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:
parent
a7a40a77f2
commit
99445dd0a6
31 changed files with 1309 additions and 179 deletions
|
@ -0,0 +1,29 @@
|
|||
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
|
||||
{
|
||||
static class InstGenFSI
|
||||
{
|
||||
public static string FSIBegin(CodeGenContext context)
|
||||
{
|
||||
if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
|
||||
{
|
||||
return "beginInvocationInterlockARB()";
|
||||
}
|
||||
else if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel())
|
||||
{
|
||||
return "beginFragmentShaderOrderingINTEL()";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static string FSIEnd(CodeGenContext context)
|
||||
{
|
||||
if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
|
||||
{
|
||||
return "endInvocationInterlockARB()";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue