Make sure attributes used on subsequent shader stages are initialized (#2538)
This commit is contained in:
parent
10d649e6d3
commit
ed754af8d5
15 changed files with 347 additions and 262 deletions
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@ -3,14 +3,12 @@ using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Linq;
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using System.Numerics;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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static class Declarations
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{
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// At least 16 attributes are guaranteed by the spec.
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public const int MaxAttributes = 16;
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public static void Declare(CodeGenContext context, StructuredProgramInfo info)
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{
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context.AppendLine("#version 450 core");
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@ -129,14 +127,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine();
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}
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if (info.IAttributes.Count != 0 || context.Config.GpPassthrough)
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if (context.Config.UsedInputAttributes != 0 || context.Config.GpPassthrough)
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{
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DeclareInputAttributes(context, info);
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context.AppendLine();
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}
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if (info.OAttributes.Count != 0 || context.Config.Stage != ShaderStage.Fragment)
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if (context.Config.UsedOutputAttributes != 0 || context.Config.Stage != ShaderStage.Fragment)
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{
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DeclareOutputAttributes(context, info);
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@ -404,24 +402,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info)
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{
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if (context.Config.GpPassthrough)
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int usedAttribtes = context.Config.UsedInputAttributes;
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while (usedAttribtes != 0)
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{
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for (int attr = 0; attr < MaxAttributes; attr++)
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{
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DeclareInputAttribute(context, info, attr);
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}
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int index = BitOperations.TrailingZeroCount(usedAttribtes);
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foreach (int attr in info.IAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
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{
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DeclareInputAttribute(context, info, attr);
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}
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}
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else
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{
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foreach (int attr in info.IAttributes.OrderBy(x => x))
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{
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DeclareInputAttribute(context, info, attr);
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}
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DeclareInputAttribute(context, info, index);
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usedAttribtes &= ~(1 << index);
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}
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}
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@ -440,8 +428,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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};
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}
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string pass = context.Config.GpPassthrough && !info.OAttributes.Contains(attr) ? "passthrough, " : string.Empty;
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string pass = (context.Config.PassthroughAttributes & (1 << attr)) != 0 ? "passthrough, " : string.Empty;
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string name = $"{DefaultNames.IAttributePrefix}{attr}";
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if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0)
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@ -461,34 +448,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info)
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{
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if (context.Config.Stage == ShaderStage.Fragment || context.Config.GpPassthrough)
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int usedAttribtes = context.Config.UsedOutputAttributes;
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while (usedAttribtes != 0)
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{
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DeclareUsedOutputAttributes(context, info);
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}
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else
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{
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DeclareAllOutputAttributes(context, info);
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}
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}
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int index = BitOperations.TrailingZeroCount(usedAttribtes);
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private static void DeclareUsedOutputAttributes(CodeGenContext context, StructuredProgramInfo info)
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{
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foreach (int attr in info.OAttributes.OrderBy(x => x))
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{
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DeclareOutputAttribute(context, attr);
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}
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}
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DeclareOutputAttribute(context, index);
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private static void DeclareAllOutputAttributes(CodeGenContext context, StructuredProgramInfo info)
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{
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for (int attr = 0; attr < MaxAttributes; attr++)
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{
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DeclareOutputAttribute(context, attr);
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}
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foreach (int attr in info.OAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
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{
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DeclareOutputAttribute(context, attr);
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usedAttribtes &= ~(1 << index);
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}
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}
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@ -49,46 +49,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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Declarations.DeclareLocals(context, function);
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if (funcName == MainFunctionName)
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{
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// Some games will leave some elements of gl_Position uninitialized,
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// in those cases, the elements will contain undefined values according
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// to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
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// so we do explicit initialization to avoid UB on non-NVIDIA gpus.
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if (context.Config.Stage == ShaderStage.Vertex)
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{
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context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
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}
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// Ensure that unused attributes are set, otherwise the downstream
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// compiler may eliminate them.
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// (Not needed for fragment shader as it is the last stage).
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if (context.Config.Stage != ShaderStage.Compute &&
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context.Config.Stage != ShaderStage.Fragment &&
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!context.Config.GpPassthrough)
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{
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for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
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{
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if (info.OAttributes.Contains(attr))
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{
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continue;
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}
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if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0)
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0.0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0.0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0.0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 1.0;");
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}
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else
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0.0, 0.0, 0.0, 1.0);");
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}
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}
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}
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}
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PrintBlock(context, function.MainBlock);
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context.LeaveScope();
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@ -1,4 +1,5 @@
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using Ryujinx.Graphics.Shader.Instructions;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -9,10 +10,8 @@ namespace Ryujinx.Graphics.Shader.Decoders
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{
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static class Decoder
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{
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public static Block[][] Decode(IGpuAccessor gpuAccessor, ulong startAddress, out bool hasBindless)
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public static Block[][] Decode(ShaderConfig config, ulong startAddress)
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{
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hasBindless = false;
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List<Block[]> funcs = new List<Block[]>();
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Queue<ulong> funcQueue = new Queue<ulong>();
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@ -90,8 +89,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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}
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}
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FillBlock(gpuAccessor, currBlock, limitAddress, startAddress, out bool blockHasBindless);
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hasBindless |= blockHasBindless;
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FillBlock(config, currBlock, limitAddress, startAddress);
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if (currBlock.OpCodes.Count != 0)
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{
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@ -168,7 +166,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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for (int i = 0; i < cbOffsetsCount; i++)
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{
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uint targetOffset = gpuAccessor.ConstantBuffer1Read(cbBaseOffset + i * 4);
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uint targetOffset = config.GpuAccessor.ConstantBuffer1Read(cbBaseOffset + i * 4);
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Block target = GetBlock(baseOffset + targetOffset);
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opBrIndir.PossibleTargets.Add(target);
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target.Predecessors.Add(block);
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@ -224,15 +222,11 @@ namespace Ryujinx.Graphics.Shader.Decoders
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return false;
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}
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private static void FillBlock(
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IGpuAccessor gpuAccessor,
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Block block,
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ulong limitAddress,
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ulong startAddress,
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out bool hasBindless)
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private static void FillBlock(ShaderConfig config, Block block, ulong limitAddress, ulong startAddress)
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{
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IGpuAccessor gpuAccessor = config.GpuAccessor;
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ulong address = block.Address;
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hasBindless = false;
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do
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{
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@ -274,13 +268,38 @@ namespace Ryujinx.Graphics.Shader.Decoders
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OpCode op = makeOp(emitter, opAddress, opCode);
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// We check these patterns to figure out the presence of bindless access
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hasBindless |= (op is OpCodeImage image && image.IsBindless) ||
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if ((op is OpCodeImage image && image.IsBindless) ||
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(op is OpCodeTxd txd && txd.IsBindless) ||
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(op is OpCodeTld4B) ||
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(emitter == InstEmit.TexB) ||
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(emitter == InstEmit.TldB) ||
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(emitter == InstEmit.TmmlB) ||
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(emitter == InstEmit.TxqB);
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(emitter == InstEmit.TxqB))
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{
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config.SetUsedFeature(FeatureFlags.Bindless);
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}
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// Populate used attributes.
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if (op is IOpCodeAttribute opAttr)
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{
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for (int elemIndex = 0; elemIndex < opAttr.Count; elemIndex++)
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{
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int attr = opAttr.AttributeOffset + elemIndex * 4;
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if (attr >= AttributeConsts.UserAttributeBase && attr < AttributeConsts.UserAttributeEnd)
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{
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int index = (attr - AttributeConsts.UserAttributeBase) / 16;
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if (op.Emitter == InstEmit.Ast)
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{
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config.SetOutputUserAttribute(index);
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}
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else
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{
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config.SetInputUserAttribute(index);
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}
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}
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}
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}
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block.OpCodes.Add(op);
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}
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8
Ryujinx.Graphics.Shader/Decoders/IOpCodeAttribute.cs
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8
Ryujinx.Graphics.Shader/Decoders/IOpCodeAttribute.cs
Normal file
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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interface IOpCodeAttribute
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{
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int AttributeOffset { get; }
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int Count { get; }
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}
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}
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@ -2,7 +2,7 @@ using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeAttribute : OpCodeAluReg
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class OpCodeAttribute : OpCodeAluReg, IOpCodeAttribute
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{
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public int AttributeOffset { get; }
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public int Count { get; }
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@ -2,9 +2,10 @@ using Ryujinx.Graphics.Shader.Instructions;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class OpCodeIpa : OpCodeAluReg
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class OpCodeIpa : OpCodeAluReg, IOpCodeAttribute
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{
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public int AttributeOffset { get; }
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public int Count => 1;
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public InterpolationMode Mode { get; }
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@ -277,21 +277,11 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public AstOperand GetOperandDef(Operand operand)
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{
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if (TryGetUserAttributeIndex(operand, out int attrIndex))
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{
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Info.OAttributes.Add(attrIndex);
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}
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return GetOperand(operand);
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}
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public AstOperand GetOperandUse(Operand operand)
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{
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if (TryGetUserAttributeIndex(operand, out int attrIndex))
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{
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Info.IAttributes.Add(attrIndex);
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}
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return GetOperand(operand);
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}
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@ -318,30 +308,5 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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return astOperand;
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}
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private static bool TryGetUserAttributeIndex(Operand operand, out int attrIndex)
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{
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if (operand.Type == OperandType.Attribute)
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{
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if (operand.Value >= AttributeConsts.UserAttributeBase &&
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operand.Value < AttributeConsts.UserAttributeEnd)
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{
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attrIndex = (operand.Value - AttributeConsts.UserAttributeBase) >> 4;
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return true;
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}
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else if (operand.Value >= AttributeConsts.FragmentOutputColorBase &&
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operand.Value < AttributeConsts.FragmentOutputColorEnd)
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{
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attrIndex = (operand.Value - AttributeConsts.FragmentOutputColorBase) >> 4;
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return true;
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}
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}
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attrIndex = 0;
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return false;
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}
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}
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}
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@ -6,17 +6,11 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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public List<StructuredFunction> Functions { get; }
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public HashSet<int> IAttributes { get; }
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public HashSet<int> OAttributes { get; }
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public HelperFunctionsMask HelperFunctionsMask { get; set; }
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public StructuredProgramInfo()
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{
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Functions = new List<StructuredFunction>();
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IAttributes = new HashSet<int>();
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OAttributes = new HashSet<int>();
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}
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}
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}
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@ -15,6 +15,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public bool IsNonMain { get; }
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public int OperationsCount => _operations.Count;
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private readonly IReadOnlyDictionary<ulong, int> _funcs;
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private readonly List<Operation> _operations;
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private readonly Dictionary<ulong, Operand> _labels;
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@ -200,6 +202,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (target.Enabled)
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{
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Config.SetOutputUserAttribute(rtIndex);
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regIndexBase += 4;
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}
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}
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@ -41,6 +41,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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private readonly TranslationCounts _counts;
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public int UsedInputAttributes { get; private set; }
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public int UsedOutputAttributes { get; private set; }
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public int PassthroughAttributes { get; private set; }
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private int _usedConstantBuffers;
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private int _usedStorageBuffers;
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private int _usedStorageBuffersWrite;
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@ -170,6 +174,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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TextureHandlesForCache.UnionWith(other.TextureHandlesForCache);
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UsedInputAttributes |= other.UsedInputAttributes;
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UsedOutputAttributes |= other.UsedOutputAttributes;
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_usedConstantBuffers |= other._usedConstantBuffers;
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_usedStorageBuffers |= other._usedStorageBuffers;
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_usedStorageBuffersWrite |= other._usedStorageBuffersWrite;
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@ -191,6 +197,28 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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public void SetInputUserAttribute(int index)
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{
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UsedInputAttributes |= 1 << index;
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}
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public void SetOutputUserAttribute(int index)
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{
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UsedOutputAttributes |= 1 << index;
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}
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public void MergeOutputUserAttributes(int mask)
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{
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if (GpPassthrough)
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{
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PassthroughAttributes = mask & ~UsedOutputAttributes;
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}
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else
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{
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UsedOutputAttributes |= mask;
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}
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}
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public void SetClipDistanceWritten(int index)
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{
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ClipDistancesWritten |= (byte)(1 << index);
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@ -5,6 +5,7 @@ using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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@ -120,24 +121,17 @@ namespace Ryujinx.Graphics.Shader.Translation
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Block[][] cfg;
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ulong maxEndAddress = 0;
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bool hasBindless;
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if ((options.Flags & TranslationFlags.Compute) != 0)
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{
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config = new ShaderConfig(gpuAccessor, options, counts);
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cfg = Decoder.Decode(gpuAccessor, address, out hasBindless);
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cfg = Decoder.Decode(config, address);
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}
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else
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{
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config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options, counts);
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cfg = Decoder.Decode(gpuAccessor, address + HeaderSize, out hasBindless);
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}
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if (hasBindless)
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{
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config.SetUsedFeature(FeatureFlags.Bindless);
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cfg = Decoder.Decode(config, address + HeaderSize);
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}
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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@ -151,7 +145,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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maxEndAddress = block.EndAddress;
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}
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if (!hasBindless)
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if (!config.UsedFeatures.HasFlag(FeatureFlags.Bindless))
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{
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for (int index = 0; index < block.OpCodes.Count; index++)
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{
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@ -169,8 +163,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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return cfg;
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}
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internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config)
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internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
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{
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initializationOperations = 0;
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Dictionary<ulong, int> funcIds = new Dictionary<ulong, int>();
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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@ -184,6 +180,12 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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EmitterContext context = new EmitterContext(config, funcIndex != 0, funcIds);
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if (initializeOutputs && funcIndex == 0)
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{
|
||||
EmitOutputsInitialization(context, config);
|
||||
initializationOperations = context.OperationsCount;
|
||||
}
|
||||
|
||||
for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
|
||||
{
|
||||
Block block = cfg[funcIndex][blkIndex];
|
||||
|
@ -201,6 +203,39 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return funcs.ToArray();
|
||||
}
|
||||
|
||||
private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config)
|
||||
{
|
||||
// Compute has no output attributes, and fragment is the last stage, so we
|
||||
// don't need to initialize outputs on those stages.
|
||||
if (config.Stage == ShaderStage.Compute || config.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
void InitializeOutput(int baseAttr)
|
||||
{
|
||||
for (int c = 0; c < 4; c++)
|
||||
{
|
||||
context.Copy(Attribute(baseAttr + c * 4), ConstF(c == 3 ? 1f : 0f));
|
||||
}
|
||||
}
|
||||
|
||||
if (config.Stage == ShaderStage.Vertex)
|
||||
{
|
||||
InitializeOutput(AttributeConsts.PositionX);
|
||||
}
|
||||
|
||||
int usedAttribtes = context.Config.UsedOutputAttributes;
|
||||
while (usedAttribtes != 0)
|
||||
{
|
||||
int index = BitOperations.TrailingZeroCount(usedAttribtes);
|
||||
|
||||
InitializeOutput(AttributeConsts.UserAttributeBase + index * 16);
|
||||
|
||||
usedAttribtes &= ~(1 << index);
|
||||
}
|
||||
}
|
||||
|
||||
private static void EmitOps(EmitterContext context, Block block)
|
||||
{
|
||||
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
|
||||
|
|
|
@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
operand.Value < AttributeConsts.UserAttributeEnd;
|
||||
}
|
||||
|
||||
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b)
|
||||
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b, int aStart)
|
||||
{
|
||||
// Here we combine two shaders.
|
||||
// For shader A:
|
||||
|
@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
Operand lblB = Label();
|
||||
|
||||
for (int index = 0; index < a[0].Code.Length; index++)
|
||||
for (int index = aStart; index < a[0].Code.Length; index++)
|
||||
{
|
||||
Operation operation = a[0].Code[index];
|
||||
|
||||
|
@ -103,7 +103,17 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
if (temp != null)
|
||||
{
|
||||
operation.SetSource(srcIndex, temp);
|
||||
// TODO: LoadAttribute should accept any integer value as first argument,
|
||||
// then we don't need special case here. Right now it expects the first
|
||||
// operand to be of type "attribute".
|
||||
if ((operation.Inst & Instruction.Mask) == Instruction.LoadAttribute)
|
||||
{
|
||||
operation.TurnIntoCopy(temp);
|
||||
}
|
||||
else
|
||||
{
|
||||
operation.SetSource(srcIndex, temp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -126,13 +136,25 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return output;
|
||||
}
|
||||
|
||||
public ShaderProgram Translate(out ShaderProgramInfo shaderProgramInfo, TranslatorContext other = null)
|
||||
public ShaderProgram Translate(
|
||||
out ShaderProgramInfo shaderProgramInfo,
|
||||
TranslatorContext nextStage = null,
|
||||
TranslatorContext other = null)
|
||||
{
|
||||
FunctionCode[] code = EmitShader(_cfg, _config);
|
||||
if (nextStage != null)
|
||||
{
|
||||
_config.MergeOutputUserAttributes(nextStage._config.UsedInputAttributes);
|
||||
}
|
||||
|
||||
FunctionCode[] code = EmitShader(_cfg, _config, initializeOutputs: other == null, out _);
|
||||
|
||||
if (other != null)
|
||||
{
|
||||
code = Combine(EmitShader(other._cfg, other._config), code);
|
||||
other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes);
|
||||
|
||||
FunctionCode[] otherCode = EmitShader(other._cfg, other._config, initializeOutputs: true, out int aStart);
|
||||
|
||||
code = Combine(otherCode, code, aStart);
|
||||
|
||||
_config.InheritFrom(other._config);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue