Move gl_Layer to vertex shader if geometry is not supported (#4368)
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else * Shader cache version bump * PR feedback * Fix typo
This commit is contained in:
parent
58207685c0
commit
cedd200745
15 changed files with 262 additions and 3 deletions
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@ -26,6 +26,7 @@ namespace Ryujinx.Graphics.GAL
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public readonly bool SupportsBlendEquationAdvanced;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsFragmentShaderOrderingIntel;
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public readonly bool SupportsGeometryShader;
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public readonly bool SupportsGeometryShaderPassthrough;
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public readonly bool SupportsImageLoadFormatted;
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public readonly bool SupportsLayerVertexTessellation;
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@ -68,6 +69,7 @@ namespace Ryujinx.Graphics.GAL
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bool supportsBlendEquationAdvanced,
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bool supportsFragmentShaderInterlock,
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bool supportsFragmentShaderOrderingIntel,
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bool supportsGeometryShader,
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bool supportsGeometryShaderPassthrough,
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bool supportsImageLoadFormatted,
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bool supportsLayerVertexTessellation,
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@ -107,6 +109,7 @@ namespace Ryujinx.Graphics.GAL
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SupportsBlendEquationAdvanced = supportsBlendEquationAdvanced;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel;
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SupportsGeometryShader = supportsGeometryShader;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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SupportsImageLoadFormatted = supportsImageLoadFormatted;
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SupportsLayerVertexTessellation = supportsLayerVertexTessellation;
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 4369;
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private const uint CodeGenVersion = 4368;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -774,6 +774,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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sBuffers,
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textures,
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images,
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ShaderIdentification.None,
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0,
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dataInfo.Stage,
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dataInfo.UsesInstanceId,
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dataInfo.UsesDrawParameters,
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@ -633,6 +633,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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}
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}
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if (!_context.Capabilities.SupportsGeometryShader)
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{
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ShaderCache.TryRemoveGeometryStage(translatorContexts);
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}
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CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
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List<ShaderProgram> translatedStages = new List<ShaderProgram>();
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@ -126,6 +126,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public bool QueryHostSupportsFragmentShaderOrderingIntel() => _context.Capabilities.SupportsFragmentShaderOrderingIntel;
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public bool QueryHostSupportsGeometryShader() => _context.Capabilities.SupportsGeometryShader;
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public bool QueryHostSupportsGeometryShaderPassthrough() => _context.Capabilities.SupportsGeometryShaderPassthrough;
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public bool QueryHostSupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
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@ -353,6 +353,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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if (!_context.Capabilities.SupportsGeometryShader)
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{
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TryRemoveGeometryStage(translatorContexts);
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}
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CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
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List<ShaderSource> shaderSources = new List<ShaderSource>();
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@ -421,6 +426,39 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return gpShaders;
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}
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/// <summary>
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/// Tries to eliminate the geometry stage from the array of translator contexts.
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/// </summary>
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/// <param name="translatorContexts">Array of translator contexts</param>
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public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts)
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{
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if (translatorContexts[4] != null)
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{
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// We have a geometry shader, but geometry shaders are not supported.
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// Try to eliminate the geometry shader.
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ShaderProgramInfo info = translatorContexts[4].Translate().Info;
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if (info.Identification == ShaderIdentification.GeometryLayerPassthrough)
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{
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// We managed to identify that this geometry shader is only used to set the output Layer value,
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// we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it.
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for (int i = 3; i >= 1; i--)
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{
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if (translatorContexts[i] != null)
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{
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translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
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translatorContexts[i].SetLastInVertexPipeline(translatorContexts[5] != null);
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break;
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}
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}
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translatorContexts[4] = null;
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}
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}
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}
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/// <summary>
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/// Creates a shader source for use with the backend from a translated shader program.
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/// </summary>
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@ -124,6 +124,7 @@ namespace Ryujinx.Graphics.OpenGL
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supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
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supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
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supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
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supportsGeometryShader: true,
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supportsGeometryShaderPassthrough: HwCapabilities.SupportsGeometryShaderPassthrough,
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supportsImageLoadFormatted: HwCapabilities.SupportsImageLoadFormatted,
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supportsLayerVertexTessellation: HwCapabilities.SupportsShaderViewportLayerArray,
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@ -259,6 +259,15 @@ namespace Ryujinx.Graphics.Shader
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return false;
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}
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/// <summary>
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/// Queries host GPU geometry shader support.
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/// </summary>
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/// <returns>True if the GPU and driver supports geometry shaders, false otherwise</returns>
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bool QueryHostSupportsGeometryShader()
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{
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return true;
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}
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/// <summary>
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/// Queries host GPU geometry shader passthrough support.
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/// </summary>
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8
Ryujinx.Graphics.Shader/ShaderIdentification.cs
Normal file
8
Ryujinx.Graphics.Shader/ShaderIdentification.cs
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@ -0,0 +1,8 @@
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namespace Ryujinx.Graphics.Shader
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{
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public enum ShaderIdentification
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{
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None,
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GeometryLayerPassthrough
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}
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}
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@ -10,6 +10,8 @@ namespace Ryujinx.Graphics.Shader
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public ReadOnlyCollection<TextureDescriptor> Textures { get; }
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public ReadOnlyCollection<TextureDescriptor> Images { get; }
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public ShaderIdentification Identification { get; }
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public int GpLayerInputAttribute { get; }
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public ShaderStage Stage { get; }
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public bool UsesInstanceId { get; }
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public bool UsesDrawParameters { get; }
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@ -22,6 +24,8 @@ namespace Ryujinx.Graphics.Shader
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BufferDescriptor[] sBuffers,
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TextureDescriptor[] textures,
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TextureDescriptor[] images,
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ShaderIdentification identification,
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int gpLayerInputAttribute,
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ShaderStage stage,
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bool usesInstanceId,
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bool usesDrawParameters,
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@ -34,6 +38,8 @@ namespace Ryujinx.Graphics.Shader
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Textures = Array.AsReadOnly(textures);
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Images = Array.AsReadOnly(images);
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Identification = identification;
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GpLayerInputAttribute = gpLayerInputAttribute;
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Stage = stage;
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UsesInstanceId = usesInstanceId;
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UsesDrawParameters = usesDrawParameters;
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@ -241,6 +241,13 @@ namespace Ryujinx.Graphics.Shader.Translation
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this.Copy(Attribute(AttributeConsts.PositionZ), this.FPFusedMultiplyAdd(z, ConstF(0.5f), halfW));
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}
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if (Config.Stage != ShaderStage.Geometry && Config.HasLayerInputAttribute)
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{
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Config.SetUsedFeature(FeatureFlags.RtLayer);
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this.Copy(Attribute(AttributeConsts.Layer), Attribute(Config.GpLayerInputAttribute | AttributeConsts.LoadOutputMask));
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}
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}
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public void PrepareForVertexReturn(out Operand oldXLocal, out Operand oldYLocal, out Operand oldZLocal)
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@ -20,6 +20,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public bool LastInPipeline { get; private set; }
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public bool LastInVertexPipeline { get; private set; }
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public bool HasLayerInputAttribute { get; private set; }
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public int GpLayerInputAttribute { get; private set; }
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public int ThreadsPerInputPrimitive { get; }
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public OutputTopology OutputTopology { get; }
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@ -245,6 +247,22 @@ namespace Ryujinx.Graphics.Shader.Translation
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LayerOutputAttribute = attr;
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}
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public void SetGeometryShaderLayerInputAttribute(int attr)
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{
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HasLayerInputAttribute = true;
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GpLayerInputAttribute = attr;
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}
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public void SetLastInVertexPipeline(bool hasFragment)
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{
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if (!hasFragment)
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{
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LastInPipeline = true;
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}
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LastInVertexPipeline = true;
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}
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public void SetInputUserAttributeFixedFunc(int index)
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{
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UsedInputAttributes |= 1 << index;
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@ -706,13 +724,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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return FindDescriptorIndex(GetImageDescriptors(), texOp);
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}
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public ShaderProgramInfo CreateProgramInfo()
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public ShaderProgramInfo CreateProgramInfo(ShaderIdentification identification = ShaderIdentification.None)
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{
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return new ShaderProgramInfo(
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GetConstantBufferDescriptors(),
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GetStorageBufferDescriptors(),
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GetTextureDescriptors(),
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GetImageDescriptors(),
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identification,
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GpLayerInputAttribute,
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Stage,
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UsedFeatures.HasFlag(FeatureFlags.InstanceId),
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UsedFeatures.HasFlag(FeatureFlags.DrawParameters),
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145
Ryujinx.Graphics.Shader/Translation/ShaderIdentifier.cs
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145
Ryujinx.Graphics.Shader/Translation/ShaderIdentifier.cs
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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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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static class ShaderIdentifier
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{
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public static ShaderIdentification Identify(Function[] functions, ShaderConfig config)
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{
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if (config.Stage == ShaderStage.Geometry &&
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config.GpuAccessor.QueryPrimitiveTopology() == InputTopology.Triangles &&
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!config.GpuAccessor.QueryHostSupportsGeometryShader() &&
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IsLayerPassthroughGeometryShader(functions, out int layerInputAttr))
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{
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config.SetGeometryShaderLayerInputAttribute(layerInputAttr);
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return ShaderIdentification.GeometryLayerPassthrough;
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}
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return ShaderIdentification.None;
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}
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private static bool IsLayerPassthroughGeometryShader(Function[] functions, out int layerInputAttr)
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{
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bool writesLayer = false;
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layerInputAttr = 0;
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if (functions.Length != 1)
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{
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return false;
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}
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int verticesCount = 0;
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int totalVerticesCount = 0;
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foreach (BasicBlock block in functions[0].Blocks)
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{
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// We are not expecting loops or any complex control flow here, so fail in those cases.
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if (block.Branch != null && block.Branch.Index <= block.Index)
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{
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return false;
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}
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foreach (INode node in block.Operations)
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{
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if (!(node is Operation operation))
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{
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continue;
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}
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if (IsResourceWrite(operation.Inst))
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{
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return false;
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}
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if (operation.Inst == Instruction.StoreAttribute)
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{
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return false;
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}
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if (operation.Inst == Instruction.Copy && operation.Dest.Type == OperandType.Attribute)
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{
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Operand src = operation.GetSource(0);
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if (src.Type == OperandType.LocalVariable && src.AsgOp is Operation asgOp && asgOp.Inst == Instruction.LoadAttribute)
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{
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src = Attribute(asgOp.GetSource(0).Value);
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}
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if (src.Type == OperandType.Attribute)
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{
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if (operation.Dest.Value == AttributeConsts.Layer)
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{
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if ((src.Value & AttributeConsts.LoadOutputMask) != 0)
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{
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return false;
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}
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writesLayer = true;
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layerInputAttr = src.Value;
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}
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else if (src.Value != operation.Dest.Value)
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{
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return false;
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}
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}
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else if (src.Type == OperandType.Constant)
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{
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int dstComponent = (operation.Dest.Value >> 2) & 3;
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float expectedValue = dstComponent == 3 ? 1f : 0f;
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if (src.AsFloat() != expectedValue)
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{
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return false;
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}
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}
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else
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{
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return false;
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}
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}
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else if (operation.Inst == Instruction.EmitVertex)
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{
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verticesCount++;
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}
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else if (operation.Inst == Instruction.EndPrimitive)
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{
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totalVerticesCount += verticesCount;
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verticesCount = 0;
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}
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}
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}
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return totalVerticesCount + verticesCount == 3 && writesLayer;
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}
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private static bool IsResourceWrite(Instruction inst)
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{
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switch (inst)
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{
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case Instruction.AtomicAdd:
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case Instruction.AtomicAnd:
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case Instruction.AtomicCompareAndSwap:
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case Instruction.AtomicMaxS32:
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case Instruction.AtomicMaxU32:
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case Instruction.AtomicMinS32:
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case Instruction.AtomicMinU32:
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case Instruction.AtomicOr:
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case Instruction.AtomicSwap:
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case Instruction.AtomicXor:
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case Instruction.ImageAtomic:
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case Instruction.ImageStore:
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case Instruction.StoreGlobal:
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case Instruction.StoreGlobal16:
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case Instruction.StoreGlobal8:
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case Instruction.StoreStorage:
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case Instruction.StoreStorage16:
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case Instruction.StoreStorage8:
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return true;
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}
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return false;
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}
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}
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}
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@ -77,9 +77,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount);
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}
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var identification = ShaderIdentifier.Identify(funcs, config);
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var sInfo = StructuredProgram.MakeStructuredProgram(funcs, config);
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var info = config.CreateProgramInfo();
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var info = config.CreateProgramInfo(identification);
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return config.Options.TargetLanguage switch
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{
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@ -138,6 +138,16 @@ namespace Ryujinx.Graphics.Shader.Translation
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_config.MergeFromtNextStage(nextStage._config);
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}
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public void SetGeometryShaderLayerInputAttribute(int attr)
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{
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_config.SetGeometryShaderLayerInputAttribute(attr);
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}
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public void SetLastInVertexPipeline(bool hasFragment)
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{
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_config.SetLastInVertexPipeline(hasFragment);
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}
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public ShaderProgram Translate(TranslatorContext other = null)
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{
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FunctionCode[] code = EmitShader(_program, _config, initializeOutputs: other == null, out _);
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@ -546,6 +546,7 @@ namespace Ryujinx.Graphics.Vulkan
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supportsBlendEquationAdvanced: Capabilities.SupportsBlendEquationAdvanced,
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supportsFragmentShaderInterlock: Capabilities.SupportsFragmentShaderInterlock,
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supportsFragmentShaderOrderingIntel: false,
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supportsGeometryShader: Capabilities.SupportsGeometryShader,
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supportsGeometryShaderPassthrough: Capabilities.SupportsGeometryShaderPassthrough,
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supportsImageLoadFormatted: features2.Features.ShaderStorageImageReadWithoutFormat,
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supportsLayerVertexTessellation: featuresVk12.ShaderOutputLayer,
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