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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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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static class TransformPasses
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{
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public static void RunPass(TransformContext context)
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{
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RunPass<DrawParametersReplace>(context);
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RunPass<ForcePreciseEnable>(context);
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RunPass<VectorComponentSelect>(context);
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RunPass<TexturePass>(context);
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RunPass<SharedStoreSmallIntCas>(context);
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RunPass<SharedAtomicSignedCas>(context);
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}
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private static void RunPass<T>(TransformContext context) where T : ITransformPass
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{
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if (!T.IsEnabled(context.GpuAccessor, context.Stage, context.TargetLanguage, context.UsedFeatures))
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{
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return;
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}
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for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
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{
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BasicBlock block = context.Blocks[blkIndex];
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (node.Value is not Operation)
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{
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continue;
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}
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node = T.RunPass(context, node);
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}
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}
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}
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}
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}
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