forked from suyu/suyu
shader_recompiler: Add support for lowering geometry passthrough
Reuses most of the existing code for generating the gl_Layer passthrough. Fixes geometry in Nier: Automata on GPUs without HW passthrough support.
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9e2997c4b6
commit
625a4af73a
2 changed files with 67 additions and 40 deletions
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@ -171,6 +171,64 @@ std::map<IR::Attribute, IR::Attribute> GenerateLegacyToGenericMappings(
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}
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}
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return mapping;
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return mapping;
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}
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}
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void EmitGeometryPassthrough(IR::IREmitter& ir, const IR::Program& program, const Shader::VaryingState &passthrough_mask, bool passthrough_position, std::optional<IR::Attribute> passthrough_layer_attr) {
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for (u32 i = 0; i < program.output_vertices; i++) {
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// Assign generics from input
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for (u32 j = 0; j < 32; j++) {
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if (!passthrough_mask.Generic(j)) {
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continue;
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}
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const IR::Attribute attr = IR::Attribute::Generic0X + (j * 4);
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ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
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}
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if (passthrough_position) {
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// Assign position from input
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const IR::Attribute attr = IR::Attribute::PositionX;
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ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
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}
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if (passthrough_layer_attr) {
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// Assign layer
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ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(*passthrough_layer_attr), ir.Imm32(0));
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}
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// Emit vertex
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ir.EmitVertex(ir.Imm32(0));
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}
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ir.EndPrimitive(ir.Imm32(0));
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}
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u32 GetOutputTopologyVertices(OutputTopology output_topology) {
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switch (output_topology) {
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case OutputTopology::PointList:
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return 1;
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case OutputTopology::LineStrip:
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return 2;
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default:
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return 3;
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}
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}
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void LowerGeometryPassthrough(const IR::Program& program, const HostTranslateInfo& host_info) {
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for (IR::Block *const block : program.blocks) {
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for (IR::Inst &inst : block->Instructions()) {
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if (inst.GetOpcode() == IR::Opcode::Epilogue) {
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IR::IREmitter ir{*block, IR::Block::InstructionList::s_iterator_to(inst)};
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EmitGeometryPassthrough(ir, program, program.info.passthrough, program.info.passthrough.AnyComponent(IR::Attribute::PositionX), {});
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}
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}
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}
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}
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} // Anonymous namespace
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} // Anonymous namespace
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IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
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IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
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@ -198,6 +256,11 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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for (size_t i = 0; i < program.info.passthrough.mask.size(); ++i) {
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for (size_t i = 0; i < program.info.passthrough.mask.size(); ++i) {
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program.info.passthrough.mask[i] = ((mask[i / 32] >> (i % 32)) & 1) == 0;
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program.info.passthrough.mask[i] = ((mask[i / 32] >> (i % 32)) & 1) == 0;
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}
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}
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if (!host_info.support_geometry_shader_passthrough) {
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program.output_vertices = GetOutputTopologyVertices(program.output_topology);
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LowerGeometryPassthrough(program, host_info);
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}
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}
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}
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break;
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break;
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}
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}
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@ -342,17 +405,8 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
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IR::Program program;
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IR::Program program;
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program.stage = Stage::Geometry;
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program.stage = Stage::Geometry;
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program.output_topology = output_topology;
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program.output_topology = output_topology;
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switch (output_topology) {
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program.output_vertices = GetOutputTopologyVertices(output_topology);
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case OutputTopology::PointList:
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program.output_vertices = 1;
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break;
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case OutputTopology::LineStrip:
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program.output_vertices = 2;
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break;
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default:
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program.output_vertices = 3;
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break;
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}
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program.is_geometry_passthrough = false;
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program.is_geometry_passthrough = false;
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program.info.loads.mask = source_program.info.stores.mask;
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program.info.loads.mask = source_program.info.stores.mask;
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@ -366,35 +420,7 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
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node.data.block = current_block;
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node.data.block = current_block;
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IR::IREmitter ir{*current_block};
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IR::IREmitter ir{*current_block};
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for (u32 i = 0; i < program.output_vertices; i++) {
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EmitGeometryPassthrough(ir, program, program.info.stores, true, source_program.info.emulated_layer);
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// Assign generics from input
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for (u32 j = 0; j < 32; j++) {
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if (!program.info.stores.Generic(j)) {
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continue;
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}
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const IR::Attribute attr = IR::Attribute::Generic0X + (j * 4);
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ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
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}
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// Assign position from input
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const IR::Attribute attr = IR::Attribute::PositionX;
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ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
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ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
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// Assign layer
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ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(source_program.info.emulated_layer),
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ir.Imm32(0));
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// Emit vertex
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ir.EmitVertex(ir.Imm32(0));
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}
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ir.EndPrimitive(ir.Imm32(0));
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IR::Block* return_block{block_pool.Create(inst_pool)};
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IR::Block* return_block{block_pool.Create(inst_pool)};
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IR::IREmitter{*return_block}.Epilogue();
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IR::IREmitter{*return_block}.Epilogue();
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@ -16,6 +16,7 @@ struct HostTranslateInfo {
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bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
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bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
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bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
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bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
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u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
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u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
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bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry passthrough shaders
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};
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};
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} // namespace Shader
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} // namespace Shader
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