484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
144 lines
5.0 KiB
C#
144 lines
5.0 KiB
C#
using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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class EmitterContext
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{
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public Block CurrBlock { get; set; }
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public OpCode CurrOp { get; set; }
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public FeatureFlags UsedFeatures { get; set; }
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public ShaderConfig Config { get; }
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private List<Operation> _operations;
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private Dictionary<ulong, Operand> _labels;
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public EmitterContext(ShaderConfig config)
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{
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Config = config;
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_operations = new List<Operation>();
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_labels = new Dictionary<ulong, Operand>();
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}
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public Operand Add(Instruction inst, Operand dest = null, params Operand[] sources)
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{
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Operation operation = new Operation(inst, dest, sources);
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Add(operation);
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return dest;
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}
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public void Add(Operation operation)
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{
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_operations.Add(operation);
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}
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public void FlagAttributeRead(int attribute)
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{
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if (Config.Stage == ShaderStage.Fragment)
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{
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switch (attribute)
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{
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case AttributeConsts.PositionX:
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case AttributeConsts.PositionY:
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UsedFeatures |= FeatureFlags.FragCoordXY;
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break;
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}
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}
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}
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public void MarkLabel(Operand label)
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{
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Add(Instruction.MarkLabel, label);
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}
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public Operand GetLabel(ulong address)
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{
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if (!_labels.TryGetValue(address, out Operand label))
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{
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label = Label();
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_labels.Add(address, label);
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}
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return label;
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}
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public void PrepareForReturn()
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{
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if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
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{
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// Here we attempt to implement viewport swizzle on the vertex shader.
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// Perform permutation and negation of the output gl_Position components.
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// Note that per-viewport swizzling can't be supported using this approach.
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int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
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int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
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int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
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int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
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bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
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if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
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{
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Operand[] temp = new Operand[4];
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temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
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temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
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temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
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temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
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this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
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this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
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}
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}
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else if (Config.Stage == ShaderStage.Fragment)
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{
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if (Config.OmapDepth)
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{
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Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
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Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);
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this.Copy(dest, src);
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}
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int regIndex = 0;
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for (int attachment = 0; attachment < 8; attachment++)
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{
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OmapTarget target = Config.OmapTargets[attachment];
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for (int component = 0; component < 4; component++)
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{
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if (target.ComponentEnabled(component))
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{
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Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + attachment * 16 + component * 4);
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Operand src = Register(regIndex, RegisterType.Gpr);
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this.Copy(dest, src);
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regIndex++;
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}
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}
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}
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}
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}
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public Operation[] GetOperations()
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{
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return _operations.ToArray();
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}
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}
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} |