Pass all inputs when geometry shader passthrough is enabled (#2362)
* Pass all inputs when geometry shader passthrough is enabled * Shader cache version bump
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eb23933331
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2 changed files with 48 additions and 29 deletions
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@ -36,7 +36,7 @@ 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 = 2367;
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private const ulong ShaderCodeGenVersion = 2362;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -131,7 +131,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine();
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}
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if (info.IAttributes.Count != 0)
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if (info.IAttributes.Count != 0 || context.Config.GpPassthrough)
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{
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DeclareInputAttributes(context, info);
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@ -371,45 +371,64 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info)
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{
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string suffix = context.Config.Stage == ShaderStage.Geometry ? "[]" : string.Empty;
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foreach (int attr in info.IAttributes.OrderBy(x => x))
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if (context.Config.GpPassthrough)
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{
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string iq = string.Empty;
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if (context.Config.Stage == ShaderStage.Fragment)
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for (int attr = 0; attr < MaxAttributes; attr++)
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{
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iq = context.Config.ImapTypes[attr].GetFirstUsedType() switch
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{
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PixelImap.Constant => "flat ",
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PixelImap.ScreenLinear => "noperspective ",
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_ => string.Empty
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};
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DeclareInputAttribute(context, info, attr);
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}
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string pass = context.Config.GpPassthrough ? "passthrough, " : string.Empty;
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string name = $"{DefaultNames.IAttributePrefix}{attr}";
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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foreach (int attr in info.IAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
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{
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"layout ({pass}location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
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}
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DeclareInputAttribute(context, info, attr);
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}
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else
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}
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else
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{
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foreach (int attr in info.IAttributes.OrderBy(x => x))
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{
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context.AppendLine($"layout ({pass}location = {attr}) {iq}in vec4 {name}{suffix};");
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DeclareInputAttribute(context, info, attr);
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}
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}
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}
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private static void DeclareInputAttribute(CodeGenContext context, StructuredProgramInfo info, int attr)
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{
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string suffix = context.Config.Stage == ShaderStage.Geometry ? "[]" : string.Empty;
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string iq = string.Empty;
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if (context.Config.Stage == ShaderStage.Fragment)
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{
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iq = context.Config.ImapTypes[attr].GetFirstUsedType() switch
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{
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PixelImap.Constant => "flat ",
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PixelImap.ScreenLinear => "noperspective ",
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_ => string.Empty
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};
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}
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string pass = context.Config.GpPassthrough && !info.OAttributes.Contains(attr) ? "passthrough, " : string.Empty;
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string name = $"{DefaultNames.IAttributePrefix}{attr}";
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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{
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"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($"layout ({pass}location = {attr}) {iq}in vec4 {name}{suffix};");
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}
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}
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private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info)
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{
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if (context.Config.Stage == ShaderStage.Fragment)
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if (context.Config.Stage == ShaderStage.Fragment || context.Config.GpPassthrough)
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{
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DeclareUsedOutputAttributes(context, info);
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}
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@ -423,7 +442,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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foreach (int attr in info.OAttributes.OrderBy(x => x))
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{
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context.AppendLine($"layout (location = {attr}) out vec4 {DefaultNames.OAttributePrefix}{attr};");
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DeclareOutputAttribute(context, attr);
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}
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}
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