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
145
Ryujinx.Graphics.Shader/Translation/ShaderIdentifier.cs
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145
Ryujinx.Graphics.Shader/Translation/ShaderIdentifier.cs
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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static class ShaderIdentifier
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{
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public static ShaderIdentification Identify(Function[] functions, ShaderConfig config)
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{
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if (config.Stage == ShaderStage.Geometry &&
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config.GpuAccessor.QueryPrimitiveTopology() == InputTopology.Triangles &&
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!config.GpuAccessor.QueryHostSupportsGeometryShader() &&
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IsLayerPassthroughGeometryShader(functions, out int layerInputAttr))
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{
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config.SetGeometryShaderLayerInputAttribute(layerInputAttr);
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return ShaderIdentification.GeometryLayerPassthrough;
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}
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return ShaderIdentification.None;
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}
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private static bool IsLayerPassthroughGeometryShader(Function[] functions, out int layerInputAttr)
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{
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bool writesLayer = false;
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layerInputAttr = 0;
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if (functions.Length != 1)
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{
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return false;
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}
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int verticesCount = 0;
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int totalVerticesCount = 0;
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foreach (BasicBlock block in functions[0].Blocks)
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{
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// We are not expecting loops or any complex control flow here, so fail in those cases.
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if (block.Branch != null && block.Branch.Index <= block.Index)
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{
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return false;
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}
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foreach (INode node in block.Operations)
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{
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if (!(node is Operation operation))
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{
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continue;
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}
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if (IsResourceWrite(operation.Inst))
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{
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return false;
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}
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if (operation.Inst == Instruction.StoreAttribute)
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{
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return false;
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}
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if (operation.Inst == Instruction.Copy && operation.Dest.Type == OperandType.Attribute)
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{
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Operand src = operation.GetSource(0);
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if (src.Type == OperandType.LocalVariable && src.AsgOp is Operation asgOp && asgOp.Inst == Instruction.LoadAttribute)
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{
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src = Attribute(asgOp.GetSource(0).Value);
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}
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if (src.Type == OperandType.Attribute)
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{
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if (operation.Dest.Value == AttributeConsts.Layer)
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{
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if ((src.Value & AttributeConsts.LoadOutputMask) != 0)
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{
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return false;
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}
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writesLayer = true;
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layerInputAttr = src.Value;
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}
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else if (src.Value != operation.Dest.Value)
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{
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return false;
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}
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}
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else if (src.Type == OperandType.Constant)
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{
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int dstComponent = (operation.Dest.Value >> 2) & 3;
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float expectedValue = dstComponent == 3 ? 1f : 0f;
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if (src.AsFloat() != expectedValue)
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{
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return false;
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}
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}
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else
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{
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return false;
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}
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}
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else if (operation.Inst == Instruction.EmitVertex)
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{
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verticesCount++;
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}
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else if (operation.Inst == Instruction.EndPrimitive)
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{
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totalVerticesCount += verticesCount;
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verticesCount = 0;
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}
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}
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}
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return totalVerticesCount + verticesCount == 3 && writesLayer;
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}
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private static bool IsResourceWrite(Instruction inst)
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{
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switch (inst)
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{
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case Instruction.AtomicAdd:
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case Instruction.AtomicAnd:
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case Instruction.AtomicCompareAndSwap:
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case Instruction.AtomicMaxS32:
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case Instruction.AtomicMaxU32:
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case Instruction.AtomicMinS32:
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case Instruction.AtomicMinU32:
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case Instruction.AtomicOr:
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case Instruction.AtomicSwap:
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case Instruction.AtomicXor:
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case Instruction.ImageAtomic:
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case Instruction.ImageStore:
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case Instruction.StoreGlobal:
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case Instruction.StoreGlobal16:
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case Instruction.StoreGlobal8:
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case Instruction.StoreStorage:
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case Instruction.StoreStorage16:
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case Instruction.StoreStorage8:
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return true;
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}
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return false;
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}
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}
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}
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