mirror of
https://github.com/Ryujinx-NX/Ryujinx.git
synced 2024-11-14 13:07:41 -07:00
Fix shader regression on Intel iGPUs by reverting layout changes (#1425)
This commit is contained in:
parent
43c13057da
commit
991784868f
@ -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();
|
||||
|
||||
|
@ -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)
|
||||
|
@ -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($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -123,7 +130,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
|
||||
if (assignment.Destination is AstOperand operand && operand.Type == OperandType.Attribute)
|
||||
{
|
||||
dest = OperandManager.GetOutAttributeName(operand, context.Config.Stage);
|
||||
dest = OperandManager.GetOutAttributeName(operand, context.Config);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -19,7 +19,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
|
||||
}
|
||||
else if (node is AstOperand operand)
|
||||
{
|
||||
return context.OperandManager.GetExpression(operand, context.Config.Stage);
|
||||
return context.OperandManager.GetExpression(operand, context.Config);
|
||||
}
|
||||
|
||||
throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");
|
||||
|
@ -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)
|
||||
|
@ -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}";
|
||||
}
|
||||
|
@ -9,6 +9,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
||||
|
||||
VertexA = 1 << 0,
|
||||
Compute = 1 << 1,
|
||||
DebugMode = 1 << 2
|
||||
Feedback = 1 << 2,
|
||||
DebugMode = 1 << 3
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user