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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@ -7,40 +7,40 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class Optimizer
{
public static void RunPass(HelperFunctionManager hfm, BasicBlock[] blocks, ShaderConfig config)
public static void RunPass(TransformContext context)
{
RunOptimizationPasses(blocks, config);
RunOptimizationPasses(context.Blocks, context.ResourceManager);
// TODO: Some of those are not optimizations and shouldn't be here.
GlobalToStorage.RunPass(hfm, blocks, config);
GlobalToStorage.RunPass(context.Hfm, context.Blocks, context.ResourceManager, context.GpuAccessor, context.TargetLanguage);
bool hostSupportsShaderFloat64 = config.GpuAccessor.QueryHostSupportsShaderFloat64();
bool hostSupportsShaderFloat64 = context.GpuAccessor.QueryHostSupportsShaderFloat64();
// Those passes are looking for specific patterns and only needs to run once.
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
{
BindlessToIndexed.RunPass(blocks[blkIndex], config);
BindlessElimination.RunPass(blocks[blkIndex], config);
BindlessToIndexed.RunPass(context.Blocks[blkIndex], context.ResourceManager);
BindlessElimination.RunPass(context.Blocks[blkIndex], context.ResourceManager, context.GpuAccessor);
// FragmentCoord only exists on fragment shaders, so we don't need to check other stages.
if (config.Stage == ShaderStage.Fragment)
if (context.Stage == ShaderStage.Fragment)
{
EliminateMultiplyByFragmentCoordW(blocks[blkIndex]);
EliminateMultiplyByFragmentCoordW(context.Blocks[blkIndex]);
}
// If the host does not support double operations, we need to turn them into float operations.
if (!hostSupportsShaderFloat64)
{
DoubleToFloat.RunPass(hfm, blocks[blkIndex]);
DoubleToFloat.RunPass(context.Hfm, context.Blocks[blkIndex]);
}
}
// Run optimizations one last time to remove any code that is now optimizable after above passes.
RunOptimizationPasses(blocks, config);
RunOptimizationPasses(context.Blocks, context.ResourceManager);
}
private static void RunOptimizationPasses(BasicBlock[] blocks, ShaderConfig config)
private static void RunOptimizationPasses(BasicBlock[] blocks, ResourceManager resourceManager)
{
bool modified;
@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
continue;
}
ConstantFolding.RunPass(config, operation);
ConstantFolding.RunPass(resourceManager, operation);
Simplification.RunPass(operation);
if (DestIsLocalVar(operation))