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-rw-r--r--src/shader_recompiler/frontend/maxwell/translate_program.cpp106
-rw-r--r--src/shader_recompiler/host_translate_info.h1
2 files changed, 67 insertions, 40 deletions
diff --git a/src/shader_recompiler/frontend/maxwell/translate_program.cpp b/src/shader_recompiler/frontend/maxwell/translate_program.cpp
index 89fced84c..4a0ccceb7 100644
--- a/src/shader_recompiler/frontend/maxwell/translate_program.cpp
+++ b/src/shader_recompiler/frontend/maxwell/translate_program.cpp
@@ -171,6 +171,64 @@ std::map<IR::Attribute, IR::Attribute> GenerateLegacyToGenericMappings(
}
return mapping;
}
+
+void EmitGeometryPassthrough(IR::IREmitter& ir, const IR::Program& program, const Shader::VaryingState &passthrough_mask, bool passthrough_position, std::optional<IR::Attribute> passthrough_layer_attr) {
+ for (u32 i = 0; i < program.output_vertices; i++) {
+ // Assign generics from input
+ for (u32 j = 0; j < 32; j++) {
+ if (!passthrough_mask.Generic(j)) {
+ continue;
+ }
+
+ const IR::Attribute attr = IR::Attribute::Generic0X + (j * 4);
+ ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
+ ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
+ ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
+ ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
+ }
+
+ if (passthrough_position) {
+ // Assign position from input
+ const IR::Attribute attr = IR::Attribute::PositionX;
+ ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
+ ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
+ ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
+ ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
+ }
+
+ if (passthrough_layer_attr) {
+ // Assign layer
+ ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(*passthrough_layer_attr), ir.Imm32(0));
+ }
+
+ // Emit vertex
+ ir.EmitVertex(ir.Imm32(0));
+ }
+ ir.EndPrimitive(ir.Imm32(0));
+}
+
+u32 GetOutputTopologyVertices(OutputTopology output_topology) {
+ switch (output_topology) {
+ case OutputTopology::PointList:
+ return 1;
+ case OutputTopology::LineStrip:
+ return 2;
+ default:
+ return 3;
+ }
+}
+
+void LowerGeometryPassthrough(const IR::Program& program, const HostTranslateInfo& host_info) {
+ for (IR::Block *const block : program.blocks) {
+ for (IR::Inst &inst : block->Instructions()) {
+ if (inst.GetOpcode() == IR::Opcode::Epilogue) {
+ IR::IREmitter ir{*block, IR::Block::InstructionList::s_iterator_to(inst)};
+ EmitGeometryPassthrough(ir, program, program.info.passthrough, program.info.passthrough.AnyComponent(IR::Attribute::PositionX), {});
+ }
+ }
+ }
+}
+
} // Anonymous namespace
IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
@@ -198,6 +256,11 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
for (size_t i = 0; i < program.info.passthrough.mask.size(); ++i) {
program.info.passthrough.mask[i] = ((mask[i / 32] >> (i % 32)) & 1) == 0;
}
+
+ if (!host_info.support_geometry_shader_passthrough) {
+ program.output_vertices = GetOutputTopologyVertices(program.output_topology);
+ LowerGeometryPassthrough(program, host_info);
+ }
}
break;
}
@@ -342,17 +405,8 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
IR::Program program;
program.stage = Stage::Geometry;
program.output_topology = output_topology;
- switch (output_topology) {
- case OutputTopology::PointList:
- program.output_vertices = 1;
- break;
- case OutputTopology::LineStrip:
- program.output_vertices = 2;
- break;
- default:
- program.output_vertices = 3;
- break;
- }
+ program.output_vertices = GetOutputTopologyVertices(output_topology);
+
program.is_geometry_passthrough = false;
program.info.loads.mask = source_program.info.stores.mask;
@@ -366,35 +420,7 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
node.data.block = current_block;
IR::IREmitter ir{*current_block};
- for (u32 i = 0; i < program.output_vertices; i++) {
- // Assign generics from input
- for (u32 j = 0; j < 32; j++) {
- if (!program.info.stores.Generic(j)) {
- continue;
- }
-
- const IR::Attribute attr = IR::Attribute::Generic0X + (j * 4);
- ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
- ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
- ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
- ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
- }
-
- // Assign position from input
- const IR::Attribute attr = IR::Attribute::PositionX;
- ir.SetAttribute(attr + 0, ir.GetAttribute(attr + 0, ir.Imm32(i)), ir.Imm32(0));
- ir.SetAttribute(attr + 1, ir.GetAttribute(attr + 1, ir.Imm32(i)), ir.Imm32(0));
- ir.SetAttribute(attr + 2, ir.GetAttribute(attr + 2, ir.Imm32(i)), ir.Imm32(0));
- ir.SetAttribute(attr + 3, ir.GetAttribute(attr + 3, ir.Imm32(i)), ir.Imm32(0));
-
- // Assign layer
- ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(source_program.info.emulated_layer),
- ir.Imm32(0));
-
- // Emit vertex
- ir.EmitVertex(ir.Imm32(0));
- }
- ir.EndPrimitive(ir.Imm32(0));
+ EmitGeometryPassthrough(ir, program, program.info.stores, true, source_program.info.emulated_layer);
IR::Block* return_block{block_pool.Create(inst_pool)};
IR::IREmitter{*return_block}.Epilogue();
diff --git a/src/shader_recompiler/host_translate_info.h b/src/shader_recompiler/host_translate_info.h
index 7df090124..dc402ee47 100644
--- a/src/shader_recompiler/host_translate_info.h
+++ b/src/shader_recompiler/host_translate_info.h
@@ -16,6 +16,7 @@ struct HostTranslateInfo {
bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
+ bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry passthrough shaders
};
} // namespace Shader