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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gdkchan 2021-10-28 19:53:12 -03:00 committed by GitHub
parent a7a40a77f2
commit 99445dd0a6
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31 changed files with 1309 additions and 179 deletions

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using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Decoders
{
class DecodedFunction
{
private readonly HashSet<DecodedFunction> _callers;
public bool IsCompilerGenerated => Type != FunctionType.User;
public FunctionType Type { get; set; }
public int Id { get; set; }
public ulong Address { get; }
public Block[] Blocks { get; private set; }
public DecodedFunction(ulong address)
{
Address = address;
_callers = new HashSet<DecodedFunction>();
Type = FunctionType.User;
Id = -1;
}
public void SetBlocks(Block[] blocks)
{
if (Blocks != null)
{
throw new InvalidOperationException("Blocks have already been set.");
}
Blocks = blocks;
}
public void AddCaller(DecodedFunction caller)
{
_callers.Add(caller);
}
public void RemoveCaller(DecodedFunction caller)
{
if (_callers.Remove(caller) && _callers.Count == 0)
{
Type = FunctionType.Unused;
}
}
}
}