diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2021-08-11 17:27:00 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-08-11 22:27:00 +0200 |
| commit | ed754af8d5046d2fd7218c742521e38ab17cbcfe (patch) | |
| tree | d47eda40349a7b4b3fc34d9db9ddeea8f2d0676a /Ryujinx.Graphics.Shader/CodeGen | |
| parent | 10d649e6d3ad3e4af32d2b41e718bb0a2924da67 (diff) | |
Make sure attributes used on subsequent shader stages are initialized (#2538)
Diffstat (limited to 'Ryujinx.Graphics.Shader/CodeGen')
| -rw-r--r-- | Ryujinx.Graphics.Shader/CodeGen/Glsl/Declarations.cs | 63 | ||||
| -rw-r--r-- | Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs | 40 |
2 files changed, 15 insertions, 88 deletions
diff --git a/Ryujinx.Graphics.Shader/CodeGen/Glsl/Declarations.cs b/Ryujinx.Graphics.Shader/CodeGen/Glsl/Declarations.cs index 478ae497..2a93be32 100644 --- a/Ryujinx.Graphics.Shader/CodeGen/Glsl/Declarations.cs +++ b/Ryujinx.Graphics.Shader/CodeGen/Glsl/Declarations.cs @@ -3,14 +3,12 @@ using Ryujinx.Graphics.Shader.StructuredIr; using Ryujinx.Graphics.Shader.Translation; using System; using System.Linq; +using System.Numerics; namespace Ryujinx.Graphics.Shader.CodeGen.Glsl { static class Declarations { - // At least 16 attributes are guaranteed by the spec. - public const int MaxAttributes = 16; - public static void Declare(CodeGenContext context, StructuredProgramInfo info) { context.AppendLine("#version 450 core"); @@ -129,14 +127,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl context.AppendLine(); } - if (info.IAttributes.Count != 0 || context.Config.GpPassthrough) + if (context.Config.UsedInputAttributes != 0 || context.Config.GpPassthrough) { DeclareInputAttributes(context, info); context.AppendLine(); } - if (info.OAttributes.Count != 0 || context.Config.Stage != ShaderStage.Fragment) + if (context.Config.UsedOutputAttributes != 0 || context.Config.Stage != ShaderStage.Fragment) { DeclareOutputAttributes(context, info); @@ -404,24 +402,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info) { - if (context.Config.GpPassthrough) + int usedAttribtes = context.Config.UsedInputAttributes; + while (usedAttribtes != 0) { - for (int attr = 0; attr < MaxAttributes; attr++) - { - DeclareInputAttribute(context, info, attr); - } + int index = BitOperations.TrailingZeroCount(usedAttribtes); - foreach (int attr in info.IAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes)) - { - DeclareInputAttribute(context, info, attr); - } - } - else - { - foreach (int attr in info.IAttributes.OrderBy(x => x)) - { - DeclareInputAttribute(context, info, attr); - } + DeclareInputAttribute(context, info, index); + + usedAttribtes &= ~(1 << index); } } @@ -440,8 +428,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl }; } - string pass = context.Config.GpPassthrough && !info.OAttributes.Contains(attr) ? "passthrough, " : string.Empty; - + string pass = (context.Config.PassthroughAttributes & (1 << attr)) != 0 ? "passthrough, " : string.Empty; string name = $"{DefaultNames.IAttributePrefix}{attr}"; if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0) @@ -461,34 +448,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info) { - if (context.Config.Stage == ShaderStage.Fragment || context.Config.GpPassthrough) + int usedAttribtes = context.Config.UsedOutputAttributes; + while (usedAttribtes != 0) { - DeclareUsedOutputAttributes(context, info); - } - else - { - DeclareAllOutputAttributes(context, info); - } - } + int index = BitOperations.TrailingZeroCount(usedAttribtes); - private static void DeclareUsedOutputAttributes(CodeGenContext context, StructuredProgramInfo info) - { - foreach (int attr in info.OAttributes.OrderBy(x => x)) - { - DeclareOutputAttribute(context, attr); - } - } - - private static void DeclareAllOutputAttributes(CodeGenContext context, StructuredProgramInfo info) - { - for (int attr = 0; attr < MaxAttributes; attr++) - { - DeclareOutputAttribute(context, attr); - } + DeclareOutputAttribute(context, index); - foreach (int attr in info.OAttributes.OrderBy(x => x).Where(x => x >= MaxAttributes)) - { - DeclareOutputAttribute(context, attr); + usedAttribtes &= ~(1 << index); } } diff --git a/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs b/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs index e1da1a56..6ea700ac 100644 --- a/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs +++ b/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs @@ -49,46 +49,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl Declarations.DeclareLocals(context, function); - if (funcName == MainFunctionName) - { - // Some games will leave some elements of gl_Position uninitialized, - // in those cases, the elements will contain undefined values according - // to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1), - // so we do explicit initialization to avoid UB on non-NVIDIA gpus. - if (context.Config.Stage == ShaderStage.Vertex) - { - context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);"); - } - - // Ensure that unused attributes are set, otherwise the downstream - // compiler may eliminate them. - // (Not needed for fragment shader as it is the last stage). - if (context.Config.Stage != ShaderStage.Compute && - context.Config.Stage != ShaderStage.Fragment && - !context.Config.GpPassthrough) - { - for (int attr = 0; attr < Declarations.MaxAttributes; attr++) - { - if (info.OAttributes.Contains(attr)) - { - continue; - } - - if ((context.Config.Options.Flags & TranslationFlags.Feedback) != 0) - { - context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0.0;"); - context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0.0;"); - context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0.0;"); - context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 1.0;"); - } - else - { - context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0.0, 0.0, 0.0, 1.0);"); - } - } - } - } - PrintBlock(context, function.MainBlock); context.LeaveScope(); |
