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