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
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System.Collections.Generic;
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using System.Diagnostics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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class SharedAtomicSignedCas : ITransformPass
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{
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public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
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{
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return targetLanguage != TargetLanguage.Spirv && stage == ShaderStage.Compute && usedFeatures.HasFlag(FeatureFlags.SharedMemory);
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}
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public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
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{
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Operation operation = (Operation)node.Value;
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HelperFunctionName name;
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if (operation.Inst == Instruction.AtomicMaxS32)
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{
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name = HelperFunctionName.SharedAtomicMaxS32;
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}
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else if (operation.Inst == Instruction.AtomicMinS32)
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{
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name = HelperFunctionName.SharedAtomicMinS32;
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}
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else
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{
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return node;
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}
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if (operation.StorageKind != StorageKind.SharedMemory)
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{
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return node;
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}
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Operand result = operation.Dest;
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Operand memoryId = operation.GetSource(0);
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Operand byteOffset = operation.GetSource(1);
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Operand value = operation.GetSource(2);
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Debug.Assert(memoryId.Type == OperandType.Constant);
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int functionId = context.Hfm.GetOrCreateFunctionId(name, memoryId.Value);
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Operand[] callArgs = new Operand[] { Const(functionId), byteOffset, value };
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LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, result, callArgs));
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Utils.DeleteNode(node, operation);
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return newNode;
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}
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}
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}
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