Fix shader regression on Intel iGPUs by reverting layout changes (#1425)
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43c13057da
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@ -125,19 +125,28 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
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var tfd = GetTransformFeedbackDescriptors(state);
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TranslationFlags flags = DefaultFlags;
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if (tfd != null)
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{
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flags |= TranslationFlags.Feedback;
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}
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if (addresses.VertexA != 0)
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{
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shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
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shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex);
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}
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shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
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shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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shaders[1] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaders[2] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaders[3] = TranslateGraphicsShader(state, flags, ShaderStage.Geometry, addresses.Geometry);
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shaders[4] = TranslateGraphicsShader(state, flags, ShaderStage.Fragment, addresses.Fragment);
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List<IShader> hostShaders = new List<IShader>();
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@ -150,8 +159,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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continue;
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}
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var tfd = GetTransformFeedbackDescriptors(state);
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IShader hostShader = _context.Renderer.CompileShader(program);
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shaders[stage].HostShader = hostShader;
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@ -159,7 +166,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostShaders.Add(hostShader);
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), GetTransformFeedbackDescriptors(state));
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);
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@ -327,11 +334,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
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/// </remarks>
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/// <param name="state">Current GPU state</param>
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/// <param name="flags">Flags that controls shader translation</param>
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/// <param name="stage">Shader stage</param>
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/// <param name="gpuVa">GPU virtual address of the shader code</param>
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/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
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/// <returns>Compiled graphics shader code</returns>
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private ShaderCodeHolder TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
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private ShaderCodeHolder TranslateGraphicsShader(GpuState state, TranslationFlags flags, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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{
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@ -342,7 +350,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (gpuVaA != 0)
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{
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ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, DefaultFlags);
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ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags);
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byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray();
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byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
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@ -362,7 +370,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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else
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{
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ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags);
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ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags);
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byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
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@ -430,11 +430,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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};
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}
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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string name = $"{DefaultNames.IAttributePrefix}{attr}";
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context.AppendLine($"layout (location = {attr}, component = {c}) {iq}in float {DefaultNames.IAttributePrefix}{attr}_{swzMask}{suffix};");
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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{
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"layout (location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
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}
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}
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else
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{
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context.AppendLine($"layout (location = {attr}) {iq}in vec4 {name}{suffix};");
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}
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}
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}
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@ -463,23 +472,32 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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for (int attr = 0; attr < MaxAttributes; attr++)
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{
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"layout (location = {attr}, component = {c}) out float {DefaultNames.OAttributePrefix}{attr}_{swzMask};");
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}
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DeclareOutputAttribute(context, attr);
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}
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foreach (int attr in info.OAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
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{
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DeclareOutputAttribute(context, attr);
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}
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}
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private static void DeclareOutputAttribute(CodeGenContext context, int attr)
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{
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string name = $"{DefaultNames.OAttributePrefix}{attr}";
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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{
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"layout (location = {attr}, component = {c}) out float {DefaultNames.OAttributePrefix}{attr}_{swzMask};");
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context.AppendLine($"layout (location = {attr}, component = {c}) out float {name}_{swzMask};");
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}
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}
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else
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{
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context.AppendLine($"layout (location = {attr}) out vec4 {name};");
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}
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}
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private static void AppendHelperFunction(CodeGenContext context, string filename)
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@ -56,10 +56,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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continue;
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}
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
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}
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else
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
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}
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}
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}
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@ -123,7 +130,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (assignment.Destination is AstOperand operand && operand.Type == OperandType.Attribute)
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{
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dest = OperandManager.GetOutAttributeName(operand, context.Config.Stage);
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dest = OperandManager.GetOutAttributeName(operand, context.Config);
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}
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else
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{
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@ -19,7 +19,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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}
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else if (node is AstOperand operand)
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{
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return context.OperandManager.GetExpression(operand, context.Config.Stage);
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return context.OperandManager.GetExpression(operand, context.Config);
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}
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throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");
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@ -113,7 +113,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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string indexExpr = GetSoureExpr(context, src2, GetSrcVarType(operation.Inst, 1));
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return OperandManager.GetAttributeName(attr, context.Config.Stage, isOutAttr: false, indexExpr);
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return OperandManager.GetAttributeName(attr, context.Config, isOutAttr: false, indexExpr);
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}
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public static string LoadConstant(CodeGenContext context, AstOperation operation)
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@ -92,18 +92,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return name;
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}
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public string GetExpression(AstOperand operand, ShaderStage stage)
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public string GetExpression(AstOperand operand, ShaderConfig config)
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{
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switch (operand.Type)
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{
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case OperandType.Attribute:
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return GetAttributeName(operand, stage);
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return GetAttributeName(operand, config);
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case OperandType.Constant:
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return NumberFormatter.FormatInt(operand.Value);
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case OperandType.ConstantBuffer:
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return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, stage);
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return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, config.Stage);
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case OperandType.LocalVariable:
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return _locals[operand];
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@ -148,12 +148,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return GetVec4Indexed(ubName + index0, offsetExpr + " & 3");
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}
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public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
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public static string GetOutAttributeName(AstOperand attr, ShaderConfig config)
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{
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return GetAttributeName(attr, stage, isOutAttr: true);
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return GetAttributeName(attr, config, isOutAttr: true);
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}
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public static string GetAttributeName(AstOperand attr, ShaderStage stage, bool isOutAttr = false, string indexExpr = "0")
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public static string GetAttributeName(AstOperand attr, ShaderConfig config, bool isOutAttr = false, string indexExpr = "0")
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{
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int value = attr.Value;
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@ -167,14 +167,28 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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? DefaultNames.OAttributePrefix
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: DefaultNames.IAttributePrefix;
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string name = $"{prefix}{(value >> 4)}_{swzMask}";
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if (stage == ShaderStage.Geometry && !isOutAttr)
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if ((config.Flags & TranslationFlags.Feedback) != 0)
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{
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name += $"[{indexExpr}]";
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}
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string name = $"{prefix}{(value >> 4)}_{swzMask}";
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return name;
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if (config.Stage == ShaderStage.Geometry && !isOutAttr)
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{
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name += $"[{indexExpr}]";
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}
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return name;
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}
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else
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{
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string name = $"{prefix}{(value >> 4)}";
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if (config.Stage == ShaderStage.Geometry && !isOutAttr)
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{
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name += $"[{indexExpr}]";
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}
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return name + '.' + swzMask;
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}
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}
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else
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{
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@ -187,7 +201,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
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{
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// TODO: There must be a better way to handle this...
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if (stage == ShaderStage.Fragment)
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if (config.Stage == ShaderStage.Fragment)
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{
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switch (value & ~3)
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{
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@ -200,7 +214,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string name = builtInAttr.Name;
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if (stage == ShaderStage.Geometry && !isOutAttr)
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if (config.Stage == ShaderStage.Geometry && !isOutAttr)
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{
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name = $"gl_in[{indexExpr}].{name}";
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}
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@ -9,6 +9,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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VertexA = 1 << 0,
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Compute = 1 << 1,
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DebugMode = 1 << 2
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Feedback = 1 << 2,
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DebugMode = 1 << 3
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}
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}
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