Do not allow render targets not explicitly written by the fragment shader to be modified (#3063)
* Do not allow render targets not explicitly written by the fragment shader to be modified * Shader cache version bump * Remove blank lines * Avoid redundant color mask updates * HostShaderCacheEntry can be null * Avoid more redundant glColorMask calls * nit: Mask -> Masks * Fix currentComponentMask * More efficient way to update _currentComponentMasks
This commit is contained in:
parent
ab5d77c0c4
commit
3bd357045f
17 changed files with 176 additions and 131 deletions
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@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.GAL
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BufferHandle CreateBuffer(int size);
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BufferHandle CreateBuffer(int size);
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IProgram CreateProgram(IShader[] shaders);
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IProgram CreateProgram(IShader[] shaders, ShaderInfo info);
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ISampler CreateSampler(SamplerCreateInfo info);
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info, float scale);
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ITexture CreateTexture(TextureCreateInfo info, float scale);
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@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.GAL
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Capabilities GetCapabilities();
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Capabilities GetCapabilities();
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IProgram LoadProgramBinary(byte[] programBinary);
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IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
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void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
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void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
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@ -5,17 +5,21 @@
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public ThreadedProgram Threaded { get; set; }
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public ThreadedProgram Threaded { get; set; }
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private byte[] _data;
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private byte[] _data;
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private bool _hasFragmentShader;
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private ShaderInfo _info;
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public BinaryProgramRequest(ThreadedProgram program, byte[] data)
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public BinaryProgramRequest(ThreadedProgram program, byte[] data, bool hasFragmentShader, ShaderInfo info)
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{
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{
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Threaded = program;
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Threaded = program;
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_data = data;
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_data = data;
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_hasFragmentShader = hasFragmentShader;
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_info = info;
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}
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}
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public IProgram Create(IRenderer renderer)
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public IProgram Create(IRenderer renderer)
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{
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{
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return renderer.LoadProgramBinary(_data);
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return renderer.LoadProgramBinary(_data, _hasFragmentShader, _info);
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}
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}
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}
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}
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}
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}
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@ -7,12 +7,14 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources.Programs
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public ThreadedProgram Threaded { get; set; }
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public ThreadedProgram Threaded { get; set; }
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private IShader[] _shaders;
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private IShader[] _shaders;
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private ShaderInfo _info;
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public SourceProgramRequest(ThreadedProgram program, IShader[] shaders)
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public SourceProgramRequest(ThreadedProgram program, IShader[] shaders, ShaderInfo info)
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{
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{
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Threaded = program;
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Threaded = program;
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_shaders = shaders;
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_shaders = shaders;
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_info = info;
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}
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}
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public IProgram Create(IRenderer renderer)
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public IProgram Create(IRenderer renderer)
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@ -24,7 +26,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources.Programs
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return threaded?.Base;
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return threaded?.Base;
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}).ToArray();
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}).ToArray();
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return renderer.CreateProgram(shaders);
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return renderer.CreateProgram(shaders, _info);
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}
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}
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}
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}
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}
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}
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@ -268,10 +268,10 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return handle;
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return handle;
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}
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}
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public IProgram CreateProgram(IShader[] shaders)
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public IProgram CreateProgram(IShader[] shaders, ShaderInfo info)
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{
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{
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var program = new ThreadedProgram(this);
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var program = new ThreadedProgram(this);
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SourceProgramRequest request = new SourceProgramRequest(program, shaders);
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SourceProgramRequest request = new SourceProgramRequest(program, shaders, info);
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Programs.Add(request);
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Programs.Add(request);
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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@ -355,11 +355,11 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_baseRenderer.Initialize(logLevel);
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_baseRenderer.Initialize(logLevel);
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}
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}
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public IProgram LoadProgramBinary(byte[] programBinary)
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public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
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{
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{
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var program = new ThreadedProgram(this);
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var program = new ThreadedProgram(this);
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BinaryProgramRequest request = new BinaryProgramRequest(program, programBinary);
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BinaryProgramRequest request = new BinaryProgramRequest(program, programBinary, hasFragmentShader, info);
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Programs.Add(request);
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Programs.Add(request);
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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12
Ryujinx.Graphics.GAL/ShaderInfo.cs
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12
Ryujinx.Graphics.GAL/ShaderInfo.cs
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@ -0,0 +1,12 @@
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namespace Ryujinx.Graphics.GAL
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{
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public struct ShaderInfo
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{
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public int FragmentOutputMap { get; }
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public ShaderInfo(int fragmentOutputMap)
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{
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FragmentOutputMap = fragmentOutputMap;
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}
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}
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}
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@ -77,7 +77,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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programInfo.Images.Count,
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programInfo.Images.Count,
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programInfo.UsesInstanceId,
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programInfo.UsesInstanceId,
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programInfo.UsesRtLayer,
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programInfo.UsesRtLayer,
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programInfo.ClipDistancesWritten);
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programInfo.ClipDistancesWritten,
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programInfo.FragmentOutputMap);
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CBuffers = programInfo.CBuffers.ToArray();
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CBuffers = programInfo.CBuffers.ToArray();
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SBuffers = programInfo.SBuffers.ToArray();
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SBuffers = programInfo.SBuffers.ToArray();
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Textures = programInfo.Textures.ToArray();
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Textures = programInfo.Textures.ToArray();
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@ -97,7 +98,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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Images,
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Images,
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Header.UseFlags.HasFlag(UseFlags.InstanceId),
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Header.UseFlags.HasFlag(UseFlags.InstanceId),
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Header.UseFlags.HasFlag(UseFlags.RtLayer),
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Header.UseFlags.HasFlag(UseFlags.RtLayer),
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Header.ClipDistancesWritten);
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Header.ClipDistancesWritten,
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Header.FragmentOutputMap);
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}
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}
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/// <summary>
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/// <summary>
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@ -26,7 +26,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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/// <summary>
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/// <summary>
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/// Host shader entry header used for binding information.
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/// Host shader entry header used for binding information.
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/// </summary>
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x14)]
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[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x18)]
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struct HostShaderCacheEntryHeader
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struct HostShaderCacheEntryHeader
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{
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{
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/// <summary>
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/// <summary>
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@ -70,6 +70,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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/// </summary>
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/// </summary>
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public byte Reserved;
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public byte Reserved;
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/// <summary>
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/// Mask of components written by the fragment shader stage.
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/// </summary>
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public int FragmentOutputMap;
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/// <summary>
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/// <summary>
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/// Create a new host shader cache entry header.
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/// Create a new host shader cache entry header.
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/// </summary>
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/// </summary>
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/// <param name="texturesCount">Count of texture descriptors</param>
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/// <param name="texturesCount">Count of texture descriptors</param>
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/// <param name="imagesCount">Count of image descriptors</param>
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/// <param name="imagesCount">Count of image descriptors</param>
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/// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
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/// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
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/// <param name="clipDistancesWritten">Mask of clip distances that are written to on the shader</param>
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/// <param name="fragmentOutputMap">Mask of components written by the fragment shader stage</param>
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public HostShaderCacheEntryHeader(
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public HostShaderCacheEntryHeader(
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int cBuffersCount,
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int cBuffersCount,
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int sBuffersCount,
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int sBuffersCount,
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int imagesCount,
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int imagesCount,
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bool usesInstanceId,
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bool usesInstanceId,
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bool usesRtLayer,
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bool usesRtLayer,
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byte clipDistancesWritten) : this()
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byte clipDistancesWritten,
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int fragmentOutputMap) : this()
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{
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{
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CBuffersCount = cBuffersCount;
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CBuffersCount = cBuffersCount;
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SBuffersCount = sBuffersCount;
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SBuffersCount = sBuffersCount;
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TexturesCount = texturesCount;
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TexturesCount = texturesCount;
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ImagesCount = imagesCount;
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ImagesCount = imagesCount;
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ClipDistancesWritten = clipDistancesWritten;
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ClipDistancesWritten = clipDistancesWritten;
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FragmentOutputMap = fragmentOutputMap;
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InUse = true;
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InUse = true;
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UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;
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UseFlags = usesInstanceId ? UseFlags.InstanceId : UseFlags.None;
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/// <summary>
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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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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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/// </summary>
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private const ulong ShaderCodeGenVersion = 3106;
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private const ulong ShaderCodeGenVersion = 3063;
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// Progress reporting helpers
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// Progress reporting helpers
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private volatile int _shaderCount;
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private volatile int _shaderCount;
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{
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{
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary, false, new ShaderInfo(-1));
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}
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}
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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// Compile shader and create program as the shader program binary got invalidated.
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// Compile shader and create program as the shader program binary got invalidated.
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, program.Code);
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, program.Code);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, new ShaderInfo(-1));
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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{
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@ -303,7 +303,18 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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{
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostShaderEntries = HostShaderCacheEntry.Parse(hostProgramBinary, out ReadOnlySpan<byte> hostProgramBinarySpan);
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgramBinary = hostProgramBinarySpan.ToArray();
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary);
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bool hasFragmentShader = false;
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int fragmentOutputMap = -1;
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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if (hostShaderEntries[fragmentIndex] != null && hostShaderEntries[fragmentIndex].Header.InUse)
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{
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hasFragmentShader = true;
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fragmentOutputMap = hostShaderEntries[fragmentIndex].Header.FragmentOutputMap;
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}
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hostProgram = _context.Renderer.LoadProgramBinary(hostProgramBinary, hasFragmentShader, new ShaderInfo(fragmentOutputMap));
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}
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}
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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ShaderCompileTask task = new ShaderCompileTask(taskDoneEvent);
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@ -426,7 +437,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostShaders.Add(hostShader);
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hostShaders.Add(hostShader);
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}
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}
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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int fragmentOutputMap = -1;
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if (shaders[fragmentIndex] != null)
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{
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fragmentOutputMap = shaders[fragmentIndex].Info.FragmentOutputMap;
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}
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), new ShaderInfo(fragmentOutputMap));
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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{
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@ -617,7 +636,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, new ShaderInfo(-1));
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cpShader = new ShaderBundle(hostProgram, shader);
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cpShader = new ShaderBundle(hostProgram, shader);
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@ -755,7 +774,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostShaders.Add(hostShader);
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hostShaders.Add(hostShader);
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}
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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int fragmentIndex = (int)ShaderStage.Fragment - 1;
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int fragmentOutputMap = -1;
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if (shaders[fragmentIndex] != null)
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{
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fragmentOutputMap = shaders[fragmentIndex].Info.FragmentOutputMap;
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), new ShaderInfo(fragmentOutputMap));
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gpShaders = new ShaderBundle(hostProgram, shaders);
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gpShaders = new ShaderBundle(hostProgram, shaders);
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@ -53,7 +53,9 @@ namespace Ryujinx.Graphics.OpenGL
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private ClipOrigin _clipOrigin;
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private ClipOrigin _clipOrigin;
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private ClipDepthMode _clipDepthMode;
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private ClipDepthMode _clipDepthMode;
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private readonly uint[] _componentMasks;
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private uint _fragmentOutputMap;
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private uint _componentMasks;
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private uint _currentComponentMasks;
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private uint _scissorEnables;
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private uint _scissorEnables;
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@ -73,12 +75,8 @@ namespace Ryujinx.Graphics.OpenGL
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_componentMasks = new uint[Constants.MaxRenderTargets];
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_fragmentOutputMap = uint.MaxValue;
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_componentMasks = uint.MaxValue;
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for (int index = 0; index < Constants.MaxRenderTargets; index++)
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{
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_componentMasks[index] = 0xf;
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}
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var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
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var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
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new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
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new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
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@ -1001,18 +999,30 @@ namespace Ryujinx.Graphics.OpenGL
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|
|
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public void SetProgram(IProgram program)
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public void SetProgram(IProgram program)
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{
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{
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_program = (Program)program;
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Program prg = (Program)program;
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|
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if (_tfEnabled)
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if (_tfEnabled)
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{
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{
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GL.EndTransformFeedback();
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GL.EndTransformFeedback();
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_program.Bind();
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prg.Bind();
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GL.BeginTransformFeedback(_tfTopology);
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GL.BeginTransformFeedback(_tfTopology);
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}
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}
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else
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else
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{
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{
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_program.Bind();
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prg.Bind();
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}
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}
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if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap)
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{
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_fragmentOutputMap = (uint)prg.FragmentOutputMap;
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|
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for (int index = 0; index < Constants.MaxRenderTargets; index++)
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{
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RestoreComponentMask(index, force: false);
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}
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}
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|
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_program = prg;
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}
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}
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public void SetRasterizerDiscard(bool discard)
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public void SetRasterizerDiscard(bool discard)
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@ -1037,11 +1047,13 @@ namespace Ryujinx.Graphics.OpenGL
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|
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public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
|
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
|
||||||
{
|
{
|
||||||
|
_componentMasks = 0;
|
||||||
|
|
||||||
for (int index = 0; index < componentMasks.Length; index++)
|
for (int index = 0; index < componentMasks.Length; index++)
|
||||||
{
|
{
|
||||||
_componentMasks[index] = componentMasks[index];
|
_componentMasks |= componentMasks[index] << (index * 4);
|
||||||
|
|
||||||
RestoreComponentMask(index);
|
RestoreComponentMask(index, force: false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1436,18 +1448,34 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RestoreComponentMask(int index)
|
public void RestoreComponentMask(int index, bool force = true)
|
||||||
{
|
{
|
||||||
// If the bound render target is bgra, swap the red and blue masks.
|
// If the bound render target is bgra, swap the red and blue masks.
|
||||||
uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
|
uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
|
||||||
uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
|
uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
|
||||||
|
|
||||||
|
int shift = index * 4;
|
||||||
|
uint componentMask = _componentMasks & _fragmentOutputMap;
|
||||||
|
uint checkMask = 0xfu << shift;
|
||||||
|
uint componentMaskAtIndex = componentMask & checkMask;
|
||||||
|
|
||||||
|
if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
componentMask >>= shift;
|
||||||
|
componentMask &= 0xfu;
|
||||||
|
|
||||||
GL.ColorMask(
|
GL.ColorMask(
|
||||||
index,
|
index,
|
||||||
(_componentMasks[index] & redMask) != 0,
|
(componentMask & redMask) != 0,
|
||||||
(_componentMasks[index] & 2u) != 0,
|
(componentMask & 2u) != 0,
|
||||||
(_componentMasks[index] & blueMask) != 0,
|
(componentMask & blueMask) != 0,
|
||||||
(_componentMasks[index] & 8u) != 0);
|
(componentMask & 8u) != 0);
|
||||||
|
|
||||||
|
_currentComponentMasks &= ~checkMask;
|
||||||
|
_currentComponentMasks |= componentMaskAtIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RestoreScissor0Enable()
|
public void RestoreScissor0Enable()
|
||||||
|
|
|
@ -1,11 +1,8 @@
|
||||||
using OpenTK.Graphics.OpenGL;
|
using OpenTK.Graphics.OpenGL;
|
||||||
using Ryujinx.Common.Logging;
|
using Ryujinx.Common.Logging;
|
||||||
using Ryujinx.Graphics.GAL;
|
using Ryujinx.Graphics.GAL;
|
||||||
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
|
|
||||||
using System;
|
using System;
|
||||||
using System.Buffers.Binary;
|
using System.Buffers.Binary;
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
|
|
||||||
namespace Ryujinx.Graphics.OpenGL
|
namespace Ryujinx.Graphics.OpenGL
|
||||||
{
|
{
|
||||||
|
@ -29,7 +26,10 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
|
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
|
||||||
private IShader[] _shaders;
|
private IShader[] _shaders;
|
||||||
|
|
||||||
public Program(IShader[] shaders)
|
public bool HasFragmentShader;
|
||||||
|
public int FragmentOutputMap { get; }
|
||||||
|
|
||||||
|
public Program(IShader[] shaders, int fragmentOutputMap)
|
||||||
{
|
{
|
||||||
Handle = GL.CreateProgram();
|
Handle = GL.CreateProgram();
|
||||||
|
|
||||||
|
@ -37,17 +37,23 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
|
|
||||||
for (int index = 0; index < shaders.Length; index++)
|
for (int index = 0; index < shaders.Length; index++)
|
||||||
{
|
{
|
||||||
int shaderHandle = ((Shader)shaders[index]).Handle;
|
Shader shader = (Shader)shaders[index];
|
||||||
|
|
||||||
GL.AttachShader(Handle, shaderHandle);
|
if (shader.IsFragment)
|
||||||
|
{
|
||||||
|
HasFragmentShader = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
GL.AttachShader(Handle, shader.Handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
GL.LinkProgram(Handle);
|
GL.LinkProgram(Handle);
|
||||||
|
|
||||||
_shaders = shaders;
|
_shaders = shaders;
|
||||||
|
FragmentOutputMap = fragmentOutputMap;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Program(ReadOnlySpan<byte> code)
|
public Program(ReadOnlySpan<byte> code, bool hasFragmentShader, int fragmentOutputMap)
|
||||||
{
|
{
|
||||||
BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
|
BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
|
||||||
|
|
||||||
|
@ -60,6 +66,9 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
|
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
HasFragmentShader = hasFragmentShader;
|
||||||
|
FragmentOutputMap = fragmentOutputMap;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Bind()
|
public void Bind()
|
||||||
|
|
|
@ -66,9 +66,9 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
return Buffer.Create(size);
|
return Buffer.Create(size);
|
||||||
}
|
}
|
||||||
|
|
||||||
public IProgram CreateProgram(IShader[] shaders)
|
public IProgram CreateProgram(IShader[] shaders, ShaderInfo info)
|
||||||
{
|
{
|
||||||
return new Program(shaders);
|
return new Program(shaders, info.FragmentOutputMap);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ISampler CreateSampler(SamplerCreateInfo info)
|
public ISampler CreateSampler(SamplerCreateInfo info)
|
||||||
|
@ -202,9 +202,9 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
_sync.Dispose();
|
_sync.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
public IProgram LoadProgramBinary(byte[] programBinary)
|
public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
|
||||||
{
|
{
|
||||||
return new Program(programBinary);
|
return new Program(programBinary, hasFragmentShader, info.FragmentOutputMap);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CreateSync(ulong id)
|
public void CreateSync(ulong id)
|
||||||
|
|
|
@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
class Shader : IShader
|
class Shader : IShader
|
||||||
{
|
{
|
||||||
public int Handle { get; private set; }
|
public int Handle { get; private set; }
|
||||||
|
public bool IsFragment { get; }
|
||||||
|
|
||||||
public Shader(ShaderStage stage, string code)
|
public Shader(ShaderStage stage, string code)
|
||||||
{
|
{
|
||||||
|
@ -22,6 +23,7 @@ namespace Ryujinx.Graphics.OpenGL
|
||||||
};
|
};
|
||||||
|
|
||||||
Handle = GL.CreateShader(type);
|
Handle = GL.CreateShader(type);
|
||||||
|
IsFragment = stage == ShaderStage.Fragment;
|
||||||
|
|
||||||
GL.ShaderSource(Handle, code);
|
GL.ShaderSource(Handle, code);
|
||||||
GL.CompileShader(Handle);
|
GL.CompileShader(Handle);
|
||||||
|
|
|
@ -13,6 +13,7 @@ namespace Ryujinx.Graphics.Shader
|
||||||
public bool UsesInstanceId { get; }
|
public bool UsesInstanceId { get; }
|
||||||
public bool UsesRtLayer { get; }
|
public bool UsesRtLayer { get; }
|
||||||
public byte ClipDistancesWritten { get; }
|
public byte ClipDistancesWritten { get; }
|
||||||
|
public int FragmentOutputMap { get; }
|
||||||
|
|
||||||
public ShaderProgramInfo(
|
public ShaderProgramInfo(
|
||||||
BufferDescriptor[] cBuffers,
|
BufferDescriptor[] cBuffers,
|
||||||
|
@ -21,7 +22,8 @@ namespace Ryujinx.Graphics.Shader
|
||||||
TextureDescriptor[] images,
|
TextureDescriptor[] images,
|
||||||
bool usesInstanceId,
|
bool usesInstanceId,
|
||||||
bool usesRtLayer,
|
bool usesRtLayer,
|
||||||
byte clipDistancesWritten)
|
byte clipDistancesWritten,
|
||||||
|
int fragmentOutputMap)
|
||||||
{
|
{
|
||||||
CBuffers = Array.AsReadOnly(cBuffers);
|
CBuffers = Array.AsReadOnly(cBuffers);
|
||||||
SBuffers = Array.AsReadOnly(sBuffers);
|
SBuffers = Array.AsReadOnly(sBuffers);
|
||||||
|
@ -31,6 +33,7 @@ namespace Ryujinx.Graphics.Shader
|
||||||
UsesInstanceId = usesInstanceId;
|
UsesInstanceId = usesInstanceId;
|
||||||
UsesRtLayer = usesRtLayer;
|
UsesRtLayer = usesRtLayer;
|
||||||
ClipDistancesWritten = clipDistancesWritten;
|
ClipDistancesWritten = clipDistancesWritten;
|
||||||
|
FragmentOutputMap = fragmentOutputMap;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -172,11 +172,10 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
|
|
||||||
for (int rtIndex = 0; rtIndex < 8; rtIndex++)
|
for (int rtIndex = 0; rtIndex < 8; rtIndex++)
|
||||||
{
|
{
|
||||||
OmapTarget target = Config.OmapTargets[rtIndex];
|
|
||||||
|
|
||||||
for (int component = 0; component < 4; component++)
|
for (int component = 0; component < 4; component++)
|
||||||
{
|
{
|
||||||
if (!target.ComponentEnabled(component))
|
bool componentEnabled = (Config.OmapTargets & (1 << (rtIndex * 4 + component))) != 0;
|
||||||
|
if (!componentEnabled)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
@ -210,7 +209,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (target.Enabled)
|
bool targetEnabled = (Config.OmapTargets & (0xf << (rtIndex * 4))) != 0;
|
||||||
|
if (targetEnabled)
|
||||||
{
|
{
|
||||||
Config.SetOutputUserAttribute(rtIndex, perPatch: false);
|
Config.SetOutputUserAttribute(rtIndex, perPatch: false);
|
||||||
regIndexBase += 4;
|
regIndexBase += 4;
|
||||||
|
|
|
@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
|
|
||||||
public ImapPixelType[] ImapTypes { get; }
|
public ImapPixelType[] ImapTypes { get; }
|
||||||
|
|
||||||
public OmapTarget[] OmapTargets { get; }
|
public int OmapTargets { get; }
|
||||||
public bool OmapSampleMask { get; }
|
public bool OmapSampleMask { get; }
|
||||||
public bool OmapDepth { get; }
|
public bool OmapDepth { get; }
|
||||||
|
|
||||||
|
@ -135,21 +135,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
|
|
||||||
public int GetDepthRegister()
|
public int GetDepthRegister()
|
||||||
{
|
{
|
||||||
int count = 0;
|
|
||||||
|
|
||||||
for (int index = 0; index < OmapTargets.Length; index++)
|
|
||||||
{
|
|
||||||
for (int component = 0; component < 4; component++)
|
|
||||||
{
|
|
||||||
if (OmapTargets[index].ComponentEnabled(component))
|
|
||||||
{
|
|
||||||
count++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// The depth register is always two registers after the last color output.
|
// The depth register is always two registers after the last color output.
|
||||||
return count + 1;
|
return BitOperations.PopCount((uint)OmapTargets) + 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
|
public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
|
||||||
|
|
|
@ -36,37 +36,6 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
struct OmapTarget
|
|
||||||
{
|
|
||||||
public bool Red { get; }
|
|
||||||
public bool Green { get; }
|
|
||||||
public bool Blue { get; }
|
|
||||||
public bool Alpha { get; }
|
|
||||||
|
|
||||||
public bool Enabled => Red || Green || Blue || Alpha;
|
|
||||||
|
|
||||||
public OmapTarget(bool red, bool green, bool blue, bool alpha)
|
|
||||||
{
|
|
||||||
Red = red;
|
|
||||||
Green = green;
|
|
||||||
Blue = blue;
|
|
||||||
Alpha = alpha;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool ComponentEnabled(int component)
|
|
||||||
{
|
|
||||||
switch (component)
|
|
||||||
{
|
|
||||||
case 0: return Red;
|
|
||||||
case 1: return Green;
|
|
||||||
case 2: return Blue;
|
|
||||||
case 3: return Alpha;
|
|
||||||
}
|
|
||||||
|
|
||||||
throw new ArgumentOutOfRangeException(nameof(component));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
class ShaderHeader
|
class ShaderHeader
|
||||||
{
|
{
|
||||||
public int SphType { get; }
|
public int SphType { get; }
|
||||||
|
@ -108,7 +77,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
|
|
||||||
public ImapPixelType[] ImapTypes { get; }
|
public ImapPixelType[] ImapTypes { get; }
|
||||||
|
|
||||||
public OmapTarget[] OmapTargets { get; }
|
public int OmapTargets { get; }
|
||||||
public bool OmapSampleMask { get; }
|
public bool OmapSampleMask { get; }
|
||||||
public bool OmapDepth { get; }
|
public bool OmapDepth { get; }
|
||||||
|
|
||||||
|
@ -181,17 +150,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
int type2OmapTarget = header[18];
|
int type2OmapTarget = header[18];
|
||||||
int type2Omap = header[19];
|
int type2Omap = header[19];
|
||||||
|
|
||||||
OmapTargets = new OmapTarget[8];
|
OmapTargets = type2OmapTarget;
|
||||||
|
|
||||||
for (int offset = 0; offset < OmapTargets.Length * 4; offset += 4)
|
|
||||||
{
|
|
||||||
OmapTargets[offset >> 2] = new OmapTarget(
|
|
||||||
type2OmapTarget.Extract(offset + 0),
|
|
||||||
type2OmapTarget.Extract(offset + 1),
|
|
||||||
type2OmapTarget.Extract(offset + 2),
|
|
||||||
type2OmapTarget.Extract(offset + 3));
|
|
||||||
}
|
|
||||||
|
|
||||||
OmapSampleMask = type2Omap.Extract(0);
|
OmapSampleMask = type2Omap.Extract(0);
|
||||||
OmapDepth = type2Omap.Extract(1);
|
OmapDepth = type2Omap.Extract(1);
|
||||||
}
|
}
|
||||||
|
|
|
@ -105,7 +105,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||||
config.GetImageDescriptors(),
|
config.GetImageDescriptors(),
|
||||||
config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
|
config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
|
||||||
config.UsedFeatures.HasFlag(FeatureFlags.RtLayer),
|
config.UsedFeatures.HasFlag(FeatureFlags.RtLayer),
|
||||||
config.ClipDistancesWritten);
|
config.ClipDistancesWritten,
|
||||||
|
config.OmapTargets);
|
||||||
|
|
||||||
return program;
|
return program;
|
||||||
}
|
}
|
||||||
|
|
Reference in a new issue