Ryujinx/src/Ryujinx.Graphics.Shader/Translation/AttributeUsage.cs
gdkchan b423197619
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
2023-08-13 22:26:42 -03:00

168 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
namespace Ryujinx.Graphics.Shader.Translation
{
class AttributeUsage
{
public bool NextUsesFixedFuncAttributes { get; private set; }
public int UsedInputAttributes { get; private set; }
public int UsedOutputAttributes { get; private set; }
public HashSet<int> UsedInputAttributesPerPatch { get; }
public HashSet<int> UsedOutputAttributesPerPatch { get; }
public HashSet<int> NextUsedInputAttributesPerPatch { get; private set; }
public int PassthroughAttributes { get; private set; }
private int _nextUsedInputAttributes;
private int _thisUsedInputAttributes;
private Dictionary<int, int> _perPatchAttributeLocations;
private readonly IGpuAccessor _gpuAccessor;
public UInt128 NextInputAttributesComponents { get; private set; }
public UInt128 ThisInputAttributesComponents { get; private set; }
public AttributeUsage(IGpuAccessor gpuAccessor)
{
_gpuAccessor = gpuAccessor;
UsedInputAttributesPerPatch = new();
UsedOutputAttributesPerPatch = new();
}
public void SetInputUserAttribute(int index, int component)
{
int mask = 1 << index;
UsedInputAttributes |= mask;
_thisUsedInputAttributes |= mask;
ThisInputAttributesComponents |= UInt128.One << (index * 4 + component);
}
public void SetInputUserAttributePerPatch(int index)
{
UsedInputAttributesPerPatch.Add(index);
}
public void SetOutputUserAttribute(int index)
{
UsedOutputAttributes |= 1 << index;
}
public void SetOutputUserAttributePerPatch(int index)
{
UsedOutputAttributesPerPatch.Add(index);
}
public void MergeFromtNextStage(bool gpPassthrough, bool nextUsesFixedFunctionAttributes, AttributeUsage nextStage)
{
NextInputAttributesComponents = nextStage.ThisInputAttributesComponents;
NextUsedInputAttributesPerPatch = nextStage.UsedInputAttributesPerPatch;
NextUsesFixedFuncAttributes = nextUsesFixedFunctionAttributes;
MergeOutputUserAttributes(gpPassthrough, nextStage.UsedInputAttributes, nextStage.UsedInputAttributesPerPatch);
if (UsedOutputAttributesPerPatch.Count != 0)
{
// Regular and per-patch input/output locations can't overlap,
// so we must assign on our location using unused regular input/output locations.
Dictionary<int, int> locationsMap = new();
int freeMask = ~UsedOutputAttributes;
foreach (int attr in UsedOutputAttributesPerPatch)
{
int location = BitOperations.TrailingZeroCount(freeMask);
if (location == 32)
{
_gpuAccessor.Log($"No enough free locations for patch input/output 0x{attr:X}.");
break;
}
locationsMap.Add(attr, location);
freeMask &= ~(1 << location);
}
// Both stages must agree on the locations, so use the same "map" for both.
_perPatchAttributeLocations = locationsMap;
nextStage._perPatchAttributeLocations = locationsMap;
}
}
private void MergeOutputUserAttributes(bool gpPassthrough, int mask, IEnumerable<int> perPatch)
{
_nextUsedInputAttributes = mask;
if (gpPassthrough)
{
PassthroughAttributes = mask & ~UsedOutputAttributes;
}
else
{
UsedOutputAttributes |= mask;
UsedOutputAttributesPerPatch.UnionWith(perPatch);
}
}
public int GetPerPatchAttributeLocation(int index)
{
if (_perPatchAttributeLocations == null || !_perPatchAttributeLocations.TryGetValue(index, out int location))
{
return index;
}
return location;
}
public bool IsUsedOutputAttribute(int attr)
{
// The check for fixed function attributes on the next stage is conservative,
// returning false if the output is just not used by the next stage is also valid.
if (NextUsesFixedFuncAttributes &&
attr >= AttributeConsts.UserAttributeBase &&
attr < AttributeConsts.UserAttributeEnd)
{
int index = (attr - AttributeConsts.UserAttributeBase) >> 4;
return (_nextUsedInputAttributes & (1 << index)) != 0;
}
return true;
}
public int GetFreeUserAttribute(bool isOutput, int index)
{
int useMask = isOutput ? _nextUsedInputAttributes : _thisUsedInputAttributes;
int bit = -1;
while (useMask != -1)
{
bit = BitOperations.TrailingZeroCount(~useMask);
if (bit == 32)
{
bit = -1;
break;
}
else if (index < 1)
{
break;
}
useMask |= 1 << bit;
index--;
}
return bit;
}
public void SetAllInputUserAttributes()
{
UsedInputAttributes |= Constants.AllAttributesMask;
ThisInputAttributesComponents |= ~UInt128.Zero >> (128 - Constants.MaxAttributes * 4);
}
public void SetAllOutputUserAttributes()
{
UsedOutputAttributes |= Constants.AllAttributesMask;
}
}
}