New shader translator implementation (#654)
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
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207 changed files with 11514 additions and 6311 deletions
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@ -1,6 +1,7 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Memory;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Generic;
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@ -464,7 +465,7 @@ namespace Ryujinx.Graphics.Graphics3d
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left = _viewportX1 - (left - _viewportX0);
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right = _viewportX1 - (right - _viewportX0);
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}
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// Ensure X is in the right order
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if (left > right)
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{
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@ -626,20 +627,22 @@ namespace Ryujinx.Graphics.Graphics3d
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for (int index = 0; index < keys.Length; index++)
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{
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foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetTextureUsage(keys[index]))
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foreach (TextureDescriptor desc in _gpu.Renderer.Shader.GetTextureUsage(keys[index]))
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{
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long position;
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int textureHandle;
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if (declInfo.IsCb)
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if (desc.IsBindless)
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{
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position = _constBuffers[index][declInfo.Cbuf].Position;
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long position = _constBuffers[index][desc.CbufSlot].Position;
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textureHandle = vmm.ReadInt32(position + desc.CbufOffset * 4);
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}
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else
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{
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position = _constBuffers[index][textureCbIndex].Position;
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}
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long position = _constBuffers[index][textureCbIndex].Position;
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int textureHandle = vmm.ReadInt32(position + declInfo.Index * 4);
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textureHandle = vmm.ReadInt32(position + desc.HandleIndex * 4);
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}
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unboundTextures.Add(UploadTexture(vmm, textureHandle));
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}
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@ -712,9 +715,9 @@ namespace Ryujinx.Graphics.Graphics3d
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{
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for (int stage = 0; stage < keys.Length; stage++)
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{
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foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage]))
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foreach (CBufferDescriptor desc in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage]))
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{
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ConstBuffer cb = _constBuffers[stage][declInfo.Cbuf];
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ConstBuffer cb = _constBuffers[stage][desc.Slot];
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if (!cb.Enabled)
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{
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@ -735,7 +738,7 @@ namespace Ryujinx.Graphics.Graphics3d
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}
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}
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state.ConstBufferKeys[stage][declInfo.Cbuf] = key;
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state.ConstBufferKeys[stage][desc.Slot] = key;
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}
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}
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}
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