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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@ -1,21 +1,13 @@
using System;
using Ryujinx.Graphics.Shader.CodeGen;
using System;
namespace Ryujinx.Graphics.Shader
{
/// <summary>
/// GPU state access interface.
/// </summary>
public interface IGpuAccessor
public interface IGpuAccessor : ILogger
{
/// <summary>
/// Prints a log message.
/// </summary>
/// <param name="message">Message to print</param>
void Log(string message)
{
// No default log output.
}
/// <summary>
/// Reads data from the constant buffer 1.
/// </summary>
@ -34,44 +26,6 @@ namespace Ryujinx.Graphics.Shader
/// <returns>Span of the memory location</returns>
ReadOnlySpan<ulong> GetCode(ulong address, int minimumSize);
/// <summary>
/// Queries the alpha test comparison operator that is being used currently.
/// If alpha test is disabled, it should be set to <see cref="AlphaTestOp.Always"/>.
/// </summary>
/// <returns>Current alpha test comparison</returns>
AlphaTestOp QueryAlphaTestCompare()
{
return AlphaTestOp.Always;
}
/// <summary>
/// Queries the current alpha test reference value used by the comparison.
/// </summary>
/// <returns>Current alpha test reference value</returns>
float QueryAlphaTestReference()
{
return 0f;
}
/// <summary>
/// Queries the type of the vertex shader input attribute at the specified <paramref name="location"/>.
/// </summary>
/// <param name="location">Location of the input attribute</param>
/// <returns>Input type</returns>
AttributeType QueryAttributeType(int location)
{
return AttributeType.Float;
}
/// <summary>
/// Queries whenever the alpha-to-coverage dithering feature is enabled.
/// </summary>
/// <returns>True if the feature is enabled, false otherwise</returns>
bool QueryAlphaToCoverageDitherEnable()
{
return false;
}
/// <summary>
/// Queries the binding number of a constant buffer.
/// </summary>
@ -114,16 +68,6 @@ namespace Ryujinx.Graphics.Shader
return index;
}
/// <summary>
/// Queries output type for fragment shaders.
/// </summary>
/// <param name="location">Location of the framgent output</param>
/// <returns>Output location</returns>
AttributeType QueryFragmentOutputType(int location)
{
return AttributeType.Float;
}
/// <summary>
/// Queries Local Size X for compute shaders.
/// </summary>
@ -179,12 +123,12 @@ namespace Ryujinx.Graphics.Shader
}
/// <summary>
/// Queries if host state forces early depth testing.
/// Queries specialized GPU graphics state that the shader depends on.
/// </summary>
/// <returns>True if early depth testing is forced</returns>
bool QueryEarlyZForce()
/// <returns>GPU graphics state</returns>
GpuGraphicsState QueryGraphicsState()
{
return false;
return default;
}
/// <summary>
@ -223,15 +167,6 @@ namespace Ryujinx.Graphics.Shader
return false;
}
/// <summary>
/// Queries dual source blend state.
/// </summary>
/// <returns>True if blending is enabled with a dual source blend equation, false otherwise</returns>
bool QueryDualSourceBlendEnable()
{
return false;
}
/// <summary>
/// Queries host about the presence of the FrontFacing built-in variable bug.
/// </summary>
@ -412,25 +347,6 @@ namespace Ryujinx.Graphics.Shader
return true;
}
/// <summary>
/// Queries the point size from the GPU state, used when it is not explicitly set on the shader.
/// </summary>
/// <returns>Current point size</returns>
float QueryPointSize()
{
return 1f;
}
/// <summary>
/// Queries the state that indicates if the program point size should be explicitly set on the shader
/// or read from the GPU state.
/// </summary>
/// <returns>True if the shader is expected to set the point size explicitly, false otherwise</returns>
bool QueryProgramPointSize()
{
return true;
}
/// <summary>
/// Queries sampler type information.
/// </summary>
@ -453,42 +369,6 @@ namespace Ryujinx.Graphics.Shader
return true;
}
/// <summary>
/// Queries current primitive topology for geometry shaders.
/// </summary>
/// <returns>Current primitive topology</returns>
InputTopology QueryPrimitiveTopology()
{
return InputTopology.Points;
}
/// <summary>
/// Queries the tessellation evaluation shader primitive winding order.
/// </summary>
/// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
bool QueryTessCw()
{
return false;
}
/// <summary>
/// Queries the tessellation evaluation shader abstract patch type.
/// </summary>
/// <returns>Abstract patch type</returns>
TessPatchType QueryTessPatchType()
{
return TessPatchType.Triangles;
}
/// <summary>
/// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
/// </summary>
/// <returns>Spacing between tessellated vertices of the patch</returns>
TessSpacing QueryTessSpacing()
{
return TessSpacing.EqualSpacing;
}
/// <summary>
/// Queries texture format information, for shaders using image load or store.
/// </summary>
@ -504,15 +384,6 @@ namespace Ryujinx.Graphics.Shader
return TextureFormat.R8G8B8A8Unorm;
}
/// <summary>
/// Queries depth mode information from the GPU state.
/// </summary>
/// <returns>True if current depth mode is -1 to 1, false if 0 to 1</returns>
bool QueryTransformDepthMinusOneToOne()
{
return false;
}
/// <summary>
/// Queries transform feedback enable state.
/// </summary>
@ -542,24 +413,6 @@ namespace Ryujinx.Graphics.Shader
return 0;
}
/// <summary>
/// Queries if host state disables the viewport transform.
/// </summary>
/// <returns>True if the viewport transform is disabled</returns>
bool QueryViewportTransformDisable()
{
return false;
}
/// <summary>
/// Queries Y negate enable state.
/// </summary>
/// <returns>True if Y negate of the fragment coordinates is enabled, false otherwise</returns>
bool QueryYNegateEnabled()
{
return false;
}
/// <summary>
/// Registers a texture used by the shader.
/// </summary>