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https://git.zaroz.cloud/nintendo-back-up/Ryujinx.git
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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
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@@ -9,7 +9,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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private const int NvnTextureBufferIndex = 2;
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public static void RunPass(BasicBlock block, ShaderConfig config)
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public static void RunPass(BasicBlock block, ResourceManager resourceManager)
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{
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// We can turn a bindless texture access into a indexed access,
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// as long the following conditions are true:
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@@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand ldcSrc0 = handleAsgOp.GetSource(0);
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if (ldcSrc0.Type != OperandType.Constant ||
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!config.ResourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) ||
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!resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) ||
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src0CbufSlot != NvnTextureBufferIndex)
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{
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continue;
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@@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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TurnIntoIndexed(config, texOp, addSrc1.Value / 4);
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TurnIntoIndexed(resourceManager, texOp, addSrc1.Value / 4);
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Operand index = Local();
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@@ -102,9 +102,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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}
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}
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private static void TurnIntoIndexed(ShaderConfig config, TextureOperation texOp, int handle)
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private static void TurnIntoIndexed(ResourceManager resourceManager, TextureOperation texOp, int handle)
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{
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int binding = config.ResourceManager.GetTextureOrImageBinding(
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int binding = resourceManager.GetTextureOrImageBinding(
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texOp.Inst,
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texOp.Type | SamplerType.Indexed,
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texOp.Format,
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