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https://github.com/skyline-emu/skyline.git
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Retain Shader Binding State Across Stages
An instance of `Shader::Backend::Bindings` must be retained across all stages for correct emission of bindings, which is now done inside `GraphicsContext::GetShaderStages`.
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@ -546,6 +546,7 @@ namespace skyline::gpu::interconnect {
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span<vk::PipelineShaderStageCreateInfo> GetShaderStages() {
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span<vk::PipelineShaderStageCreateInfo> GetShaderStages() {
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if (!activeShaderStagesInfoCount) {
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if (!activeShaderStagesInfoCount) {
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runtimeInfo.previous_stage_stores.mask.set(); // First stage should always have all bits set
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runtimeInfo.previous_stage_stores.mask.set(); // First stage should always have all bits set
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ShaderCompiler::Backend::Bindings bindings;
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size_t count{};
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size_t count{};
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for (auto &shader : shaders) {
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for (auto &shader : shaders) {
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@ -586,7 +587,7 @@ namespace skyline::gpu::interconnect {
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return std::nullopt;
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return std::nullopt;
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})};
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})};
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shader.vkModule = gpu.shader.CompileGraphicsShader(shader.data, shader.stage, shader.offset, runtimeInfo);
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shader.vkModule = gpu.shader.CompileGraphicsShader(shader.data, shader.stage, shader.offset, runtimeInfo, bindings);
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}
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}
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shaderStagesInfo[count++] = vk::PipelineShaderStageCreateInfo{
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shaderStagesInfo[count++] = vk::PipelineShaderStageCreateInfo{
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@ -125,13 +125,12 @@ namespace skyline::gpu {
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}
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}
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};
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};
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vk::raii::ShaderModule ShaderManager::CompileGraphicsShader(const std::vector<u8> &binary, Shader::Stage stage, u32 baseOffset, Shader::RuntimeInfo& runtimeInfo) {
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vk::raii::ShaderModule ShaderManager::CompileGraphicsShader(const std::vector<u8> &binary, Shader::Stage stage, u32 baseOffset, Shader::RuntimeInfo &runtimeInfo, Shader::Backend::Bindings &bindings) {
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GraphicsEnvironment environment{binary, baseOffset, stage};
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GraphicsEnvironment environment{binary, baseOffset, stage};
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Shader::Maxwell::Flow::CFG cfg(environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))});
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Shader::Maxwell::Flow::CFG cfg(environment, flowBlockPool, Shader::Maxwell::Location{static_cast<u32>(baseOffset + sizeof(Shader::ProgramHeader))});
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auto program{Shader::Maxwell::TranslateProgram(instPool, blockPool, environment, cfg, hostTranslateInfo)};
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auto program{Shader::Maxwell::TranslateProgram(instPool, blockPool, environment, cfg, hostTranslateInfo)};
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Shader::Backend::Bindings bindings{};
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auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program, bindings)};
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auto spirv{Shader::Backend::SPIRV::EmitSPIRV(profile, runtimeInfo, program, bindings)};
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runtimeInfo.previous_stage_stores = program.info.stores;
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runtimeInfo.previous_stage_stores = program.info.stores;
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@ -8,9 +8,10 @@
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#include <shader_compiler/frontend/maxwell/control_flow.h>
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#include <shader_compiler/frontend/maxwell/control_flow.h>
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#include <shader_compiler/frontend/ir/value.h>
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#include <shader_compiler/frontend/ir/value.h>
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#include <shader_compiler/frontend/ir/basic_block.h>
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#include <shader_compiler/frontend/ir/basic_block.h>
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#include <shader_compiler/runtime_info.h>
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#include <shader_compiler/host_translate_info.h>
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#include <shader_compiler/host_translate_info.h>
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#include <shader_compiler/profile.h>
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#include <shader_compiler/profile.h>
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#include <shader_compiler/runtime_info.h>
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#include <shader_compiler/backend/bindings.h>
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#include <common.h>
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#include <common.h>
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namespace skyline::gpu {
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namespace skyline::gpu {
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@ -27,11 +28,11 @@ namespace skyline::gpu {
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Shader::Profile profile;
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Shader::Profile profile;
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public:
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public:
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ShaderManager(const DeviceState& state, GPU &gpu);
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ShaderManager(const DeviceState &state, GPU &gpu);
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/**
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/**
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* @note `runtimeInfo::previous_stage_stores` will automatically be updated for the next stage
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* @note `runtimeInfo::previous_stage_stores` will automatically be updated for the next stage
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*/
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*/
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vk::raii::ShaderModule CompileGraphicsShader(const std::vector<u8> &binary, Shader::Stage stage, u32 baseOffset, Shader::RuntimeInfo& runtimeInfo);
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vk::raii::ShaderModule CompileGraphicsShader(const std::vector<u8> &binary, Shader::Stage stage, u32 baseOffset, Shader::RuntimeInfo &runtimeInfo, Shader::Backend::Bindings &bindings);
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};
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};
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}
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}
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