Ryujinx/Ryujinx.Graphics.Shader/CodeGen/Spirv/IoMap.cs
gdkchan 9f12e50a54
Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator

* Implement gl_ViewportMask[]

* Add back the Intel FrontFacing bug workaround

* Fix GLSL transform feedback outputs mistmatch with fragment stage

* Shader cache version bump

* Fix geometry shader recognition

* PR feedback

* Delete GetOperandDef and GetOperandUse

* Remove replacements that are no longer needed on GLSL compilation on Vulkan

* Fix incorrect load for per-patch outputs

* Fix build
2023-04-25 19:51:07 -03:00

86 lines
No EOL
4.8 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using static Spv.Specification;
namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
static class IoMap
{
// At least 16 attributes are guaranteed by the spec.
private const int MaxAttributes = 16;
public static (BuiltIn, AggregateType) GetSpirvBuiltIn(IoVariable ioVariable)
{
return ioVariable switch
{
IoVariable.BaseInstance => (BuiltIn.BaseInstance, AggregateType.S32),
IoVariable.BaseVertex => (BuiltIn.BaseVertex, AggregateType.S32),
IoVariable.ClipDistance => (BuiltIn.ClipDistance, AggregateType.Array | AggregateType.FP32),
IoVariable.CtaId => (BuiltIn.WorkgroupId, AggregateType.Vector3 | AggregateType.U32),
IoVariable.DrawIndex => (BuiltIn.DrawIndex, AggregateType.S32),
IoVariable.FragmentCoord => (BuiltIn.FragCoord, AggregateType.Vector4 | AggregateType.FP32),
IoVariable.FragmentOutputDepth => (BuiltIn.FragDepth, AggregateType.FP32),
IoVariable.FrontFacing => (BuiltIn.FrontFacing, AggregateType.Bool),
IoVariable.InstanceId => (BuiltIn.InstanceId, AggregateType.S32),
IoVariable.InstanceIndex => (BuiltIn.InstanceIndex, AggregateType.S32),
IoVariable.InvocationId => (BuiltIn.InvocationId, AggregateType.S32),
IoVariable.Layer => (BuiltIn.Layer, AggregateType.S32),
IoVariable.PatchVertices => (BuiltIn.PatchVertices, AggregateType.S32),
IoVariable.PointCoord => (BuiltIn.PointCoord, AggregateType.Vector2 | AggregateType.FP32),
IoVariable.PointSize => (BuiltIn.PointSize, AggregateType.FP32),
IoVariable.Position => (BuiltIn.Position, AggregateType.Vector4 | AggregateType.FP32),
IoVariable.PrimitiveId => (BuiltIn.PrimitiveId, AggregateType.S32),
IoVariable.SubgroupEqMask => (BuiltIn.SubgroupEqMask, AggregateType.Vector4 | AggregateType.U32),
IoVariable.SubgroupGeMask => (BuiltIn.SubgroupGeMask, AggregateType.Vector4 | AggregateType.U32),
IoVariable.SubgroupGtMask => (BuiltIn.SubgroupGtMask, AggregateType.Vector4 | AggregateType.U32),
IoVariable.SubgroupLaneId => (BuiltIn.SubgroupLocalInvocationId, AggregateType.U32),
IoVariable.SubgroupLeMask => (BuiltIn.SubgroupLeMask, AggregateType.Vector4 | AggregateType.U32),
IoVariable.SubgroupLtMask => (BuiltIn.SubgroupLtMask, AggregateType.Vector4 | AggregateType.U32),
IoVariable.TessellationCoord => (BuiltIn.TessCoord, AggregateType.Vector3 | AggregateType.FP32),
IoVariable.TessellationLevelInner => (BuiltIn.TessLevelInner, AggregateType.Array | AggregateType.FP32),
IoVariable.TessellationLevelOuter => (BuiltIn.TessLevelOuter, AggregateType.Array | AggregateType.FP32),
IoVariable.ThreadId => (BuiltIn.LocalInvocationId, AggregateType.Vector3 | AggregateType.U32),
IoVariable.ThreadKill => (BuiltIn.HelperInvocation, AggregateType.Bool),
IoVariable.VertexId => (BuiltIn.VertexId, AggregateType.S32),
IoVariable.VertexIndex => (BuiltIn.VertexIndex, AggregateType.S32),
IoVariable.ViewportIndex => (BuiltIn.ViewportIndex, AggregateType.S32),
IoVariable.ViewportMask => (BuiltIn.ViewportMaskNV, AggregateType.Array | AggregateType.S32),
_ => (default, AggregateType.Invalid)
};
}
public static int GetSpirvBuiltInArrayLength(IoVariable ioVariable)
{
return ioVariable switch
{
IoVariable.ClipDistance => 8,
IoVariable.TessellationLevelInner => 2,
IoVariable.TessellationLevelOuter => 4,
IoVariable.ViewportMask => 1,
IoVariable.UserDefined => MaxAttributes,
_ => 1
};
}
public static bool IsPerVertex(IoVariable ioVariable, ShaderStage stage, bool isOutput)
{
switch (ioVariable)
{
case IoVariable.Layer:
case IoVariable.ViewportIndex:
case IoVariable.PointSize:
case IoVariable.Position:
case IoVariable.UserDefined:
case IoVariable.ClipDistance:
case IoVariable.PointCoord:
case IoVariable.ViewportMask:
return !isOutput &&
(stage == ShaderStage.TessellationControl ||
stage == ShaderStage.TessellationEvaluation ||
stage == ShaderStage.Geometry);
}
return false;
}
}
}