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shader_recompiler: Implement vertex count lookup for Geometry stage
Add proper handling of input topologies in the Geometry stage for all three shader backends (GLASM, GLSL, SPIRV). This implementation uses a lookup table approach to determine vertex counts based on input topology type (Points, Lines, LinesAdjacency, Triangles, TrianglesAdjacency) and shifts the vertex count by 16 bits as required by the invocation info format. Additional changes: - Fixed TessellationControl and TessellationEval stages to properly break after emitting code - Added proper header include for runtime_info.h in GLASM backend - Improved code documentation with clear commenting patterns This change ensures accurate geometry shader behavior across all backends, improving compatibility with games that rely on proper vertex count reporting. Signed-off-by: Zephyron <zephyron@citron-emu.org>
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3 changed files with 123 additions and 0 deletions
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <string_view>
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@ -7,6 +8,7 @@
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/runtime_info.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Backend::GLASM {
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@ -403,6 +405,8 @@ void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
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void EmitInvocationInfo(EmitContext& ctx, IR::Inst& inst) {
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switch (ctx.stage) {
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case Stage::TessellationControl:
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ctx.Add("SHL.U {}.x,primitive.vertexcount,16;", inst);
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break;
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case Stage::TessellationEval:
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ctx.Add("SHL.U {}.x,primitive.vertexcount,16;", inst);
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break;
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@ -410,7 +414,47 @@ void EmitInvocationInfo(EmitContext& ctx, IR::Inst& inst) {
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// Return sample mask in upper 16 bits
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ctx.Add("SHL.U {}.x,fragment.samplemask,16;", inst);
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break;
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case Stage::Geometry: {
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// Return vertex count in upper 16 bits based on input topology
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// Using a lookup table approach for vertex counts
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const std::array<u32, 5> vertex_counts = {
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1, // Points
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2, // Lines
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4, // LinesAdjacency
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3, // Triangles
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6 // TrianglesAdjacency
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};
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// Map the input topology to an index in our lookup table
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u32 topology_index = 0;
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switch (ctx.runtime_info.input_topology) {
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case Shader::InputTopology::Lines:
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topology_index = 1;
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break;
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case Shader::InputTopology::LinesAdjacency:
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topology_index = 2;
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break;
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case Shader::InputTopology::Triangles:
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topology_index = 3;
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break;
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case Shader::InputTopology::TrianglesAdjacency:
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topology_index = 4;
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break;
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case Shader::InputTopology::Points:
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default:
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topology_index = 0;
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break;
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}
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// Get the vertex count from the lookup table and shift it
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const u32 result = vertex_counts[topology_index] << 16;
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ctx.Add("MOV.S {}.x,0x{:x};", inst, result);
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break;
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}
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case Stage::Compute:
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// Return standard format (0x00ff0000)
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ctx.Add("MOV.S {}.x,0x00ff0000;", inst);
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break;
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default:
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// Return standard format (0x00ff0000)
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ctx.Add("MOV.S {}.x,0x00ff0000;", inst);
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <string_view>
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@ -423,6 +424,8 @@ void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
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void EmitInvocationInfo(EmitContext& ctx, IR::Inst& inst) {
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switch (ctx.stage) {
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case Stage::TessellationControl:
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ctx.AddU32("{}=uint(gl_PatchVerticesIn)<<16;", inst);
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break;
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case Stage::TessellationEval:
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ctx.AddU32("{}=uint(gl_PatchVerticesIn)<<16;", inst);
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break;
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@ -430,7 +433,46 @@ void EmitInvocationInfo(EmitContext& ctx, IR::Inst& inst) {
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// Return sample mask in upper 16 bits
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ctx.AddU32("{}=uint(gl_SampleMaskIn[0])<<16;", inst);
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break;
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case Stage::Geometry: {
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// Return vertex count in upper 16 bits based on input topology
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// Using a lookup table approach for vertex counts
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ctx.AddU32("{}=uint(", inst);
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// Define vertex counts for each topology in a comment for clarity
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ctx.Add("// Vertex counts: Points=1, Lines=2, LinesAdj=4, Triangles=3, TrianglesAdj=6\n");
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// Use a lookup table approach in the generated GLSL code
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ctx.Add("(");
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// Generate a conditional expression that acts like a lookup table
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switch (ctx.runtime_info.input_topology) {
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case InputTopology::Points:
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ctx.Add("1"); // Points
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break;
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case InputTopology::Lines:
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ctx.Add("2"); // Lines
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break;
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case InputTopology::LinesAdjacency:
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ctx.Add("4"); // LinesAdjacency
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break;
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case InputTopology::Triangles:
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ctx.Add("3"); // Triangles
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break;
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case InputTopology::TrianglesAdjacency:
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ctx.Add("6"); // TrianglesAdjacency
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break;
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default:
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ctx.Add("1"); // Default to Points
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break;
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}
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ctx.Add(")<<16);");
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break;
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}
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case Stage::Compute:
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// Return standard format (0x00ff0000)
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ctx.AddU32("{}=0x00ff0000u;", inst);
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break;
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default:
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// Return standard format (0x00ff0000)
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ctx.AddU32("{}=0x00ff0000u;", inst);
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@ -1,4 +1,5 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2025 citron Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <bit>
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@ -553,6 +554,42 @@ Id EmitInvocationInfo(EmitContext& ctx) {
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// Return sample mask in upper 16 bits
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return ctx.OpShiftLeftLogical(ctx.U32[1], ctx.OpLoad(ctx.U32[1], ctx.sample_mask),
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ctx.Const(16u));
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case Stage::Geometry: {
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// Return vertex count in upper 16 bits based on input topology
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// Using a lookup table approach for vertex counts
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const std::array<u32, 5> vertex_counts = {
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1, // Points
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2, // Lines
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4, // LinesAdjacency
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3, // Triangles
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6 // TrianglesAdjacency
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};
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// Map the input topology to an index in our lookup table
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u32 topology_index = 0;
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switch (ctx.runtime_info.input_topology) {
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case InputTopology::Lines:
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topology_index = 1;
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break;
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case InputTopology::LinesAdjacency:
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topology_index = 2;
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break;
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case InputTopology::Triangles:
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topology_index = 3;
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break;
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case InputTopology::TrianglesAdjacency:
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topology_index = 4;
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break;
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case InputTopology::Points:
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default:
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topology_index = 0;
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break;
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}
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// Get the vertex count from the lookup table and shift it
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const u32 vertex_count = vertex_counts[topology_index];
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return ctx.OpShiftLeftLogical(ctx.U32[1], ctx.Const(vertex_count), ctx.Const(16u));
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}
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case Stage::Compute:
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// For compute shaders, return standard format since we can't access workgroup size directly
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return ctx.Const(0x00ff0000u);
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