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