Add support for fragment shader interlock (#2768)

* Support coherent images

* Add support for fragment shader interlock

* Change to tree based match approach

* Refactor + check for branch targets and external registers

* Make detection more robust

* Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available

* Remove unused field
This commit is contained in:
gdkchan 2021-10-28 19:53:12 -03:00 committed by GitHub
parent a7a40a77f2
commit 99445dd0a6
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31 changed files with 1309 additions and 179 deletions

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@ -32,6 +32,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
context.AppendLine("#extension GL_ARB_compute_shader : enable");
}
else if (context.Config.Stage == ShaderStage.Fragment)
{
if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
{
context.AppendLine("#extension GL_ARB_fragment_shader_interlock : enable");
}
else if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel())
{
context.AppendLine("#extension GL_INTEL_fragment_shader_ordering : enable");
}
}
if (context.Config.GpPassthrough)
{
@ -431,6 +442,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
string imageTypeName = descriptor.Type.ToGlslImageType(descriptor.Format.GetComponentType());
if (descriptor.Flags.HasFlag(TextureUsageFlags.ImageCoherent))
{
imageTypeName = "coherent " + imageTypeName;
}
string layout = descriptor.Format.ToGlslFormat();
if (!string.IsNullOrEmpty(layout))