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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@ -9,7 +9,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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public class TranslatorContext
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{
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private readonly Block[][] _cfg;
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private readonly DecodedProgram _program;
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private ShaderConfig _config;
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public ulong Address { get; }
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@ -23,11 +23,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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public IGpuAccessor GpuAccessor => _config.GpuAccessor;
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internal TranslatorContext(ulong address, Block[][] cfg, ShaderConfig config)
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internal TranslatorContext(ulong address, DecodedProgram program, ShaderConfig config)
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{
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Address = address;
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_program = program;
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_config = config;
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_cfg = cfg;
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}
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private static bool IsUserAttribute(Operand operand)
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@ -141,13 +141,13 @@ namespace Ryujinx.Graphics.Shader.Translation
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nextStage._config.UsedInputAttributesPerPatch);
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}
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FunctionCode[] code = EmitShader(_cfg, _config, initializeOutputs: other == null, out _);
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FunctionCode[] code = EmitShader(_program, _config, initializeOutputs: other == null, out _);
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if (other != null)
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{
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other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, 0);
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FunctionCode[] otherCode = EmitShader(other._cfg, other._config, initializeOutputs: true, out int aStart);
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FunctionCode[] otherCode = EmitShader(other._program, other._config, initializeOutputs: true, out int aStart);
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code = Combine(otherCode, code, aStart);
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