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

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