Initial support for shader attribute indexing (#2546)
* Initial support for shader attribute indexing * Support output indexing too, other improvements * Fix order * Address feedback
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ec3e848d79
commit
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22 changed files with 298 additions and 86 deletions
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@ -99,7 +99,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return operand.Type switch
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{
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OperandType.Argument => GetArgumentName(operand.Value),
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OperandType.Attribute => GetAttributeName(operand, config),
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OperandType.Attribute => GetAttributeName(operand.Value, config),
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OperandType.Constant => NumberFormatter.FormatInt(operand.Value),
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OperandType.ConstantBuffer => GetConstantBufferName(
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operand.CbufSlot,
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@ -142,15 +142,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return GetVec4Indexed(GetUbName(stage, slotExpr) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3", indexElement);
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}
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public static string GetOutAttributeName(AstOperand attr, ShaderConfig config)
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public static string GetOutAttributeName(int value, ShaderConfig config)
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{
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return GetAttributeName(attr, config, isOutAttr: true);
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return GetAttributeName(value, config, isOutAttr: true);
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}
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public static string GetAttributeName(AstOperand attr, ShaderConfig config, bool isOutAttr = false, string indexExpr = "0")
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public static string GetAttributeName(int value, ShaderConfig config, bool isOutAttr = false, string indexExpr = "0")
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{
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int value = attr.Value;
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char swzMask = GetSwizzleMask((value >> 2) & 3);
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if (value >= AttributeConsts.UserAttributeBase && value < AttributeConsts.UserAttributeEnd)
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@ -161,7 +159,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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? DefaultNames.OAttributePrefix
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: DefaultNames.IAttributePrefix;
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if ((config.Options.Flags & TranslationFlags.Feedback) != 0)
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if (config.UsedFeatures.HasFlag(isOutAttr ? FeatureFlags.OaIndexing : FeatureFlags.IaIndexing))
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{
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string name = prefix;
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if (config.Stage == ShaderStage.Geometry && !isOutAttr)
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{
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name += $"[{indexExpr}]";
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}
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return name + $"[{(value >> 4)}]." + swzMask;
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}
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else if (config.Options.Flags.HasFlag(TranslationFlags.Feedback))
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{
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string name = $"{prefix}{(value >> 4)}_{swzMask}";
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@ -231,6 +240,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return isOutAttr ? "// bad_attr0x" + value.ToString("X") : "0.0";
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}
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public static string GetAttributeName(string attrExpr, ShaderConfig config, bool isOutAttr = false, string indexExpr = "0")
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{
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string name = isOutAttr
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? DefaultNames.OAttributePrefix
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: DefaultNames.IAttributePrefix;
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if (config.Stage == ShaderStage.Geometry && !isOutAttr)
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{
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name += $"[{indexExpr}]";
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}
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return $"{name}[{attrExpr} >> 2][{attrExpr} & 3]";
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}
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public static string GetUbName(ShaderStage stage, int slot, bool cbIndexable)
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{
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if (cbIndexable)
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@ -314,12 +337,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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if (node is AstOperation operation)
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{
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// Load attribute basically just returns the attribute value.
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// Some built-in attributes may have different types, so we need
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// to return the type based on the attribute that is being read.
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if (operation.Inst == Instruction.LoadAttribute)
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{
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return GetOperandVarType((AstOperand)operation.GetSource(0));
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// Load attribute basically just returns the attribute value.
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// Some built-in attributes may have different types, so we need
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// to return the type based on the attribute that is being read.
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if (operation.GetSource(0) is AstOperand operand && operand.Type == OperandType.Constant)
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{
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if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr))
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{
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return builtInAttr.Type;
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}
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}
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return OperandInfo.GetVarType(OperandType.Attribute);
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}
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else if (operation.Inst == Instruction.Call)
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{
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