mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-23 08:45:27 +00:00
shader_recompiler: Add support for lowering geometry passthrough
Reuses most of the existing code for generating the gl_Layer passthrough. Fixes geometry in Nier: Automata on GPUs without HW passthrough support.
This commit is contained in:
parent
9e2997c4b6
commit
625a4af73a
|
@ -171,6 +171,64 @@ std::map<IR::Attribute, IR::Attribute> GenerateLegacyToGenericMappings(
|
|||
}
|
||||
return mapping;
|
||||
}
|
||||
|
||||
void EmitGeometryPassthrough(IR::IREmitter& ir, const IR::Program& program, const Shader::VaryingState &passthrough_mask, bool passthrough_position, std::optional<IR::Attribute> passthrough_layer_attr) {
|
||||
for (u32 i = 0; i < program.output_vertices; i++) {
|
||||
// Assign generics from input
|
||||
for (u32 j = 0; j < 32; j++) {
|
||||
if (!passthrough_mask.Generic(j)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const IR::Attribute attr = IR::Attribute::Generic0X + (j * 4);
|
||||
ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
|
||||
}
|
||||
|
||||
if (passthrough_position) {
|
||||
// Assign position from input
|
||||
const IR::Attribute attr = IR::Attribute::PositionX;
|
||||
ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
|
||||
}
|
||||
|
||||
if (passthrough_layer_attr) {
|
||||
// Assign layer
|
||||
ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(*passthrough_layer_attr), ir.Imm32(0));
|
||||
}
|
||||
|
||||
// Emit vertex
|
||||
ir.EmitVertex(ir.Imm32(0));
|
||||
}
|
||||
ir.EndPrimitive(ir.Imm32(0));
|
||||
}
|
||||
|
||||
u32 GetOutputTopologyVertices(OutputTopology output_topology) {
|
||||
switch (output_topology) {
|
||||
case OutputTopology::PointList:
|
||||
return 1;
|
||||
case OutputTopology::LineStrip:
|
||||
return 2;
|
||||
default:
|
||||
return 3;
|
||||
}
|
||||
}
|
||||
|
||||
void LowerGeometryPassthrough(const IR::Program& program, const HostTranslateInfo& host_info) {
|
||||
for (IR::Block *const block : program.blocks) {
|
||||
for (IR::Inst &inst : block->Instructions()) {
|
||||
if (inst.GetOpcode() == IR::Opcode::Epilogue) {
|
||||
IR::IREmitter ir{*block, IR::Block::InstructionList::s_iterator_to(inst)};
|
||||
EmitGeometryPassthrough(ir, program, program.info.passthrough, program.info.passthrough.AnyComponent(IR::Attribute::PositionX), {});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // Anonymous namespace
|
||||
|
||||
IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
|
||||
|
@ -198,6 +256,11 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
|
|||
for (size_t i = 0; i < program.info.passthrough.mask.size(); ++i) {
|
||||
program.info.passthrough.mask[i] = ((mask[i / 32] >> (i % 32)) & 1) == 0;
|
||||
}
|
||||
|
||||
if (!host_info.support_geometry_shader_passthrough) {
|
||||
program.output_vertices = GetOutputTopologyVertices(program.output_topology);
|
||||
LowerGeometryPassthrough(program, host_info);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -342,17 +405,8 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
|
|||
IR::Program program;
|
||||
program.stage = Stage::Geometry;
|
||||
program.output_topology = output_topology;
|
||||
switch (output_topology) {
|
||||
case OutputTopology::PointList:
|
||||
program.output_vertices = 1;
|
||||
break;
|
||||
case OutputTopology::LineStrip:
|
||||
program.output_vertices = 2;
|
||||
break;
|
||||
default:
|
||||
program.output_vertices = 3;
|
||||
break;
|
||||
}
|
||||
program.output_vertices = GetOutputTopologyVertices(output_topology);
|
||||
|
||||
|
||||
program.is_geometry_passthrough = false;
|
||||
program.info.loads.mask = source_program.info.stores.mask;
|
||||
|
@ -366,35 +420,7 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
|
|||
node.data.block = current_block;
|
||||
|
||||
IR::IREmitter ir{*current_block};
|
||||
for (u32 i = 0; i < program.output_vertices; i++) {
|
||||
// Assign generics from input
|
||||
for (u32 j = 0; j < 32; j++) {
|
||||
if (!program.info.stores.Generic(j)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const IR::Attribute attr = IR::Attribute::Generic0X + (j * 4);
|
||||
ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
|
||||
}
|
||||
|
||||
// Assign position from input
|
||||
const IR::Attribute attr = IR::Attribute::PositionX;
|
||||
ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
|
||||
ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
|
||||
|
||||
// Assign layer
|
||||
ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(source_program.info.emulated_layer),
|
||||
ir.Imm32(0));
|
||||
|
||||
// Emit vertex
|
||||
ir.EmitVertex(ir.Imm32(0));
|
||||
}
|
||||
ir.EndPrimitive(ir.Imm32(0));
|
||||
EmitGeometryPassthrough(ir, program, program.info.stores, true, source_program.info.emulated_layer);
|
||||
|
||||
IR::Block* return_block{block_pool.Create(inst_pool)};
|
||||
IR::IREmitter{*return_block}.Epilogue();
|
||||
|
|
|
@ -16,6 +16,7 @@ struct HostTranslateInfo {
|
|||
bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
|
||||
bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
|
||||
u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
|
||||
bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry passthrough shaders
|
||||
};
|
||||
|
||||
} // namespace Shader
|
||||
|
|
Loading…
Reference in a new issue