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

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