
+        public ShaderDumper()
         {
-            _context = context;
-
             _dumpIndex = 1;
         }
 
+        /// <summary>
+        /// Dumps shader code to disk.
+        /// </summary>
+        /// <param name="code">Code to be dumped</param>
+        /// <param name="compute">True for compute shader code, false for graphics shader code</param>
+        /// <param name="fullPath">Output path for the shader code with header included</param>
+        /// <param name="codePath">Output path for the shader code without header</param>
         public void Dump(Span<byte> code, bool compute, out string fullPath, out string codePath)
         {
             _dumpPath = GraphicsConfig.ShadersDumpPath;
@@ -68,16 +74,28 @@ namespace Ryujinx.Graphics.Gpu.Shader
             }
         }
 
+        /// <summary>
+        /// Returns the output directory for shader code with header.
+        /// </summary>
+        /// <returns>Directory path</returns>
         private string FullDir()
         {
             return CreateAndReturn(Path.Combine(DumpDir(), "Full"));
         }
 
+        /// <summary>
+        /// Returns the output directory for shader code without header.
+        /// </summary>
+        /// <returns>Directory path</returns>
         private string CodeDir()
         {
             return CreateAndReturn(Path.Combine(DumpDir(), "Code"));
         }
 
+        /// <summary>
+        /// Returns the full output directory for the current shader dump.
+        /// </summary>
+        /// <returns>Directory path</returns>
         private string DumpDir()
         {
             if (string.IsNullOrEmpty(_runtimeDir))
@@ -98,6 +116,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
             return _runtimeDir;
         }
 
+        /// <summary>
+        /// Creates a new specified directory if needed.
+        /// </summary>
+        /// <param name="dir">The directory to create</param>
+        /// <returns>The same directory passed to the method</returns>
         private static string CreateAndReturn(string dir)
         {
             Directory.CreateDirectory(dir);