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Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
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68 changed files with 2653 additions and 2407 deletions
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@ -8,9 +8,14 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class StructuredProgram
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{
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public static StructuredProgramInfo MakeStructuredProgram(IReadOnlyList<Function> functions, ShaderConfig config)
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public static StructuredProgramInfo MakeStructuredProgram(
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IReadOnlyList<Function> functions,
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AttributeUsage attributeUsage,
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ShaderDefinitions definitions,
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ResourceManager resourceManager,
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bool debugMode)
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{
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StructuredProgramContext context = new(config);
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StructuredProgramContext context = new(attributeUsage, definitions, resourceManager, debugMode);
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for (int funcIndex = 0; funcIndex < functions.Count; funcIndex++)
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{
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@ -82,13 +87,13 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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int location = 0;
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int component = 0;
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if (context.Config.HasPerLocationInputOrOutput(ioVariable, isOutput))
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if (context.Definitions.HasPerLocationInputOrOutput(ioVariable, isOutput))
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{
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location = operation.GetSource(1).Value;
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if (operation.SourcesCount > 2 &&
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operation.GetSource(2).Type == OperandType.Constant &&
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context.Config.HasPerLocationInputOrOutputComponent(ioVariable, location, operation.GetSource(2).Value, isOutput))
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context.Definitions.HasPerLocationInputOrOutputComponent(ioVariable, location, operation.GetSource(2).Value, isOutput))
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{
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component = operation.GetSource(2).Value;
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}
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@ -98,7 +103,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else if (storageKind == StorageKind.ConstantBuffer && operation.GetSource(0).Type == OperandType.Constant)
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{
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context.Config.ResourceManager.SetUsedConstantBufferBinding(operation.GetSource(0).Value);
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context.ResourceManager.SetUsedConstantBufferBinding(operation.GetSource(0).Value);
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}
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}
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