Simplify handling of shader vertex A (#1999)
* Simplify handling of shader vertex A * Theres no transformation feedback, its transform * Merge TextureHandlesForCache
This commit is contained in:
parent
1319eda8b7
commit
4047477866
6 changed files with 52 additions and 94 deletions
|
@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
// Reconstruct code holder.
|
||||
if (isHostProgramValid)
|
||||
{
|
||||
program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
|
||||
program = new ShaderProgram(entry.Header.Stage, "");
|
||||
shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
|
||||
}
|
||||
else
|
||||
|
@ -176,7 +176,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
ShaderCodeHolder[] shaders = new ShaderCodeHolder[cachedShaderEntries.Length];
|
||||
List<ShaderProgram> shaderPrograms = new List<ShaderProgram>();
|
||||
|
||||
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformationFeedbackInformations(ref guestProgramReadOnlySpan, fileHeader);
|
||||
TransformFeedbackDescriptor[] tfd = CacheHelper.ReadTransformFeedbackInformation(ref guestProgramReadOnlySpan, fileHeader);
|
||||
|
||||
TranslationFlags flags = DefaultFlags;
|
||||
|
||||
|
@ -217,14 +217,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
if (isHostProgramValid)
|
||||
{
|
||||
program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
|
||||
program = new ShaderProgram(entry.Header.Stage, "");
|
||||
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
|
||||
}
|
||||
else
|
||||
{
|
||||
IGpuAccessor gpuAccessor = new CachedGpuAccessor(_context, entry.Code, entry.Header.GpuAccessorHeader, entry.TextureDescriptors);
|
||||
|
||||
program = Translator.CreateContext((ulong)entry.Header.Size, 0, gpuAccessor, flags, counts).Translate(out shaderProgramInfo);
|
||||
TranslatorContext translatorContext = Translator.CreateContext(0, gpuAccessor, flags, counts);
|
||||
TranslatorContext translatorContext2 = Translator.CreateContext((ulong)entry.Header.Size, gpuAccessor, flags | TranslationFlags.VertexA, counts);
|
||||
|
||||
program = translatorContext.Translate(out shaderProgramInfo, translatorContext2);
|
||||
}
|
||||
|
||||
// NOTE: Vertex B comes first in the shader cache.
|
||||
|
@ -239,7 +242,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
if (isHostProgramValid)
|
||||
{
|
||||
program = new ShaderProgram(entry.Header.Stage, "", entry.Header.Size, entry.Header.SizeA);
|
||||
program = new ShaderProgram(entry.Header.Stage, "");
|
||||
shaderProgramInfo = hostShaderEntries[i].ToShaderProgramInfo();
|
||||
}
|
||||
else
|
||||
|
@ -446,7 +449,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
}
|
||||
}
|
||||
|
||||
TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages];
|
||||
TranslatorContext[] shaderContexts = new TranslatorContext[Constants.ShaderStages + 1];
|
||||
|
||||
TransformFeedbackDescriptor[] tfd = GetTransformFeedbackDescriptors(state);
|
||||
|
||||
|
@ -461,17 +464,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
if (addresses.VertexA != 0)
|
||||
{
|
||||
shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
|
||||
}
|
||||
else
|
||||
{
|
||||
shaderContexts[0] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
|
||||
shaderContexts[0] = DecodeGraphicsShader(state, counts, flags | TranslationFlags.VertexA, ShaderStage.Vertex, addresses.VertexA);
|
||||
}
|
||||
|
||||
shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
|
||||
shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
|
||||
shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
|
||||
shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
|
||||
shaderContexts[1] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Vertex, addresses.Vertex);
|
||||
shaderContexts[2] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationControl, addresses.TessControl);
|
||||
shaderContexts[3] = DecodeGraphicsShader(state, counts, flags, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
|
||||
shaderContexts[4] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Geometry, addresses.Geometry);
|
||||
shaderContexts[5] = DecodeGraphicsShader(state, counts, flags, ShaderStage.Fragment, addresses.Fragment);
|
||||
|
||||
bool isShaderCacheEnabled = _cacheManager != null;
|
||||
bool isShaderCacheReadOnly = false;
|
||||
|
@ -501,11 +501,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
// The shader isn't currently cached, translate it and compile it.
|
||||
ShaderCodeHolder[] shaders = new ShaderCodeHolder[Constants.ShaderStages];
|
||||
|
||||
shaders[0] = TranslateShader(shaderContexts[0]);
|
||||
shaders[1] = TranslateShader(shaderContexts[1]);
|
||||
shaders[2] = TranslateShader(shaderContexts[2]);
|
||||
shaders[3] = TranslateShader(shaderContexts[3]);
|
||||
shaders[4] = TranslateShader(shaderContexts[4]);
|
||||
shaders[0] = TranslateShader(shaderContexts[1], shaderContexts[0]);
|
||||
shaders[1] = TranslateShader(shaderContexts[2]);
|
||||
shaders[2] = TranslateShader(shaderContexts[3]);
|
||||
shaders[3] = TranslateShader(shaderContexts[4]);
|
||||
shaders[4] = TranslateShader(shaderContexts[5]);
|
||||
|
||||
List<IShader> hostShaders = new List<IShader>();
|
||||
|
||||
|
@ -696,15 +696,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <param name="flags">Flags that controls shader translation</param>
|
||||
/// <param name="stage">Shader stage</param>
|
||||
/// <param name="gpuVa">GPU virtual address of the shader code</param>
|
||||
/// <param name="gpuVaA">Optional GPU virtual address of the "Vertex A" shader code</param>
|
||||
/// <returns>The generated translator context</returns>
|
||||
private TranslatorContext DecodeGraphicsShader(
|
||||
GpuState state,
|
||||
TranslationCounts counts,
|
||||
TranslationFlags flags,
|
||||
ShaderStage stage,
|
||||
ulong gpuVa,
|
||||
ulong gpuVaA = 0)
|
||||
ulong gpuVa)
|
||||
{
|
||||
if (gpuVa == 0)
|
||||
{
|
||||
|
@ -713,37 +711,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
|
||||
GpuAccessor gpuAccessor = new GpuAccessor(_context, state, (int)stage - 1);
|
||||
|
||||
if (gpuVaA != 0)
|
||||
{
|
||||
return Translator.CreateContext(gpuVaA, gpuVa, gpuAccessor, flags, counts);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
|
||||
}
|
||||
return Translator.CreateContext(gpuVa, gpuAccessor, flags, counts);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Translates a previously generated translator context to something that the host API accepts.
|
||||
/// </summary>
|
||||
/// <param name="translatorContext">Current translator context to translate</param>
|
||||
/// <param name="translatorContext2">Optional translator context of the shader that should be combined</param>
|
||||
/// <returns>Compiled graphics shader code</returns>
|
||||
private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext)
|
||||
private ShaderCodeHolder TranslateShader(TranslatorContext translatorContext, TranslatorContext translatorContext2 = null)
|
||||
{
|
||||
if (translatorContext == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (translatorContext.AddressA != 0)
|
||||
if (translatorContext2 != null)
|
||||
{
|
||||
byte[] codeA = _context.MemoryManager.GetSpan(translatorContext.AddressA, translatorContext.SizeA).ToArray();
|
||||
byte[] codeA = _context.MemoryManager.GetSpan(translatorContext2.Address, translatorContext2.Size).ToArray();
|
||||
byte[] codeB = _context.MemoryManager.GetSpan(translatorContext.Address, translatorContext.Size).ToArray();
|
||||
|
||||
_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
|
||||
_dumper.Dump(codeB, compute: false, out string fullPathB, out string codePathB);
|
||||
|
||||
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo);
|
||||
ShaderProgram program = translatorContext.Translate(out ShaderProgramInfo shaderProgramInfo, translatorContext2);
|
||||
|
||||
if (fullPathA != null && fullPathB != null && codePathA != null && codePathB != null)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue