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Pass all inputs when geometry shader passthrough is enabled (#2362)

* Pass all inputs when geometry shader passthrough is enabled

* Shader cache version bump
This commit is contained in:
gdkchan 2021-06-23 18:04:59 -03:00 committed by GitHub
parent eb23933331
commit 49edf14a3e
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 48 additions and 29 deletions

View file

@ -36,7 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Version of the codegen (to be changed when codegen or guest format change).
/// </summary>
private const ulong ShaderCodeGenVersion = 2367;
private const ulong ShaderCodeGenVersion = 2362;
// Progress reporting helpers
private volatile int _shaderCount;

View file

@ -131,7 +131,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
context.AppendLine();
}
if (info.IAttributes.Count != 0)
if (info.IAttributes.Count != 0 || context.Config.GpPassthrough)
{
DeclareInputAttributes(context, info);
@ -371,45 +371,64 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info)
{
string suffix = context.Config.Stage == ShaderStage.Geometry ? "[]" : string.Empty;
foreach (int attr in info.IAttributes.OrderBy(x => x))
if (context.Config.GpPassthrough)
{
string iq = string.Empty;
if (context.Config.Stage == ShaderStage.Fragment)
for (int attr = 0; attr < MaxAttributes; attr++)
{
iq = context.Config.ImapTypes[attr].GetFirstUsedType() switch
{
PixelImap.Constant => "flat ",
PixelImap.ScreenLinear => "noperspective ",
_ => string.Empty
};
DeclareInputAttribute(context, info, attr);
}
string pass = context.Config.GpPassthrough ? "passthrough, " : string.Empty;
string name = $"{DefaultNames.IAttributePrefix}{attr}";
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
foreach (int attr in info.IAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
{
for (int c = 0; c < 4; c++)
{
char swzMask = "xyzw"[c];
context.AppendLine($"layout ({pass}location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
}
DeclareInputAttribute(context, info, attr);
}
else
}
else
{
foreach (int attr in info.IAttributes.OrderBy(x => x))
{
context.AppendLine($"layout ({pass}location = {attr}) {iq}in vec4 {name}{suffix};");
DeclareInputAttribute(context, info, attr);
}
}
}
private static void DeclareInputAttribute(CodeGenContext context, StructuredProgramInfo info, int attr)
{
string suffix = context.Config.Stage == ShaderStage.Geometry ? "[]" : string.Empty;
string iq = string.Empty;
if (context.Config.Stage == ShaderStage.Fragment)
{
iq = context.Config.ImapTypes[attr].GetFirstUsedType() switch
{
PixelImap.Constant => "flat ",
PixelImap.ScreenLinear => "noperspective ",
_ => string.Empty
};
}
string pass = context.Config.GpPassthrough && !info.OAttributes.Contains(attr) ? "passthrough, " : string.Empty;
string name = $"{DefaultNames.IAttributePrefix}{attr}";
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
{
for (int c = 0; c < 4; c++)
{
char swzMask = "xyzw"[c];
context.AppendLine($"layout ({pass}location = {attr}, component = {c}) {iq}in float {name}_{swzMask}{suffix};");
}
}
else
{
context.AppendLine($"layout ({pass}location = {attr}) {iq}in vec4 {name}{suffix};");
}
}
private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info)
{
if (context.Config.Stage == ShaderStage.Fragment)
if (context.Config.Stage == ShaderStage.Fragment || context.Config.GpPassthrough)
{
DeclareUsedOutputAttributes(context, info);
}
@ -423,7 +442,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
foreach (int attr in info.OAttributes.OrderBy(x => x))
{
context.AppendLine($"layout (location = {attr}) out vec4 {DefaultNames.OAttributePrefix}{attr};");
DeclareOutputAttribute(context, attr);
}
}