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Geometry shader emulation for macOS (#5551)
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
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@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ShaderSpecializationState oldSpecState,
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ShaderSpecializationState newSpecState,
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ResourceCounts counts,
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int stageIndex) : base(context, counts, stageIndex, oldSpecState.TransformFeedbackDescriptors != null)
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int stageIndex) : base(context, counts, stageIndex)
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{
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_data = data;
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_cb1Data = cb1Data;
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 5609;
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private const uint CodeGenVersion = 5551;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -140,6 +140,21 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// </summary>
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public ShaderStage Stage;
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/// <summary>
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/// Number of vertices that each output primitive has on a geometry shader.
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/// </summary>
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public byte GeometryVerticesPerPrimitive;
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/// <summary>
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/// Maximum number of vertices that a geometry shader may generate.
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/// </summary>
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public ushort GeometryMaxOutputVertices;
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/// <summary>
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/// Number of invocations per primitive on tessellation or geometry shaders.
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/// </summary>
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public ushort ThreadsPerInputPrimitive;
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/// <summary>
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/// Indicates if the fragment shader accesses the fragment coordinate built-in variable.
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/// </summary>
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@ -783,9 +798,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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sBuffers,
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textures,
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images,
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ShaderIdentification.None,
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0,
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dataInfo.Stage,
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dataInfo.GeometryVerticesPerPrimitive,
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dataInfo.GeometryMaxOutputVertices,
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dataInfo.ThreadsPerInputPrimitive,
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dataInfo.UsesFragCoord,
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dataInfo.UsesInstanceId,
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dataInfo.UsesDrawParameters,
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@ -813,6 +829,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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TexturesCount = (ushort)info.Textures.Count,
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ImagesCount = (ushort)info.Images.Count,
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Stage = info.Stage,
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GeometryVerticesPerPrimitive = (byte)info.GeometryVerticesPerPrimitive,
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GeometryMaxOutputVertices = (ushort)info.GeometryMaxOutputVertices,
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ThreadsPerInputPrimitive = (ushort)info.ThreadsPerInputPrimitive,
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UsesFragCoord = info.UsesFragCoord,
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UsesInstanceId = info.UsesInstanceId,
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UsesDrawParameters = info.UsesDrawParameters,
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@ -595,6 +595,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ResourceCounts counts = new();
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DiskCacheGpuAccessor[] gpuAccessors = new DiskCacheGpuAccessor[Constants.ShaderStages];
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TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
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TranslatorContext nextStage = null;
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@ -626,14 +627,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
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}
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gpuAccessors[stageIndex] = gpuAccessor;
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translatorContexts[stageIndex + 1] = currentStage;
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nextStage = currentStage;
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}
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}
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if (!_context.Capabilities.SupportsGeometryShader)
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bool hasGeometryShader = translatorContexts[4] != null;
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bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore;
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bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore;
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bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader);
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// We don't support caching shader stages that have been converted to compute currently,
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// so just eliminate them if they exist in the cache.
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if (vertexToCompute)
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{
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ShaderCache.TryRemoveGeometryStage(translatorContexts);
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return;
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}
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CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
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@ -647,6 +656,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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if (currentStage != null)
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{
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gpuAccessors[stageIndex].InitializeReservedCounts(specState.TransformFeedbackDescriptors != null, vertexToCompute);
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ShaderProgram program;
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byte[] guestCode = guestShaders[stageIndex + 1].Value.Code;
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@ -701,6 +712,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ResourceCounts counts = new();
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ShaderSpecializationState newSpecState = new(ref specState.ComputeState);
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DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
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gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
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