mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-09-06 02:55:01 +00:00
Stop using glTransformFeedbackVaryings and use explicit layout on the shader (#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
This commit is contained in:
parent
0e59573f2b
commit
7e967d796c
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@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.GAL
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BufferHandle CreateBuffer(int size);
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IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors);
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IProgram CreateProgram(IShader[] shaders);
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info, float scale);
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@ -7,14 +7,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources.Programs
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public ThreadedProgram Threaded { get; set; }
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private IShader[] _shaders;
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private TransformFeedbackDescriptor[] _transformFeedbackDescriptors;
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public SourceProgramRequest(ThreadedProgram program, IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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public SourceProgramRequest(ThreadedProgram program, IShader[] shaders)
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{
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Threaded = program;
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_shaders = shaders;
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_transformFeedbackDescriptors = transformFeedbackDescriptors;
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}
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public IProgram Create(IRenderer renderer)
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@ -26,7 +24,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources.Programs
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return threaded?.Base;
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}).ToArray();
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return renderer.CreateProgram(shaders, _transformFeedbackDescriptors);
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return renderer.CreateProgram(shaders);
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}
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}
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}
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@ -268,10 +268,10 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return handle;
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}
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public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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public IProgram CreateProgram(IShader[] shaders)
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{
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var program = new ThreadedProgram(this);
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SourceProgramRequest request = new SourceProgramRequest(program, shaders, transformFeedbackDescriptors);
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SourceProgramRequest request = new SourceProgramRequest(program, shaders);
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Programs.Add(request);
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New<CreateProgramCommand>().Set(Ref((IProgramRequest)request));
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@ -13,6 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly ReadOnlyMemory<byte> _cb1Data;
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private readonly GuestGpuAccessorHeader _header;
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private readonly Dictionary<int, GuestTextureDescriptor> _textureDescriptors;
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private readonly TransformFeedbackDescriptor[] _tfd;
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/// <summary>
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/// Creates a new instance of the cached GPU state accessor for shader translation.
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@ -27,7 +28,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ReadOnlyMemory<byte> data,
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ReadOnlyMemory<byte> cb1Data,
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GuestGpuAccessorHeader header,
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IReadOnlyDictionary<int, GuestTextureDescriptor> guestTextureDescriptors) : base(context)
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IReadOnlyDictionary<int, GuestTextureDescriptor> guestTextureDescriptors,
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TransformFeedbackDescriptor[] tfd) : base(context)
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{
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_data = data;
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_cb1Data = cb1Data;
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@ -38,6 +40,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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_textureDescriptors.Add(guestTextureDescriptor.Key, guestTextureDescriptor.Value);
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}
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_tfd = tfd;
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}
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/// <summary>
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@ -177,6 +181,35 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return textureDescriptor;
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}
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/// <summary>
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/// Queries transform feedback enable state.
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/// </summary>
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/// <returns>True if the shader uses transform feedback, false otherwise</returns>
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public bool QueryTransformFeedbackEnabled()
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{
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return _tfd != null;
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}
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/// <summary>
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/// Queries the varying locations that should be written to the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Varying locations for the specified buffer</returns>
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public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
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{
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return _tfd[bufferIndex].VaryingLocations;
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}
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/// <summary>
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/// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Stride for the specified buffer</returns>
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public int QueryTransformFeedbackStride(int bufferIndex)
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{
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return _tfd[bufferIndex].Stride;
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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@ -222,6 +222,35 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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/// <summary>
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/// Queries transform feedback enable state.
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/// </summary>
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/// <returns>True if the shader uses transform feedback, false otherwise</returns>
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public bool QueryTransformFeedbackEnabled()
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{
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return _state.TransformFeedbackDescriptors != null;
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}
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/// <summary>
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/// Queries the varying locations that should be written to the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Varying locations for the specified buffer</returns>
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public ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].VaryingLocations;
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}
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/// <summary>
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/// Queries the stride (in bytes) of the per vertex data written into the transform feedback buffer.
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/// </summary>
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/// <param name="bufferIndex">Index of the transform feedback buffer</param>
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/// <returns>Stride for the specified buffer</returns>
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public int QueryTransformFeedbackStride(int bufferIndex)
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{
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return _state.TransformFeedbackDescriptors[bufferIndex].Stride;
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}
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/// <summary>
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/// Queries if host state forces early depth testing.
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/// </summary>
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@ -38,6 +38,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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public TessMode TessellationMode { get; }
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/// <summary>
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/// Transform feedback information, if the shader uses transform feedback. Otherwise, should be null.
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/// </summary>
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public TransformFeedbackDescriptor[] TransformFeedbackDescriptors { get; set; }
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/// <summary>
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/// Creates a new instance of the GPU accessor state.
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/// </summary>
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@ -61,6 +66,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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EarlyZForce = earlyZForce;
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Topology = topology;
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TessellationMode = tessellationMode;
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TransformFeedbackDescriptors = null;
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}
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}
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}
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@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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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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/// </summary>
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private const ulong ShaderCodeGenVersion = 2972;
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private const ulong ShaderCodeGenVersion = 3012;
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// Progress reporting helpers
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private volatile int _shaderCount;
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@ -227,7 +227,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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binaryCode,
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binaryCode.Slice(binaryCode.Length - entry.Header.Cb1DataSize),
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entry.Header.GpuAccessorHeader,
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entry.TextureDescriptors);
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entry.TextureDescriptors,
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null);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.Compute);
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program = Translator.CreateContext(0, gpuAccessor, options).Translate(out shaderProgramInfo);
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@ -251,7 +252,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// Compile shader and create program as the shader program binary got invalidated.
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, program.Code);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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@ -293,13 +294,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
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TranslationFlags flags = DefaultFlags;
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if (tfd != null)
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{
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flags |= TranslationFlags.Feedback;
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}
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TranslationCounts counts = new TranslationCounts();
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HostShaderCacheEntry[] hostShaderEntries = null;
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binaryCode,
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binaryCode.Slice(binaryCode.Length - entry.Header.Cb1DataSize),
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entry.Header.GpuAccessorHeader,
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entry.TextureDescriptors);
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entry.TextureDescriptors,
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tfd);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags);
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var options = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags);
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shaderContexts[i + 1] = Translator.CreateContext(0, gpuAccessor, options, counts);
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if (entry.Header.SizeA != 0)
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{
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var options2 = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, flags | TranslationFlags.VertexA);
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var options2 = new TranslationOptions(TargetLanguage.Glsl, TargetApi.OpenGL, DefaultFlags | TranslationFlags.VertexA);
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shaderContexts[0] = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, options2, counts);
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}
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@ -431,7 +426,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostShaders.Add(hostShader);
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}
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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task.OnCompiled(hostProgram, (bool isNewProgramValid, ShaderCompileTask task) =>
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{
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shader.HostShader = _context.Renderer.CompileShader(ShaderStage.Compute, shader.Program.Code);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader }, null);
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IProgram hostProgram = _context.Renderer.CreateProgram(new IShader[] { shader.HostShader });
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cpShader = new ShaderBundle(hostProgram, shader);
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@ -684,25 +679,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(ref state);
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TranslationFlags flags = DefaultFlags;
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if (tfd != null)
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{
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flags |= TranslationFlags.Feedback;
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}
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gas.TransformFeedbackDescriptors = tfd;
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TranslationCounts counts = new TranslationCounts();
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if (addresses.VertexA != 0)
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{
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shaderContexts[0] = DecodeGraphicsShader(channel, gas, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
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shaderContexts[0] = DecodeGraphicsShader(channel, gas, counts, DefaultFlags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
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}
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shaderContexts[1] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Vertex, addresses.Vertex);
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shaderContexts[2] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
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shaderContexts[3] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaderContexts[4] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Geometry, addresses.Geometry);
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shaderContexts[5] = DecodeGraphicsShader(channel, gas, counts, flags, ShaderStage.Fragment, addresses.Fragment);
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shaderContexts[1] = DecodeGraphicsShader(channel, gas, counts, DefaultFlags, ShaderStage.Vertex, addresses.Vertex);
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shaderContexts[2] = DecodeGraphicsShader(channel, gas, counts, DefaultFlags, ShaderStage.TessellationControl, addresses.TessControl);
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shaderContexts[3] = DecodeGraphicsShader(channel, gas, counts, DefaultFlags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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shaderContexts[4] = DecodeGraphicsShader(channel, gas, counts, DefaultFlags, ShaderStage.Geometry, addresses.Geometry);
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shaderContexts[5] = DecodeGraphicsShader(channel, gas, counts, DefaultFlags, ShaderStage.Fragment, addresses.Fragment);
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bool isShaderCacheEnabled = _cacheManager != null;
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bool isShaderCacheReadOnly = false;
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@ -765,7 +755,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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hostShaders.Add(hostShader);
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}
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray(), tfd);
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IProgram hostProgram = _context.Renderer.CreateProgram(hostShaders.ToArray());
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gpShaders = new ShaderBundle(hostProgram, shaders);
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@ -1,8 +1,8 @@
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using System;
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namespace Ryujinx.Graphics.GAL
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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public struct TransformFeedbackDescriptor
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struct TransformFeedbackDescriptor
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{
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public int BufferIndex { get; }
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public int Stride { get; }
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@ -29,7 +29,7 @@ namespace Ryujinx.Graphics.OpenGL
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private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
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private IShader[] _shaders;
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public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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public Program(IShader[] shaders)
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{
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Handle = GL.CreateProgram();
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@ -42,54 +42,6 @@ namespace Ryujinx.Graphics.OpenGL
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GL.AttachShader(Handle, shaderHandle);
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}
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if (transformFeedbackDescriptors != null)
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{
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List<string> varyings = new List<string>();
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int cbi = 0;
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foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
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{
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if (tfd.VaryingLocations.Length == 0)
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{
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continue;
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}
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while (cbi < tfd.BufferIndex)
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{
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varyings.Add("gl_NextBuffer");
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cbi++;
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}
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int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
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int j = 0;
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for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
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{
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byte location = tfd.VaryingLocations[j];
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varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
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j += Varying.GetSize(location) - 1;
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}
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int feedbackBytes = j * 4;
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while (feedbackBytes < stride)
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{
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int bytes = Math.Min(16, stride - feedbackBytes);
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varyings.Add($"gl_SkipComponents{(bytes / 4)}");
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feedbackBytes += bytes;
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}
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}
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GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
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}
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GL.LinkProgram(Handle);
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_shaders = shaders;
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@ -66,9 +66,9 @@ namespace Ryujinx.Graphics.OpenGL
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return Buffer.Create(size);
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}
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public IProgram CreateProgram(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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public IProgram CreateProgram(IShader[] shaders)
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{
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return new Program(shaders, transformFeedbackDescriptors);
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return new Program(shaders);
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}
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public ISampler CreateSampler(SamplerCreateInfo info)
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@ -103,6 +103,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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return _info.Functions[id];
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}
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public TransformFeedbackOutput GetTransformFeedbackOutput(int location, int component)
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{
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int index = (AttributeConsts.UserAttributeBase / 4) + location * 4 + component;
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return _info.TransformFeedbackOutputs[index];
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}
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public TransformFeedbackOutput GetTransformFeedbackOutput(int location)
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{
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int index = location / 4;
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return _info.TransformFeedbackOutputs[index];
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}
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private void UpdateIndentation()
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{
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_indentation = GetIndentation(_level);
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@ -191,6 +191,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.AppendLine();
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}
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if (context.Config.Stage != ShaderStage.Compute &&
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context.Config.Stage != ShaderStage.Fragment &&
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context.Config.TransformFeedbackEnabled)
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{
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var tfOutput = context.GetTransformFeedbackOutput(AttributeConsts.PositionX);
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if (tfOutput.Valid)
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{
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context.AppendLine($"layout (xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}) out gl_PerVertex");
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context.EnterScope();
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context.AppendLine("vec4 gl_Position;");
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context.LeaveScope(context.Config.Stage == ShaderStage.TessellationControl ? " gl_out[];" : ";");
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}
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}
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}
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else
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{
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@ -514,7 +528,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string pass = (context.Config.PassthroughAttributes & (1 << attr)) != 0 ? "passthrough, " : string.Empty;
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string name = $"{DefaultNames.IAttributePrefix}{attr}";
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if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0)
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if (context.Config.TransformFeedbackEnabled && context.Config.Stage != ShaderStage.Vertex)
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{
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for (int c = 0; c < 4; c++)
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{
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@ -559,13 +573,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string suffix = OperandManager.IsArrayAttribute(context.Config.Stage, isOutAttr: true) ? "[]" : string.Empty;
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string name = $"{DefaultNames.OAttributePrefix}{attr}{suffix}";
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if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0)
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if (context.Config.TransformFeedbackEnabled && context.Config.Stage != ShaderStage.Fragment)
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{
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for (int c = 0; c < 4; c++)
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{
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char swzMask = "xyzw"[c];
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context.AppendLine($"layout (location = {attr}, component = {c}) out float {name}_{swzMask};");
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string xfb = string.Empty;
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|
||||
var tfOutput = context.GetTransformFeedbackOutput(attr, c);
|
||||
if (tfOutput.Valid)
|
||||
{
|
||||
xfb = $", xfb_buffer = {tfOutput.Buffer}, xfb_offset = {tfOutput.Offset}, xfb_stride = {tfOutput.Stride}";
|
||||
}
|
||||
|
||||
context.AppendLine($"layout (location = {attr}, component = {c}{xfb}) out float {name}_{swzMask};");
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -194,7 +194,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
|
||||
return name + $"[{(value >> 4)}]." + swzMask;
|
||||
}
|
||||
else if (config.Options.Flags.HasFlag(TranslationFlags.Feedback))
|
||||
else if (config.TransformFeedbackEnabled && (config.Stage != ShaderStage.Vertex || isOutAttr))
|
||||
{
|
||||
string name = $"{prefix}{(value >> 4)}_{swzMask}";
|
||||
|
||||
|
|
|
@ -1,69 +0,0 @@
|
|||
using Ryujinx.Graphics.Shader.Translation;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
{
|
||||
public static class Varying
|
||||
{
|
||||
public static string GetName(int offset)
|
||||
{
|
||||
offset <<= 2;
|
||||
|
||||
if (offset >= AttributeConsts.UserAttributeBase &&
|
||||
offset < AttributeConsts.UserAttributeEnd)
|
||||
{
|
||||
offset -= AttributeConsts.UserAttributeBase;
|
||||
|
||||
string name = $"{ DefaultNames.OAttributePrefix}{(offset >> 4)}";
|
||||
|
||||
name += "_" + "xyzw"[(offset >> 2) & 3];
|
||||
|
||||
return name;
|
||||
}
|
||||
|
||||
switch (offset)
|
||||
{
|
||||
case AttributeConsts.PositionX:
|
||||
case AttributeConsts.PositionY:
|
||||
case AttributeConsts.PositionZ:
|
||||
case AttributeConsts.PositionW:
|
||||
return "gl_Position";
|
||||
case AttributeConsts.PointSize:
|
||||
return "gl_PointSize";
|
||||
case AttributeConsts.ClipDistance0:
|
||||
return "gl_ClipDistance[0]";
|
||||
case AttributeConsts.ClipDistance1:
|
||||
return "gl_ClipDistance[1]";
|
||||
case AttributeConsts.ClipDistance2:
|
||||
return "gl_ClipDistance[2]";
|
||||
case AttributeConsts.ClipDistance3:
|
||||
return "gl_ClipDistance[3]";
|
||||
case AttributeConsts.ClipDistance4:
|
||||
return "gl_ClipDistance[4]";
|
||||
case AttributeConsts.ClipDistance5:
|
||||
return "gl_ClipDistance[5]";
|
||||
case AttributeConsts.ClipDistance6:
|
||||
return "gl_ClipDistance[6]";
|
||||
case AttributeConsts.ClipDistance7:
|
||||
return "gl_ClipDistance[7]";
|
||||
case AttributeConsts.VertexId:
|
||||
return "gl_VertexID";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static int GetSize(int offset)
|
||||
{
|
||||
switch (offset << 2)
|
||||
{
|
||||
case AttributeConsts.PositionX:
|
||||
case AttributeConsts.PositionY:
|
||||
case AttributeConsts.PositionZ:
|
||||
case AttributeConsts.PositionW:
|
||||
return 4;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -131,6 +131,21 @@ namespace Ryujinx.Graphics.Shader
|
|||
return TextureFormat.R8G8B8A8Unorm;
|
||||
}
|
||||
|
||||
bool QueryTransformFeedbackEnabled()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ReadOnlySpan<byte> QueryTransformFeedbackVaryingLocations(int bufferIndex)
|
||||
{
|
||||
return ReadOnlySpan<byte>.Empty;
|
||||
}
|
||||
|
||||
int QueryTransformFeedbackStride(int bufferIndex)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool QueryEarlyZForce()
|
||||
{
|
||||
return false;
|
||||
|
|
|
@ -64,6 +64,24 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
context.LeaveFunction();
|
||||
}
|
||||
|
||||
if (config.TransformFeedbackEnabled)
|
||||
{
|
||||
for (int tfbIndex = 0; tfbIndex < 4; tfbIndex++)
|
||||
{
|
||||
var locations = config.GpuAccessor.QueryTransformFeedbackVaryingLocations(tfbIndex);
|
||||
var stride = config.GpuAccessor.QueryTransformFeedbackStride(tfbIndex);
|
||||
|
||||
for (int j = 0; j < locations.Length; j++)
|
||||
{
|
||||
byte location = locations[j];
|
||||
if (location < 0x80)
|
||||
{
|
||||
context.Info.TransformFeedbackOutputs[location] = new TransformFeedbackOutput(tfbIndex, j * 4, stride);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return context.Info;
|
||||
}
|
||||
|
||||
|
|
|
@ -2,15 +2,35 @@ using System.Collections.Generic;
|
|||
|
||||
namespace Ryujinx.Graphics.Shader.StructuredIr
|
||||
{
|
||||
struct TransformFeedbackOutput
|
||||
{
|
||||
public readonly bool Valid;
|
||||
public readonly int Buffer;
|
||||
public readonly int Offset;
|
||||
public readonly int Stride;
|
||||
|
||||
public TransformFeedbackOutput(int buffer, int offset, int stride)
|
||||
{
|
||||
Valid = true;
|
||||
Buffer = buffer;
|
||||
Offset = offset;
|
||||
Stride = stride;
|
||||
}
|
||||
}
|
||||
|
||||
class StructuredProgramInfo
|
||||
{
|
||||
public List<StructuredFunction> Functions { get; }
|
||||
|
||||
public HelperFunctionsMask HelperFunctionsMask { get; set; }
|
||||
|
||||
public TransformFeedbackOutput[] TransformFeedbackOutputs { get; }
|
||||
|
||||
public StructuredProgramInfo()
|
||||
{
|
||||
Functions = new List<StructuredFunction>();
|
||||
|
||||
TransformFeedbackOutputs = new TransformFeedbackOutput[0x80];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -33,6 +33,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
public TranslationOptions Options { get; }
|
||||
|
||||
public bool TransformFeedbackEnabled { get; }
|
||||
|
||||
public int Size { get; private set; }
|
||||
|
||||
public byte ClipDistancesWritten { get; private set; }
|
||||
|
@ -128,6 +130,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
OmapTargets = header.OmapTargets;
|
||||
OmapSampleMask = header.OmapSampleMask;
|
||||
OmapDepth = header.OmapDepth;
|
||||
TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
|
||||
}
|
||||
|
||||
public int GetDepthRegister()
|
||||
|
|
|
@ -9,7 +9,6 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
VertexA = 1 << 0,
|
||||
Compute = 1 << 1,
|
||||
Feedback = 1 << 2,
|
||||
DebugMode = 1 << 3
|
||||
DebugMode = 1 << 2
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue