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