Fix shader regression on Intel iGPUs by reverting layout changes (#1425)

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gdkchan 2020-07-28 19:01:11 -03:00 committed by GitHub
parent 43c13057da
commit 991784868f
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 93 additions and 45 deletions

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@ -92,18 +92,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
return name;
}
public string GetExpression(AstOperand operand, ShaderStage stage)
public string GetExpression(AstOperand operand, ShaderConfig config)
{
switch (operand.Type)
{
case OperandType.Attribute:
return GetAttributeName(operand, stage);
return GetAttributeName(operand, config);
case OperandType.Constant:
return NumberFormatter.FormatInt(operand.Value);
case OperandType.ConstantBuffer:
return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, stage);
return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, config.Stage);
case OperandType.LocalVariable:
return _locals[operand];
@ -148,12 +148,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
return GetVec4Indexed(ubName + index0, offsetExpr + " & 3");
}
public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
public static string GetOutAttributeName(AstOperand attr, ShaderConfig config)
{
return GetAttributeName(attr, stage, isOutAttr: true);
return GetAttributeName(attr, config, isOutAttr: true);
}
public static string GetAttributeName(AstOperand attr, ShaderStage stage, bool isOutAttr = false, string indexExpr = "0")
public static string GetAttributeName(AstOperand attr, ShaderConfig config, bool isOutAttr = false, string indexExpr = "0")
{
int value = attr.Value;
@ -167,14 +167,28 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
? DefaultNames.OAttributePrefix
: DefaultNames.IAttributePrefix;
string name = $"{prefix}{(value >> 4)}_{swzMask}";
if (stage == ShaderStage.Geometry && !isOutAttr)
if ((config.Flags & TranslationFlags.Feedback) != 0)
{
name += $"[{indexExpr}]";
}
string name = $"{prefix}{(value >> 4)}_{swzMask}";
return name;
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name += $"[{indexExpr}]";
}
return name;
}
else
{
string name = $"{prefix}{(value >> 4)}";
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name += $"[{indexExpr}]";
}
return name + '.' + swzMask;
}
}
else
{
@ -187,7 +201,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
{
// TODO: There must be a better way to handle this...
if (stage == ShaderStage.Fragment)
if (config.Stage == ShaderStage.Fragment)
{
switch (value & ~3)
{
@ -200,7 +214,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
string name = builtInAttr.Name;
if (stage == ShaderStage.Geometry && !isOutAttr)
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name = $"gl_in[{indexExpr}].{name}";
}