Move gl_Layer to vertex shader if geometry is not supported (#4368)
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else * Shader cache version bump * PR feedback * Fix typo
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15 changed files with 262 additions and 3 deletions
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@ -353,6 +353,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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if (!_context.Capabilities.SupportsGeometryShader)
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{
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TryRemoveGeometryStage(translatorContexts);
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}
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CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
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List<ShaderSource> shaderSources = new List<ShaderSource>();
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@ -421,6 +426,39 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return gpShaders;
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}
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/// <summary>
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/// Tries to eliminate the geometry stage from the array of translator contexts.
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/// </summary>
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/// <param name="translatorContexts">Array of translator contexts</param>
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public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
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{
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if (translatorContexts[4] != null)
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{
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// We have a geometry shader, but geometry shaders are not supported.
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// Try to eliminate the geometry shader.
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ShaderProgramInfo info = translatorContexts[4].Translate().Info;
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if (info.Identification == ShaderIdentification.GeometryLayerPassthrough)
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{
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// We managed to identify that this geometry shader is only used to set the output Layer value,
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// we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it.
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for (int i = 3; i >= 1; i--)
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{
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if (translatorContexts[i] != null)
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{
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translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
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translatorContexts[i].SetLastInVertexPipeline(translatorContexts[5] != null);
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break;
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}
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}
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translatorContexts[4] = null;
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}
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}
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}
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/// <summary>
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/// Creates a shader source for use with the backend from a translated shader program.
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/// </summary>
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