Stop using glTransformFeedbackVaryings and use explicit layout on the shader (#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
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0e59573f2b
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7e967d796c
19 changed files with 192 additions and 164 deletions
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@ -103,6 +103,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return _info.Functions[id];
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}
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public TransformFeedbackOutput GetTransformFeedbackOutput(int location, int component)
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{
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int index = (AttributeConsts.UserAttributeBase / 4) + location * 4 + component;
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return _info.TransformFeedbackOutputs[index];
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}
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public TransformFeedbackOutput GetTransformFeedbackOutput(int location)
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{
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int index = location / 4;
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return _info.TransformFeedbackOutputs[index];
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}
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private void UpdateIndentation()
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{
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_indentation = GetIndentation(_level);
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@ -191,6 +191,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine();
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}
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if (context.Config.Stage != ShaderStage.Compute &&
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context.Config.Stage != ShaderStage.Fragment &&
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context.Config.TransformFeedbackEnabled)
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{
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var tfOutput = context.GetTransformFeedbackOutput(AttributeConsts.PositionX);
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if (tfOutput.Valid)
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{
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context.AppendLine($"layout (xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}) out gl_PerVertex");
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context.EnterScope();
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context.AppendLine("vec4 gl_Position;");
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context.LeaveScope(context.Config.Stage == ShaderStage.TessellationControl ? " gl_out[];" : ";");
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}
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}
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}
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else
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{
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@ -514,7 +528,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string pass = (context.Config.PassthroughAttributes & (1 << attr)) != 0 ? "passthrough, " : string.Empty;
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string name = $"{DefaultNames.IAttributePrefix}{attr}";
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if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0)
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if (context.Config.TransformFeedbackEnabled && context.Config.Stage != ShaderStage.Vertex)
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{
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for (int c = 0; c < 4; c++)
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{
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@ -559,13 +573,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string suffix = OperandManager.IsArrayAttribute(context.Config.Stage, isOutAttr: true) ? "[]" : string.Empty;
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string name = $"{DefaultNames.OAttributePrefix}{attr}{suffix}";
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if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0)
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if (context.Config.TransformFeedbackEnabled && context.Config.Stage != ShaderStage.Fragment)
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{
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"layout (location = {attr}, component = {c}) out float {name}_{swzMask};");
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string xfb = string.Empty;
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var tfOutput = context.GetTransformFeedbackOutput(attr, c);
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if (tfOutput.Valid)
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{
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xfb = $", xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}";
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}
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context.AppendLine($"layout (location = {attr}, component = {c}{xfb}) out float {name}_{swzMask};");
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}
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}
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else
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@ -194,7 +194,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return name + $"[{(value >> 4)}]." + swzMask;
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}
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else if (config.Options.Flags.HasFlag(TranslationFlags.Feedback))
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else if (config.TransformFeedbackEnabled && (config.Stage != ShaderStage.Vertex || isOutAttr))
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{
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string name = $"{prefix}{(value >> 4)}_{swzMask}";
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@ -1,69 +0,0 @@
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using Ryujinx.Graphics.Shader.Translation;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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public static class Varying
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{
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public static string GetName(int offset)
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{
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offset <<= 2;
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if (offset >= AttributeConsts.UserAttributeBase &&
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offset < AttributeConsts.UserAttributeEnd)
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{
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offset -= AttributeConsts.UserAttributeBase;
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string name = $"{ DefaultNames.OAttributePrefix}{(offset >> 4)}";
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name += "_" + "xyzw"[(offset >> 2) & 3];
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return name;
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}
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switch (offset)
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{
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case AttributeConsts.PositionX:
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case AttributeConsts.PositionY:
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case AttributeConsts.PositionZ:
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case AttributeConsts.PositionW:
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return "gl_Position";
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case AttributeConsts.PointSize:
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return "gl_PointSize";
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case AttributeConsts.ClipDistance0:
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return "gl_ClipDistance[0]";
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case AttributeConsts.ClipDistance1:
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return "gl_ClipDistance[1]";
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case AttributeConsts.ClipDistance2:
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return "gl_ClipDistance[2]";
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case AttributeConsts.ClipDistance3:
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return "gl_ClipDistance[3]";
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case AttributeConsts.ClipDistance4:
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return "gl_ClipDistance[4]";
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case AttributeConsts.ClipDistance5:
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return "gl_ClipDistance[5]";
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case AttributeConsts.ClipDistance6:
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return "gl_ClipDistance[6]";
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case AttributeConsts.ClipDistance7:
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return "gl_ClipDistance[7]";
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case AttributeConsts.VertexId:
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return "gl_VertexID";
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}
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return null;
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}
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public static int GetSize(int offset)
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{
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switch (offset << 2)
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{
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case AttributeConsts.PositionX:
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case AttributeConsts.PositionY:
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case AttributeConsts.PositionZ:
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case AttributeConsts.PositionW:
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return 4;
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}
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return 1;
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}
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}
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}
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