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

@@ -4,11 +4,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
{
public static string FSIBegin(CodeGenContext context)
{
if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
if (context.HostCapabilities.SupportsFragmentShaderInterlock)
{
return "beginInvocationInterlockARB()";
}
else if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel())
else if (context.HostCapabilities.SupportsFragmentShaderOrderingIntel)
{
return "beginFragmentShaderOrderingINTEL()";
}
@@ -18,7 +18,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
public static string FSIEnd(CodeGenContext context)
{
if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
if (context.HostCapabilities.SupportsFragmentShaderInterlock)
{
return "endInvocationInterlockARB()";
}