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
This commit is contained in:
gdkchan 2023-08-13 22:26:42 -03:00 committed by GitHub
parent 8edfb2bc7b
commit b423197619
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GPG key ID: 4AEE18F83AFDEB23
68 changed files with 2653 additions and 2407 deletions

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@ -28,17 +28,25 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
public StructuredProgramInfo Info { get; }
public ShaderConfig Config { get; }
public ShaderDefinitions Definitions { get; }
public ResourceManager ResourceManager { get; }
public bool DebugMode { get; }
public StructuredProgramContext(ShaderConfig config)
public StructuredProgramContext(
AttributeUsage attributeUsage,
ShaderDefinitions definitions,
ResourceManager resourceManager,
bool debugMode)
{
Info = new StructuredProgramInfo();
Config = config;
Definitions = definitions;
ResourceManager = resourceManager;
DebugMode = debugMode;
if (config.GpPassthrough)
if (definitions.GpPassthrough)
{
int passthroughAttributes = config.PassthroughAttributes;
int passthroughAttributes = attributeUsage.PassthroughAttributes;
while (passthroughAttributes != 0)
{
int index = BitOperations.TrailingZeroCount(passthroughAttributes);
@ -52,11 +60,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.PointSize));
Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.ClipDistance));
}
else if (config.Stage == ShaderStage.Fragment)
{
// Potentially used for texture coordinate scaling.
Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.FragmentCoord));
}
}
public void EnterFunction(
@ -304,11 +307,11 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
int cbufSlot = operand.GetCbufSlot();
int cbufOffset = operand.GetCbufOffset();
int binding = Config.ResourceManager.GetConstantBufferBinding(cbufSlot);
int binding = ResourceManager.GetConstantBufferBinding(cbufSlot);
int vecIndex = cbufOffset >> 2;
int elemIndex = cbufOffset & 3;
Config.ResourceManager.SetUsedConstantBufferBinding(binding);
ResourceManager.SetUsedConstantBufferBinding(binding);
IAstNode[] sources = new IAstNode[]
{