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Fix SPIR-V when all inputs/outputs are indexed (#4389)
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parent
7bae440d3a
commit
5f38086f94
1 changed files with 65 additions and 63 deletions
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@ -397,6 +397,31 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info, bool perPatch)
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{
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bool iaIndexing = context.Config.UsedFeatures.HasFlag(FeatureFlags.IaIndexing);
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if (iaIndexing && !perPatch)
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{
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var attrType = context.TypeVector(context.TypeFP32(), (LiteralInteger)4);
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), (LiteralInteger)MaxAttributes));
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if (context.Config.Stage == ShaderStage.Geometry)
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{
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), (LiteralInteger)context.InputVertices));
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}
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var spvType = context.TypePointer(StorageClass.Input, attrType);
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var spvVar = context.Variable(spvType, StorageClass.Input);
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if (context.Config.PassthroughAttributes != 0 && context.Config.GpuAccessor.QueryHostSupportsGeometryShaderPassthrough())
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{
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context.Decorate(spvVar, Decoration.PassthroughNV);
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}
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)0);
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context.AddGlobalVariable(spvVar);
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context.InputsArray = spvVar;
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}
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var inputs = perPatch ? info.InputsPerPatch : info.Inputs;
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foreach (int attr in inputs)
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@ -410,60 +435,56 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if (iaIndexing && isUserAttr && !perPatch)
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{
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if (context.InputsArray == null)
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{
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var attrType = context.TypeVector(context.TypeFP32(), (LiteralInteger)4);
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), (LiteralInteger)MaxAttributes));
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if (context.Config.Stage == ShaderStage.Geometry)
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{
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), (LiteralInteger)context.InputVertices));
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}
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var spvType = context.TypePointer(StorageClass.Input, attrType);
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var spvVar = context.Variable(spvType, StorageClass.Input);
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if (context.Config.PassthroughAttributes != 0 && context.Config.GpuAccessor.QueryHostSupportsGeometryShaderPassthrough())
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{
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context.Decorate(spvVar, Decoration.PassthroughNV);
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}
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)0);
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context.AddGlobalVariable(spvVar);
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context.InputsArray = spvVar;
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}
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continue;
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}
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else
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PixelImap iq = PixelImap.Unused;
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if (context.Config.Stage == ShaderStage.Fragment)
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{
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PixelImap iq = PixelImap.Unused;
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if (context.Config.Stage == ShaderStage.Fragment)
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if (attr >= AttributeConsts.UserAttributeBase && attr < AttributeConsts.UserAttributeEnd)
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{
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if (attr >= AttributeConsts.UserAttributeBase && attr < AttributeConsts.UserAttributeEnd)
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{
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iq = context.Config.ImapTypes[(attr - AttributeConsts.UserAttributeBase) / 16].GetFirstUsedType();
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}
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else
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{
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AttributeInfo attrInfo = AttributeInfo.From(context.Config, attr, isOutAttr: false);
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AggregateType elemType = attrInfo.Type & AggregateType.ElementTypeMask;
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iq = context.Config.ImapTypes[(attr - AttributeConsts.UserAttributeBase) / 16].GetFirstUsedType();
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}
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else
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{
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AttributeInfo attrInfo = AttributeInfo.From(context.Config, attr, isOutAttr: false);
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AggregateType elemType = attrInfo.Type & AggregateType.ElementTypeMask;
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if (attrInfo.IsBuiltin && (elemType == AggregateType.S32 || elemType == AggregateType.U32))
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{
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iq = PixelImap.Constant;
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}
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if (attrInfo.IsBuiltin && (elemType == AggregateType.S32 || elemType == AggregateType.U32))
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{
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iq = PixelImap.Constant;
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}
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}
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DeclareInputOrOutput(context, attr, perPatch, isOutAttr: false, iq);
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}
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DeclareInputOrOutput(context, attr, perPatch, isOutAttr: false, iq);
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}
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}
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private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info, bool perPatch)
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{
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bool oaIndexing = context.Config.UsedFeatures.HasFlag(FeatureFlags.OaIndexing);
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if (oaIndexing && !perPatch)
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{
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var attrType = context.TypeVector(context.TypeFP32(), (LiteralInteger)4);
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), (LiteralInteger)MaxAttributes));
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if (context.Config.Stage == ShaderStage.TessellationControl)
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{
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), context.Config.ThreadsPerInputPrimitive));
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}
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var spvType = context.TypePointer(StorageClass.Output, attrType);
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var spvVar = context.Variable(spvType, StorageClass.Output);
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)0);
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context.AddGlobalVariable(spvVar);
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context.OutputsArray = spvVar;
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}
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var outputs = perPatch ? info.OutputsPerPatch : info.Outputs;
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foreach (int attr in outputs)
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@ -477,29 +498,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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if (oaIndexing && isUserAttr && !perPatch)
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{
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if (context.OutputsArray == null)
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{
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var attrType = context.TypeVector(context.TypeFP32(), (LiteralInteger)4);
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), (LiteralInteger)MaxAttributes));
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if (context.Config.Stage == ShaderStage.TessellationControl)
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{
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attrType = context.TypeArray(attrType, context.Constant(context.TypeU32(), context.Config.ThreadsPerInputPrimitive));
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}
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var spvType = context.TypePointer(StorageClass.Output, attrType);
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var spvVar = context.Variable(spvType, StorageClass.Output);
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context.Decorate(spvVar, Decoration.Location, (LiteralInteger)0);
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context.AddGlobalVariable(spvVar);
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context.OutputsArray = spvVar;
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}
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}
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else
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{
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DeclareOutputAttribute(context, attr, perPatch);
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continue;
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}
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DeclareOutputAttribute(context, attr, perPatch);
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}
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if (context.Config.Stage == ShaderStage.Vertex)
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