Move shader resource descriptor creation out of the backend (#2290)
* Move shader resource descriptor creation out of the backend * Remove now unused code, and other nits * Shader cache version bump * Nits * Set format for bindless image load/store * Fix buffer write flag
This commit is contained in:
@ -53,6 +53,36 @@ namespace Ryujinx.Graphics.Shader.Translation
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_operations.Add(operation);
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}
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public TextureOperation CreateTextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFlags flags,
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int handle,
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int compIndex,
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Operand dest,
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params Operand[] sources)
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{
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return CreateTextureOperation(inst, type, TextureFormat.Unknown, flags, handle, compIndex, dest, sources);
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}
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public TextureOperation CreateTextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int handle,
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int compIndex,
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Operand dest,
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params Operand[] sources)
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{
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if (!flags.HasFlag(TextureFlags.Bindless))
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{
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Config.SetUsedTexture(inst, type, format, flags, TextureOperation.DefaultCbufSlot, handle);
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}
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return new TextureOperation(inst, type, format, flags, handle, compIndex, dest, sources);
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}
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public void FlagAttributeRead(int attribute)
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{
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if (Config.Stage == ShaderStage.Vertex && attribute == AttributeConsts.InstanceId)
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@ -518,6 +518,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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public static Operand LoadConstant(this EmitterContext context, Operand a, Operand b)
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{
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if (a.Type == OperandType.Constant)
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{
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context.Config.SetUsedConstantBuffer(a.Value);
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}
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else
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{
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context.Config.SetUsedFeature(FeatureFlags.CbIndexing);
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}
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return context.Add(Instruction.LoadConstant, Local(), a, b);
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}
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@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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FragCoordXY = 1 << 1,
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Bindless = 1 << 2,
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InstanceId = 1 << 3
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InstanceId = 1 << 3,
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CbIndexing = 1 << 4
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}
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}
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@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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if (bindlessHandle.Type == OperandType.ConstantBuffer)
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{
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texOp.SetHandle(bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot());
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SetHandle(config, texOp, bindlessHandle.GetCbufOffset(), bindlessHandle.GetCbufSlot());
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continue;
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}
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@ -56,7 +56,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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texOp.SetHandle(src0.GetCbufOffset() | (src1.GetCbufOffset() << 16), src0.GetCbufSlot());
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SetHandle(config, texOp, src0.GetCbufOffset() | (src1.GetCbufOffset() << 16), src0.GetCbufSlot());
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}
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else if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
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{
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@ -64,11 +64,19 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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if (src0.Type == OperandType.ConstantBuffer)
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{
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texOp.SetHandle(src0.GetCbufOffset(), src0.GetCbufSlot());
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texOp.Format = config.GetTextureFormat(texOp.Handle, texOp.CbufSlot);
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int cbufOffset = src0.GetCbufOffset();
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int cbufSlot = src0.GetCbufSlot();
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texOp.Format = config.GetTextureFormat(cbufOffset, cbufSlot);
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SetHandle(config, texOp, cbufOffset, cbufSlot);
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}
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}
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}
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}
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private static void SetHandle(ShaderConfig config, TextureOperation texOp, int cbufOffset, int cbufSlot)
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{
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texOp.SetHandle(cbufOffset, cbufSlot);
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config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, cbufSlot, cbufOffset);
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}
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}
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}
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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class BindlessToIndexed
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{
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public static void RunPass(BasicBlock block)
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public static void RunPass(BasicBlock block, ShaderConfig config)
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{
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// We can turn a bindless texture access into a indexed access,
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// as long the following conditions are true:
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@ -62,7 +62,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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texOp.TurnIntoIndexed(addSrc1.Value / 4);
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TurnIntoIndexed(config, texOp, addSrc1.Value / 4);
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Operand index = Local();
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@ -75,5 +75,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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texOp.SetSource(0, index);
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}
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}
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private static void TurnIntoIndexed(ShaderConfig config, TextureOperation texOp, int handle)
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{
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texOp.TurnIntoIndexed(handle);
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config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, handle);
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}
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}
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}
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@ -58,11 +58,16 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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Operation operation = (Operation)node.Value;
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bool isAtomic = operation.Inst.IsAtomic();
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bool isWrite = isAtomic || operation.Inst == Instruction.StoreGlobal;
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config.SetUsedStorageBuffer(storageIndex, isWrite);
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Operand GetStorageOffset()
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{
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Operand addrLow = operation.GetSource(0);
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Operand baseAddrLow = Cbuf(0, GetStorageCbOffset(config.Stage, storageIndex));
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Operand baseAddrLow = config.CreateCbuf(0, GetStorageCbOffset(config.Stage, storageIndex));
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Operand baseAddrTrunc = Local();
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@ -96,7 +101,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operation storageOp;
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if (operation.Inst.IsAtomic())
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if (isAtomic)
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{
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Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
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@ -133,7 +138,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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Operand addrLow = operation.GetSource(0);
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Operand baseAddrLow = Cbuf(0, UbeBaseOffset + storageIndex * StorageDescSize);
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Operand baseAddrLow = config.CreateCbuf(0, UbeBaseOffset + storageIndex * StorageDescSize);
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Operand baseAddrTrunc = Local();
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@ -157,9 +162,13 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand[] sources = new Operand[operation.SourcesCount];
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sources[0] = Const(UbeFirstCbuf + storageIndex);
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int cbSlot = UbeFirstCbuf + storageIndex;
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sources[0] = Const(cbSlot);
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sources[1] = GetCbufOffset();
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config.SetUsedConstantBuffer(cbSlot);
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for (int index = 2; index < operation.SourcesCount; index++)
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{
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sources[index] = operation.GetSource(index);
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@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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GlobalToStorage.RunPass(blocks[blkIndex], config);
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BindlessToIndexed.RunPass(blocks[blkIndex]);
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BindlessToIndexed.RunPass(blocks[blkIndex], config);
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BindlessElimination.RunPass(blocks[blkIndex], config);
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}
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@ -48,6 +48,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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Operation operation = (Operation)node.Value;
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bool isAtomic = operation.Inst.IsAtomic();
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bool isWrite = isAtomic || operation.Inst == Instruction.StoreGlobal;
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Operation storageOp;
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Operand PrependOperation(Instruction inst, params Operand[] sources)
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@ -67,11 +70,13 @@ namespace Ryujinx.Graphics.Shader.Translation
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for (int slot = 0; slot < StorageMaxCount; slot++)
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{
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config.SetUsedStorageBuffer(slot, isWrite);
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int cbOffset = GetStorageCbOffset(config.Stage, slot);
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Operand baseAddrLow = Cbuf(0, cbOffset);
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Operand baseAddrHigh = Cbuf(0, cbOffset + 1);
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Operand size = Cbuf(0, cbOffset + 2);
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Operand baseAddrLow = config.CreateCbuf(0, cbOffset);
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Operand baseAddrHigh = config.CreateCbuf(0, cbOffset + 1);
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Operand size = config.CreateCbuf(0, cbOffset + 2);
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Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow);
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Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow);
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@ -104,7 +109,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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sources[index] = operation.GetSource(index);
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}
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if (operation.Inst.IsAtomic())
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if (isAtomic)
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{
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Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
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@ -303,6 +308,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.Handle,
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index,
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@ -350,6 +356,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.Handle,
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1,
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@ -374,6 +381,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.Handle,
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index,
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@ -409,6 +417,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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TextureOperation newTexOp = new TextureOperation(
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Instruction.TextureSample,
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texOp.Type,
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texOp.Format,
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texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
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texOp.Handle,
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componentIndex,
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@ -1,9 +1,16 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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class ShaderConfig
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{
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// TODO: Non-hardcoded array size.
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public const int SamplerArraySize = 4;
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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@ -24,8 +31,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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public TranslationFlags Flags { get; }
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public TranslationCounts Counts { get; }
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public int Size { get; private set; }
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public byte ClipDistancesWritten { get; private set; }
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@ -34,42 +39,80 @@ namespace Ryujinx.Graphics.Shader.Translation
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public HashSet<int> TextureHandlesForCache { get; }
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private readonly TranslationCounts _counts;
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private int _usedConstantBuffers;
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private int _usedStorageBuffers;
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private int _usedStorageBuffersWrite;
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private struct TextureInfo : IEquatable<TextureInfo>
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{
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public int CbufSlot { get; }
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public int Handle { get; }
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public bool Indexed { get; }
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public TextureFormat Format { get; }
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public TextureInfo(int cbufSlot, int handle, bool indexed, TextureFormat format)
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{
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CbufSlot = cbufSlot;
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Handle = handle;
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Indexed = indexed;
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Format = format;
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}
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public override bool Equals(object obj)
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{
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return obj is TextureInfo other && Equals(other);
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}
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public bool Equals(TextureInfo other)
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{
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return CbufSlot == other.CbufSlot && Handle == other.Handle && Indexed == other.Indexed && Format == other.Format;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(CbufSlot, Handle, Indexed, Format);
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}
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}
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private struct TextureMeta
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{
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public bool AccurateType;
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public SamplerType Type;
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public TextureUsageFlags UsageFlags;
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}
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private readonly Dictionary<TextureInfo, TextureMeta> _usedTextures;
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private readonly Dictionary<TextureInfo, TextureMeta> _usedImages;
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private BufferDescriptor[] _cachedConstantBufferDescriptors;
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private BufferDescriptor[] _cachedStorageBufferDescriptors;
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private TextureDescriptor[] _cachedTextureDescriptors;
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private TextureDescriptor[] _cachedImageDescriptors;
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public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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{
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Stage = ShaderStage.Compute;
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GpPassthrough = false;
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OutputTopology = OutputTopology.PointList;
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MaxOutputVertices = 0;
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LocalMemorySize = 0;
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ImapTypes = null;
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OmapTargets = null;
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OmapSampleMask = false;
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OmapDepth = false;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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Size = 0;
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UsedFeatures = FeatureFlags.None;
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Counts = counts;
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_counts = counts;
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TextureHandlesForCache = new HashSet<int>();
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_usedTextures = new Dictionary<TextureInfo, TextureMeta>();
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_usedImages = new Dictionary<TextureInfo, TextureMeta>();
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts) : this(gpuAccessor, flags, counts)
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{
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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Size = 0;
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UsedFeatures = FeatureFlags.None;
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Counts = counts;
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TextureHandlesForCache = new HashSet<int>();
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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}
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public int GetDepthRegister()
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@ -126,5 +169,199 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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UsedFeatures |= flags;
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}
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public Operand CreateCbuf(int slot, int offset)
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{
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SetUsedConstantBuffer(slot);
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return OperandHelper.Cbuf(slot, offset);
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}
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public void SetUsedConstantBuffer(int slot)
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{
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_usedConstantBuffers |= 1 << slot;
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}
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public void SetUsedStorageBuffer(int slot, bool write)
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{
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int mask = 1 << slot;
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_usedStorageBuffers |= mask;
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|
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if (write)
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{
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_usedStorageBuffersWrite |= mask;
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}
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}
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public void SetUsedTexture(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int cbufSlot,
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int handle)
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{
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inst &= Instruction.Mask;
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bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore;
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bool isWrite = inst == Instruction.ImageStore;
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bool accurateType = inst != Instruction.TextureSize && inst != Instruction.Lod;
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if (isImage)
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{
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SetUsedTextureOrImage(_usedImages, cbufSlot, handle, type, format, true, isWrite, false);
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}
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else
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{
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SetUsedTextureOrImage(_usedTextures, cbufSlot, handle, type, TextureFormat.Unknown, flags.HasFlag(TextureFlags.IntCoords), false, accurateType);
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}
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}
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|
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private static void SetUsedTextureOrImage(
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Dictionary<TextureInfo, TextureMeta> dict,
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int cbufSlot,
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int handle,
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SamplerType type,
|
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TextureFormat format,
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bool intCoords,
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bool write,
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bool accurateType)
|
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{
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var dimensions = type.GetDimensions();
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var isArray = type.HasFlag(SamplerType.Array);
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var isIndexed = type.HasFlag(SamplerType.Indexed);
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var usageFlags = TextureUsageFlags.None;
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|
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if (intCoords)
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{
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usageFlags |= TextureUsageFlags.NeedsScaleValue;
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|
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var canScale = (dimensions == 2 && !isArray) || (dimensions == 3 && isArray);
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if (!canScale)
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{
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// Resolution scaling cannot be applied to this texture right now.
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// Flag so that we know to blacklist scaling on related textures when binding them.
|
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usageFlags |= TextureUsageFlags.ResScaleUnsupported;
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}
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}
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|
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if (write)
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{
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usageFlags |= TextureUsageFlags.ImageStore;
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}
|
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|
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int arraySize = isIndexed ? SamplerArraySize : 1;
|
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|
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for (int layer = 0; layer < arraySize; layer++)
|
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{
|
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var info = new TextureInfo(cbufSlot, handle + layer * 2, isIndexed, format);
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var meta = new TextureMeta()
|
||||
{
|
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AccurateType = accurateType,
|
||||
Type = type,
|
||||
UsageFlags = usageFlags
|
||||
};
|
||||
|
||||
if (dict.TryGetValue(info, out var existingMeta))
|
||||
{
|
||||
meta.UsageFlags |= existingMeta.UsageFlags;
|
||||
|
||||
// If the texture we have has inaccurate type information, then
|
||||
// we prefer the most accurate one.
|
||||
if (existingMeta.AccurateType)
|
||||
{
|
||||
meta.AccurateType = true;
|
||||
meta.Type = existingMeta.Type;
|
||||
}
|
||||
|
||||
dict[info] = meta;
|
||||
}
|
||||
else
|
||||
{
|
||||
dict.Add(info, meta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public BufferDescriptor[] GetConstantBufferDescriptors()
|
||||
{
|
||||
if (_cachedConstantBufferDescriptors != null)
|
||||
{
|
||||
return _cachedConstantBufferDescriptors;
|
||||
}
|
||||
|
||||
int usedMask = _usedConstantBuffers;
|
||||
|
||||
if (UsedFeatures.HasFlag(FeatureFlags.CbIndexing))
|
||||
{
|
||||
usedMask = FillMask(usedMask);
|
||||
}
|
||||
|
||||
return _cachedConstantBufferDescriptors = GetBufferDescriptors(usedMask, 0, _counts.IncrementUniformBuffersCount);
|
||||
}
|
||||
|
||||
public BufferDescriptor[] GetStorageBufferDescriptors()
|
||||
{
|
||||
return _cachedStorageBufferDescriptors ??= GetBufferDescriptors(FillMask(_usedStorageBuffers), _usedStorageBuffersWrite, _counts.IncrementStorageBuffersCount);
|
||||
}
|
||||
|
||||
private static int FillMask(int mask)
|
||||
{
|
||||
// When the storage or uniform buffers are used as array, we must allocate a binding
|
||||
// even for the "gaps" that are not used on the shader.
|
||||
// For this reason, fill up the gaps so that all slots up to the highest one are
|
||||
// marked as "used".
|
||||
return mask != 0 ? (int)(uint.MaxValue >> BitOperations.LeadingZeroCount((uint)mask)) : 0;
|
||||
}
|
||||
|
||||
private static BufferDescriptor[] GetBufferDescriptors(int usedMask, int writtenMask, Func<int> getBindingCallback)
|
||||
{
|
||||
var descriptors = new BufferDescriptor[BitOperations.PopCount((uint)usedMask)];
|
||||
|
||||
for (int i = 0; i < descriptors.Length; i++)
|
||||
{
|
||||
int slot = BitOperations.TrailingZeroCount(usedMask);
|
||||
|
||||
descriptors[i] = new BufferDescriptor(getBindingCallback(), slot);
|
||||
|
||||
if ((writtenMask & (1 << slot)) != 0)
|
||||
{
|
||||
descriptors[i].SetFlag(BufferUsageFlags.Write);
|
||||
}
|
||||
|
||||
usedMask &= ~(1 << slot);
|
||||
}
|
||||
|
||||
return descriptors;
|
||||
}
|
||||
|
||||
public TextureDescriptor[] GetTextureDescriptors()
|
||||
{
|
||||
return _cachedTextureDescriptors ??= GetTextureOrImageDescriptors(_usedTextures, _counts.IncrementTexturesCount);
|
||||
}
|
||||
|
||||
public TextureDescriptor[] GetImageDescriptors()
|
||||
{
|
||||
return _cachedImageDescriptors ??= GetTextureOrImageDescriptors(_usedImages, _counts.IncrementImagesCount);
|
||||
}
|
||||
|
||||
private static TextureDescriptor[] GetTextureOrImageDescriptors(Dictionary<TextureInfo, TextureMeta> dict, Func<int> getBindingCallback)
|
||||
{
|
||||
var descriptors = new TextureDescriptor[dict.Count];
|
||||
|
||||
int i = 0;
|
||||
foreach (var kv in dict.OrderBy(x => x.Key.Indexed).OrderBy(x => x.Key.Handle))
|
||||
{
|
||||
var info = kv.Key;
|
||||
var meta = kv.Value;
|
||||
|
||||
int binding = getBindingCallback();
|
||||
|
||||
descriptors[i] = new TextureDescriptor(binding, meta.Type, info.Format, info.CbufSlot, info.Handle);
|
||||
descriptors[i].SetFlag(meta.UsageFlags);
|
||||
i++;
|
||||
}
|
||||
|
||||
return descriptors;
|
||||
}
|
||||
}
|
||||
}
|
@ -87,18 +87,16 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(funcs, config);
|
||||
|
||||
GlslProgram program = GlslGenerator.Generate(sInfo, config);
|
||||
string glslCode = GlslGenerator.Generate(sInfo, config);
|
||||
|
||||
shaderProgramInfo = new ShaderProgramInfo(
|
||||
program.CBufferDescriptors,
|
||||
program.SBufferDescriptors,
|
||||
program.TextureDescriptors,
|
||||
program.ImageDescriptors,
|
||||
config.GetConstantBufferDescriptors(),
|
||||
config.GetStorageBufferDescriptors(),
|
||||
config.GetTextureDescriptors(),
|
||||
config.GetImageDescriptors(),
|
||||
config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
|
||||
config.ClipDistancesWritten);
|
||||
|
||||
string glslCode = program.Code;
|
||||
|
||||
return new ShaderProgram(config.Stage, glslCode);
|
||||
}
|
||||
|
||||
@ -112,7 +110,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
Block[][] cfg;
|
||||
ulong maxEndAddress = 0;
|
||||
|
||||
bool hasBindless = false;
|
||||
bool hasBindless;
|
||||
|
||||
if ((flags & TranslationFlags.Compute) != 0)
|
||||
{
|
||||
|
Reference in New Issue
Block a user