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
169
src/Ryujinx.Graphics.Shader/GpuGraphicsState.cs
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169
src/Ryujinx.Graphics.Shader/GpuGraphicsState.cs
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using Ryujinx.Common.Memory;
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namespace Ryujinx.Graphics.Shader
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{
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/// <summary>
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/// GPU graphics state that the shader depends on.
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/// </summary>
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public readonly struct GpuGraphicsState
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{
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/// <summary>
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/// Early Z force enable.
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/// </summary>
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public readonly bool EarlyZForce;
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/// <summary>
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/// Primitive topology of current draw.
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/// </summary>
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public readonly InputTopology Topology;
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/// <summary>
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/// Tessellation winding order.
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/// </summary>
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public readonly bool TessCw;
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/// <summary>
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/// Tessellation patch type.
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/// </summary>
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public readonly TessPatchType TessPatchType;
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/// <summary>
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/// Tessellation spacing.
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/// </summary>
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public readonly TessSpacing TessSpacing;
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/// <summary>
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/// Indicates whether alpha-to-coverage is enabled.
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/// </summary>
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public readonly bool AlphaToCoverageEnable;
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/// <summary>
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/// Indicates whether alpha-to-coverage dithering is enabled.
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/// </summary>
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public readonly bool AlphaToCoverageDitherEnable;
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/// <summary>
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/// Indicates whether the viewport transform is disabled.
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/// </summary>
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public readonly bool ViewportTransformDisable;
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/// <summary>
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/// Depth mode zero to one or minus one to one.
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/// </summary>
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public readonly bool DepthMode;
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/// <summary>
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/// Indicates if the point size is set on the shader or is fixed.
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/// </summary>
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public readonly bool ProgramPointSizeEnable;
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/// <summary>
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/// Point size used if <see cref="ProgramPointSizeEnable" /> is false.
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/// </summary>
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public readonly float PointSize;
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/// <summary>
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/// When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded.
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/// </summary>
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public readonly AlphaTestOp AlphaTestCompare;
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/// <summary>
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/// When alpha test is enabled, indicates the value to compare with the fragment output alpha.
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/// </summary>
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public readonly float AlphaTestReference;
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/// <summary>
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/// Type of the vertex attributes consumed by the shader.
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/// </summary>
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public readonly Array32<AttributeType> AttributeTypes;
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/// <summary>
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/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
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/// </summary>
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public readonly bool HasConstantBufferDrawParameters;
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/// <summary>
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/// Type of the fragment shader outputs.
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/// </summary>
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public readonly Array8<AttributeType> FragmentOutputTypes;
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/// <summary>
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/// Indicates whether dual source blend is enabled.
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/// </summary>
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public readonly bool DualSourceBlendEnable;
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/// <summary>
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/// Indicates if negation of the viewport Y axis is enabled.
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/// </summary>
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public readonly bool YNegateEnabled;
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/// <summary>
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/// If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner.
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/// </summary>
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public readonly bool OriginUpperLeft;
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/// <summary>
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/// Creates a new GPU graphics state.
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/// </summary>
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/// <param name="earlyZForce">Early Z force enable</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="tessCw">Tessellation winding order (clockwise or counter-clockwise)</param>
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/// <param name="tessPatchType">Tessellation patch type</param>
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/// <param name="tessSpacing">Tessellation spacing</param>
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/// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
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/// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
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/// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
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/// <param name="depthMode">Depth mode zero to one or minus one to one</param>
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/// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
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/// <param name="pointSize">Point size if not set from shader</param>
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/// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
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/// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
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/// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
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/// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
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/// <param name="fragmentOutputTypes">Type of the fragment shader outputs</param>
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/// <param name="dualSourceBlendEnable">Indicates whether dual source blend is enabled</param>
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/// <param name="yNegateEnabled">Indicates if negation of the viewport Y axis is enabled</param>
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/// <param name="originUpperLeft">If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner</param>
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public GpuGraphicsState(
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bool earlyZForce,
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InputTopology topology,
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bool tessCw,
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TessPatchType tessPatchType,
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TessSpacing tessSpacing,
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bool alphaToCoverageEnable,
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bool alphaToCoverageDitherEnable,
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bool viewportTransformDisable,
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bool depthMode,
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bool programPointSizeEnable,
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float pointSize,
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AlphaTestOp alphaTestCompare,
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float alphaTestReference,
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in Array32<AttributeType> attributeTypes,
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bool hasConstantBufferDrawParameters,
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in Array8<AttributeType> fragmentOutputTypes,
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bool dualSourceBlendEnable,
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bool yNegateEnabled,
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bool originUpperLeft)
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{
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EarlyZForce = earlyZForce;
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Topology = topology;
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TessCw = tessCw;
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TessPatchType = tessPatchType;
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TessSpacing = tessSpacing;
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AlphaToCoverageEnable = alphaToCoverageEnable;
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AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
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ViewportTransformDisable = viewportTransformDisable;
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DepthMode = depthMode;
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ProgramPointSizeEnable = programPointSizeEnable;
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PointSize = pointSize;
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AlphaTestCompare = alphaTestCompare;
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AlphaTestReference = alphaTestReference;
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AttributeTypes = attributeTypes;
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HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
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FragmentOutputTypes = fragmentOutputTypes;
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DualSourceBlendEnable = dualSourceBlendEnable;
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YNegateEnabled = yNegateEnabled;
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OriginUpperLeft = originUpperLeft;
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}
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}
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}
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