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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
68 changed files with 2653 additions and 2407 deletions

View file

@ -0,0 +1,41 @@
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation.Transforms
{
static class TransformPasses
{
public static void RunPass(TransformContext context)
{
RunPass<DrawParametersReplace>(context);
RunPass<ForcePreciseEnable>(context);
RunPass<VectorComponentSelect>(context);
RunPass<TexturePass>(context);
RunPass<SharedStoreSmallIntCas>(context);
RunPass<SharedAtomicSignedCas>(context);
}
private static void RunPass<T>(TransformContext context) where T : ITransformPass
{
if (!T.IsEnabled(context.GpuAccessor, context.Stage, context.TargetLanguage, context.UsedFeatures))
{
return;
}
for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
{
BasicBlock block = context.Blocks[blkIndex];
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
{
if (node.Value is not Operation)
{
continue;
}
node = T.RunPass(context, node);
}
}
}
}
}