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Shader Gen Fixes
Fixes Luigi’s Mansion 2 HD
This commit is contained in:
parent
3a04d72686
commit
e42e4931a8
5 changed files with 48 additions and 8 deletions
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@ -112,12 +112,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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switch (stage)
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{
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case ShaderStage.Vertex:
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context.AppendLine("VertexOut out;");
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context.AppendLine("VertexOut out = {};");
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// TODO: Only add if necessary
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context.AppendLine("uint instance_index = instance_id + base_instance;");
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break;
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case ShaderStage.Fragment:
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context.AppendLine("FragmentOut out;");
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context.AppendLine("FragmentOut out = {};");
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break;
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}
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@ -420,6 +420,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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IoVariable.PointSize => "float",
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IoVariable.FragmentOutputColor => GetVarTypeName(context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
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IoVariable.FragmentOutputDepth => "float",
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IoVariable.ClipDistance => "float",
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_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
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};
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string name = ioDefinition.IoVariable switch
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@ -428,6 +429,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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IoVariable.PointSize => "point_size",
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IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
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IoVariable.FragmentOutputDepth => "depth",
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IoVariable.ClipDistance => "clip_distance",
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_ => $"{Defaults.OAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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@ -437,6 +439,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
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IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
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IoVariable.FragmentOutputDepth => "[[depth(any)]]",
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IoVariable.ClipDistance => $"[[clip_distance]][{Defaults.TotalClipDistances}]",
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_ => ""
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};
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@ -22,5 +22,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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public const uint StorageBuffersIndex = 21;
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public const uint TexturesIndex = 22;
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public const uint ImagesIndex = 23;
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public const int TotalClipDistances = 8;
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}
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}
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@ -10,10 +10,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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{
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AstOperand funcId = (AstOperand)operation.GetSource(0);
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var functon = context.GetFunction(funcId.Value);
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var function = context.GetFunction(funcId.Value);
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int argCount = operation.SourcesCount - 1;
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int additionalArgCount = CodeGenContext.AdditionalArgCount + (context.Definitions.Stage != ShaderStage.Compute ? 1 : 0);
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bool needsThreadIndex = false;
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// TODO: Replace this with a proper flag
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if (function.Name.Contains("Shuffle"))
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{
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needsThreadIndex = true;
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additionalArgCount++;
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}
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string[] args = new string[argCount + additionalArgCount];
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@ -23,20 +31,30 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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args[0] = "in";
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args[1] = "constant_buffers";
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args[2] = "storage_buffers";
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if (needsThreadIndex)
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{
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args[3] = "thread_index_in_simdgroup";
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}
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}
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else
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{
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args[0] = "constant_buffers";
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args[1] = "storage_buffers";
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if (needsThreadIndex)
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{
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args[2] = "thread_index_in_simdgroup";
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}
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}
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int argIndex = additionalArgCount;
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for (int i = 0; i < argCount; i++)
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{
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args[argIndex++] = GetSourceExpr(context, operation.GetSource(i + 1), functon.GetArgumentType(i));
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args[argIndex++] = GetSourceExpr(context, operation.GetSource(i + 1), function.GetArgumentType(i));
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}
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return $"{functon.Name}({string.Join(", ", args)})";
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return $"{function.Name}({string.Join(", ", args)})";
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}
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}
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}
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@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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IoVariable.BaseInstance => ("base_instance", AggregateType.U32),
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IoVariable.BaseVertex => ("base_vertex", AggregateType.U32),
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IoVariable.CtaId => ("threadgroup_position_in_grid", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.ClipDistance => ("clip_distance", AggregateType.Array | AggregateType.FP32),
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IoVariable.ClipDistance => ("out.clip_distance", AggregateType.Array | AggregateType.FP32),
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IoVariable.FragmentOutputColor => ($"out.color{location}", definitions.GetFragmentOutputColorType(location)),
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IoVariable.FragmentOutputDepth => ("out.depth", AggregateType.FP32),
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IoVariable.FrontFacing => ("in.front_facing", AggregateType.Bool),
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@ -64,6 +64,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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bool isMainFunc = false)
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{
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int additionalArgCount = isMainFunc ? 0 : CodeGenContext.AdditionalArgCount + (context.Definitions.Stage != ShaderStage.Compute ? 1 : 0);
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bool needsThreadIndex = false;
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// TODO: Replace this with a proper flag
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if (function.Name.Contains("Shuffle"))
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{
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needsThreadIndex = true;
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additionalArgCount++;
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}
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string[] args = new string[additionalArgCount + function.InArguments.Length + function.OutArguments.Length];
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@ -75,11 +83,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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args[0] = stage == ShaderStage.Vertex ? "VertexIn in" : "FragmentIn in";
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args[1] = "constant ConstantBuffers &constant_buffers";
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args[2] = "device StorageBuffers &storage_buffers";
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if (needsThreadIndex)
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{
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args[3] = "uint thread_index_in_simdgroup";
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}
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}
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else
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{
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args[0] = "constant ConstantBuffers &constant_buffers";
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args[1] = "device StorageBuffers &storage_buffers";
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if (needsThreadIndex)
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{
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args[2] = "uint thread_index_in_simdgroup";
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}
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}
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}
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@ -93,8 +111,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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int j = i + function.InArguments.Length;
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// Likely need to be made into pointers
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args[argIndex++] = $"out {Declarations.GetVarTypeName(function.OutArguments[i])} {OperandManager.GetArgumentName(j)}";
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args[argIndex++] = $"thread {Declarations.GetVarTypeName(function.OutArguments[i])} &{OperandManager.GetArgumentName(j)}";
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}
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string funcKeyword = "inline";
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