gl_shader_cache: Pass shader runtime information
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@ -184,6 +184,76 @@ GLenum AssemblyStage(size_t stage_index) {
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UNREACHABLE_MSG("{}", stage_index);
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return GL_NONE;
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}
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Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsProgramKey& key,
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const Shader::IR::Program& program) {
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UNIMPLEMENTED_IF_MSG(key.xfb_enabled != 0, "Transform feedbacks");
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Shader::RuntimeInfo info;
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switch (program.stage) {
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case Shader::Stage::TessellationEval:
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// We have to flip tessellation clockwise for some reason...
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info.tess_clockwise = key.tessellation_clockwise == 0;
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info.tess_primitive = [&key] {
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switch (key.tessellation_primitive) {
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case Maxwell::TessellationPrimitive::Isolines:
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return Shader::TessPrimitive::Isolines;
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case Maxwell::TessellationPrimitive::Triangles:
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return Shader::TessPrimitive::Triangles;
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case Maxwell::TessellationPrimitive::Quads:
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return Shader::TessPrimitive::Quads;
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}
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UNREACHABLE();
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return Shader::TessPrimitive::Triangles;
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}();
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info.tess_spacing = [&] {
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switch (key.tessellation_spacing) {
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case Maxwell::TessellationSpacing::Equal:
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return Shader::TessSpacing::Equal;
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case Maxwell::TessellationSpacing::FractionalOdd:
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return Shader::TessSpacing::FractionalOdd;
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case Maxwell::TessellationSpacing::FractionalEven:
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return Shader::TessSpacing::FractionalEven;
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}
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UNREACHABLE();
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return Shader::TessSpacing::Equal;
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}();
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break;
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case Shader::Stage::Geometry:
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break;
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default:
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break;
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}
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switch (key.gs_input_topology) {
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case Maxwell::PrimitiveTopology::Points:
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info.input_topology = Shader::InputTopology::Points;
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break;
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case Maxwell::PrimitiveTopology::Lines:
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case Maxwell::PrimitiveTopology::LineLoop:
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case Maxwell::PrimitiveTopology::LineStrip:
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info.input_topology = Shader::InputTopology::Lines;
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break;
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case Maxwell::PrimitiveTopology::Triangles:
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case Maxwell::PrimitiveTopology::TriangleStrip:
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case Maxwell::PrimitiveTopology::TriangleFan:
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case Maxwell::PrimitiveTopology::Quads:
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case Maxwell::PrimitiveTopology::QuadStrip:
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case Maxwell::PrimitiveTopology::Polygon:
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case Maxwell::PrimitiveTopology::Patches:
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info.input_topology = Shader::InputTopology::Triangles;
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break;
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case Maxwell::PrimitiveTopology::LinesAdjacency:
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case Maxwell::PrimitiveTopology::LineStripAdjacency:
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info.input_topology = Shader::InputTopology::LinesAdjacency;
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break;
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case Maxwell::PrimitiveTopology::TrianglesAdjacency:
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case Maxwell::PrimitiveTopology::TriangleStripAdjacency:
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info.input_topology = Shader::InputTopology::TrianglesAdjacency;
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break;
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}
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return info;
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}
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} // Anonymous namespace
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ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindow& emu_window_,
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@ -283,11 +353,13 @@ std::unique_ptr<GraphicsProgram> ShaderCache::CreateGraphicsProgram(
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Shader::IR::Program& program{programs[index]};
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const size_t stage_index{index - 1};
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infos[stage_index] = &program.info;
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const Shader::RuntimeInfo runtime_info{MakeRuntimeInfo(key, program)};
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if (device.UseAssemblyShaders()) {
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const std::string code{EmitGLASM(profile, {}, program, binding)};
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const std::string code{EmitGLASM(profile, runtime_info, program, binding)};
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assembly_programs[stage_index] = CompileProgram(code, AssemblyStage(stage_index));
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} else {
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const std::vector<u32> code{EmitSPIRV(profile, {}, program, binding)};
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const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding)};
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AddShader(Stage(stage_index), source_program.handle, code);
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}
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}
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