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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8edfb2bc7b
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68 changed files with 2653 additions and 2407 deletions
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@ -50,10 +50,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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public ShaderProperties Properties { get; }
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public ResourceManager(ShaderStage stage, IGpuAccessor gpuAccessor, ShaderProperties properties)
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public ResourceManager(ShaderStage stage, IGpuAccessor gpuAccessor)
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{
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_gpuAccessor = gpuAccessor;
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Properties = properties;
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Properties = new();
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_stage = stage;
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_stagePrefix = GetShaderStagePrefix(stage);
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@ -62,15 +62,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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_cbSlotToBindingMap.AsSpan().Fill(-1);
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_sbSlotToBindingMap.AsSpan().Fill(-1);
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_sbSlots = new Dictionary<int, int>();
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_sbSlotsReverse = new Dictionary<int, int>();
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_sbSlots = new();
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_sbSlotsReverse = new();
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_usedConstantBufferBindings = new HashSet<int>();
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_usedConstantBufferBindings = new();
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_usedTextures = new Dictionary<TextureInfo, TextureMeta>();
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_usedImages = new Dictionary<TextureInfo, TextureMeta>();
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_usedTextures = new();
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_usedImages = new();
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properties.AddOrUpdateConstantBuffer(0, new BufferDefinition(BufferLayout.Std140, 0, 0, "support_buffer", SupportBuffer.GetStructureType()));
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Properties.AddOrUpdateConstantBuffer(new(BufferLayout.Std140, 0, SupportBuffer.Binding, "support_buffer", SupportBuffer.GetStructureType()));
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LocalMemoryId = -1;
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SharedMemoryId = -1;
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@ -312,11 +312,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (isImage)
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{
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Properties.AddOrUpdateImage(binding, definition);
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Properties.AddOrUpdateImage(definition);
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}
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else
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{
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Properties.AddOrUpdateTexture(binding, definition);
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Properties.AddOrUpdateTexture(definition);
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}
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if (layer == 0)
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@ -500,7 +500,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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new StructureField(AggregateType.Array | AggregateType.Vector4 | AggregateType.FP32, "data", Constants.ConstantBufferSize / 16),
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});
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Properties.AddOrUpdateConstantBuffer(binding, new BufferDefinition(BufferLayout.Std140, 0, binding, name, type));
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Properties.AddOrUpdateConstantBuffer(new(BufferLayout.Std140, 0, binding, name, type));
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}
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private void AddNewStorageBuffer(int binding, string name)
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@ -510,7 +510,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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new StructureField(AggregateType.Array | AggregateType.U32, "data", 0),
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});
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Properties.AddOrUpdateStorageBuffer(binding, new BufferDefinition(BufferLayout.Std430, 1, binding, name, type));
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Properties.AddOrUpdateStorageBuffer(new(BufferLayout.Std430, 1, binding, name, type));
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}
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public static string GetShaderStagePrefix(ShaderStage stage)
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