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Use vector transform feedback outputs with fragment shaders (#4708)
* Use vector transform feedback outputs with fragment shaders * Shader cache version bump * Fix missing outputs when vector transform feedback outputs are used
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3f98369a17
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4dd77316f7
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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 = 4703;
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private const uint CodeGenVersion = 4707;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -449,7 +449,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (translatorContexts[i] != null)
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{
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translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
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translatorContexts[i].SetLastInVertexPipeline(translatorContexts[5] != null);
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translatorContexts[i].SetLastInVertexPipeline();
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break;
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}
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}
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@ -569,7 +569,23 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Config.TransformFeedbackEnabled && context.Config.Stage == ShaderStage.Fragment)
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{
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for (int c = 0; c < 4; c++)
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int attrOffset = AttributeConsts.UserAttributeBase + attr * 16;
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int components = context.Info.GetTransformFeedbackOutputComponents(attrOffset);
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if (components > 1)
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{
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string type = components switch
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{
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2 => "vec2",
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3 => "vec3",
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4 => "vec4",
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_ => "float"
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};
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context.AppendLine($"layout (location = {attr}) in {type} {name};");
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}
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for (int c = components > 1 ? components : 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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@ -642,7 +658,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Config.TransformFeedbackEnabled && context.Config.LastInVertexPipeline)
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{
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int attrOffset = AttributeConsts.UserAttributeBase + attr * 16;
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int components = context.Config.LastInPipeline ? context.Info.GetTransformFeedbackOutputComponents(attrOffset) : 1;
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int components = context.Info.GetTransformFeedbackOutputComponents(attrOffset);
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if (components > 1)
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{
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@ -664,22 +680,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine($"layout (location = {attr}{xfb}) out {type} {name};");
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}
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else
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for (int c = components > 1 ? components : 0; c < 4; c++)
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{
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for (int c = 0; c < 4; c++)
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char swzMask = "xyzw"[c];
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string xfb = string.Empty;
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var tfOutput = context.Info.GetTransformFeedbackOutput(attrOffset + c * 4);
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if (tfOutput.Valid)
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{
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char swzMask = "xyzw"[c];
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string xfb = string.Empty;
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var tfOutput = context.Info.GetTransformFeedbackOutput(attrOffset + c * 4);
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if (tfOutput.Valid)
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{
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xfb = $", xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}";
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}
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context.AppendLine($"layout (location = {attr}, component = {c}{xfb}) out float {name}_{swzMask};");
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xfb = $", xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}";
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}
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context.AppendLine($"layout (location = {attr}, component = {c}{xfb}) out float {name}_{swzMask};");
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}
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}
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else
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@ -220,7 +220,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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((config.LastInVertexPipeline && isOutAttr) ||
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(config.Stage == ShaderStage.Fragment && !isOutAttr)))
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{
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int components = config.LastInPipeline ? context.Info.GetTransformFeedbackOutputComponents(attrOffset) : 1;
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int components = context.Info.GetTransformFeedbackOutputComponents(attrOffset);
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string name = components > 1 ? $"{prefix}{(value >> 4)}" : $"{prefix}{(value >> 4)}_{swzMask}";
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if (AttributeInfo.IsArrayAttributeGlsl(config.Stage, isOutAttr))
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@ -341,7 +341,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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attrOffset = attr;
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type = elemType;
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if (Config.LastInPipeline && isOutAttr)
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if (isOutAttr)
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{
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int components = Info.GetTransformFeedbackOutputComponents(attr);
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@ -673,7 +673,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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int components = 1;
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var type = attrInfo.Type & AggregateType.ElementTypeMask;
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if (context.Config.LastInPipeline && isOutAttr)
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if (isOutAttr)
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{
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components = context.Info.GetTransformFeedbackOutputComponents(attr);
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@ -65,7 +65,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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context.LeaveFunction();
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}
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if (config.TransformFeedbackEnabled && config.LastInVertexPipeline)
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if (config.TransformFeedbackEnabled && (config.LastInVertexPipeline || config.Stage == ShaderStage.Fragment))
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{
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for (int tfbIndex = 0; tfbIndex < 4; tfbIndex++)
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{
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@ -17,7 +17,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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public bool LastInPipeline { get; private set; }
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public bool LastInVertexPipeline { get; private set; }
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public bool HasLayerInputAttribute { get; private set; }
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@ -145,7 +144,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
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LastInPipeline = true;
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LastInVertexPipeline = header.Stage < ShaderStage.Fragment;
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}
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@ -253,13 +251,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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GpLayerInputAttribute = attr;
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}
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public void SetLastInVertexPipeline(bool hasFragment)
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public void SetLastInVertexPipeline()
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{
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if (!hasFragment)
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{
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LastInPipeline = true;
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}
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LastInVertexPipeline = true;
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}
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@ -331,8 +324,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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config._perPatchAttributeLocations = locationsMap;
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}
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LastInPipeline = false;
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// We don't consider geometry shaders using the geometry shader passthrough feature
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// as being the last because when this feature is used, it can't actually modify any of the outputs,
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// so the stage that comes before it is the last one that can do modifications.
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@ -143,9 +143,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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_config.SetGeometryShaderLayerInputAttribute(attr);
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}
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public void SetLastInVertexPipeline(bool hasFragment)
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public void SetLastInVertexPipeline()
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{
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_config.SetLastInVertexPipeline(hasFragment);
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_config.SetLastInVertexPipeline();
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}
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public ShaderProgram Translate(TranslatorContext other = null)
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