Initial tessellation shader support (#2534)

* Initial tessellation shader support

* Nits

* Re-arrange built-in table

* This is not needed anymore

* PR feedback
This commit is contained in:
gdkchan 2021-10-18 18:38:04 -03:00 committed by GitHub
parent 7603dbe3c8
commit d512ce122c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
42 changed files with 775 additions and 148 deletions

View file

@ -349,6 +349,26 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
return flags;
}
/// <summary>
/// Packs the tessellation parameters from the gpu accessor.
/// </summary>
/// <param name="gpuAccessor">The gpu accessor</param>
/// <returns>The packed tessellation parameters</returns>
private static byte GetTessellationModePacked(IGpuAccessor gpuAccessor)
{
byte value;
value = (byte)((int)gpuAccessor.QueryTessPatchType() & 3);
value |= (byte)(((int)gpuAccessor.QueryTessSpacing() & 3) << 2);
if (gpuAccessor.QueryTessCw())
{
value |= 0x10;
}
return value;
}
/// <summary>
/// Create a new instance of <see cref="GuestGpuAccessorHeader"/> from an gpu accessor.
/// </summary>
@ -364,6 +384,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache
ComputeLocalMemorySize = gpuAccessor.QueryComputeLocalMemorySize(),
ComputeSharedMemorySize = gpuAccessor.QueryComputeSharedMemorySize(),
PrimitiveTopology = gpuAccessor.QueryPrimitiveTopology(),
TessellationModePacked = GetTessellationModePacked(gpuAccessor),
StateFlags = GetGpuStateFlags(gpuAccessor)
};
}

View file

@ -49,10 +49,15 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
/// </summary>
public InputTopology PrimitiveTopology;
/// <summary>
/// Tessellation parameters (packed to fit on a byte).
/// </summary>
public byte TessellationModePacked;
/// <summary>
/// Unused/reserved.
/// </summary>
public ushort Reserved2;
public byte Reserved2;
/// <summary>
/// GPU boolean state that can influence shader compilation.

View file

@ -134,6 +134,33 @@ namespace Ryujinx.Graphics.Gpu.Shader
return _header.PrimitiveTopology;
}
/// <summary>
/// Queries the tessellation evaluation shader primitive winding order.
/// </summary>
/// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
public bool QueryTessCw()
{
return (_header.TessellationModePacked & 0x10) != 0;
}
/// <summary>
/// Queries the tessellation evaluation shader abstract patch type.
/// </summary>
/// <returns>Abstract patch type</returns>
public TessPatchType QueryTessPatchType()
{
return (TessPatchType)(_header.TessellationModePacked & 3);
}
/// <summary>
/// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
/// </summary>
/// <returns>Spacing between tessellated vertices of the patch</returns>
public TessSpacing QueryTessSpacing()
{
return (TessSpacing)((_header.TessellationModePacked >> 2) & 3);
}
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>

View file

@ -168,10 +168,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
PrimitiveTopology.TriangleFan => InputTopology.Triangles,
PrimitiveTopology.TrianglesAdjacency or
PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
_ => InputTopology.Points,
PrimitiveTopology.Patches => _state.TessellationMode.UnpackPatchType() == TessPatchType.Isolines
? InputTopology.Lines
: InputTopology.Triangles,
_ => InputTopology.Points
};
}
/// <summary>
/// Queries the tessellation evaluation shader primitive winding order.
/// </summary>
/// <returns>True if the primitive winding order is clockwise, false if counter-clockwise</returns>
public bool QueryTessCw() => _state.TessellationMode.UnpackCw();
/// <summary>
/// Queries the tessellation evaluation shader abstract patch type.
/// </summary>
/// <returns>Abstract patch type</returns>
public TessPatchType QueryTessPatchType() => _state.TessellationMode.UnpackPatchType();
/// <summary>
/// Queries the tessellation evaluation shader spacing between tessellated vertices of the patch.
/// </summary>
/// <returns>Spacing between tessellated vertices of the patch</returns>
public TessSpacing QueryTessSpacing() => _state.TessellationMode.UnpackSpacing();
/// <summary>
/// Gets the texture descriptor for a given texture on the pool.
/// </summary>

View file

@ -1,4 +1,5 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed;
namespace Ryujinx.Graphics.Gpu.Shader
{
@ -32,6 +33,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
public PrimitiveTopology Topology { get; }
/// <summary>
/// Tessellation mode.
/// </summary>
public TessMode TessellationMode { get; }
/// <summary>
/// Creates a new instance of the GPU accessor state.
/// </summary>
@ -40,18 +46,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="textureBufferIndex">Constant buffer slot where the texture handles are located</param>
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
/// <param name="tessellationMode">Tessellation mode</param>
public GpuAccessorState(
ulong texturePoolGpuVa,
int texturePoolMaximumId,
int textureBufferIndex,
bool earlyZForce,
PrimitiveTopology topology)
PrimitiveTopology topology,
TessMode tessellationMode)
{
TexturePoolGpuVa = texturePoolGpuVa;
TexturePoolMaximumId = texturePoolMaximumId;
TextureBufferIndex = textureBufferIndex;
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
}
}
}

View file

@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2702;
private const ulong ShaderCodeGenVersion = 2534;
// Progress reporting helpers
private volatile int _shaderCount;