Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
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56 changed files with 1967 additions and 1746 deletions
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@ -65,49 +65,35 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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context.LeaveFunction();
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}
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if (config.TransformFeedbackEnabled && (config.LastInVertexPipeline || config.Stage == ShaderStage.Fragment))
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{
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for (int tfbIndex = 0; tfbIndex < 4; tfbIndex++)
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{
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var locations = config.GpuAccessor.QueryTransformFeedbackVaryingLocations(tfbIndex);
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var stride = config.GpuAccessor.QueryTransformFeedbackStride(tfbIndex);
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for (int i = 0; i < locations.Length; i++)
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{
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byte location = locations[i];
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if (location < 0xc0)
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{
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context.Info.TransformFeedbackOutputs[location] = new TransformFeedbackOutput(tfbIndex, i * 4, stride);
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}
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}
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}
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}
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return context.Info;
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}
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private static void AddOperation(StructuredProgramContext context, Operation operation)
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{
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Instruction inst = operation.Inst;
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StorageKind storageKind = operation.StorageKind;
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if (inst == Instruction.LoadAttribute)
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if ((inst == Instruction.Load || inst == Instruction.Store) && storageKind.IsInputOrOutput())
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{
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Operand src1 = operation.GetSource(0);
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Operand src2 = operation.GetSource(1);
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IoVariable ioVariable = (IoVariable)operation.GetSource(0).Value;
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bool isOutput = storageKind.IsOutput();
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bool perPatch = storageKind.IsPerPatch();
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int location = 0;
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int component = 0;
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if (src1.Type == OperandType.Constant && src2.Type == OperandType.Constant)
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if (context.Config.HasPerLocationInputOrOutput(ioVariable, isOutput))
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{
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int attrOffset = (src1.Value & AttributeConsts.Mask) + (src2.Value << 2);
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location = operation.GetSource(1).Value;
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if ((src1.Value & AttributeConsts.LoadOutputMask) != 0)
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if (operation.SourcesCount > 2 &&
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operation.GetSource(2).Type == OperandType.Constant &&
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context.Config.HasPerLocationInputOrOutputComponent(ioVariable, location, operation.GetSource(2).Value, isOutput))
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{
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context.Info.Outputs.Add(attrOffset);
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}
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else
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{
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context.Info.Inputs.Add(attrOffset);
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component = operation.GetSource(2).Value;
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}
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}
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context.Info.IoDefinitions.Add(new IoDefinition(storageKind, ioVariable, location, component));
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}
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bool vectorDest = IsVectorDestInst(inst);
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@ -119,12 +105,12 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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sources[index] = context.GetOperandUse(operation.GetSource(index));
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sources[index] = context.GetOperand(operation.GetSource(index));
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}
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for (int index = 0; index < outDestsCount; index++)
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{
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AstOperand oper = context.GetOperandDef(operation.GetDest(1 + index));
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AstOperand oper = context.GetOperand(operation.GetDest(1 + index));
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oper.VarType = InstructionInfo.GetSrcVarType(inst, sourcesCount + index);
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@ -163,7 +149,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else
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{
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source = new AstOperation(inst, operation.Index, sources, operation.SourcesCount);
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source = new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount);
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}
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AggregateType destElemType = destType;
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@ -181,17 +167,17 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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for (int i = 0; i < operation.DestsCount; i++)
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{
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AstOperand dest = context.GetOperandDef(operation.GetDest(i));
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AstOperand dest = context.GetOperand(operation.GetDest(i));
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AstOperand index = new AstOperand(OperandType.Constant, i);
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dest.VarType = destElemType;
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context.AddNode(new AstAssignment(dest, new AstOperation(Instruction.VectorExtract, new[] { destVec, index }, 2)));
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context.AddNode(new AstAssignment(dest, new AstOperation(Instruction.VectorExtract, StorageKind.None, new[] { destVec, index }, 2)));
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}
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}
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else if (operation.Dest != null)
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{
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AstOperand dest = context.GetOperandDef(operation.Dest);
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AstOperand dest = context.GetOperand(operation.Dest);
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// If all the sources are bool, it's better to use short-circuiting
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// logical operations, rather than forcing a cast to int and doing
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@ -234,7 +220,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else if (!isCopy)
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{
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source = new AstOperation(inst, operation.Index, sources, operation.SourcesCount);
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source = new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount);
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}
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else
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{
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@ -255,7 +241,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else
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{
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context.AddNode(new AstOperation(inst, operation.Index, sources, operation.SourcesCount));
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context.AddNode(new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount));
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}
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// Those instructions needs to be emulated by using helper functions,
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@ -263,13 +249,16 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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// decide which helper functions are needed on the final generated code.
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switch (operation.Inst)
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{
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case Instruction.AtomicMaxS32 | Instruction.MrShared:
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case Instruction.AtomicMinS32 | Instruction.MrShared:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Shared;
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break;
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case Instruction.AtomicMaxS32 | Instruction.MrStorage:
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case Instruction.AtomicMinS32 | Instruction.MrStorage:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Storage;
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case Instruction.AtomicMaxS32:
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case Instruction.AtomicMinS32:
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if (operation.StorageKind == StorageKind.SharedMemory)
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{
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Shared;
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}
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else if (operation.StorageKind == StorageKind.StorageBuffer)
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{
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Storage;
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}
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break;
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case Instruction.MultiplyHighS32:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighS32;
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