Move gl_Layer from vertex to geometry if GPU does not support it on vertex (#3866)
* Move gl_Layer from vertex to geometry if GPU does not support it on vertex * Shader cache version bump * PR feedback
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13 changed files with 190 additions and 17 deletions
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@ -48,6 +48,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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public int Cb1DataSize { get; private set; }
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public bool LayerOutputWritten { get; private set; }
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public int LayerOutputAttribute { get; private set; }
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public bool NextUsesFixedFuncAttributes { get; private set; }
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public int UsedInputAttributes { get; private set; }
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public int UsedOutputAttributes { get; private set; }
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@ -131,6 +134,20 @@ namespace Ryujinx.Graphics.Shader.Translation
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_usedImages = new Dictionary<TextureInfo, TextureMeta>();
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}
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public ShaderConfig(
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ShaderStage stage,
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OutputTopology outputTopology,
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int maxOutputVertices,
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IGpuAccessor gpuAccessor,
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TranslationOptions options) : this(gpuAccessor, options)
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{
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Stage = stage;
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ThreadsPerInputPrimitive = 1;
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OutputTopology = outputTopology;
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MaxOutputVertices = maxOutputVertices;
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TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationOptions options) : this(gpuAccessor, options)
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{
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Stage = header.Stage;
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@ -240,6 +257,12 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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public void SetLayerOutputAttribute(int attr)
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{
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LayerOutputWritten = true;
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LayerOutputAttribute = attr;
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}
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public void SetInputUserAttributeFixedFunc(int index)
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{
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UsedInputAttributes |= 1 << index;
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@ -694,5 +717,20 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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return FindDescriptorIndex(GetImageDescriptors(), texOp);
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}
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public ShaderProgramInfo CreateProgramInfo()
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{
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return new ShaderProgramInfo(
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GetConstantBufferDescriptors(),
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GetStorageBufferDescriptors(),
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GetTextureDescriptors(),
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GetImageDescriptors(),
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Stage,
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UsedFeatures.HasFlag(FeatureFlags.InstanceId),
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UsedFeatures.HasFlag(FeatureFlags.DrawParameters),
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UsedFeatures.HasFlag(FeatureFlags.RtLayer),
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ClipDistancesWritten,
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OmapTargets);
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}
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}
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}
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