Use vector transform feedback outputs if possible (#3832)

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gdkchan 2022-11-12 20:20:40 -03:00 committed by GitHub
parent 51a27032f0
commit 9daf029f35
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13 changed files with 180 additions and 82 deletions

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@ -210,7 +210,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
if (context.Config.TransformFeedbackEnabled && context.Config.LastInVertexPipeline)
{
var tfOutput = context.GetTransformFeedbackOutput(AttributeConsts.PositionX);
var tfOutput = context.Info.GetTransformFeedbackOutput(AttributeConsts.PositionX);
if (tfOutput.Valid)
{
context.AppendLine($"layout (xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}) out gl_PerVertex");
@ -604,19 +604,45 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
if (context.Config.TransformFeedbackEnabled && context.Config.LastInVertexPipeline)
{
for (int c = 0; c < 4; c++)
int attrOffset = AttributeConsts.UserAttributeBase + attr * 16;
int components = context.Config.LastInPipeline ? context.Info.GetTransformFeedbackOutputComponents(attrOffset) : 1;
if (components > 1)
{
char swzMask = "xyzw"[c];
string type = components switch
{
2 => "vec2",
3 => "vec3",
4 => "vec4",
_ => "float"
};
string xfb = string.Empty;
var tfOutput = context.GetTransformFeedbackOutput(attr, c);
var tfOutput = context.Info.GetTransformFeedbackOutput(attrOffset);
if (tfOutput.Valid)
{
xfb = $", xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}";
}
context.AppendLine($"layout (location = {attr}, component = {c}{xfb}) out float {name}_{swzMask};");
context.AppendLine($"layout (location = {attr}{xfb}) out {type} {name};");
}
else
{
for (int c = 0; c < 4; c++)
{
char swzMask = "xyzw"[c];
string xfb = string.Empty;
var tfOutput = context.Info.GetTransformFeedbackOutput(attrOffset + c * 4);
if (tfOutput.Valid)
{
xfb = $", xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}";
}
context.AppendLine($"layout (location = {attr}, component = {c}{xfb}) out float {name}_{swzMask};");
}
}
}
else