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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@ -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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