Implement shader HelperThreadNV (#2163)

* Implement shader HelperThreadNV

* Bump shader cache version

* Use gl_HelperInvocation since its supported across all vendors

* Nit
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gdkchan 2021-04-02 07:50:35 -03:00 committed by GitHub
parent f2cdceb846
commit 524fe3bea4
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6 changed files with 24 additions and 15 deletions

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@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary> /// <summary>
/// Version of the codegen (to be changed when codegen or guest format change). /// Version of the codegen (to be changed when codegen or guest format change).
/// </summary> /// </summary>
private const ulong ShaderCodeGenVersion = 2147; private const ulong ShaderCodeGenVersion = 2163;
// Progress reporting helpers // Progress reporting helpers
private volatile int _shaderCount; private volatile int _shaderCount;

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@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
public static void Declare(CodeGenContext context, StructuredProgramInfo info) public static void Declare(CodeGenContext context, StructuredProgramInfo info)
{ {
context.AppendLine("#version 440 core"); context.AppendLine("#version 450 core");
context.AppendLine("#extension GL_ARB_gpu_shader_int64 : enable"); context.AppendLine("#extension GL_ARB_gpu_shader_int64 : enable");
context.AppendLine("#extension GL_ARB_shader_ballot : enable"); context.AppendLine("#extension GL_ARB_shader_ballot : enable");
context.AppendLine("#extension GL_ARB_shader_group_vote : enable"); context.AppendLine("#extension GL_ARB_shader_group_vote : enable");

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@ -53,6 +53,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
// Special. // Special.
{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) }, { AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) },
{ AttributeConsts.ThreadKill, new BuiltInAttribute("gl_HelperInvocation", VariableType.Bool) },
{ AttributeConsts.ThreadIdX, new BuiltInAttribute("gl_LocalInvocationID.x", VariableType.U32) }, { AttributeConsts.ThreadIdX, new BuiltInAttribute("gl_LocalInvocationID.x", VariableType.U32) },
{ AttributeConsts.ThreadIdY, new BuiltInAttribute("gl_LocalInvocationID.y", VariableType.U32) }, { AttributeConsts.ThreadIdY, new BuiltInAttribute("gl_LocalInvocationID.y", VariableType.U32) },
{ AttributeConsts.ThreadIdZ, new BuiltInAttribute("gl_LocalInvocationID.z", VariableType.U32) }, { AttributeConsts.ThreadIdZ, new BuiltInAttribute("gl_LocalInvocationID.z", VariableType.U32) },

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@ -4,6 +4,7 @@ namespace Ryujinx.Graphics.Shader.Decoders
{ {
LaneId = 0, LaneId = 0,
YDirection = 0x12, YDirection = 0x12,
ThreadKill = 0x13,
ThreadId = 0x20, ThreadId = 0x20,
ThreadIdX = 0x21, ThreadIdX = 0x21,
ThreadIdY = 0x22, ThreadIdY = 0x22,

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@ -63,6 +63,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
// TODO: Use value from Y direction GPU register. // TODO: Use value from Y direction GPU register.
case SystemRegister.YDirection: src = ConstF(1); break; case SystemRegister.YDirection: src = ConstF(1); break;
case SystemRegister.ThreadKill: src = context.Config.Stage == ShaderStage.Fragment
? Attribute(AttributeConsts.ThreadKill)
: Const(0);
break;
case SystemRegister.ThreadId: case SystemRegister.ThreadId:
{ {
Operand tidX = Attribute(AttributeConsts.ThreadIdX); Operand tidX = Attribute(AttributeConsts.ThreadIdX);

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@ -54,5 +54,7 @@ namespace Ryujinx.Graphics.Shader.Translation
public const int GtMask = 0x200002c; public const int GtMask = 0x200002c;
public const int LeMask = 0x2000030; public const int LeMask = 0x2000030;
public const int LtMask = 0x2000034; public const int LtMask = 0x2000034;
public const int ThreadKill = 0x2000038;
} }
} }