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Implement geometry shader passthrough (#1961)
* Implement geometry shader passthrough * Cache version change
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parent
9c2f851d39
commit
f93089a64f
5 changed files with 47 additions and 18 deletions
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@ -34,7 +34,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 1964;
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private const ulong ShaderCodeGenVersion = 1961;
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/// <summary>
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/// Creates a new instance of the shader cache.
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@ -26,6 +26,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine("#extension GL_ARB_compute_shader : enable");
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}
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if (context.Config.GpPassthrough)
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{
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context.AppendLine("#extension GL_NV_geometry_shader_passthrough : enable");
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}
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context.AppendLine("#pragma optionNV(fastmath off)");
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context.AppendLine();
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@ -33,20 +38,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
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context.AppendLine();
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if (context.Config.Stage == ShaderStage.Geometry)
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{
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string inPrimitive = context.Config.GpuAccessor.QueryPrimitiveTopology().ToGlslString();
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context.AppendLine($"layout ({inPrimitive}) in;");
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string outPrimitive = context.Config.OutputTopology.ToGlslString();
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int maxOutputVertices = context.Config.MaxOutputVertices;
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context.AppendLine($"layout ({outPrimitive}, max_vertices = {maxOutputVertices}) out;");
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context.AppendLine();
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}
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if (context.Config.Stage == ShaderStage.Compute)
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{
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int localMemorySize = BitUtils.DivRoundUp(context.Config.GpuAccessor.QueryComputeLocalMemorySize(), 4);
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@ -109,6 +100,33 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Config.Stage != ShaderStage.Compute)
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{
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if (context.Config.Stage == ShaderStage.Geometry)
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{
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string inPrimitive = context.Config.GpuAccessor.QueryPrimitiveTopology().ToGlslString();
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context.AppendLine($"layout ({inPrimitive}) in;");
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if (context.Config.GpPassthrough)
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{
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context.AppendLine($"layout (passthrough) in gl_PerVertex");
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context.EnterScope();
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context.AppendLine("vec4 gl_Position;");
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context.AppendLine("float gl_PointSize;");
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context.AppendLine("float gl_ClipDistance[];");
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context.LeaveScope(";");
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}
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else
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{
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string outPrimitive = context.Config.OutputTopology.ToGlslString();
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int maxOutputVertices = context.Config.MaxOutputVertices;
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context.AppendLine($"layout ({outPrimitive}, max_vertices = {maxOutputVertices}) out;");
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}
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context.AppendLine();
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}
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if (info.IAttributes.Count != 0)
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{
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DeclareInputAttributes(context, info);
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@ -432,6 +450,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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};
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}
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string pass = context.Config.GpPassthrough ? "passthrough, " : string.Empty;
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string name = $"{DefaultNames.IAttributePrefix}{attr}";
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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@ -440,12 +460,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"layout (location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
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context.AppendLine($"layout ({pass}location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
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}
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}
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else
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{
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context.AppendLine($"layout (location = {attr}) {iq}in vec4 {name}{suffix};");
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context.AppendLine($"layout ({pass}location = {attr}) {iq}in vec4 {name}{suffix};");
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}
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}
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}
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@ -69,7 +69,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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// compiler may eliminate them.
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// (Not needed for fragment shader as it is the last stage).
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if (context.Config.Stage != ShaderStage.Compute &&
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context.Config.Stage != ShaderStage.Fragment)
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context.Config.Stage != ShaderStage.Fragment &&
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!context.Config.GpPassthrough)
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{
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for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
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{
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@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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public OutputTopology OutputTopology { get; }
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public int MaxOutputVertices { get; }
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@ -33,6 +35,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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{
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Stage = ShaderStage.Compute;
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GpPassthrough = false;
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OutputTopology = OutputTopology.PointList;
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MaxOutputVertices = 0;
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LocalMemorySize = 0;
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@ -51,6 +54,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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{
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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@ -81,6 +81,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public int SassVersion { get; }
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public bool GpPassthrough { get; }
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public bool DoesLoadOrStore { get; }
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public bool DoesFp64 { get; }
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@ -136,6 +138,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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SassVersion = commonWord0.Extract(17, 4);
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GpPassthrough = commonWord0.Extract(24);
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DoesLoadOrStore = commonWord0.Extract(26);
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DoesFp64 = commonWord0.Extract(27);
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