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
This commit is contained in:
gdkchan 2023-08-13 22:26:42 -03:00 committed by GitHub
parent 8edfb2bc7b
commit b423197619
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68 changed files with 2653 additions and 2407 deletions

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