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Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
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56 changed files with 1967 additions and 1746 deletions
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@ -89,7 +89,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Add(Instruction.ImageStore, AggregateType.Void);
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Add(Instruction.ImageAtomic, AggregateType.S32);
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Add(Instruction.IsNan, AggregateType.Bool, AggregateType.Scalar);
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Add(Instruction.LoadAttribute, AggregateType.FP32, AggregateType.S32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.Load, AggregateType.FP32);
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Add(Instruction.LoadConstant, AggregateType.FP32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.LoadGlobal, AggregateType.U32, AggregateType.S32, AggregateType.S32);
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Add(Instruction.LoadLocal, AggregateType.U32, AggregateType.S32);
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@ -122,7 +122,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Add(Instruction.ShuffleXor, AggregateType.FP32, AggregateType.FP32, AggregateType.U32, AggregateType.U32, AggregateType.Bool);
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Add(Instruction.Sine, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.SquareRoot, AggregateType.Scalar, AggregateType.Scalar);
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Add(Instruction.StoreAttribute, AggregateType.Void, AggregateType.S32, AggregateType.S32, AggregateType.FP32);
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Add(Instruction.Store, AggregateType.Void);
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Add(Instruction.StoreGlobal, AggregateType.Void, AggregateType.S32, AggregateType.S32, AggregateType.U32);
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Add(Instruction.StoreLocal, AggregateType.Void, AggregateType.S32, AggregateType.U32);
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Add(Instruction.StoreShared, AggregateType.Void, AggregateType.S32, AggregateType.U32);
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@ -166,7 +166,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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return AggregateType.FP32;
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}
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else if (inst == Instruction.Call)
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else if (inst == Instruction.Call || inst == Instruction.Load || inst == Instruction.Store)
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{
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return AggregateType.S32;
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}
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