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Fix InvocationInfo on geometry shader and bindless default integer const (#2822)
* Fix InvocationInfo on geometry shader and bindless default integer const * Shader cache version bump * Consistency for the default value
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3 changed files with 31 additions and 8 deletions
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@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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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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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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/// </summary>
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private const ulong ShaderCodeGenVersion = 2768;
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private const ulong ShaderCodeGenVersion = 2822;
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// Progress reporting helpers
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// Progress reporting helpers
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private volatile int _shaderCount;
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private volatile int _shaderCount;
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@ -18,12 +18,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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// TODO: Bindless texture support. For now we just return 0/do nothing.
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// TODO: Bindless texture support. For now we just return 0/do nothing.
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if (isBindless)
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if (isBindless)
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{
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{
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return texOp.Inst switch
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switch (texOp.Inst)
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{
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{
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Instruction.ImageStore => "// imageStore(bindless)",
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case Instruction.ImageStore:
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Instruction.ImageLoad => NumberFormatter.FormatFloat(0),
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return "// imageStore(bindless)";
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_ => NumberFormatter.FormatInt(0)
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case Instruction.ImageLoad:
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};
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NumberFormatter.TryFormat(0, texOp.Format.GetComponentType(), out string imageConst);
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return imageConst;
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default:
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return NumberFormatter.FormatInt(0);
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}
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}
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}
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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@ -95,9 +95,28 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (context.Config.Stage != ShaderStage.Compute && context.Config.Stage != ShaderStage.Fragment)
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if (context.Config.Stage != ShaderStage.Compute && context.Config.Stage != ShaderStage.Fragment)
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{
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{
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Operand primitiveId = Attribute(AttributeConsts.PrimitiveId);
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Operand primitiveId = Attribute(AttributeConsts.PrimitiveId);
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Operand patchVerticesIn = Attribute(AttributeConsts.PatchVerticesIn);
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Operand patchVerticesIn;
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patchVerticesIn = context.ShiftLeft(patchVerticesIn, Const(16));
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if (context.Config.Stage == ShaderStage.TessellationEvaluation)
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{
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patchVerticesIn = context.ShiftLeft(Attribute(AttributeConsts.PatchVerticesIn), Const(16));
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}
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else
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{
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InputTopology inputTopology = context.Config.GpuAccessor.QueryPrimitiveTopology();
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int inputVertices = inputTopology switch
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{
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InputTopology.Points => 1,
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InputTopology.Lines or
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InputTopology.LinesAdjacency => 2,
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InputTopology.Triangles or
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InputTopology.TrianglesAdjacency => 3,
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_ => 1
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};
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patchVerticesIn = Const(inputVertices << 16);
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}
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src = context.BitwiseOr(primitiveId, patchVerticesIn);
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src = context.BitwiseOr(primitiveId, patchVerticesIn);
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}
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}
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