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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@ -20,21 +20,29 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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public StructuredProgramInfo Info { get; }
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public ShaderConfig Config { get; }
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public AttributeUsage AttributeUsage { get; }
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public ShaderDefinitions Definitions { get; }
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public ShaderProperties Properties { get; }
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public HostCapabilities HostCapabilities { get; }
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public ILogger Logger { get; }
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public TargetApi TargetApi { get; }
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public int InputVertices { get; }
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public Dictionary<int, Instruction> ConstantBuffers { get; } = new Dictionary<int, Instruction>();
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public Dictionary<int, Instruction> StorageBuffers { get; } = new Dictionary<int, Instruction>();
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public Dictionary<int, Instruction> LocalMemories { get; } = new Dictionary<int, Instruction>();
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public Dictionary<int, Instruction> SharedMemories { get; } = new Dictionary<int, Instruction>();
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public Dictionary<int, SamplerType> SamplersTypes { get; } = new Dictionary<int, SamplerType>();
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public Dictionary<int, (Instruction, Instruction, Instruction)> Samplers { get; } = new Dictionary<int, (Instruction, Instruction, Instruction)>();
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public Dictionary<int, (Instruction, Instruction)> Images { get; } = new Dictionary<int, (Instruction, Instruction)>();
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public Dictionary<IoDefinition, Instruction> Inputs { get; } = new Dictionary<IoDefinition, Instruction>();
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public Dictionary<IoDefinition, Instruction> Outputs { get; } = new Dictionary<IoDefinition, Instruction>();
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public Dictionary<IoDefinition, Instruction> InputsPerPatch { get; } = new Dictionary<IoDefinition, Instruction>();
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public Dictionary<IoDefinition, Instruction> OutputsPerPatch { get; } = new Dictionary<IoDefinition, Instruction>();
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public Dictionary<int, Instruction> ConstantBuffers { get; } = new();
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public Dictionary<int, Instruction> StorageBuffers { get; } = new();
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public Dictionary<int, Instruction> LocalMemories { get; } = new();
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public Dictionary<int, Instruction> SharedMemories { get; } = new();
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public Dictionary<int, SamplerType> SamplersTypes { get; } = new();
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public Dictionary<int, (Instruction, Instruction, Instruction)> Samplers { get; } = new();
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public Dictionary<int, (Instruction, Instruction)> Images { get; } = new();
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public Dictionary<IoDefinition, Instruction> Inputs { get; } = new();
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public Dictionary<IoDefinition, Instruction> Outputs { get; } = new();
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public Dictionary<IoDefinition, Instruction> InputsPerPatch { get; } = new();
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public Dictionary<IoDefinition, Instruction> OutputsPerPatch { get; } = new();
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public StructuredFunction CurrentFunction { get; set; }
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private readonly Dictionary<AstOperand, Instruction> _locals = new();
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@ -81,25 +89,28 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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public CodeGenContext(
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StructuredProgramInfo info,
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ShaderConfig config,
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CodeGenParameters parameters,
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GeneratorPool<Instruction> instPool,
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GeneratorPool<LiteralInteger> integerPool) : base(SpirvVersionPacked, instPool, integerPool)
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{
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Info = info;
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Config = config;
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AttributeUsage = parameters.AttributeUsage;
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Definitions = parameters.Definitions;
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Properties = parameters.Properties;
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HostCapabilities = parameters.HostCapabilities;
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Logger = parameters.Logger;
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TargetApi = parameters.TargetApi;
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if (config.Stage == ShaderStage.Geometry)
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if (parameters.Definitions.Stage == ShaderStage.Geometry)
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{
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InputTopology inPrimitive = config.GpuAccessor.QueryPrimitiveTopology();
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InputVertices = inPrimitive switch
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InputVertices = parameters.Definitions.InputTopology switch
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{
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InputTopology.Points => 1,
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InputTopology.Lines => 2,
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InputTopology.LinesAdjacency => 2,
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InputTopology.Triangles => 3,
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InputTopology.TrianglesAdjacency => 3,
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_ => throw new InvalidOperationException($"Invalid input topology \"{inPrimitive}\"."),
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_ => throw new InvalidOperationException($"Invalid input topology \"{parameters.Definitions.InputTopology}\"."),
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};
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}
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