shader: Implement tessellation shaders, polygon mode and invocation id

This commit is contained in:
ReinUsesLisp 2021-04-15 22:46:11 -03:00 committed by ameerj
parent 34519d3fc6
commit 183855e396
28 changed files with 605 additions and 91 deletions

View file

@ -685,6 +685,19 @@ VkCullModeFlagBits CullFace(Maxwell::CullFace cull_face) {
return {};
}
VkPolygonMode PolygonMode(Maxwell::PolygonMode polygon_mode) {
switch (polygon_mode) {
case Maxwell::PolygonMode::Point:
return VK_POLYGON_MODE_POINT;
case Maxwell::PolygonMode::Line:
return VK_POLYGON_MODE_LINE;
case Maxwell::PolygonMode::Fill:
return VK_POLYGON_MODE_FILL;
}
UNIMPLEMENTED_MSG("Unimplemented polygon mode={}", polygon_mode);
return {};
}
VkComponentSwizzle SwizzleSource(Tegra::Texture::SwizzleSource swizzle) {
switch (swizzle) {
case Tegra::Texture::SwizzleSource::Zero:

View file

@ -65,6 +65,8 @@ VkFrontFace FrontFace(Maxwell::FrontFace front_face);
VkCullModeFlagBits CullFace(Maxwell::CullFace cull_face);
VkPolygonMode PolygonMode(Maxwell::PolygonMode polygon_mode);
VkComponentSwizzle SwizzleSource(Tegra::Texture::SwizzleSource swizzle);
VkViewportCoordinateSwizzleNV ViewportSwizzle(Maxwell::ViewportSwizzle swizzle);

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@ -355,7 +355,8 @@ void GraphicsPipeline::MakePipeline(const Device& device, VkRenderPass render_pa
static_cast<VkBool32>(state.depth_clamp_disabled == 0 ? VK_TRUE : VK_FALSE),
.rasterizerDiscardEnable =
static_cast<VkBool32>(state.rasterize_enable == 0 ? VK_TRUE : VK_FALSE),
.polygonMode = VK_POLYGON_MODE_FILL,
.polygonMode =
MaxwellToVK::PolygonMode(FixedPipelineState::UnpackPolygonMode(state.polygon_mode)),
.cullMode = static_cast<VkCullModeFlags>(
dynamic.cull_enable ? MaxwellToVK::CullFace(dynamic.CullFace()) : VK_CULL_MODE_NONE),
.frontFace = MaxwellToVK::FrontFace(dynamic.FrontFace()),

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@ -1040,6 +1040,36 @@ Shader::Profile PipelineCache::MakeProfile(const GraphicsPipelineCacheKey& key,
std::ranges::transform(key.state.attributes, profile.generic_input_types.begin(),
&CastAttributeType);
break;
case Shader::Stage::TessellationEval:
// We have to flip tessellation clockwise for some reason...
profile.tess_clockwise = key.state.tessellation_clockwise == 0;
profile.tess_primitive = [&key] {
const u32 raw{key.state.tessellation_primitive.Value()};
switch (static_cast<Maxwell::TessellationPrimitive>(raw)) {
case Maxwell::TessellationPrimitive::Isolines:
return Shader::TessPrimitive::Isolines;
case Maxwell::TessellationPrimitive::Triangles:
return Shader::TessPrimitive::Triangles;
case Maxwell::TessellationPrimitive::Quads:
return Shader::TessPrimitive::Quads;
}
UNREACHABLE();
return Shader::TessPrimitive::Triangles;
}();
profile.tess_spacing = [&] {
const u32 raw{key.state.tessellation_spacing};
switch (static_cast<Maxwell::TessellationSpacing>(raw)) {
case Maxwell::TessellationSpacing::Equal:
return Shader::TessSpacing::Equal;
case Maxwell::TessellationSpacing::FractionalOdd:
return Shader::TessSpacing::FractionalOdd;
case Maxwell::TessellationSpacing::FractionalEven:
return Shader::TessSpacing::FractionalEven;
}
UNREACHABLE();
return Shader::TessSpacing::Equal;
}();
break;
case Shader::Stage::Geometry:
if (program.output_topology == Shader::OutputTopology::PointList) {
profile.fixed_state_point_size = point_size;

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@ -91,7 +91,7 @@ StagingBufferPool::StagingBufferPool(const Device& device_, MemoryAllocator& mem
.flags = 0,
.size = STREAM_BUFFER_SIZE,
.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.queueFamilyIndexCount = 0,
.pQueueFamilyIndices = nullptr,

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@ -225,7 +225,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
.drawIndirectFirstInstance = false,
.depthClamp = true,
.depthBiasClamp = true,
.fillModeNonSolid = false,
.fillModeNonSolid = true,
.depthBounds = false,
.wideLines = false,
.largePoints = true,
@ -670,6 +670,7 @@ void Device::CheckSuitability(bool requires_swapchain) const {
std::make_pair(features.largePoints, "largePoints"),
std::make_pair(features.multiViewport, "multiViewport"),
std::make_pair(features.depthBiasClamp, "depthBiasClamp"),
std::make_pair(features.fillModeNonSolid, "fillModeNonSolid"),
std::make_pair(features.geometryShader, "geometryShader"),
std::make_pair(features.tessellationShader, "tessellationShader"),
std::make_pair(features.occlusionQueryPrecise, "occlusionQueryPrecise"),