Implement geometry shader passthrough (#1961)
* Implement geometry shader passthrough * Cache version change
This commit is contained in:
parent
9c2f851d39
commit
f93089a64f
@ -34,7 +34,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
||||
/// <summary>
|
||||
/// Version of the codegen (to be changed when codegen or guest format change).
|
||||
/// </summary>
|
||||
private const ulong ShaderCodeGenVersion = 1964;
|
||||
private const ulong ShaderCodeGenVersion = 1961;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the shader cache.
|
||||
|
@ -26,6 +26,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
context.AppendLine("#extension GL_ARB_compute_shader : enable");
|
||||
}
|
||||
|
||||
if (context.Config.GpPassthrough)
|
||||
{
|
||||
context.AppendLine("#extension GL_NV_geometry_shader_passthrough : enable");
|
||||
}
|
||||
|
||||
context.AppendLine("#pragma optionNV(fastmath off)");
|
||||
|
||||
context.AppendLine();
|
||||
@ -33,20 +38,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
|
||||
context.AppendLine();
|
||||
|
||||
if (context.Config.Stage == ShaderStage.Geometry)
|
||||
{
|
||||
string inPrimitive = context.Config.GpuAccessor.QueryPrimitiveTopology().ToGlslString();
|
||||
|
||||
context.AppendLine($"layout ({inPrimitive}) in;");
|
||||
|
||||
string outPrimitive = context.Config.OutputTopology.ToGlslString();
|
||||
|
||||
int maxOutputVertices = context.Config.MaxOutputVertices;
|
||||
|
||||
context.AppendLine($"layout ({outPrimitive}, max_vertices = {maxOutputVertices}) out;");
|
||||
context.AppendLine();
|
||||
}
|
||||
|
||||
if (context.Config.Stage == ShaderStage.Compute)
|
||||
{
|
||||
int localMemorySize = BitUtils.DivRoundUp(context.Config.GpuAccessor.QueryComputeLocalMemorySize(), 4);
|
||||
@ -109,6 +100,33 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
|
||||
if (context.Config.Stage != ShaderStage.Compute)
|
||||
{
|
||||
if (context.Config.Stage == ShaderStage.Geometry)
|
||||
{
|
||||
string inPrimitive = context.Config.GpuAccessor.QueryPrimitiveTopology().ToGlslString();
|
||||
|
||||
context.AppendLine($"layout ({inPrimitive}) in;");
|
||||
|
||||
if (context.Config.GpPassthrough)
|
||||
{
|
||||
context.AppendLine($"layout (passthrough) in gl_PerVertex");
|
||||
context.EnterScope();
|
||||
context.AppendLine("vec4 gl_Position;");
|
||||
context.AppendLine("float gl_PointSize;");
|
||||
context.AppendLine("float gl_ClipDistance[];");
|
||||
context.LeaveScope(";");
|
||||
}
|
||||
else
|
||||
{
|
||||
string outPrimitive = context.Config.OutputTopology.ToGlslString();
|
||||
|
||||
int maxOutputVertices = context.Config.MaxOutputVertices;
|
||||
|
||||
context.AppendLine($"layout ({outPrimitive}, max_vertices = {maxOutputVertices}) out;");
|
||||
}
|
||||
|
||||
context.AppendLine();
|
||||
}
|
||||
|
||||
if (info.IAttributes.Count != 0)
|
||||
{
|
||||
DeclareInputAttributes(context, info);
|
||||
@ -432,6 +450,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
};
|
||||
}
|
||||
|
||||
string pass = context.Config.GpPassthrough ? "passthrough, " : string.Empty;
|
||||
|
||||
string name = $"{DefaultNames.IAttributePrefix}{attr}";
|
||||
|
||||
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
|
||||
@ -440,12 +460,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
{
|
||||
char swzMask = "xyzw"[c];
|
||||
|
||||
context.AppendLine($"layout (location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
|
||||
context.AppendLine($"layout ({pass}location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
context.AppendLine($"layout (location = {attr}) {iq}in vec4 {name}{suffix};");
|
||||
context.AppendLine($"layout ({pass}location = {attr}) {iq}in vec4 {name}{suffix};");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -69,7 +69,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
// compiler may eliminate them.
|
||||
// (Not needed for fragment shader as it is the last stage).
|
||||
if (context.Config.Stage != ShaderStage.Compute &&
|
||||
context.Config.Stage != ShaderStage.Fragment)
|
||||
context.Config.Stage != ShaderStage.Fragment &&
|
||||
!context.Config.GpPassthrough)
|
||||
{
|
||||
for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
|
||||
{
|
||||
|
@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
{
|
||||
public ShaderStage Stage { get; }
|
||||
|
||||
public bool GpPassthrough { get; }
|
||||
|
||||
public OutputTopology OutputTopology { get; }
|
||||
|
||||
public int MaxOutputVertices { get; }
|
||||
@ -33,6 +35,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
|
||||
{
|
||||
Stage = ShaderStage.Compute;
|
||||
GpPassthrough = false;
|
||||
OutputTopology = OutputTopology.PointList;
|
||||
MaxOutputVertices = 0;
|
||||
LocalMemorySize = 0;
|
||||
@ -51,6 +54,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
|
||||
{
|
||||
Stage = header.Stage;
|
||||
GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
|
||||
OutputTopology = header.OutputTopology;
|
||||
MaxOutputVertices = header.MaxOutputVertexCount;
|
||||
LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
|
||||
|
@ -81,6 +81,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
public int SassVersion { get; }
|
||||
|
||||
public bool GpPassthrough { get; }
|
||||
|
||||
public bool DoesLoadOrStore { get; }
|
||||
public bool DoesFp64 { get; }
|
||||
|
||||
@ -136,6 +138,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
SassVersion = commonWord0.Extract(17, 4);
|
||||
|
||||
GpPassthrough = commonWord0.Extract(24);
|
||||
|
||||
DoesLoadOrStore = commonWord0.Extract(26);
|
||||
DoesFp64 = commonWord0.Extract(27);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user