Implement shader HelperThreadNV (#2163)
* Implement shader HelperThreadNV * Bump shader cache version * Use gl_HelperInvocation since its supported across all vendors * Nit
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@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2147;
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private const ulong ShaderCodeGenVersion = 2163;
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// Progress reporting helpers
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// Progress reporting helpers
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private volatile int _shaderCount;
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private volatile int _shaderCount;
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@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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public static void Declare(CodeGenContext context, StructuredProgramInfo info)
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public static void Declare(CodeGenContext context, StructuredProgramInfo info)
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{
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{
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context.AppendLine("#version 440 core");
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context.AppendLine("#version 450 core");
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context.AppendLine("#extension GL_ARB_gpu_shader_int64 : enable");
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context.AppendLine("#extension GL_ARB_gpu_shader_int64 : enable");
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context.AppendLine("#extension GL_ARB_shader_ballot : enable");
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context.AppendLine("#extension GL_ARB_shader_ballot : enable");
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context.AppendLine("#extension GL_ARB_shader_group_vote : enable");
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context.AppendLine("#extension GL_ARB_shader_group_vote : enable");
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@ -53,6 +53,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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// Special.
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// Special.
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{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) },
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{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) },
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{ AttributeConsts.ThreadKill, new BuiltInAttribute("gl_HelperInvocation", VariableType.Bool) },
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{ AttributeConsts.ThreadIdX, new BuiltInAttribute("gl_LocalInvocationID.x", VariableType.U32) },
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{ AttributeConsts.ThreadIdX, new BuiltInAttribute("gl_LocalInvocationID.x", VariableType.U32) },
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{ AttributeConsts.ThreadIdY, new BuiltInAttribute("gl_LocalInvocationID.y", VariableType.U32) },
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{ AttributeConsts.ThreadIdY, new BuiltInAttribute("gl_LocalInvocationID.y", VariableType.U32) },
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{ AttributeConsts.ThreadIdZ, new BuiltInAttribute("gl_LocalInvocationID.z", VariableType.U32) },
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{ AttributeConsts.ThreadIdZ, new BuiltInAttribute("gl_LocalInvocationID.z", VariableType.U32) },
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@ -4,6 +4,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
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{
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{
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LaneId = 0,
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LaneId = 0,
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YDirection = 0x12,
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YDirection = 0x12,
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ThreadKill = 0x13,
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ThreadId = 0x20,
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ThreadId = 0x20,
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ThreadIdX = 0x21,
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ThreadIdX = 0x21,
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ThreadIdY = 0x22,
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ThreadIdY = 0x22,
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@ -63,6 +63,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
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// TODO: Use value from Y direction GPU register.
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// TODO: Use value from Y direction GPU register.
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case SystemRegister.YDirection: src = ConstF(1); break;
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case SystemRegister.YDirection: src = ConstF(1); break;
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case SystemRegister.ThreadKill: src = context.Config.Stage == ShaderStage.Fragment
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? Attribute(AttributeConsts.ThreadKill)
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: Const(0);
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break;
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case SystemRegister.ThreadId:
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case SystemRegister.ThreadId:
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{
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{
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Operand tidX = Attribute(AttributeConsts.ThreadIdX);
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Operand tidX = Attribute(AttributeConsts.ThreadIdX);
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@ -54,5 +54,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public const int GtMask = 0x200002c;
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public const int GtMask = 0x200002c;
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public const int LeMask = 0x2000030;
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public const int LeMask = 0x2000030;
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public const int LtMask = 0x2000034;
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public const int LtMask = 0x2000034;
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public const int ThreadKill = 0x2000038;
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}
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}
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}
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}
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