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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gdkchan 2023-02-25 07:39:51 -03:00 committed by GitHub
parent 58207685c0
commit cedd200745
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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
}
}
if (!_context.Capabilities.SupportsGeometryShader)
{
TryRemoveGeometryStage(translatorContexts);
}
CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
List<ShaderSource> shaderSources = new List<ShaderSource>();
@ -421,6 +426,39 @@ namespace Ryujinx.Graphics.Gpu.Shader
return gpShaders;
}
/// <summary>
/// Tries to eliminate the geometry stage from the array of translator contexts.
/// </summary>
/// <param name="translatorContexts">Array of translator contexts</param>
public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
{
if (translatorContexts[4] != null)
{
// We have a geometry shader, but geometry shaders are not supported.
// Try to eliminate the geometry shader.
ShaderProgramInfo info = translatorContexts[4].Translate().Info;
if (info.Identification == ShaderIdentification.GeometryLayerPassthrough)
{
// We managed to identify that this geometry shader is only used to set the output Layer value,
// we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it.
for (int i = 3; i >= 1; i--)
{
if (translatorContexts[i] != null)
{
translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
translatorContexts[i].SetLastInVertexPipeline(translatorContexts[5] != null);
break;
}
}
translatorContexts[4] = null;
}
}
}
/// <summary>
/// Creates a shader source for use with the backend from a translated shader program.
/// </summary>