Refactor attribute handling on the shader generator (#4565)

* Refactor attribute handling on the shader generator

* Implement gl_ViewportMask[]

* Add back the Intel FrontFacing bug workaround

* Fix GLSL transform feedback outputs mistmatch with fragment stage

* Shader cache version bump

* Fix geometry shader recognition

* PR feedback

* Delete GetOperandDef and GetOperandUse

* Remove replacements that are no longer needed on GLSL compilation on Vulkan

* Fix incorrect load for per-patch outputs

* Fix build
This commit is contained in:
gdkchan
2023-04-25 19:51:07 -03:00
committed by GitHub
parent 097562bc6c
commit 9f12e50a54
56 changed files with 1967 additions and 1746 deletions

View File

@ -16,20 +16,15 @@ namespace Ryujinx.Graphics.Shader.Translation
public const int UbeDescsSize = StorageDescSize * UbeMaxCount;
public const int UbeFirstCbuf = 8;
public static bool UsesGlobalMemory(Instruction inst)
public static bool UsesGlobalMemory(Instruction inst, StorageKind storageKind)
{
return (inst.IsAtomic() && IsGlobalMr(inst)) ||
return (inst.IsAtomic() && storageKind == StorageKind.GlobalMemory) ||
inst == Instruction.LoadGlobal ||
inst == Instruction.StoreGlobal ||
inst == Instruction.StoreGlobal16 ||
inst == Instruction.StoreGlobal8;
}
private static bool IsGlobalMr(Instruction inst)
{
return (inst & Instruction.MrMask) == Instruction.MrGlobal;
}
public static int GetStorageCbOffset(ShaderStage stage, int slot)
{
return GetStorageBaseCbOffset(stage) + slot * StorageDescSize;