mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-30 16:32:02 +00:00
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:
parent
eb23933331
commit
49edf14a3e
2 changed files with 48 additions and 29 deletions
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue