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synced 2025-07-27 01:37:11 +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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@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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// When debug mode is enabled, we disable expression propagation
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// (this makes comparison with the disassembly easier).
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if (!context.Config.Options.Flags.HasFlag(TranslationFlags.DebugMode))
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if (!context.DebugMode)
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{
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AstBlockVisitor visitor = new(mainBlock);
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@ -18,8 +18,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public IReadOnlyDictionary<int, MemoryDefinition> LocalMemories => _localMemories;
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public IReadOnlyDictionary<int, MemoryDefinition> SharedMemories => _sharedMemories;
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public readonly bool OriginUpperLeft;
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public ShaderProperties()
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{
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_constantBuffers = new Dictionary<int, BufferDefinition>();
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@ -30,29 +28,24 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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_sharedMemories = new Dictionary<int, MemoryDefinition>();
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}
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public ShaderProperties(bool originUpperLeft) : this()
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public void AddOrUpdateConstantBuffer(BufferDefinition definition)
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{
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OriginUpperLeft = originUpperLeft;
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_constantBuffers[definition.Binding] = definition;
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}
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public void AddOrUpdateConstantBuffer(int binding, BufferDefinition definition)
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public void AddOrUpdateStorageBuffer(BufferDefinition definition)
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{
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_constantBuffers[binding] = definition;
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_storageBuffers[definition.Binding] = definition;
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}
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public void AddOrUpdateStorageBuffer(int binding, BufferDefinition definition)
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public void AddOrUpdateTexture(TextureDefinition definition)
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{
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_storageBuffers[binding] = definition;
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_textures[definition.Binding] = definition;
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}
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public void AddOrUpdateTexture(int binding, TextureDefinition descriptor)
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public void AddOrUpdateImage(TextureDefinition definition)
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{
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_textures[binding] = descriptor;
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}
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public void AddOrUpdateImage(int binding, TextureDefinition descriptor)
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{
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_images[binding] = descriptor;
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_images[definition.Binding] = definition;
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}
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public int AddLocalMemory(MemoryDefinition definition)
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@ -70,5 +63,48 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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return id;
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}
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public static TextureFormat GetTextureFormat(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1)
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (gpuAccessor.QueryHostSupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (format == TextureFormat.Unknown)
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{
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gpuAccessor.Log($"Unknown format for texture {handle}.");
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format = TextureFormat.R8G8B8A8Unorm;
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}
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return format;
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}
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private static bool FormatSupportsAtomic(TextureFormat format)
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{
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return format == TextureFormat.R32Sint || format == TextureFormat.R32Uint;
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}
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public static TextureFormat GetTextureFormatAtomic(IGpuAccessor gpuAccessor, int handle, int cbufSlot = -1)
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{
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// Atomic image instructions do not support GL_EXT_shader_image_load_formatted,
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// and must have a type specified. Default to R32Sint if not available.
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var format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (!FormatSupportsAtomic(format))
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{
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gpuAccessor.Log($"Unsupported format for texture {handle}: {format}.");
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format = TextureFormat.R32Sint;
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}
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return format;
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}
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}
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}
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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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@ -28,17 +28,25 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public StructuredProgramInfo Info { get; }
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public ShaderConfig Config { get; }
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public ShaderDefinitions Definitions { get; }
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public ResourceManager ResourceManager { get; }
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public bool DebugMode { get; }
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public StructuredProgramContext(ShaderConfig config)
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public StructuredProgramContext(
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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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Info = new StructuredProgramInfo();
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Config = config;
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Definitions = definitions;
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ResourceManager = resourceManager;
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DebugMode = debugMode;
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if (config.GpPassthrough)
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if (definitions.GpPassthrough)
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{
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int passthroughAttributes = config.PassthroughAttributes;
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int passthroughAttributes = attributeUsage.PassthroughAttributes;
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while (passthroughAttributes != 0)
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{
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int index = BitOperations.TrailingZeroCount(passthroughAttributes);
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@ -52,11 +60,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.PointSize));
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Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.ClipDistance));
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}
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else if (config.Stage == ShaderStage.Fragment)
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{
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// Potentially used for texture coordinate scaling.
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Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.FragmentCoord));
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}
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}
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public void EnterFunction(
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@ -304,11 +307,11 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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int cbufSlot = operand.GetCbufSlot();
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int cbufOffset = operand.GetCbufOffset();
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int binding = Config.ResourceManager.GetConstantBufferBinding(cbufSlot);
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int binding = ResourceManager.GetConstantBufferBinding(cbufSlot);
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int vecIndex = cbufOffset >> 2;
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int elemIndex = cbufOffset & 3;
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Config.ResourceManager.SetUsedConstantBufferBinding(binding);
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ResourceManager.SetUsedConstantBufferBinding(binding);
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IAstNode[] sources = new IAstNode[]
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{
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@ -2,22 +2,6 @@ using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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readonly struct TransformFeedbackOutput
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{
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public readonly bool Valid;
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public readonly int Buffer;
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public readonly int Offset;
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public readonly int Stride;
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public TransformFeedbackOutput(int buffer, int offset, int stride)
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{
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Valid = true;
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Buffer = buffer;
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Offset = offset;
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Stride = stride;
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}
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}
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class StructuredProgramInfo
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{
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public List<StructuredFunction> Functions { get; }
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