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:
parent
8edfb2bc7b
commit
b423197619
68 changed files with 2653 additions and 2407 deletions
|
@ -0,0 +1,36 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.Translation.Transforms
|
||||
{
|
||||
class ForcePreciseEnable : ITransformPass
|
||||
{
|
||||
public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
|
||||
{
|
||||
return stage == ShaderStage.Fragment && gpuAccessor.QueryHostReducedPrecision();
|
||||
}
|
||||
|
||||
public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
|
||||
{
|
||||
// There are some cases where a small bias is added to values to prevent division by zero.
|
||||
// When operating with reduced precision, it is possible for this bias to get rounded to 0
|
||||
// and cause a division by zero.
|
||||
// To prevent that, we force those operations to be precise even if the host wants
|
||||
// imprecise operations for performance.
|
||||
|
||||
Operation operation = (Operation)node.Value;
|
||||
|
||||
if (operation.Inst == (Instruction.FP32 | Instruction.Divide) &&
|
||||
operation.GetSource(0).Type == OperandType.Constant &&
|
||||
operation.GetSource(0).AsFloat() == 1f &&
|
||||
operation.GetSource(1).AsgOp is Operation addOp &&
|
||||
addOp.Inst == (Instruction.FP32 | Instruction.Add) &&
|
||||
addOp.GetSource(1).Type == OperandType.Constant)
|
||||
{
|
||||
addOp.ForcePrecise = true;
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue