Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
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93d78f9ac4
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65 changed files with 3912 additions and 593 deletions
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@ -100,10 +100,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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else
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{
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string outPrimitive = context.Definitions.OutputTopology.ToGlslString();
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int maxOutputVertices = context.Definitions.GpPassthrough
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? context.Definitions.InputTopology.ToInputVertices()
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: context.Definitions.MaxOutputVertices;
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int maxOutputVertices = context.Definitions.MaxOutputVertices;
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context.AppendLine($"layout ({outPrimitive}, max_vertices = {maxOutputVertices}) out;");
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}
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@ -320,15 +317,22 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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string typeName = GetVarTypeName(context, memory.Type & ~AggregateType.Array);
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if (memory.ArrayLength > 0)
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if (memory.Type.HasFlag(AggregateType.Array))
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{
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string arraySize = memory.ArrayLength.ToString(CultureInfo.InvariantCulture);
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if (memory.ArrayLength > 0)
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{
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string arraySize = memory.ArrayLength.ToString(CultureInfo.InvariantCulture);
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context.AppendLine($"{prefix}{typeName} {memory.Name}[{arraySize}];");
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context.AppendLine($"{prefix}{typeName} {memory.Name}[{arraySize}];");
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}
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else
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{
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context.AppendLine($"{prefix}{typeName} {memory.Name}[];");
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}
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}
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else
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{
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context.AppendLine($"{prefix}{typeName} {memory.Name}[];");
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context.AppendLine($"{prefix}{typeName} {memory.Name};");
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}
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}
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}
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@ -31,6 +31,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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IoVariable.FrontColorDiffuse => ("gl_FrontColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
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IoVariable.FrontColorSpecular => ("gl_FrontSecondaryColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
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IoVariable.FrontFacing => ("gl_FrontFacing", AggregateType.Bool),
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IoVariable.GlobalId => ("gl_GlobalInvocationID", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.InstanceId => ("gl_InstanceID", AggregateType.S32),
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IoVariable.InstanceIndex => ("gl_InstanceIndex", AggregateType.S32),
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IoVariable.InvocationId => ("gl_InvocationID", AggregateType.S32),
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@ -27,8 +27,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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public ILogger Logger { get; }
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public TargetApi TargetApi { get; }
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public int InputVertices { get; }
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public Dictionary<int, Instruction> ConstantBuffers { get; } = new();
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public Dictionary<int, Instruction> StorageBuffers { get; } = new();
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@ -101,19 +99,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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Logger = parameters.Logger;
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TargetApi = parameters.TargetApi;
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if (parameters.Definitions.Stage == ShaderStage.Geometry)
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{
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InputVertices = parameters.Definitions.InputTopology switch
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{
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InputTopology.Points => 1,
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InputTopology.Lines => 2,
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InputTopology.LinesAdjacency => 2,
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InputTopology.Triangles => 3,
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InputTopology.TrianglesAdjacency => 3,
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_ => throw new InvalidOperationException($"Invalid input topology \"{parameters.Definitions.InputTopology}\"."),
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};
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}
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AddCapability(Capability.Shader);
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AddCapability(Capability.Float64);
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@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if (context.Definitions.Stage != ShaderStage.Vertex)
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{
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var perVertexInputStructType = CreatePerVertexStructType(context);
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32;
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32;
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var perVertexInputArrayType = context.TypeArray(perVertexInputStructType, context.Constant(context.TypeU32(), arraySize));
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var perVertexInputPointerType = context.TypePointer(StorageClass.Input, perVertexInputArrayType);
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var perVertexInputVariable = context.Variable(perVertexInputPointerType, StorageClass.Input);
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@ -506,7 +506,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if (!isPerPatch && IoMap.IsPerVertex(ioVariable, context.Definitions.Stage, isOutput))
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{
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.InputVertices : 32;
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int arraySize = context.Definitions.Stage == ShaderStage.Geometry ? context.Definitions.InputTopology.ToInputVertices() : 32;
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spvType = context.TypeArray(spvType, context.Constant(context.TypeU32(), arraySize));
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if (context.Definitions.GpPassthrough && context.HostCapabilities.SupportsGeometryShaderPassthrough)
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@ -22,6 +22,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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IoVariable.FragmentCoord => (BuiltIn.FragCoord, AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.FragmentOutputDepth => (BuiltIn.FragDepth, AggregateType.FP32),
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IoVariable.FrontFacing => (BuiltIn.FrontFacing, AggregateType.Bool),
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IoVariable.GlobalId => (BuiltIn.GlobalInvocationId, AggregateType.Vector3 | AggregateType.U32),
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IoVariable.InstanceId => (BuiltIn.InstanceId, AggregateType.S32),
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IoVariable.InstanceIndex => (BuiltIn.InstanceIndex, AggregateType.S32),
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IoVariable.InvocationId => (BuiltIn.InvocationId, AggregateType.S32),
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@ -239,9 +239,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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_ => throw new InvalidOperationException($"Invalid output topology \"{context.Definitions.OutputTopology}\"."),
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});
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int maxOutputVertices = context.Definitions.GpPassthrough ? context.InputVertices : context.Definitions.MaxOutputVertices;
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context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)maxOutputVertices);
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context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Definitions.MaxOutputVertices);
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}
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else if (context.Definitions.Stage == ShaderStage.Fragment)
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{
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@ -279,6 +277,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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localSizeZ);
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}
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if (context.Definitions.Stage != ShaderStage.Fragment &&
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context.Definitions.Stage != ShaderStage.Geometry &&
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context.Definitions.Stage != ShaderStage.Compute &&
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context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Output, IoVariable.Layer)))
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{
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context.AddCapability(Capability.ShaderLayer);
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}
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if (context.Definitions.TransformFeedbackEnabled && context.Definitions.LastInVertexPipeline)
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.Xfb);
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