Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo

This commit is contained in:
gdkchan 2018-06-27 23:16:16 -03:00
parent 9cb0379097
commit 73ad195699
2 changed files with 66 additions and 14 deletions

View file

@ -64,14 +64,11 @@ namespace Ryujinx.Graphics.Gal.Shader
public GalShaderType ShaderType { get; private set; }
public GlslDecl(GalShaderType ShaderType)
private GlslDecl(GalShaderType ShaderType)
{
this.ShaderType = ShaderType;
StagePrefix = StagePrefixes[(int)ShaderType] + "_";
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_Textures = new Dictionary<int, ShaderDeclInfo>();
m_Attributes = new Dictionary<int, ShaderDeclInfo>();
@ -80,15 +77,17 @@ namespace Ryujinx.Graphics.Gal.Shader
m_Gprs = new Dictionary<int, ShaderDeclInfo>();
m_Preds = new Dictionary<int, ShaderDeclInfo>();
}
public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
{
StagePrefix = StagePrefixes[(int)ShaderType] + "_";
if (ShaderType == GalShaderType.Fragment)
{
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
}
}
public void Add(ShaderIrBlock[] Blocks)
{
foreach (ShaderIrBlock Block in Blocks)
{
foreach (ShaderIrNode Node in Block.GetNodes())
@ -97,6 +96,58 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
}
public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
{
GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
//Merge input attributes.
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
{
//If Vertex Program A already writes to this attribute,
//then we don't need to add it as an input attribute since
//Vertex Program A will already have written to it anyway,
//and there's no guarantee that there is an input attribute
//for this slot.
if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
}
}
return Combined;
}
private static void Merge(
Dictionary<int, ShaderDeclInfo> C,
Dictionary<int, ShaderDeclInfo> A,
Dictionary<int, ShaderDeclInfo> B)
{
foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
{
C.TryAdd(KV.Key, KV.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
{
C.TryAdd(KV.Key, KV.Value);
}
}
private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
{
switch (Node)
@ -228,7 +279,10 @@ namespace Ryujinx.Graphics.Gal.Shader
private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
{
int VecIndex = Index >> 2;
//This is used to check if the dictionary already contains
//a entry for a vector at a given index position.
//Used to enable turning gprs into vectors.
int VecIndex = Index & ~3;
if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
{

View file

@ -113,10 +113,10 @@ namespace Ryujinx.Graphics.Gal.Shader
Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
Decl = new GlslDecl(ShaderType);
GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
Decl.Add(Blocks);
Decl.Add(BlocksB);
Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
return Decompile();
}
@ -126,9 +126,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Blocks = ShaderDecoder.Decode(Memory, Position);
BlocksB = null;
Decl = new GlslDecl(ShaderType);
Decl.Add(Blocks);
Decl = new GlslDecl(Blocks, ShaderType);
return Decompile();
}