Delete ShaderConfig and organize shader resources/definitions better (#5509)

* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
This commit is contained in:
gdkchan
2023-08-13 22:26:42 -03:00
committed by GitHub
parent 8edfb2bc7b
commit b423197619
68 changed files with 2653 additions and 2407 deletions

View File

@@ -5,18 +5,22 @@ namespace Ryujinx.Graphics.Shader.Translation
{
static class ShaderIdentifier
{
public static ShaderIdentification Identify(IReadOnlyList<Function> functions, ShaderConfig config)
public static ShaderIdentification Identify(
IReadOnlyList<Function> functions,
IGpuAccessor gpuAccessor,
ShaderStage stage,
InputTopology inputTopology,
out int layerInputAttr)
{
if (config.Stage == ShaderStage.Geometry &&
config.GpuAccessor.QueryPrimitiveTopology() == InputTopology.Triangles &&
!config.GpuAccessor.QueryHostSupportsGeometryShader() &&
IsLayerPassthroughGeometryShader(functions, out int layerInputAttr))
if (stage == ShaderStage.Geometry &&
inputTopology == InputTopology.Triangles &&
!gpuAccessor.QueryHostSupportsGeometryShader() &&
IsLayerPassthroughGeometryShader(functions, out layerInputAttr))
{
config.SetGeometryShaderLayerInputAttribute(layerInputAttr);
return ShaderIdentification.GeometryLayerPassthrough;
}
layerInputAttr = 0;
return ShaderIdentification.None;
}