diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2019-04-17 20:57:08 -0300 |
|---|---|---|
| committer | jduncanator <1518948+jduncanator@users.noreply.github.com> | 2019-04-18 09:57:08 +1000 |
| commit | 6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch) | |
| tree | 69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Graphics3d | |
| parent | b2e88b04a85b41cc60af3485d88c90429e84a218 (diff) | |
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
Diffstat (limited to 'Ryujinx.Graphics/Graphics3d')
| -rw-r--r-- | Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs | 25 |
1 files changed, 14 insertions, 11 deletions
diff --git a/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs index 605cbda8..bbed642b 100644 --- a/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs +++ b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs @@ -1,6 +1,7 @@ using Ryujinx.Common; using Ryujinx.Graphics.Gal; using Ryujinx.Graphics.Memory; +using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Texture; using System; using System.Collections.Generic; @@ -464,7 +465,7 @@ namespace Ryujinx.Graphics.Graphics3d left = _viewportX1 - (left - _viewportX0); right = _viewportX1 - (right - _viewportX0); } - + // Ensure X is in the right order if (left > right) { @@ -626,20 +627,22 @@ namespace Ryujinx.Graphics.Graphics3d for (int index = 0; index < keys.Length; index++) { - foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetTextureUsage(keys[index])) + foreach (TextureDescriptor desc in _gpu.Renderer.Shader.GetTextureUsage(keys[index])) { - long position; + int textureHandle; - if (declInfo.IsCb) + if (desc.IsBindless) { - position = _constBuffers[index][declInfo.Cbuf].Position; + long position = _constBuffers[index][desc.CbufSlot].Position; + + textureHandle = vmm.ReadInt32(position + desc.CbufOffset * 4); } else { - position = _constBuffers[index][textureCbIndex].Position; - } + long position = _constBuffers[index][textureCbIndex].Position; - int textureHandle = vmm.ReadInt32(position + declInfo.Index * 4); + textureHandle = vmm.ReadInt32(position + desc.HandleIndex * 4); + } unboundTextures.Add(UploadTexture(vmm, textureHandle)); } @@ -712,9 +715,9 @@ namespace Ryujinx.Graphics.Graphics3d { for (int stage = 0; stage < keys.Length; stage++) { - foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage])) + foreach (CBufferDescriptor desc in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage])) { - ConstBuffer cb = _constBuffers[stage][declInfo.Cbuf]; + ConstBuffer cb = _constBuffers[stage][desc.Slot]; if (!cb.Enabled) { @@ -735,7 +738,7 @@ namespace Ryujinx.Graphics.Graphics3d } } - state.ConstBufferKeys[stage][declInfo.Cbuf] = key; + state.ConstBufferKeys[stage][desc.Slot] = key; } } } |
