Remove output interpolation qualifier (#1070)
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45c7424f7c
commit
5b5239ab5b
6 changed files with 14 additions and 71 deletions
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@ -145,8 +145,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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BackpropQualifiers(gpShaders);
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List<IShader> hostShaders = new List<IShader>();
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List<IShader> hostShaders = new List<IShader>();
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
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@ -375,45 +373,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return new CachedShader(program, codeCached);
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return new CachedShader(program, codeCached);
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}
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}
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/// <summary>
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/// Performs backwards propagation of interpolation qualifiers or later shader stages input,
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/// to ealier shader stages output.
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/// This is required by older versions of OpenGL (pre-4.3).
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/// </summary>
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/// <param name="program">Graphics shader cached code</param>
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private void BackpropQualifiers(GraphicsShader program)
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{
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ShaderProgram fragmentShader = program.Shaders[4]?.Program;
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bool isFirst = true;
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for (int stage = 3; stage >= 0; stage--)
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{
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if (program.Shaders[stage] == null)
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{
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continue;
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}
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// We need to iterate backwards, since we do name replacement,
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// and it would otherwise replace a subset of the longer names.
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for (int attr = 31; attr >= 0; attr--)
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{
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string iq = fragmentShader?.Info.InterpolationQualifiers[attr].ToGlslQualifier() ?? string.Empty;
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if (isFirst && !string.IsNullOrEmpty(iq))
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{
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program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
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}
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else
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{
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program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
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}
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}
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isFirst = false;
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}
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}
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/// <summary>
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/// <summary>
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/// Gets the primitive topology for the current draw.
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/// Gets the primitive topology for the current draw.
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/// This is required by geometry shaders.
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/// This is required by geometry shaders.
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@ -400,9 +400,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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{
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for (int attr = 0; attr < MaxAttributes; attr++)
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for (int attr = 0; attr < MaxAttributes; attr++)
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{
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{
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string iq = $"{DefineNames.OutQualifierPrefixName}{attr} ";
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context.AppendLine($"layout (location = {attr}) out vec4 {DefaultNames.OAttributePrefix}{attr};");
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context.AppendLine($"layout (location = {attr}) {iq}out vec4 {DefaultNames.OAttributePrefix}{attr};");
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}
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}
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foreach (int attr in info.OAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
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foreach (int attr in info.OAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes))
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@ -1,7 +0,0 @@
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namespace Ryujinx.Graphics.Shader
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{
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public static class DefineNames
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{
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public const string OutQualifierPrefixName = "S_OUT_QUALIFIER";
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}
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}
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@ -3,7 +3,7 @@ using System;
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namespace Ryujinx.Graphics.Shader
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namespace Ryujinx.Graphics.Shader
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{
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{
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[Flags]
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[Flags]
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public enum InterpolationQualifier
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enum InterpolationQualifier
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{
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{
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None = 0,
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None = 0,
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@ -17,18 +17,17 @@ namespace Ryujinx.Graphics.Shader
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FlagsMask = Centroid | Sample
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FlagsMask = Centroid | Sample
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}
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}
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public static class InterpolationQualifierExtensions
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static class InterpolationQualifierExtensions
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{
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{
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public static string ToGlslQualifier(this InterpolationQualifier iq)
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public static string ToGlslQualifier(this InterpolationQualifier iq)
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{
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{
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string output = string.Empty;
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string output = (iq & ~InterpolationQualifier.FlagsMask) switch
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switch (iq & ~InterpolationQualifier.FlagsMask)
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{
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{
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case InterpolationQualifier.Flat: output = "flat"; break;
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InterpolationQualifier.Flat => "flat",
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case InterpolationQualifier.NoPerspective: output = "noperspective"; break;
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InterpolationQualifier.NoPerspective => "noperspective",
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case InterpolationQualifier.Smooth: output = "smooth"; break;
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InterpolationQualifier.Smooth => "smooth",
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}
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_ => string.Empty
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};
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if ((iq & InterpolationQualifier.Centroid) != 0)
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if ((iq & InterpolationQualifier.Centroid) != 0)
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{
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{
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@ -10,25 +10,20 @@ namespace Ryujinx.Graphics.Shader
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public ReadOnlyCollection<TextureDescriptor> Textures { get; }
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public ReadOnlyCollection<TextureDescriptor> Textures { get; }
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public ReadOnlyCollection<TextureDescriptor> Images { get; }
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public ReadOnlyCollection<TextureDescriptor> Images { get; }
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public ReadOnlyCollection<InterpolationQualifier> InterpolationQualifiers { get; }
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public bool UsesInstanceId { get; }
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public bool UsesInstanceId { get; }
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internal ShaderProgramInfo(
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internal ShaderProgramInfo(
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BufferDescriptor[] cBuffers,
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BufferDescriptor[] cBuffers,
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BufferDescriptor[] sBuffers,
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BufferDescriptor[] sBuffers,
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TextureDescriptor[] textures,
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TextureDescriptor[] textures,
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TextureDescriptor[] images,
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TextureDescriptor[] images,
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InterpolationQualifier[] interpolationQualifiers,
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bool usesInstanceId)
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bool usesInstanceId)
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{
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{
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CBuffers = Array.AsReadOnly(cBuffers);
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CBuffers = Array.AsReadOnly(cBuffers);
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SBuffers = Array.AsReadOnly(sBuffers);
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SBuffers = Array.AsReadOnly(sBuffers);
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Textures = Array.AsReadOnly(textures);
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Textures = Array.AsReadOnly(textures);
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Images = Array.AsReadOnly(images);
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Images = Array.AsReadOnly(images);
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InterpolationQualifiers = Array.AsReadOnly(interpolationQualifiers);
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UsesInstanceId = usesInstanceId;
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UsesInstanceId = usesInstanceId;
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}
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}
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}
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}
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@ -79,7 +79,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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program.SBufferDescriptors,
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program.SBufferDescriptors,
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program.TextureDescriptors,
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program.TextureDescriptors,
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program.ImageDescriptors,
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program.ImageDescriptors,
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sInfo.InterpolationQualifiers,
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sInfo.UsesInstanceId);
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sInfo.UsesInstanceId);
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string glslCode = program.Code;
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string glslCode = program.Code;
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