Delete ShaderConfig and organize shader resources/definitions better (#5509)

* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
This commit is contained in:
gdkchan
2023-08-13 22:26:42 -03:00
committed by GitHub
parent 8edfb2bc7b
commit b423197619
68 changed files with 2653 additions and 2407 deletions

View File

@@ -103,64 +103,81 @@ namespace Ryujinx.Graphics.Gpu.Shader
public bool YNegateEnabled;
/// <summary>
/// Creates a new GPU graphics state.
/// Creates a new graphics state from this state that can be used for shader generation.
/// </summary>
/// <param name="earlyZForce">Early Z force enable</param>
/// <param name="topology">Primitive topology</param>
/// <param name="tessellationMode">Tessellation mode</param>
/// <param name="alphaToCoverageEnable">Indicates whether alpha-to-coverage is enabled</param>
/// <param name="alphaToCoverageDitherEnable">Indicates whether alpha-to-coverage dithering is enabled</param>
/// <param name="viewportTransformDisable">Indicates whether the viewport transform is disabled</param>
/// <param name="depthMode">Depth mode zero to one or minus one to one</param>
/// <param name="programPointSizeEnable">Indicates if the point size is set on the shader or is fixed</param>
/// <param name="pointSize">Point size if not set from shader</param>
/// <param name="alphaTestEnable">Indicates whether alpha test is enabled</param>
/// <param name="alphaTestCompare">When alpha test is enabled, indicates the comparison that decides if the fragment should be discarded</param>
/// <param name="alphaTestReference">When alpha test is enabled, indicates the value to compare with the fragment output alpha</param>
/// <param name="attributeTypes">Type of the vertex attributes consumed by the shader</param>
/// <param name="hasConstantBufferDrawParameters">Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0</param>
/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
/// <param name="fragmentOutputTypes">Type of the fragment shader outputs</param>
/// <param name="dualSourceBlendEnable">Indicates whether dual source blend is enabled</param>
/// <param name="yNegateEnabled">Indicates whether Y negate of the fragment coordinates is enabled</param>
public GpuChannelGraphicsState(
bool earlyZForce,
PrimitiveTopology topology,
TessMode tessellationMode,
bool alphaToCoverageEnable,
bool alphaToCoverageDitherEnable,
bool viewportTransformDisable,
bool depthMode,
bool programPointSizeEnable,
float pointSize,
bool alphaTestEnable,
CompareOp alphaTestCompare,
float alphaTestReference,
ref Array32<AttributeType> attributeTypes,
bool hasConstantBufferDrawParameters,
bool hasUnalignedStorageBuffer,
ref Array8<AttributeType> fragmentOutputTypes,
bool dualSourceBlendEnable,
bool yNegateEnabled)
/// <param name="hostSupportsAlphaTest">Indicates if the host API supports alpha test operations</param>
/// <returns>GPU graphics state that can be used for shader translation</returns>
public readonly GpuGraphicsState CreateShaderGraphicsState(bool hostSupportsAlphaTest, bool originUpperLeft)
{
EarlyZForce = earlyZForce;
Topology = topology;
TessellationMode = tessellationMode;
AlphaToCoverageEnable = alphaToCoverageEnable;
AlphaToCoverageDitherEnable = alphaToCoverageDitherEnable;
ViewportTransformDisable = viewportTransformDisable;
DepthMode = depthMode;
ProgramPointSizeEnable = programPointSizeEnable;
PointSize = pointSize;
AlphaTestEnable = alphaTestEnable;
AlphaTestCompare = alphaTestCompare;
AlphaTestReference = alphaTestReference;
AttributeTypes = attributeTypes;
HasConstantBufferDrawParameters = hasConstantBufferDrawParameters;
HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
FragmentOutputTypes = fragmentOutputTypes;
DualSourceBlendEnable = dualSourceBlendEnable;
YNegateEnabled = yNegateEnabled;
AlphaTestOp alphaTestOp;
if (hostSupportsAlphaTest || !AlphaTestEnable)
{
alphaTestOp = AlphaTestOp.Always;
}
else
{
alphaTestOp = AlphaTestCompare switch
{
CompareOp.Never or CompareOp.NeverGl => AlphaTestOp.Never,
CompareOp.Less or CompareOp.LessGl => AlphaTestOp.Less,
CompareOp.Equal or CompareOp.EqualGl => AlphaTestOp.Equal,
CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => AlphaTestOp.LessOrEqual,
CompareOp.Greater or CompareOp.GreaterGl => AlphaTestOp.Greater,
CompareOp.NotEqual or CompareOp.NotEqualGl => AlphaTestOp.NotEqual,
CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => AlphaTestOp.GreaterOrEqual,
_ => AlphaTestOp.Always,
};
}
return new GpuGraphicsState(
EarlyZForce,
ConvertToInputTopology(Topology, TessellationMode),
TessellationMode.UnpackCw(),
TessellationMode.UnpackPatchType(),
TessellationMode.UnpackSpacing(),
AlphaToCoverageEnable,
AlphaToCoverageDitherEnable,
ViewportTransformDisable,
DepthMode,
ProgramPointSizeEnable,
PointSize,
alphaTestOp,
AlphaTestReference,
in AttributeTypes,
HasConstantBufferDrawParameters,
in FragmentOutputTypes,
DualSourceBlendEnable,
YNegateEnabled,
originUpperLeft);
}
/// <summary>
/// Converts the Maxwell primitive topology to the shader translator topology.
/// </summary>
/// <param name="topology">Maxwell primitive topology</param>
/// <param name="tessellationMode">Maxwell tessellation mode</param>
/// <returns>Shader translator topology</returns>
private static InputTopology ConvertToInputTopology(PrimitiveTopology topology, TessMode tessellationMode)
{
return topology switch
{
PrimitiveTopology.Points => InputTopology.Points,
PrimitiveTopology.Lines or
PrimitiveTopology.LineLoop or
PrimitiveTopology.LineStrip => InputTopology.Lines,
PrimitiveTopology.LinesAdjacency or
PrimitiveTopology.LineStripAdjacency => InputTopology.LinesAdjacency,
PrimitiveTopology.Triangles or
PrimitiveTopology.TriangleStrip or
PrimitiveTopology.TriangleFan => InputTopology.Triangles,
PrimitiveTopology.TrianglesAdjacency or
PrimitiveTopology.TriangleStripAdjacency => InputTopology.TrianglesAdjacency,
PrimitiveTopology.Patches => tessellationMode.UnpackPatchType() == TessPatchType.Isolines
? InputTopology.Lines
: InputTopology.Triangles,
_ => InputTopology.Points,
};
}
}
}