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
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@@ -45,7 +45,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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if (UsesGlobalMemory(operation.Inst))
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if (UsesGlobalMemory(operation.Inst, operation.StorageKind))
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{
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Operand source = operation.GetSource(0);
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@@ -104,9 +104,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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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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storageOp = new Operation(inst, operation.Dest, sources);
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storageOp = new Operation(operation.Inst, StorageKind.StorageBuffer, operation.Dest, sources);
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}
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else if (operation.Inst == Instruction.LoadGlobal)
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{
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@@ -170,10 +170,8 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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return false;
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}
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return x.Type == OperandType.Attribute ||
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x.Type == OperandType.AttributePerPatch ||
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x.Type == OperandType.Constant ||
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x.Type == OperandType.ConstantBuffer;
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// TODO: Handle Load operations with the same storage and the same constant parameters.
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return x.Type == OperandType.Constant || x.Type == OperandType.ConstantBuffer;
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}
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private static bool PropagatePack(Operation packOp)
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