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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@@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class ConstantFolding
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{
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public static void RunPass(ShaderConfig config, Operation operation)
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public static void RunPass(ResourceManager resourceManager, Operation operation)
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{
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if (!AreAllSourcesConstant(operation))
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{
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@@ -158,7 +158,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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int binding = operation.GetSource(0).Value;
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int fieldIndex = operation.GetSource(1).Value;
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if (config.ResourceManager.TryGetConstantBufferSlot(binding, out int cbufSlot) && fieldIndex == 0)
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if (resourceManager.TryGetConstantBufferSlot(binding, out int cbufSlot) && fieldIndex == 0)
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{
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int vecIndex = operation.GetSource(2).Value;
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int elemIndex = operation.GetSource(3).Value;
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