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authorgdkchan <gab.dark.100@gmail.com>2023-08-13 22:26:42 -0300
committerGitHub <noreply@github.com>2023-08-13 22:26:42 -0300
commitb423197619dd8d9dda1c255a76105bf30e255dae (patch)
treee3898b3b1672f022b5de4522b51bd21583043996 /src/Ryujinx.Graphics.Shader/Translation/Transforms/TransformPasses.cs
parent8edfb2bc7b8507d0ef51f0544eb32a65f0bf54a1 (diff)
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
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Transforms/TransformPasses.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/Translation/Transforms/TransformPasses.cs41
1 files changed, 41 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Transforms/TransformPasses.cs b/src/Ryujinx.Graphics.Shader/Translation/Transforms/TransformPasses.cs
new file mode 100644
index 00000000..c3bbe7dd
--- /dev/null
+++ b/src/Ryujinx.Graphics.Shader/Translation/Transforms/TransformPasses.cs
@@ -0,0 +1,41 @@
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using System.Collections.Generic;
+
+namespace Ryujinx.Graphics.Shader.Translation.Transforms
+{
+ static class TransformPasses
+ {
+ public static void RunPass(TransformContext context)
+ {
+ RunPass<DrawParametersReplace>(context);
+ RunPass<ForcePreciseEnable>(context);
+ RunPass<VectorComponentSelect>(context);
+ RunPass<TexturePass>(context);
+ RunPass<SharedStoreSmallIntCas>(context);
+ RunPass<SharedAtomicSignedCas>(context);
+ }
+
+ private static void RunPass<T>(TransformContext context) where T : ITransformPass
+ {
+ if (!T.IsEnabled(context.GpuAccessor, context.Stage, context.TargetLanguage, context.UsedFeatures))
+ {
+ return;
+ }
+
+ for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
+ {
+ BasicBlock block = context.Blocks[blkIndex];
+
+ for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
+ {
+ if (node.Value is not Operation)
+ {
+ continue;
+ }
+
+ node = T.RunPass(context, node);
+ }
+ }
+ }
+ }
+}