Share ResourceManager vertex vertex A and B shaders (#5181)

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gdkchan 2023-05-31 17:17:50 -03:00 committed by GitHub
parent 0e037d0213
commit c27e453fd3
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4 changed files with 9 additions and 36 deletions

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@ -17,8 +17,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
private readonly ResourceCounts _resourceCounts;
private readonly int _stageIndex;
private readonly int[] _constantBufferBindings;
/// <summary>
/// Creates a new GPU accessor.
/// </summary>
@ -28,12 +26,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
_context = context;
_resourceCounts = resourceCounts;
_stageIndex = stageIndex;
if (context.Capabilities.Api != TargetApi.Vulkan)
{
_constantBufferBindings = new int[Constants.TotalGpUniformBuffers];
_constantBufferBindings.AsSpan().Fill(-1);
}
}
public int QueryBindingConstantBuffer(int index)
@ -45,15 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
else
{
int binding = _constantBufferBindings[index];
if (binding < 0)
{
binding = _resourceCounts.UniformBuffersCount++;
_constantBufferBindings[index] = binding;
}
return binding;
return _resourceCounts.UniformBuffersCount++;
}
}

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@ -17,6 +17,8 @@ namespace Ryujinx.Graphics.Shader.Translation
private readonly HashSet<int> _usedConstantBufferBindings;
public ShaderProperties Properties => _properties;
public ResourceManager(ShaderStage stage, IGpuAccessor gpuAccessor, ShaderProperties properties)
{
_gpuAccessor = gpuAccessor;
@ -98,19 +100,6 @@ namespace Ryujinx.Graphics.Shader.Translation
_properties.AddConstantBuffer(binding, new BufferDefinition(BufferLayout.Std140, 0, binding, name, type));
}
public void InheritFrom(ResourceManager other)
{
for (int i = 0; i < other._cbSlotToBindingMap.Length; i++)
{
int binding = other._cbSlotToBindingMap[i];
if (binding >= 0)
{
_cbSlotToBindingMap[i] = binding;
}
}
}
public static string GetShaderStagePrefix(ShaderStage stage)
{
uint index = (uint)stage;

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@ -39,9 +39,9 @@ namespace Ryujinx.Graphics.Shader.Translation
public TranslationOptions Options { get; }
public ShaderProperties Properties { get; }
public ShaderProperties Properties => ResourceManager.Properties;
public ResourceManager ResourceManager { get; }
public ResourceManager ResourceManager { get; set; }
public bool TransformFeedbackEnabled { get; }
@ -159,8 +159,7 @@ namespace Ryujinx.Graphics.Shader.Translation
_sbSlots = new Dictionary<int, int>();
_sbSlotsReverse = new Dictionary<int, int>();
Properties = new ShaderProperties();
ResourceManager = new ResourceManager(stage, gpuAccessor, Properties);
ResourceManager = new ResourceManager(stage, gpuAccessor, new ShaderProperties());
}
public ShaderConfig(
@ -429,8 +428,6 @@ namespace Ryujinx.Graphics.Shader.Translation
public void InheritFrom(ShaderConfig other)
{
ResourceManager.InheritFrom(other.ResourceManager);
ClipDistancesWritten |= other.ClipDistancesWritten;
UsedFeatures |= other.UsedFeatures;

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@ -155,6 +155,9 @@ namespace Ryujinx.Graphics.Shader.Translation
{
other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, Enumerable.Empty<int>());
// We need to share the resource manager since both shaders accesses the same constant buffers.
other._config.ResourceManager = _config.ResourceManager;
FunctionCode[] otherCode = EmitShader(other._program, other._config, initializeOutputs: true, out int aStart);
code = Combine(otherCode, code, aStart);