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
This commit is contained in:
gdkchan 2023-08-13 22:26:42 -03:00 committed by GitHub
parent 8edfb2bc7b
commit b423197619
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GPG key ID: 4AEE18F83AFDEB23
68 changed files with 2653 additions and 2407 deletions

View file

@ -1,5 +1,4 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
@ -44,6 +43,12 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
_newSpecState = newSpecState;
_stageIndex = stageIndex;
_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
if (stageIndex == (int)ShaderStage.Geometry - 1)
{
// Only geometry shaders require the primitive topology.
newSpecState.RecordPrimitiveTopology();
}
}
/// <inheritdoc/>
@ -69,48 +74,6 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
return MemoryMarshal.Cast<byte, ulong>(_data.Span[(int)address..]);
}
/// <inheritdoc/>
public bool QueryAlphaToCoverageDitherEnable()
{
return _oldSpecState.GraphicsState.AlphaToCoverageEnable && _oldSpecState.GraphicsState.AlphaToCoverageDitherEnable;
}
/// <inheritdoc/>
public AlphaTestOp QueryAlphaTestCompare()
{
if (!_isVulkan || !_oldSpecState.GraphicsState.AlphaTestEnable)
{
return AlphaTestOp.Always;
}
return _oldSpecState.GraphicsState.AlphaTestCompare switch
{
CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
_ => AlphaTestOp.Always,
};
}
/// <inheritdoc/>
public float QueryAlphaTestReference() => _oldSpecState.GraphicsState.AlphaTestReference;
/// <inheritdoc/>
public AttributeType QueryAttributeType(int location)
{
return _oldSpecState.GraphicsState.AttributeTypes[location];
}
/// <inheritdoc/>
public AttributeType QueryFragmentOutputType(int location)
{
return _oldSpecState.GraphicsState.FragmentOutputTypes[location];
}
/// <inheritdoc/>
public int QueryComputeLocalSizeX() => _oldSpecState.ComputeState.LocalSizeX;
@ -133,55 +96,18 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
return _oldSpecState.ConstantBufferUse[_stageIndex];
}
/// <inheritdoc/>
public GpuGraphicsState QueryGraphicsState()
{
return _oldSpecState.GraphicsState.CreateShaderGraphicsState(!_isVulkan, _isVulkan || _oldSpecState.GraphicsState.YNegateEnabled);
}
/// <inheritdoc/>
public bool QueryHasConstantBufferDrawParameters()
{
return _oldSpecState.GraphicsState.HasConstantBufferDrawParameters;
}
/// <inheritdoc/>
public bool QueryDualSourceBlendEnable()
{
return _oldSpecState.GraphicsState.DualSourceBlendEnable;
}
/// <inheritdoc/>
public InputTopology QueryPrimitiveTopology()
{
_newSpecState.RecordPrimitiveTopology();
return ConvertToInputTopology(_oldSpecState.GraphicsState.Topology, _oldSpecState.GraphicsState.TessellationMode);
}
/// <inheritdoc/>
public bool QueryProgramPointSize()
{
return _oldSpecState.GraphicsState.ProgramPointSizeEnable;
}
/// <inheritdoc/>
public float QueryPointSize()
{
return _oldSpecState.GraphicsState.PointSize;
}
/// <inheritdoc/>
public bool QueryTessCw()
{
return _oldSpecState.GraphicsState.TessellationMode.UnpackCw();
}
/// <inheritdoc/>
public TessPatchType QueryTessPatchType()
{
return _oldSpecState.GraphicsState.TessellationMode.UnpackPatchType();
}
/// <inheritdoc/>
public TessSpacing QueryTessSpacing()
{
return _oldSpecState.GraphicsState.TessellationMode.UnpackSpacing();
}
/// <inheritdoc/>
public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
{
@ -204,12 +130,6 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
return _oldSpecState.GetCoordNormalized(_stageIndex, handle, cbufSlot);
}
/// <inheritdoc/>
public bool QueryTransformDepthMinusOneToOne()
{
return _oldSpecState.GraphicsState.DepthMode;
}
/// <inheritdoc/>
public bool QueryTransformFeedbackEnabled()
{
@ -228,31 +148,12 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
return _oldSpecState.TransformFeedbackDescriptors[bufferIndex].Stride;
}
/// <inheritdoc/>
public bool QueryEarlyZForce()
{
_newSpecState.RecordEarlyZForce();
return _oldSpecState.GraphicsState.EarlyZForce;
}
/// <inheritdoc/>
public bool QueryHasUnalignedStorageBuffer()
{
return _oldSpecState.GraphicsState.HasUnalignedStorageBuffer || _oldSpecState.ComputeState.HasUnalignedStorageBuffer;
}
/// <inheritdoc/>
public bool QueryViewportTransformDisable()
{
return _oldSpecState.GraphicsState.ViewportTransformDisable;
}
/// <inheritdoc/>
public bool QueryYNegateEnabled()
{
return _oldSpecState.GraphicsState.YNegateEnabled;
}
/// <inheritdoc/>
public void RegisterTexture(int handle, int cbufSlot)
{

View file

@ -1,5 +1,4 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
@ -36,6 +35,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
_channel = channel;
_state = state;
_stageIndex = stageIndex;
if (stageIndex == (int)ShaderStage.Geometry - 1)
{
// Only geometry shaders require the primitive topology.
_state.SpecializationState.RecordPrimitiveTopology();
}
}
/// <summary>
@ -74,58 +79,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
return MemoryMarshal.Cast<byte, ulong>(_channel.MemoryManager.GetSpan(address, size));
}
/// <inheritdoc/>
public bool QueryAlphaToCoverageDitherEnable()
{
return _state.GraphicsState.AlphaToCoverageEnable && _state.GraphicsState.AlphaToCoverageDitherEnable;
}
/// <inheritdoc/>
public AlphaTestOp QueryAlphaTestCompare()
{
if (!_isVulkan || !_state.GraphicsState.AlphaTestEnable)
{
return AlphaTestOp.Always;
}
return _state.GraphicsState.AlphaTestCompare switch
{
CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
_ => AlphaTestOp.Always,
};
}
/// <inheritdoc/>
public float QueryAlphaTestReference()
{
return _state.GraphicsState.AlphaTestReference;
}
/// <inheritdoc/>
public AttributeType QueryAttributeType(int location)
{
return _state.GraphicsState.AttributeTypes[location];
}
/// <inheritdoc/>
public bool QueryEarlyZForce()
{
_state.SpecializationState?.RecordEarlyZForce();
return _state.GraphicsState.EarlyZForce;
}
/// <inheritdoc/>
public AttributeType QueryFragmentOutputType(int location)
{
return _state.GraphicsState.FragmentOutputTypes[location];
}
/// <inheritdoc/>
public int QueryComputeLocalSizeX() => _state.ComputeState.LocalSizeX;
@ -152,6 +105,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
return useMask;
}
/// <inheritdoc/>
public GpuGraphicsState QueryGraphicsState()
{
return _state.GraphicsState.CreateShaderGraphicsState(!_isVulkan, _isVulkan || _state.GraphicsState.YNegateEnabled);
}
/// <inheritdoc/>
public bool QueryHasConstantBufferDrawParameters()
{
@ -164,49 +123,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _state.GraphicsState.HasUnalignedStorageBuffer || _state.ComputeState.HasUnalignedStorageBuffer;
}
/// <inheritdoc/>
public bool QueryDualSourceBlendEnable()
{
return _state.GraphicsState.DualSourceBlendEnable;
}
/// <inheritdoc/>
public InputTopology QueryPrimitiveTopology()
{
_state.SpecializationState?.RecordPrimitiveTopology();
return ConvertToInputTopology(_state.GraphicsState.Topology, _state.GraphicsState.TessellationMode);
}
/// <inheritdoc/>
public bool QueryProgramPointSize()
{
return _state.GraphicsState.ProgramPointSizeEnable;
}
/// <inheritdoc/>
public float QueryPointSize()
{
return _state.GraphicsState.PointSize;
}
/// <inheritdoc/>
public bool QueryTessCw()
{
return _state.GraphicsState.TessellationMode.UnpackCw();
}
/// <inheritdoc/>
public TessPatchType QueryTessPatchType()
{
return _state.GraphicsState.TessellationMode.UnpackPatchType();
}
/// <inheritdoc/>
public TessSpacing QueryTessSpacing()
{
return _state.GraphicsState.TessellationMode.UnpackSpacing();
}
//// <inheritdoc/>
public TextureFormat QueryTextureFormat(int handle, int cbufSlot)
{
@ -258,12 +174,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
}
/// <inheritdoc/>
public bool QueryTransformDepthMinusOneToOne()
{
return _state.GraphicsState.DepthMode;
}
/// <inheritdoc/>
public bool QueryTransformFeedbackEnabled()
{
@ -282,18 +192,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
}
/// <inheritdoc/>
public bool QueryViewportTransformDisable()
{
return _state.GraphicsState.ViewportTransformDisable;
}
/// <inheritdoc/>
public bool QueryYNegateEnabled()
{
return _state.GraphicsState.YNegateEnabled;
}
/// <inheritdoc/>
public void RegisterTexture(int handle, int cbufSlot)
{

View file

@ -1,6 +1,5 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
@ -232,33 +231,5 @@ namespace Ryujinx.Graphics.Gpu.Shader
#pragma warning restore IDE0055
};
}
/// <summary>
/// Converts the Maxwell primitive topology to the shader translator topology.
/// </summary>
/// <param name="topology">Maxwell primitive topology</param>
/// <param name="tessellationMode">Maxwell tessellation mode</param>
/// <returns>Shader translator topology</returns>
protected static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
{
return topology switch
{
PrimitiveTopology.Points => InputTopology.Points,
PrimitiveTopology.Lines or
PrimitiveTopology.LineLoop or
PrimitiveTopology.LineStrip => InputTopology.Lines,
PrimitiveTopology.LinesAdjacency or
PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
PrimitiveTopology.Triangles or
PrimitiveTopology.TriangleStrip or
PrimitiveTopology.TriangleFan => InputTopology.Triangles,
PrimitiveTopology.TrianglesAdjacency or
PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
? InputTopology.Lines
: InputTopology.Triangles,
_ => InputTopology.Points,
};
}
}
}

View file

@ -103,64 +103,81 @@ namespace Ryujinx.Graphics.Gpu.Shader
public bool YNegateEnabled;
/// <summary>
/// Creates a new GPU graphics state.
/// Creates a new graphics state from this state that can be used for shader generation.
/// </summary>
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
/// <param name="tessellationMode">Tessellation mode</param>
/// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
/// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
/// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
/// <param name="depthMode">Depth mode zero to one or minus one to one</param>
/// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
/// <param name="pointSize">Point size if not set from shader</param>
/// <param name="alphaTestEnable">Indicates whether alpha test is enabled</param>
/// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
/// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
/// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
/// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
/// <param name="fragmentOutputTypes">Type of the fragment shader outputs</param>
/// <param name="dualSourceBlendEnable">Indicates whether dual source blend is enabled</param>
/// <param name="yNegateEnabled">Indicates whether Y negate of the fragment coordinates is enabled</param>
public GpuChannelGraphicsState(
bool earlyZForce,
PrimitiveTopology topology,
TessMode tessellationMode,
bool alphaToCoverageEnable,
bool alphaToCoverageDitherEnable,
bool viewportTransformDisable,
bool depthMode,
bool programPointSizeEnable,
float pointSize,
bool alphaTestEnable,
CompareOp alphaTestCompare,
float alphaTestReference,
ref Array32<AttributeType> attributeTypes,
bool hasConstantBufferDrawParameters,
bool hasUnalignedStorageBuffer,
ref Array8<AttributeType> fragmentOutputTypes,
bool dualSourceBlendEnable,
bool yNegateEnabled)
/// <param name="hostSupportsAlphaTest">Indicates if the host API supports alpha test operations</param>
/// <returns>GPU graphics state that can be used for shader translation</returns>
public readonly GpuGraphicsState CreateShaderGraphicsState(bool hostSupportsAlphaTest, bool originUpperLeft)
{
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
AlphaToCoverageEnable = alphaToCoverageEnable;
AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
ViewportTransformDisable = viewportTransformDisable;
DepthMode = depthMode;
ProgramPointSizeEnable = programPointSizeEnable;
PointSize = pointSize;
AlphaTestEnable = alphaTestEnable;
AlphaTestCompare = alphaTestCompare;
AlphaTestReference = alphaTestReference;
AttributeTypes = attributeTypes;
HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
FragmentOutputTypes = fragmentOutputTypes;
DualSourceBlendEnable = dualSourceBlendEnable;
YNegateEnabled = yNegateEnabled;
AlphaTestOp alphaTestOp;
if (hostSupportsAlphaTest || !AlphaTestEnable)
{
alphaTestOp = AlphaTestOp.Always;
}
else
{
alphaTestOp = AlphaTestCompare switch
{
CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
_ => AlphaTestOp.Always,
};
}
return new GpuGraphicsState(
EarlyZForce,
ConvertToInputTopology(Topology, TessellationMode),
TessellationMode.UnpackCw(),
TessellationMode.UnpackPatchType(),
TessellationMode.UnpackSpacing(),
AlphaToCoverageEnable,
AlphaToCoverageDitherEnable,
ViewportTransformDisable,
DepthMode,
ProgramPointSizeEnable,
PointSize,
alphaTestOp,
AlphaTestReference,
in AttributeTypes,
HasConstantBufferDrawParameters,
in FragmentOutputTypes,
DualSourceBlendEnable,
YNegateEnabled,
originUpperLeft);
}
/// <summary>
/// Converts the Maxwell primitive topology to the shader translator topology.
/// </summary>
/// <param name="topology">Maxwell primitive topology</param>
/// <param name="tessellationMode">Maxwell tessellation mode</param>
/// <returns>Shader translator topology</returns>
private static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
{
return topology switch
{
PrimitiveTopology.Points => InputTopology.Points,
PrimitiveTopology.Lines or
PrimitiveTopology.LineLoop or
PrimitiveTopology.LineStrip => InputTopology.Lines,
PrimitiveTopology.LinesAdjacency or
PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
PrimitiveTopology.Triangles or
PrimitiveTopology.TriangleStrip or
PrimitiveTopology.TriangleFan => InputTopology.Triangles,
PrimitiveTopology.TrianglesAdjacency or
PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
? InputTopology.Lines
: InputTopology.Triangles,
_ => InputTopology.Points,
};
}
}
}

View file

@ -28,9 +28,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
[Flags]
private enum QueriedStateFlags
{
EarlyZForce = 1 << 0,
PrimitiveTopology = 1 << 1,
TessellationMode = 1 << 2,
TransformFeedback = 1 << 3,
}
@ -264,14 +262,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
PipelineState = pipelineState;
}
/// <summary>
/// Indicates that the shader accesses the early Z force state.
/// </summary>
public void RecordEarlyZForce()
{
_queriedState |= QueriedStateFlags.EarlyZForce;
}
/// <summary>
/// Indicates that the shader accesses the primitive topology state.
/// </summary>
@ -280,14 +270,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
_queriedState |= QueriedStateFlags.PrimitiveTopology;
}
/// <summary>
/// Indicates that the shader accesses the tessellation mode state.
/// </summary>
public void RecordTessellationMode()
{
_queriedState |= QueriedStateFlags.TessellationMode;
}
/// <summary>
/// Indicates that the shader accesses the constant buffer use state.
/// </summary>