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https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-06-28 04:36:23 +02:00
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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@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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HelperFunctionsMask.ShuffleXor |
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HelperFunctionsMask.SwizzleAdd;
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public static byte[] Generate(StructuredProgramInfo info, ShaderConfig config)
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public static byte[] Generate(StructuredProgramInfo info, CodeGenParameters parameters)
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{
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SpvInstructionPool instPool;
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SpvLiteralIntegerPool integerPool;
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@ -46,7 +46,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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integerPool = _integerPool.Allocate();
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}
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CodeGenContext context = new(info, config, instPool, integerPool);
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CodeGenContext context = new(info, parameters, instPool, integerPool);
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context.AddCapability(Capability.GroupNonUniformBallot);
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context.AddCapability(Capability.GroupNonUniformShuffle);
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@ -56,39 +56,40 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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context.AddCapability(Capability.ImageQuery);
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context.AddCapability(Capability.SampledBuffer);
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if (config.TransformFeedbackEnabled && config.LastInVertexPipeline)
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if (parameters.Definitions.TransformFeedbackEnabled && parameters.Definitions.LastInVertexPipeline)
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{
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context.AddCapability(Capability.TransformFeedback);
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}
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if (config.Stage == ShaderStage.Fragment)
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if (parameters.Definitions.Stage == ShaderStage.Fragment)
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{
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if (context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Input, IoVariable.Layer)))
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{
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context.AddCapability(Capability.Geometry);
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}
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if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
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if (context.HostCapabilities.SupportsFragmentShaderInterlock)
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{
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context.AddCapability(Capability.FragmentShaderPixelInterlockEXT);
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context.AddExtension("SPV_EXT_fragment_shader_interlock");
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}
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}
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else if (config.Stage == ShaderStage.Geometry)
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else if (parameters.Definitions.Stage == ShaderStage.Geometry)
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{
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context.AddCapability(Capability.Geometry);
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if (config.GpPassthrough && context.Config.GpuAccessor.QueryHostSupportsGeometryShaderPassthrough())
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if (parameters.Definitions.GpPassthrough && context.HostCapabilities.SupportsGeometryShaderPassthrough)
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{
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context.AddExtension("SPV_NV_geometry_shader_passthrough");
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context.AddCapability(Capability.GeometryShaderPassthroughNV);
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}
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}
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else if (config.Stage == ShaderStage.TessellationControl || config.Stage == ShaderStage.TessellationEvaluation)
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else if (parameters.Definitions.Stage == ShaderStage.TessellationControl ||
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parameters.Definitions.Stage == ShaderStage.TessellationEvaluation)
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{
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context.AddCapability(Capability.Tessellation);
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}
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else if (config.Stage == ShaderStage.Vertex)
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else if (parameters.Definitions.Stage == ShaderStage.Vertex)
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{
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context.AddCapability(Capability.DrawParameters);
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}
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@ -170,15 +171,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if (funcIndex == 0)
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{
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context.AddEntryPoint(context.Config.Stage.Convert(), spvFunc, "main", context.GetMainInterface());
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context.AddEntryPoint(context.Definitions.Stage.Convert(), spvFunc, "main", context.GetMainInterface());
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if (context.Config.Stage == ShaderStage.TessellationControl)
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if (context.Definitions.Stage == ShaderStage.TessellationControl)
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
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context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Definitions.ThreadsPerInputPrimitive);
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}
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else if (context.Config.Stage == ShaderStage.TessellationEvaluation)
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else if (context.Definitions.Stage == ShaderStage.TessellationEvaluation)
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{
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switch (context.Config.GpuAccessor.QueryTessPatchType())
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switch (context.Definitions.TessPatchType)
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{
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case TessPatchType.Isolines:
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context.AddExecutionMode(spvFunc, ExecutionMode.Isolines);
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@ -191,7 +192,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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break;
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}
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switch (context.Config.GpuAccessor.QueryTessSpacing())
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switch (context.Definitions.TessSpacing)
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{
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case TessSpacing.EqualSpacing:
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context.AddExecutionMode(spvFunc, ExecutionMode.SpacingEqual);
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@ -204,9 +205,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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break;
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}
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bool tessCw = context.Config.GpuAccessor.QueryTessCw();
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bool tessCw = context.Definitions.TessCw;
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if (context.Config.Options.TargetApi == TargetApi.Vulkan)
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if (context.TargetApi == TargetApi.Vulkan)
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{
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// We invert the front face on Vulkan backend, so we need to do that here as well.
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tessCw = !tessCw;
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@ -221,37 +222,35 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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context.AddExecutionMode(spvFunc, ExecutionMode.VertexOrderCcw);
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}
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}
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else if (context.Config.Stage == ShaderStage.Geometry)
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else if (context.Definitions.Stage == ShaderStage.Geometry)
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{
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InputTopology inputTopology = context.Config.GpuAccessor.QueryPrimitiveTopology();
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context.AddExecutionMode(spvFunc, inputTopology switch
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context.AddExecutionMode(spvFunc, context.Definitions.InputTopology switch
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{
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InputTopology.Points => ExecutionMode.InputPoints,
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InputTopology.Lines => ExecutionMode.InputLines,
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InputTopology.LinesAdjacency => ExecutionMode.InputLinesAdjacency,
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InputTopology.Triangles => ExecutionMode.Triangles,
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InputTopology.TrianglesAdjacency => ExecutionMode.InputTrianglesAdjacency,
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_ => throw new InvalidOperationException($"Invalid input topology \"{inputTopology}\"."),
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_ => throw new InvalidOperationException($"Invalid input topology \"{context.Definitions.InputTopology}\"."),
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});
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context.AddExecutionMode(spvFunc, ExecutionMode.Invocations, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
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context.AddExecutionMode(spvFunc, ExecutionMode.Invocations, (SpvLiteralInteger)context.Definitions.ThreadsPerInputPrimitive);
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context.AddExecutionMode(spvFunc, context.Config.OutputTopology switch
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context.AddExecutionMode(spvFunc, context.Definitions.OutputTopology switch
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{
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OutputTopology.PointList => ExecutionMode.OutputPoints,
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OutputTopology.LineStrip => ExecutionMode.OutputLineStrip,
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OutputTopology.TriangleStrip => ExecutionMode.OutputTriangleStrip,
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_ => throw new InvalidOperationException($"Invalid output topology \"{context.Config.OutputTopology}\"."),
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_ => throw new InvalidOperationException($"Invalid output topology \"{context.Definitions.OutputTopology}\"."),
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});
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int maxOutputVertices = context.Config.GpPassthrough ? context.InputVertices : context.Config.MaxOutputVertices;
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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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}
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else if (context.Config.Stage == ShaderStage.Fragment)
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else if (context.Definitions.Stage == ShaderStage.Fragment)
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{
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context.AddExecutionMode(spvFunc, context.Config.Properties.OriginUpperLeft
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context.AddExecutionMode(spvFunc, context.Definitions.OriginUpperLeft
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? ExecutionMode.OriginUpperLeft
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: ExecutionMode.OriginLowerLeft);
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@ -260,22 +259,22 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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context.AddExecutionMode(spvFunc, ExecutionMode.DepthReplacing);
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}
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if (context.Config.GpuAccessor.QueryEarlyZForce())
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if (context.Definitions.EarlyZForce)
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.EarlyFragmentTests);
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}
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if ((info.HelperFunctionsMask & HelperFunctionsMask.FSI) != 0 &&
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context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
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context.HostCapabilities.SupportsFragmentShaderInterlock)
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.PixelInterlockOrderedEXT);
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}
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}
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else if (context.Config.Stage == ShaderStage.Compute)
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else if (context.Definitions.Stage == ShaderStage.Compute)
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{
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var localSizeX = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeX();
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var localSizeY = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeY();
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var localSizeZ = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeZ();
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var localSizeX = (SpvLiteralInteger)context.Definitions.ComputeLocalSizeX;
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var localSizeY = (SpvLiteralInteger)context.Definitions.ComputeLocalSizeY;
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var localSizeZ = (SpvLiteralInteger)context.Definitions.ComputeLocalSizeZ;
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context.AddExecutionMode(
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spvFunc,
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localSizeZ);
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}
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if (context.Config.TransformFeedbackEnabled && context.Config.LastInVertexPipeline)
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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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}
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