Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
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68 changed files with 2653 additions and 2407 deletions
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@ -1,5 +1,4 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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@ -36,6 +35,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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if (stageIndex == (int)ShaderStage.Geometry - 1)
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{
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// Only geometry shaders require the primitive topology.
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_state.SpecializationState.RecordPrimitiveTopology();
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}
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}
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/// <summary>
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@ -74,58 +79,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
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}
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/// <inheritdoc/>
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public bool QueryAlphaToCoverageDitherEnable()
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{
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return _state.GraphicsState.AlphaToCoverageEnable && _state.GraphicsState.AlphaToCoverageDitherEnable;
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}
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/// <inheritdoc/>
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public AlphaTestOp QueryAlphaTestCompare()
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{
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if (!_isVulkan || !_state.GraphicsState.AlphaTestEnable)
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{
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return AlphaTestOp.Always;
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}
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return _state.GraphicsState.AlphaTestCompare switch
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{
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CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
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CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
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CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
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CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
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CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
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CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
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CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
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_ => AlphaTestOp.Always,
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};
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}
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/// <inheritdoc/>
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public float QueryAlphaTestReference()
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{
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return _state.GraphicsState.AlphaTestReference;
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}
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/// <inheritdoc/>
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public AttributeType QueryAttributeType(int location)
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{
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return _state.GraphicsState.AttributeTypes[location];
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}
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/// <inheritdoc/>
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public bool QueryEarlyZForce()
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{
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_state.SpecializationState?.RecordEarlyZForce();
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return _state.GraphicsState.EarlyZForce;
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}
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/// <inheritdoc/>
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public AttributeType QueryFragmentOutputType(int location)
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{
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return _state.GraphicsState.FragmentOutputTypes[location];
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}
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/// <inheritdoc/>
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public int QueryComputeLocalSizeX() => _state.ComputeState.LocalSizeX;
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@ -152,6 +105,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return useMask;
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}
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/// <inheritdoc/>
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public GpuGraphicsState QueryGraphicsState()
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{
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return _state.GraphicsState.CreateShaderGraphicsState(!_isVulkan, _isVulkan || _state.GraphicsState.YNegateEnabled);
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}
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/// <inheritdoc/>
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public bool QueryHasConstantBufferDrawParameters()
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{
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@ -164,49 +123,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return _state.GraphicsState.HasUnalignedStorageBuffer || _state.ComputeState.HasUnalignedStorageBuffer;
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}
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/// <inheritdoc/>
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public bool QueryDualSourceBlendEnable()
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{
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return _state.GraphicsState.DualSourceBlendEnable;
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}
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/// <inheritdoc/>
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public InputTopology QueryPrimitiveTopology()
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{
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_state.SpecializationState?.RecordPrimitiveTopology();
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return ConvertToInputTopology(_state.GraphicsState.Topology, _state.GraphicsState.TessellationMode);
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}
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/// <inheritdoc/>
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public bool QueryProgramPointSize()
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{
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return _state.GraphicsState.ProgramPointSizeEnable;
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}
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/// <inheritdoc/>
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public float QueryPointSize()
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{
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return _state.GraphicsState.PointSize;
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}
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/// <inheritdoc/>
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public bool QueryTessCw()
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{
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return _state.GraphicsState.TessellationMode.UnpackCw();
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}
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/// <inheritdoc/>
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public TessPatchType QueryTessPatchType()
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{
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return _state.GraphicsState.TessellationMode.UnpackPatchType();
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}
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/// <inheritdoc/>
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public TessSpacing QueryTessSpacing()
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{
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return _state.GraphicsState.TessellationMode.UnpackSpacing();
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}
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//// <inheritdoc/>
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public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
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{
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}
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}
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/// <inheritdoc/>
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public bool QueryTransformDepthMinusOneToOne()
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{
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return _state.GraphicsState.DepthMode;
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}
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/// <inheritdoc/>
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public bool QueryTransformFeedbackEnabled()
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{
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@ -282,18 +192,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
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}
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/// <inheritdoc/>
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public bool QueryViewportTransformDisable()
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{
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return _state.GraphicsState.ViewportTransformDisable;
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}
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/// <inheritdoc/>
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public bool QueryYNegateEnabled()
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{
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return _state.GraphicsState.YNegateEnabled;
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}
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/// <inheritdoc/>
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public void RegisterTexture(int handle, int cbufSlot)
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{
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