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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@ -28,9 +28,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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[Flags]
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private enum QueriedStateFlags
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{
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EarlyZForce = 1 << 0,
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PrimitiveTopology = 1 << 1,
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TessellationMode = 1 << 2,
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TransformFeedback = 1 << 3,
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}
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@ -264,14 +262,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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PipelineState = pipelineState;
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}
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/// <summary>
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/// Indicates that the shader accesses the early Z force state.
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/// </summary>
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public void RecordEarlyZForce()
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{
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_queriedState |= QueriedStateFlags.EarlyZForce;
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}
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/// <summary>
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/// Indicates that the shader accesses the primitive topology state.
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/// </summary>
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@ -280,14 +270,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_queriedState |= QueriedStateFlags.PrimitiveTopology;
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}
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/// <summary>
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/// Indicates that the shader accesses the tessellation mode state.
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/// </summary>
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public void RecordTessellationMode()
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{
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_queriedState |= QueriedStateFlags.TessellationMode;
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}
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/// <summary>
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/// Indicates that the shader accesses the constant buffer use state.
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/// </summary>
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