Revert quad/rect list parameter forwarding changes (#4476)

* Revert "shader_recompiler: Pad number of TES passthrough outputs to fragment inputs if needed"

This reverts commit 6436063025.

* Revert "shader_recompiler: Only forward declared number of vertex inputs. (#4293)"

This reverts commit 47f5cc1437.
This commit is contained in:
squidbus
2026-05-25 06:55:20 -07:00
committed by GitHub
parent 19381b30e8
commit a57b3f3b74
8 changed files with 16 additions and 51 deletions
@@ -12,9 +12,8 @@ using Sirit::Id;
constexpr u32 SPIRV_VERSION_1_5 = 0x00010500;
struct QuadRectListEmitter : public Sirit::Module {
explicit QuadRectListEmitter(const VertexRuntimeInfo& vs_info_,
const FragmentRuntimeInfo& fs_info_)
: Sirit::Module{SPIRV_VERSION_1_5}, vs_info{vs_info_}, fs_info{fs_info_} {
explicit QuadRectListEmitter(const FragmentRuntimeInfo& fs_info_)
: Sirit::Module{SPIRV_VERSION_1_5}, fs_info{fs_info_} {
void_id = TypeVoid();
bool_id = TypeBool();
float_id = TypeFloat(32);
@@ -25,11 +24,9 @@ struct QuadRectListEmitter : public Sirit::Module {
vec3_id = TypeVector(float_id, 3);
vec4_id = TypeVector(float_id, 4);
float_zero = Constant(float_id, 0.0f);
float_one = Constant(float_id, 1.0f);
float_min_one = Constant(float_id, -1.0f);
int_zero = Constant(int_id, 0);
vec4_zero = ConstantComposite(vec4_id, float_zero, float_zero, float_zero, float_zero);
const Id float_arr{TypeArray(float_id, Constant(uint_id, 1U))};
gl_per_vertex_type = TypeStruct(vec4_id, float_id, float_arr, float_arr);
@@ -192,14 +189,8 @@ struct QuadRectListEmitter : public Sirit::Module {
OpStore(OpAccessChain(output_vec4, gl_per_vertex, Int(0)), position);
// out_paramN = in_paramN[index];
for (int i = 0; i < outputs.size(); i++) {
Id param;
if (i < inputs.size()) {
param = OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], index));
} else {
// Not enough inputs to forward, use dummy value.
param = vec4_zero;
}
for (int i = 0; i < inputs.size(); i++) {
const Id param{OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], index))};
OpStore(outputs[i], param);
}
@@ -245,7 +236,6 @@ private:
}
void DefineOutputs(spv::ExecutionModel model) {
auto num_forwards = vs_info.num_exports;
if (model == spv::ExecutionModel::TessellationControl) {
const Id gl_per_vertex_array{TypeArray(gl_per_vertex_type, Constant(uint_id, 4U))};
gl_out = AddOutput(gl_per_vertex_array);
@@ -261,12 +251,9 @@ private:
Decorate(gl_tess_level_outer, spv::Decoration::Patch);
} else {
gl_per_vertex = AddOutput(gl_per_vertex_type);
// Tessellation eval stage comes before fragment, output number of forwards it will
// actually accept.
num_forwards = fs_info.num_inputs;
}
outputs.reserve(num_forwards);
for (int i = 0; i < num_forwards; i++) {
outputs.reserve(fs_info.num_inputs);
for (int i = 0; i < fs_info.num_inputs; i++) {
const auto& input = fs_info.inputs[i];
if (input.IsDefault()) {
continue;
@@ -289,10 +276,8 @@ private:
const Id gl_per_vertex_array{TypeArray(gl_per_vertex_type, Constant(uint_id, 32U))};
gl_in = AddInput(gl_per_vertex_array);
const Id float_arr{TypeArray(vec4_id, Int(32))};
const auto num_forwards = vs_info.num_exports;
inputs.reserve(num_forwards);
for (int i = 0; i < num_forwards; i++) {
inputs.reserve(fs_info.num_inputs);
for (int i = 0; i < fs_info.num_inputs; i++) {
const auto& input = fs_info.inputs[i];
if (input.IsDefault()) {
continue;
@@ -303,7 +288,6 @@ private:
}
private:
VertexRuntimeInfo vs_info;
FragmentRuntimeInfo fs_info;
Id main;
Id void_id;
@@ -315,11 +299,9 @@ private:
Id vec2_id;
Id vec3_id;
Id vec4_id;
Id float_zero;
Id float_one;
Id float_min_one;
Id int_zero;
Id vec4_zero;
Id gl_per_vertex_type;
Id gl_in;
union {
@@ -337,9 +319,8 @@ private:
std::vector<Id> interfaces;
};
std::vector<u32> EmitAuxilaryTessShader(AuxShaderType type, const VertexRuntimeInfo& vs_info,
const FragmentRuntimeInfo& fs_info) {
QuadRectListEmitter ctx{vs_info, fs_info};
std::vector<u32> EmitAuxilaryTessShader(AuxShaderType type, const FragmentRuntimeInfo& fs_info) {
QuadRectListEmitter ctx{fs_info};
switch (type) {
case AuxShaderType::RectListTCS:
ctx.EmitRectListTCS();
@@ -8,8 +8,7 @@
namespace Shader {
struct FragmentRuntimeInfo;
struct VertexRuntimeInfo;
} // namespace Shader
}
namespace Shader::Backend::SPIRV {
@@ -20,7 +19,6 @@ enum class AuxShaderType : u32 {
};
[[nodiscard]] std::vector<u32> EmitAuxilaryTessShader(AuxShaderType type,
const VertexRuntimeInfo& vs_info,
const FragmentRuntimeInfo& fs_info);
} // namespace Shader::Backend::SPIRV
@@ -5,19 +5,10 @@
#include "shader_recompiler/ir/basic_block.h"
#include "shader_recompiler/ir/ir_emitter.h"
#include "shader_recompiler/ir/program.h"
#include "shader_recompiler/profile.h"
namespace Shader {
void InjectClipDistanceAttributes(IR::Program& program, RuntimeInfo& runtime_info,
const Profile& profile) {
if (program.info.stage == Stage::Vertex && profile.needs_clip_distance_emulation &&
program.info.stores.GetAny(IR::Attribute::ClipDistance)) {
// Increment to include the added clip distance export.
++runtime_info.vs_info.num_exports;
return;
}
void InjectClipDistanceAttributes(IR::Program& program, RuntimeInfo& runtime_info) {
auto& info = runtime_info.fs_info;
if (!info.clip_distance_emulation || program.info.l_stage != LogicalStage::Fragment) {
+1 -2
View File
@@ -8,8 +8,7 @@
namespace Shader {
struct Profile;
void InjectClipDistanceAttributes(IR::Program& program, RuntimeInfo& runtime_info,
const Profile& profile);
void InjectClipDistanceAttributes(IR::Program& program, RuntimeInfo& runtime_info);
} // namespace Shader
namespace Shader::Optimization {
+1 -1
View File
@@ -61,7 +61,7 @@ IR::Program TranslateProgram(const std::span<const u32>& code, Pools& pools, Inf
// On NVIDIA GPUs HW interpolation of clip distance values seems broken, and we need to emulate
// it with expensive discard in PS.
Shader::InjectClipDistanceAttributes(program, runtime_info, profile);
Shader::InjectClipDistanceAttributes(program, runtime_info);
// Run optimization passes
if (!profile.support_float64) {
-1
View File
@@ -95,7 +95,6 @@ using OutputMap = std::array<Output, 4>;
struct VertexRuntimeInfo : protected CommonEsVsRuntimeInfo {
u32 num_outputs;
u32 num_exports;
std::array<OutputMap, 3> outputs;
bool tess_emulated_primitive{};
bool emulate_depth_negative_one_to_one{};
@@ -193,9 +193,8 @@ GraphicsPipeline::GraphicsPipeline(
} else if (is_rect_list || is_quad_list) {
const auto type = is_quad_list ? AuxShaderType::QuadListTCS : AuxShaderType::RectListTCS;
if (!preloading) {
const auto& vs_info = runtime_infos[u32(Shader::LogicalStage::Vertex)].vs_info;
const auto& fs_info = runtime_infos[u32(Shader::LogicalStage::Fragment)].fs_info;
sdata.tcs = Shader::Backend::SPIRV::EmitAuxilaryTessShader(type, vs_info, fs_info);
sdata.tcs = Shader::Backend::SPIRV::EmitAuxilaryTessShader(type, fs_info);
}
shader_stages.emplace_back(vk::PipelineShaderStageCreateInfo{
.stage = vk::ShaderStageFlagBits::eTessellationControl,
@@ -212,10 +211,9 @@ GraphicsPipeline::GraphicsPipeline(
});
} else if (is_rect_list || is_quad_list) {
if (!preloading) {
const auto& vs_info = runtime_infos[u32(Shader::LogicalStage::Vertex)].vs_info;
const auto& fs_info = runtime_infos[u32(Shader::LogicalStage::Fragment)].fs_info;
sdata.tes = Shader::Backend::SPIRV::EmitAuxilaryTessShader(
AuxShaderType::PassthroughTES, vs_info, fs_info);
AuxShaderType::PassthroughTES, fs_info);
}
shader_stages.emplace_back(vk::PipelineShaderStageCreateInfo{
.stage = vk::ShaderStageFlagBits::eTessellationEvaluation,
@@ -134,7 +134,6 @@ const Shader::RuntimeInfo& PipelineCache::BuildRuntimeInfo(Stage stage, LogicalS
info.vs_info.step_rate_0 = regs.vgt_instance_step_rate_0;
info.vs_info.step_rate_1 = regs.vgt_instance_step_rate_1;
info.vs_info.num_outputs = MapOutputs(info.vs_info.outputs, regs.vs_output_control);
info.vs_info.num_exports = regs.vs_output_config.NumExports();
info.vs_info.emulate_depth_negative_one_to_one =
!instance.IsDepthClipControlSupported() &&
regs.clipper_control.clip_space == AmdGpu::ClipSpace::MinusWToW;