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