mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-24 11:04:15 +00:00
Better IPA shader instruction implementation (#1082)
* Fix varying interpolation on fragment shader * Some nits * Alignment
This commit is contained in:
parent
2365ddfc36
commit
e93ca84b14
13 changed files with 97 additions and 89 deletions
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@ -365,11 +365,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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foreach (int attr in info.IAttributes.OrderBy(x => x))
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{
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string iq = info.InterpolationQualifiers[attr].ToGlslQualifier();
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string iq = string.Empty;
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if (iq != string.Empty)
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if (context.Config.Stage == ShaderStage.Fragment)
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{
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iq += " ";
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iq = context.Config.ImapTypes[attr].GetFirstUsedType() switch
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{
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PixelImap.Constant => "flat ",
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PixelImap.ScreenLinear => "noperspective ",
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_ => string.Empty
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};
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}
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context.AppendLine($"layout (location = {attr}) {iq}in vec4 {DefaultNames.IAttributePrefix}{attr}{suffix};");
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@ -188,7 +188,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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case AttributeConsts.PositionX: return "gl_FragCoord.x";
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case AttributeConsts.PositionY: return "gl_FragCoord.y";
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case AttributeConsts.PositionZ: return "gl_FragCoord.z";
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case AttributeConsts.PositionW: return "1.0";
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case AttributeConsts.PositionW: return "gl_FragCoord.w";
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}
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}
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@ -96,17 +96,27 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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OpCodeIpa op = (OpCodeIpa)context.CurrOp;
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InterpolationQualifier iq = InterpolationQualifier.None;
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Operand res = Attribute(op.AttributeOffset);
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switch (op.Mode)
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if (op.AttributeOffset >= AttributeConsts.UserAttributeBase &&
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op.AttributeOffset < AttributeConsts.UserAttributeEnd)
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{
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case InterpolationMode.Constant: iq = InterpolationQualifier.Flat; break;
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case InterpolationMode.Pass: iq = InterpolationQualifier.NoPerspective; break;
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int index = (op.AttributeOffset - AttributeConsts.UserAttributeBase) >> 4;
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if (context.Config.ImapTypes[index].GetFirstUsedType() == PixelImap.Perspective)
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{
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res = context.FPMultiply(res, Attribute(AttributeConsts.PositionW));
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}
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}
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if (op.Mode == InterpolationMode.Default)
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{
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Operand srcB = GetSrcB(context);
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res = context.FPMultiply(res, srcB);
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}
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Operand srcA = Attribute(op.AttributeOffset, iq);
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Operand res = context.FPSaturate(srcA, op.Saturate);
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res = context.FPSaturate(res, op.Saturate);
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context.Copy(GetDest(context), res);
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}
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@ -14,8 +14,6 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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public int Value { get; }
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public InterpolationQualifier Interpolation { get; }
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public INode AsgOp { get; set; }
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public HashSet<INode> UseOps { get; }
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@ -30,11 +28,10 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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Type = type;
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}
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public Operand(OperandType type, int value, InterpolationQualifier iq = InterpolationQualifier.None) : this()
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public Operand(OperandType type, int value) : this()
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{
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Type = type;
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Value = value;
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Interpolation = iq;
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Type = type;
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Value = value;
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}
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public Operand(Register reg) : this()
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@ -5,9 +5,9 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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static class OperandHelper
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{
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public static Operand Attribute(int value, InterpolationQualifier iq = InterpolationQualifier.None)
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public static Operand Attribute(int value)
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{
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return new Operand(OperandType.Attribute, value, iq);
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return new Operand(OperandType.Attribute, value);
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}
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public static Operand Cbuf(int slot, int offset)
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@ -1,44 +0,0 @@
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using System;
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namespace Ryujinx.Graphics.Shader
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{
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[Flags]
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enum InterpolationQualifier
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{
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None = 0,
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Flat = 1,
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NoPerspective = 2,
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Smooth = 3,
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Centroid = 1 << 16,
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Sample = 1 << 17,
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FlagsMask = Centroid | Sample
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}
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static class InterpolationQualifierExtensions
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{
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public static string ToGlslQualifier(this InterpolationQualifier iq)
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{
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string output = (iq & ~InterpolationQualifier.FlagsMask) switch
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{
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InterpolationQualifier.Flat => "flat",
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InterpolationQualifier.NoPerspective => "noperspective",
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InterpolationQualifier.Smooth => "smooth",
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_ => string.Empty
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};
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if ((iq & InterpolationQualifier.Centroid) != 0)
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{
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output = "centroid " + output;
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}
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else if ((iq & InterpolationQualifier.Sample) != 0)
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{
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output = "sample " + output;
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}
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return output;
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}
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}
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}
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@ -24,10 +24,5 @@ namespace Ryujinx.Graphics.Shader
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{
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Code = line + Environment.NewLine + Code;
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}
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public void Replace(string name, string value)
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{
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Code = Code.Replace(name, value);
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}
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}
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}
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@ -12,8 +12,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public VariableType VarType { get; set; }
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public InterpolationQualifier Interpolation { get; }
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public int Value { get; }
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public int CbufSlot { get; }
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@ -29,8 +27,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public AstOperand(Operand operand) : this()
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{
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Type = operand.Type;
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Interpolation = operand.Interpolation;
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Type = operand.Type;
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if (Type == OperandType.ConstantBuffer)
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{
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@ -273,8 +273,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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if (TryGetUserAttributeIndex(operand, out int attrIndex))
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{
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Info.IAttributes.Add(attrIndex);
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Info.InterpolationQualifiers[attrIndex] = operand.Interpolation;
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}
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else if (operand.Type == OperandType.Attribute && operand.Value == AttributeConsts.InstanceId)
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{
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@ -14,8 +14,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public HashSet<int> IAttributes { get; }
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public HashSet<int> OAttributes { get; }
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public InterpolationQualifier[] InterpolationQualifiers { get; }
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public bool UsesInstanceId { get; set; }
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public HelperFunctionsMask HelperFunctionsMask { get; set; }
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@ -35,8 +33,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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IAttributes = new HashSet<int>();
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OAttributes = new HashSet<int>();
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InterpolationQualifiers = new InterpolationQualifier[32];
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Samplers = new HashSet<AstTextureOperation>();
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Images = new HashSet<AstTextureOperation>();
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}
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@ -76,7 +76,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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for (int attachment = 0; attachment < 8; attachment++)
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{
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OutputMapTarget target = _config.OmapTargets[attachment];
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OmapTarget target = _config.OmapTargets[attachment];
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for (int component = 0; component < 4; component++)
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{
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@ -12,9 +12,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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public int LocalMemorySize { get; }
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public OutputMapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public ImapPixelType[] ImapTypes { get; }
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public OmapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public TranslationFlags Flags { get; }
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@ -26,6 +28,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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OutputTopology = OutputTopology.PointList;
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MaxOutputVertices = 0;
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LocalMemorySize = 0;
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ImapTypes = null;
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OmapTargets = null;
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OmapSampleMask = false;
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OmapDepth = false;
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@ -39,6 +42,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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@ -4,7 +4,39 @@ using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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struct OutputMapTarget
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enum PixelImap
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{
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Unused = 0,
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Constant = 1,
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Perspective = 2,
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ScreenLinear = 3
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}
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struct ImapPixelType
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{
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public PixelImap X { get; }
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public PixelImap Y { get; }
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public PixelImap Z { get; }
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public PixelImap W { get; }
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public ImapPixelType(PixelImap x, PixelImap y, PixelImap z, PixelImap w)
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{
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X = x;
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Y = y;
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Z = z;
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W = w;
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}
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public PixelImap GetFirstUsedType()
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{
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if (X != PixelImap.Unused) return X;
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if (Y != PixelImap.Unused) return Y;
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if (Z != PixelImap.Unused) return Z;
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return W;
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}
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}
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struct OmapTarget
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{
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public bool Red { get; }
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public bool Green { get; }
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@ -13,7 +45,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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public bool Enabled => Red || Green || Blue || Alpha;
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public OutputMapTarget(bool red, bool green, bool blue, bool alpha)
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public OmapTarget(bool red, bool green, bool blue, bool alpha)
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{
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Red = red;
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Green = green;
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@ -72,9 +104,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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public int StoreReqStart { get; }
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public int StoreReqEnd { get; }
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public OutputMapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public ImapPixelType[] ImapTypes { get; }
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public OmapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public ShaderHeader(ReadOnlySpan<byte> code)
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{
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@ -127,14 +161,30 @@ namespace Ryujinx.Graphics.Shader.Translation
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StoreReqStart = commonWord4.Extract(12, 8);
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StoreReqEnd = commonWord4.Extract(24, 8);
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ImapTypes = new ImapPixelType[32];
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for (int i = 0; i < 8; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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byte imap = (byte)(header[6 + i] >> (j * 8));
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ImapTypes[i * 4 + j] = new ImapPixelType(
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(PixelImap)((imap >> 0) & 3),
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(PixelImap)((imap >> 2) & 3),
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(PixelImap)((imap >> 4) & 3),
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(PixelImap)((imap >> 6) & 3));
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}
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}
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int type2OmapTarget = header[18];
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int type2Omap = header[19];
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OmapTargets = new OutputMapTarget[8];
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OmapTargets = new OmapTarget[8];
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for (int offset = 0; offset < OmapTargets.Length * 4; offset += 4)
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{
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OmapTargets[offset >> 2] = new OutputMapTarget(
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OmapTargets[offset >> 2] = new OmapTarget(
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type2OmapTarget.Extract(offset + 0),
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type2OmapTarget.Extract(offset + 1),
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type2OmapTarget.Extract(offset + 2),
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