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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-05-21 07:57:52 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:33 +0200
commitc07cc9d6a560d14e25ec59974ae5a15a7842d779 (patch)
treef72f753f27614486b687280ae0d915b34ff240f1 /src/video_core
parentshader: Split profile and runtime information in separate structs (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp76
1 files changed, 74 insertions, 2 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index d7efbdd01..b4f26dd74 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -184,6 +184,76 @@ GLenum AssemblyStage(size_t stage_index) {
UNREACHABLE_MSG("{}", stage_index);
return GL_NONE;
}
+
+Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsProgramKey& key,
+ const Shader::IR::Program& program) {
+ UNIMPLEMENTED_IF_MSG(key.xfb_enabled != 0, "Transform feedbacks");
+
+ Shader::RuntimeInfo info;
+ switch (program.stage) {
+ case Shader::Stage::TessellationEval:
+ // We have to flip tessellation clockwise for some reason...
+ info.tess_clockwise = key.tessellation_clockwise == 0;
+ info.tess_primitive = [&key] {
+ switch (key.tessellation_primitive) {
+ case Maxwell::TessellationPrimitive::Isolines:
+ return Shader::TessPrimitive::Isolines;
+ case Maxwell::TessellationPrimitive::Triangles:
+ return Shader::TessPrimitive::Triangles;
+ case Maxwell::TessellationPrimitive::Quads:
+ return Shader::TessPrimitive::Quads;
+ }
+ UNREACHABLE();
+ return Shader::TessPrimitive::Triangles;
+ }();
+ info.tess_spacing = [&] {
+ switch (key.tessellation_spacing) {
+ case Maxwell::TessellationSpacing::Equal:
+ return Shader::TessSpacing::Equal;
+ case Maxwell::TessellationSpacing::FractionalOdd:
+ return Shader::TessSpacing::FractionalOdd;
+ case Maxwell::TessellationSpacing::FractionalEven:
+ return Shader::TessSpacing::FractionalEven;
+ }
+ UNREACHABLE();
+ return Shader::TessSpacing::Equal;
+ }();
+ break;
+ case Shader::Stage::Geometry:
+
+ break;
+ default:
+ break;
+ }
+ switch (key.gs_input_topology) {
+ case Maxwell::PrimitiveTopology::Points:
+ info.input_topology = Shader::InputTopology::Points;
+ break;
+ case Maxwell::PrimitiveTopology::Lines:
+ case Maxwell::PrimitiveTopology::LineLoop:
+ case Maxwell::PrimitiveTopology::LineStrip:
+ info.input_topology = Shader::InputTopology::Lines;
+ break;
+ case Maxwell::PrimitiveTopology::Triangles:
+ case Maxwell::PrimitiveTopology::TriangleStrip:
+ case Maxwell::PrimitiveTopology::TriangleFan:
+ case Maxwell::PrimitiveTopology::Quads:
+ case Maxwell::PrimitiveTopology::QuadStrip:
+ case Maxwell::PrimitiveTopology::Polygon:
+ case Maxwell::PrimitiveTopology::Patches:
+ info.input_topology = Shader::InputTopology::Triangles;
+ break;
+ case Maxwell::PrimitiveTopology::LinesAdjacency:
+ case Maxwell::PrimitiveTopology::LineStripAdjacency:
+ info.input_topology = Shader::InputTopology::LinesAdjacency;
+ break;
+ case Maxwell::PrimitiveTopology::TrianglesAdjacency:
+ case Maxwell::PrimitiveTopology::TriangleStripAdjacency:
+ info.input_topology = Shader::InputTopology::TrianglesAdjacency;
+ break;
+ }
+ return info;
+}
} // Anonymous namespace
ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindow& emu_window_,
@@ -283,11 +353,13 @@ std::unique_ptr<GraphicsProgram> ShaderCache::CreateGraphicsProgram(
Shader::IR::Program& program{programs[index]};
const size_t stage_index{index - 1};
infos[stage_index] = &program.info;
+
+ const Shader::RuntimeInfo runtime_info{MakeRuntimeInfo(key, program)};
if (device.UseAssemblyShaders()) {
- const std::string code{EmitGLASM(profile, {}, program, binding)};
+ const std::string code{EmitGLASM(profile, runtime_info, program, binding)};
assembly_programs[stage_index] = CompileProgram(code, AssemblyStage(stage_index));
} else {
- const std::vector<u32> code{EmitSPIRV(profile, {}, program, binding)};
+ const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding)};
AddShader(Stage(stage_index), source_program.handle, code);
}
}