Add support for fragment shader interlock (#2768)
* Support coherent images * Add support for fragment shader interlock * Change to tree based match approach * Refactor + check for branch targets and external registers * Make detection more robust * Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available * Remove unused field
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a7a40a77f2
commit
99445dd0a6
31 changed files with 1309 additions and 179 deletions
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@ -32,6 +32,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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context.AppendLine("#extension GL_ARB_compute_shader : enable");
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}
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else if (context.Config.Stage == ShaderStage.Fragment)
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{
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if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
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{
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context.AppendLine("#extension GL_ARB_fragment_shader_interlock : enable");
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}
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else if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel())
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{
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context.AppendLine("#extension GL_INTEL_fragment_shader_ordering : enable");
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}
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}
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if (context.Config.GpPassthrough)
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{
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@ -431,6 +442,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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string imageTypeName = descriptor.Type.ToGlslImageType(descriptor.Format.GetComponentType());
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if (descriptor.Flags.HasFlag(TextureUsageFlags.ImageCoherent))
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{
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imageTypeName = "coherent " + imageTypeName;
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}
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string layout = descriptor.Format.ToGlslFormat();
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if (!string.IsNullOrEmpty(layout))
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@ -117,7 +117,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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if (node is AstOperation operation)
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{
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context.AppendLine(InstGen.GetExpression(context, operation) + ";");
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string expr = InstGen.GetExpression(context, operation);
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if (expr != null)
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{
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context.AppendLine(expr + ";");
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}
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}
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else if (node is AstAssignment assignment)
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{
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@ -4,6 +4,7 @@ using System;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenBallot;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenCall;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenFSI;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenMemory;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenPacking;
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@ -144,6 +145,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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case Instruction.Call:
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return Call(context, operation);
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case Instruction.FSIBegin:
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return FSIBegin(context);
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case Instruction.FSIEnd:
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return FSIEnd(context);
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case Instruction.ImageLoad:
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case Instruction.ImageStore:
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case Instruction.ImageAtomic:
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@ -0,0 +1,29 @@
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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static class InstGenFSI
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{
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public static string FSIBegin(CodeGenContext context)
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{
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if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
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{
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return "beginInvocationInterlockARB()";
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}
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else if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel())
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{
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return "beginFragmentShaderOrderingINTEL()";
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}
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return null;
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}
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public static string FSIEnd(CodeGenContext context)
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{
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if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
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{
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return "endInvocationInterlockARB()";
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}
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return null;
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}
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}
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}
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@ -65,6 +65,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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Add(Instruction.EmitVertex, InstType.CallNullary, "EmitVertex");
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Add(Instruction.EndPrimitive, InstType.CallNullary, "EndPrimitive");
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Add(Instruction.ExponentB2, InstType.CallUnary, "exp2");
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Add(Instruction.FSIBegin, InstType.Special);
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Add(Instruction.FSIEnd, InstType.Special);
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Add(Instruction.FindFirstSetS32, InstType.CallUnary, "findMSB");
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Add(Instruction.FindFirstSetU32, InstType.CallUnary, "findMSB");
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Add(Instruction.Floor, InstType.CallUnary, "floor");
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