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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@ -84,7 +84,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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indexExpr = Src(AggregateType.S32);
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}
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string imageName = GetImageName(context.Config, texOp, indexExpr);
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string imageName = GetImageName(context.Properties, texOp, indexExpr);
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texCallBuilder.Append('(');
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texCallBuilder.Append(imageName);
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@ -216,7 +216,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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indexExpr = GetSoureExpr(context, texOp.GetSource(0), AggregateType.S32);
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}
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string samplerName = GetSamplerName(context.Config, texOp, indexExpr);
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string samplerName = GetSamplerName(context.Properties, texOp, indexExpr);
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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@ -273,7 +273,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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// 2D Array and Cube shadow samplers with LOD level or bias requires an extension.
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// If the extension is not supported, just remove the LOD parameter.
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if (isArray && isShadow && (is2D || isCube) && !context.Config.GpuAccessor.QueryHostSupportsTextureShadowLod())
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if (isArray && isShadow && (is2D || isCube) && !context.HostCapabilities.SupportsTextureShadowLod)
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{
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hasLodBias = false;
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hasLodLevel = false;
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@ -281,7 +281,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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// Cube shadow samplers with LOD level requires an extension.
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// If the extension is not supported, just remove the LOD level parameter.
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if (isShadow && isCube && !context.Config.GpuAccessor.QueryHostSupportsTextureShadowLod())
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if (isShadow && isCube && !context.HostCapabilities.SupportsTextureShadowLod)
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{
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hasLodLevel = false;
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}
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@ -342,7 +342,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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indexExpr = Src(AggregateType.S32);
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}
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string samplerName = GetSamplerName(context.Config, texOp, indexExpr);
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string samplerName = GetSamplerName(context.Properties, texOp, indexExpr);
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texCall += "(" + samplerName;
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@ -538,7 +538,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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indexExpr = GetSoureExpr(context, texOp.GetSource(0), AggregateType.S32);
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}
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string samplerName = GetSamplerName(context.Config, texOp, indexExpr);
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string samplerName = GetSamplerName(context.Properties, texOp, indexExpr);
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if (texOp.Index == 3)
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{
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@ -546,7 +546,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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}
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else
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{
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context.Config.Properties.Textures.TryGetValue(texOp.Binding, out TextureDefinition definition);
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context.Properties.Textures.TryGetValue(texOp.Binding, out TextureDefinition definition);
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bool hasLod = !definition.Type.HasFlag(SamplerType.Multisample) && (definition.Type & SamplerType.Mask) != SamplerType.TextureBuffer;
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string texCall;
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@ -593,8 +593,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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int binding = bindingIndex.Value;
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BufferDefinition buffer = storageKind == StorageKind.ConstantBuffer
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? context.Config.Properties.ConstantBuffers[binding]
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: context.Config.Properties.StorageBuffers[binding];
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? context.Properties.ConstantBuffers[binding]
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: context.Properties.StorageBuffers[binding];
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if (operation.GetSource(srcIndex++) is not AstOperand fieldIndex || fieldIndex.Type != OperandType.Constant)
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{
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@ -614,8 +614,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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}
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MemoryDefinition memory = storageKind == StorageKind.LocalMemory
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? context.Config.Properties.LocalMemories[bindingId.Value]
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: context.Config.Properties.SharedMemories[bindingId.Value];
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? context.Properties.LocalMemories[bindingId.Value]
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: context.Properties.SharedMemories[bindingId.Value];
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varName = memory.Name;
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varType = memory.Type;
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@ -636,7 +636,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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int location = -1;
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int component = 0;
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if (context.Config.HasPerLocationInputOrOutput(ioVariable, isOutput))
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if (context.Definitions.HasPerLocationInputOrOutput(ioVariable, isOutput))
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{
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if (operation.GetSource(srcIndex++) is not AstOperand vecIndex || vecIndex.Type != OperandType.Constant)
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{
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@ -648,16 +648,23 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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if (operation.SourcesCount > srcIndex &&
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operation.GetSource(srcIndex) is AstOperand elemIndex &&
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elemIndex.Type == OperandType.Constant &&
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context.Config.HasPerLocationInputOrOutputComponent(ioVariable, location, elemIndex.Value, isOutput))
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context.Definitions.HasPerLocationInputOrOutputComponent(ioVariable, location, elemIndex.Value, isOutput))
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{
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component = elemIndex.Value;
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srcIndex++;
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}
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}
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(varName, varType) = IoMap.GetGlslVariable(context.Config, ioVariable, location, component, isOutput, isPerPatch);
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(varName, varType) = IoMap.GetGlslVariable(
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context.Definitions,
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context.HostCapabilities,
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ioVariable,
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location,
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component,
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isOutput,
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isPerPatch);
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if (IoMap.IsPerVertexBuiltIn(context.Config.Stage, ioVariable, isOutput))
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if (IoMap.IsPerVertexBuiltIn(context.Definitions.Stage, ioVariable, isOutput))
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{
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// Since those exist both as input and output on geometry and tessellation shaders,
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// we need the gl_in and gl_out prefixes to disambiguate.
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@ -692,7 +699,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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varName += "." + "xyzw"[elementIndex.Value & 3];
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}
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else if (srcIndex == firstSrcIndex && context.Config.Stage == ShaderStage.TessellationControl && storageKind == StorageKind.Output)
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else if (srcIndex == firstSrcIndex && context.Definitions.Stage == ShaderStage.TessellationControl && storageKind == StorageKind.Output)
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{
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// GLSL requires that for tessellation control shader outputs,
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// that the index expression must be *exactly* "gl_InvocationID",
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@ -715,9 +722,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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return varName;
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}
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private static string GetSamplerName(ShaderConfig config, AstTextureOperation texOp, string indexExpr)
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private static string GetSamplerName(ShaderProperties resourceDefinitions, AstTextureOperation texOp, string indexExpr)
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{
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string name = config.Properties.Textures[texOp.Binding].Name;
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string name = resourceDefinitions.Textures[texOp.Binding].Name;
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if (texOp.Type.HasFlag(SamplerType.Indexed))
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{
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@ -727,9 +734,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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return name;
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}
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private static string GetImageName(ShaderConfig config, AstTextureOperation texOp, string indexExpr)
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private static string GetImageName(ShaderProperties resourceDefinitions, AstTextureOperation texOp, string indexExpr)
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{
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string name = config.Properties.Images[texOp.Binding].Name;
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string name = resourceDefinitions.Images[texOp.Binding].Name;
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if (texOp.Type.HasFlag(SamplerType.Indexed))
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{
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