Make sure attributes used on subsequent shader stages are initialized (#2538)
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10d649e6d3
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15 changed files with 347 additions and 262 deletions
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@ -5,6 +5,7 @@ using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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@ -120,24 +121,17 @@ namespace Ryujinx.Graphics.Shader.Translation
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Block[][] cfg;
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ulong maxEndAddress = 0;
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bool hasBindless;
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if ((options.Flags & TranslationFlags.Compute) != 0)
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{
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config = new ShaderConfig(gpuAccessor, options, counts);
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cfg = Decoder.Decode(gpuAccessor, address, out hasBindless);
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cfg = Decoder.Decode(config, address);
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}
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else
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{
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config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options, counts);
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cfg = Decoder.Decode(gpuAccessor, address + HeaderSize, out hasBindless);
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}
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if (hasBindless)
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{
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config.SetUsedFeature(FeatureFlags.Bindless);
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cfg = Decoder.Decode(config, address + HeaderSize);
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}
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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@ -151,7 +145,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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maxEndAddress = block.EndAddress;
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}
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if (!hasBindless)
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if (!config.UsedFeatures.HasFlag(FeatureFlags.Bindless))
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{
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for (int index = 0; index < block.OpCodes.Count; index++)
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{
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@ -169,8 +163,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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return cfg;
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}
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internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config)
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internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
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{
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initializationOperations = 0;
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Dictionary<ulong, int> funcIds = new Dictionary<ulong, int>();
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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@ -184,6 +180,12 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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EmitterContext context = new EmitterContext(config, funcIndex != 0, funcIds);
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if (initializeOutputs && funcIndex == 0)
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{
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EmitOutputsInitialization(context, config);
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initializationOperations = context.OperationsCount;
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}
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for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
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{
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Block block = cfg[funcIndex][blkIndex];
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@ -201,6 +203,39 @@ namespace Ryujinx.Graphics.Shader.Translation
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return funcs.ToArray();
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}
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private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config)
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{
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// Compute has no output attributes, and fragment is the last stage, so we
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// don't need to initialize outputs on those stages.
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if (config.Stage == ShaderStage.Compute || config.Stage == ShaderStage.Fragment)
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{
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return;
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}
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void InitializeOutput(int baseAttr)
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{
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for (int c = 0; c < 4; c++)
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{
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context.Copy(Attribute(baseAttr + c * 4), ConstF(c == 3 ? 1f : 0f));
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}
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}
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if (config.Stage == ShaderStage.Vertex)
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{
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InitializeOutput(AttributeConsts.PositionX);
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}
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int usedAttribtes = context.Config.UsedOutputAttributes;
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while (usedAttribtes != 0)
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{
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int index = BitOperations.TrailingZeroCount(usedAttribtes);
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InitializeOutput(AttributeConsts.UserAttributeBase + index * 16);
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usedAttribtes &= ~(1 << index);
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}
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}
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private static void EmitOps(EmitterContext context, Block block)
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{
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for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
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