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Fix shader regression on Intel iGPUs by reverting layout changes (#1425)

This commit is contained in:
gdkchan 2020-07-28 19:01:11 -03:00 committed by GitHub
parent 43c13057da
commit 991784868f
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 93 additions and 45 deletions

View file

@ -125,19 +125,28 @@ namespace Ryujinx.Graphics.Gpu.Shader
ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
var tfd = GetTransformFeedbackDescriptors(state);
TranslationFlags flags = DefaultFlags;
if (tfd != null)
{
flags |= TranslationFlags.Feedback;
}
if (addresses.VertexA != 0)
{
shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
}
else
{
shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
shaders[0] = TranslateGraphicsShader(state, flags, ShaderStage.Vertex, addresses.Vertex);
}
shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
shaders[1] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationControl, addresses.TessControl);
shaders[2] = TranslateGraphicsShader(state, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
shaders[3] = TranslateGraphicsShader(state, flags, ShaderStage.Geometry, addresses.Geometry);
shaders[4] = TranslateGraphicsShader(state, flags, ShaderStage.Fragment, addresses.Fragment);
List<IShader> hostShaders = new List<IShader>();
@ -150,8 +159,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
continue;
}
var tfd = GetTransformFeedbackDescriptors(state);
IShader hostShader = _context.Renderer.CompileShader(program);
shaders[stage].HostShader = hostShader;
@ -159,7 +166,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
hostShaders.Add(hostShader);
}
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), GetTransformFeedbackDescriptors(state));
IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
ShaderBundle gpShaders = new ShaderBundle(hostProgram, shaders);
@ -327,11 +334,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// This will combine the "Vertex A" and "Vertex B" shader stages, if specified, into one shader.
/// </remarks>
/// <param name="state">Current GPU state</param>
/// <param name="flags">Flags that controls shader translation</param>
/// <param name="stage">Shader stage</param>
/// <param name="gpuVa">GPU virtual address of the shader code</param>
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
/// <returns>Compiled graphics shader code</returns>
private ShaderCodeHolder TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
private ShaderCodeHolder TranslateGraphicsShader(GpuState state, TranslationFlags flags, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
{
if (gpuVa == 0)
{
@ -342,7 +350,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (gpuVaA != 0)
{
ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, DefaultFlags);
ShaderProgram program = Translator.Translate(gpuVaA, gpuVa, gpuAccessor, flags);
byte[] codeA = _context.MemoryManager.GetSpan(gpuVaA, program.SizeA).ToArray();
byte[] codeB = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();
@ -362,7 +370,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
}
else
{
ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, DefaultFlags);
ShaderProgram program = Translator.Translate(gpuVa, gpuAccessor, flags);
byte[] code = _context.MemoryManager.GetSpan(gpuVa, program.Size).ToArray();

View file

@ -430,11 +430,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
};
}
for (int c = 0; c < 4; c++)
{
char swzMask = "xyzw"[c];
string name = $"{DefaultNames.IAttributePrefix}{attr}";
context.AppendLine($"layout (location = {attr}, component = {c}) {iq}in float {DefaultNames.IAttributePrefix}{attr}_{swzMask}{suffix};");
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
{
for (int c = 0; c < 4; c++)
{
char swzMask = "xyzw"[c];
context.AppendLine($"layout (location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
}
}
else
{
context.AppendLine($"layout (location = {attr}) {iq}in vec4 {name}{suffix};");
}
}
}
@ -463,23 +472,32 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
for (int attr = 0; attr < MaxAttributes; attr++)
{
for (int c = 0; c < 4; c++)
{
char swzMask = "xyzw"[c];
context.AppendLine($"layout (location = {attr}, component = {c}) out float {DefaultNames.OAttributePrefix}{attr}_{swzMask};");
}
DeclareOutputAttribute(context, attr);
}
foreach (int attr in info.OAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
{
DeclareOutputAttribute(context, attr);
}
}
private static void DeclareOutputAttribute(CodeGenContext context, int attr)
{
string name = $"{DefaultNames.OAttributePrefix}{attr}";
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
{
for (int c = 0; c < 4; c++)
{
char swzMask = "xyzw"[c];
context.AppendLine($"layout (location = {attr}, component = {c}) out float {DefaultNames.OAttributePrefix}{attr}_{swzMask};");
context.AppendLine($"layout (location = {attr}, component = {c}) out float {name}_{swzMask};");
}
}
else
{
context.AppendLine($"layout (location = {attr}) out vec4 {name};");
}
}
private static void AppendHelperFunction(CodeGenContext context, string filename)

View file

@ -56,10 +56,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
continue;
}
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
{
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
}
else
{
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
}
}
}
@ -123,7 +130,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
if (assignment.Destination is AstOperand operand && operand.Type == OperandType.Attribute)
{
dest = OperandManager.GetOutAttributeName(operand, context.Config.Stage);
dest = OperandManager.GetOutAttributeName(operand, context.Config);
}
else
{

View file

@ -19,7 +19,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
}
else if (node is AstOperand operand)
{
return context.OperandManager.GetExpression(operand, context.Config.Stage);
return context.OperandManager.GetExpression(operand, context.Config);
}
throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");

View file

@ -113,7 +113,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
string indexExpr = GetSoureExpr(context, src2, GetSrcVarType(operation.Inst, 1));
return OperandManager.GetAttributeName(attr, context.Config.Stage, isOutAttr: false, indexExpr);
return OperandManager.GetAttributeName(attr, context.Config, isOutAttr: false, indexExpr);
}
public static string LoadConstant(CodeGenContext context, AstOperation operation)

View file

@ -92,18 +92,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
return name;
}
public string GetExpression(AstOperand operand, ShaderStage stage)
public string GetExpression(AstOperand operand, ShaderConfig config)
{
switch (operand.Type)
{
case OperandType.Attribute:
return GetAttributeName(operand, stage);
return GetAttributeName(operand, config);
case OperandType.Constant:
return NumberFormatter.FormatInt(operand.Value);
case OperandType.ConstantBuffer:
return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, stage);
return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, config.Stage);
case OperandType.LocalVariable:
return _locals[operand];
@ -148,12 +148,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
return GetVec4Indexed(ubName + index0, offsetExpr + " & 3");
}
public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
public static string GetOutAttributeName(AstOperand attr, ShaderConfig config)
{
return GetAttributeName(attr, stage, isOutAttr: true);
return GetAttributeName(attr, config, isOutAttr: true);
}
public static string GetAttributeName(AstOperand attr, ShaderStage stage, bool isOutAttr = false, string indexExpr = "0")
public static string GetAttributeName(AstOperand attr, ShaderConfig config, bool isOutAttr = false, string indexExpr = "0")
{
int value = attr.Value;
@ -167,14 +167,28 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
? DefaultNames.OAttributePrefix
: DefaultNames.IAttributePrefix;
string name = $"{prefix}{(value >> 4)}_{swzMask}";
if (stage == ShaderStage.Geometry && !isOutAttr)
if ((config.Flags & TranslationFlags.Feedback) != 0)
{
name += $"[{indexExpr}]";
}
string name = $"{prefix}{(value >> 4)}_{swzMask}";
return name;
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name += $"[{indexExpr}]";
}
return name;
}
else
{
string name = $"{prefix}{(value >> 4)}";
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name += $"[{indexExpr}]";
}
return name + '.' + swzMask;
}
}
else
{
@ -187,7 +201,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
{
// TODO: There must be a better way to handle this...
if (stage == ShaderStage.Fragment)
if (config.Stage == ShaderStage.Fragment)
{
switch (value & ~3)
{
@ -200,7 +214,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
string name = builtInAttr.Name;
if (stage == ShaderStage.Geometry && !isOutAttr)
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name = $"gl_in[{indexExpr}].{name}";
}

View file

@ -9,6 +9,7 @@ namespace Ryujinx.Graphics.Shader.Translation
VertexA = 1 << 0,
Compute = 1 << 1,
DebugMode = 1 << 2
Feedback = 1 << 2,
DebugMode = 1 << 3
}
}