yuzu-emu
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yuzu-mainline
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Run clang-format

This commit is contained in:
Billy Laws 2023-01-05 22:10:21 +00:00
parent 12b4c9c04c
commit 58fec43768
6 changed files with 35 additions and 24 deletions

View File

@ -321,11 +321,12 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
case IR::Attribute::PositionY:
case IR::Attribute::PositionZ:
case IR::Attribute::PositionW:
return ctx.OpLoad(ctx.F32[1], ctx.need_input_position_indirect ?
AttrPointer(ctx, ctx.input_f32, vertex, ctx.input_position,
ctx.u32_zero_value, ctx.Const(element))
: AttrPointer(ctx, ctx.input_f32, vertex, ctx.input_position,
ctx.Const(element)));
return ctx.OpLoad(
ctx.F32[1],
ctx.need_input_position_indirect
? AttrPointer(ctx, ctx.input_f32, vertex, ctx.input_position, ctx.u32_zero_value,
ctx.Const(element))
: AttrPointer(ctx, ctx.input_f32, vertex, ctx.input_position, ctx.Const(element)));
case IR::Attribute::InstanceId:
if (ctx.profile.support_vertex_instance_id) {
return ctx.OpBitcast(ctx.F32[1], ctx.OpLoad(ctx.U32[1], ctx.instance_id));

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@ -729,7 +729,7 @@ void EmitContext::DefineAttributeMemAccess(const Info& info) {
else
return OpAccessChain(input_f32, input_position, u32_zero_value,
masked_index);
} else {
} else {
if (is_array)
return OpAccessChain(input_f32, input_position, vertex, masked_index);
else
@ -1390,7 +1390,8 @@ void EmitContext::DefineInputs(const IR::Program& program) {
static_cast<unsigned>(spv::BuiltIn::Position));
Decorate(input_position_struct, spv::Decoration::Block);
} else {
const spv::BuiltIn built_in{is_fragment ? spv::BuiltIn::FragCoord : spv::BuiltIn::Position};
const spv::BuiltIn built_in{is_fragment ? spv::BuiltIn::FragCoord
: spv::BuiltIn::Position};
input_position = DefineInput(*this, F32[4], true, built_in);
if (profile.support_geometry_shader_passthrough) {

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@ -172,7 +172,10 @@ 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) {
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++) {
@ -198,7 +201,8 @@ void EmitGeometryPassthrough(IR::IREmitter& ir, const IR::Program& program, cons
if (passthrough_layer_attr) {
// Assign layer
ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(*passthrough_layer_attr), ir.Imm32(0));
ir.SetAttribute(IR::Attribute::Layer, ir.GetAttribute(*passthrough_layer_attr),
ir.Imm32(0));
}
// Emit vertex
@ -209,21 +213,23 @@ void EmitGeometryPassthrough(IR::IREmitter& ir, const IR::Program& program, cons
u32 GetOutputTopologyVertices(OutputTopology output_topology) {
switch (output_topology) {
case OutputTopology::PointList:
return 1;
case OutputTopology::LineStrip:
return 2;
default:
return 3;
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()) {
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), {});
EmitGeometryPassthrough(
ir, program, program.info.passthrough,
program.info.passthrough.AnyComponent(IR::Attribute::PositionX), {});
}
}
}
@ -407,7 +413,6 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
program.output_topology = output_topology;
program.output_vertices = GetOutputTopologyVertices(output_topology);
program.is_geometry_passthrough = false;
program.info.loads.mask = source_program.info.stores.mask;
program.info.stores.mask = source_program.info.stores.mask;
@ -420,7 +425,8 @@ IR::Program GenerateGeometryPassthrough(ObjectPool<IR::Inst>& inst_pool,
node.data.block = current_block;
IR::IREmitter ir{*current_block};
EmitGeometryPassthrough(ir, program, program.info.stores, true, source_program.info.emulated_layer);
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();

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@ -15,8 +15,9 @@ struct HostTranslateInfo {
bool needs_demote_reorder{}; ///< True when the device needs DemoteToHelperInvocation reordered
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
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

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@ -538,7 +538,8 @@ void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateIn
const IR::U32 index{IR::Value{static_cast<u32>(info.set.index_of(it))}};
IR::Block* const block{storage_inst.block};
IR::Inst* const inst{storage_inst.inst};
const IR::U32 offset{StorageOffset(*block, *inst, storage_buffer, host_info.min_ssbo_alignment)};
const IR::U32 offset{
StorageOffset(*block, *inst, storage_buffer, host_info.min_ssbo_alignment)};
Replace(*block, *inst, index, offset);
}
}

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@ -1941,7 +1941,8 @@ typename BufferCache<P>::Binding BufferCache<P>::StorageBufferBinding(GPUVAddr s
const u32 alignment = runtime.GetStorageBufferAlignment();
const GPUVAddr aligned_gpu_addr = Common::AlignDown(gpu_addr, alignment);
const u32 aligned_size = Common::AlignUp(static_cast<u32>(gpu_addr - aligned_gpu_addr) + size, alignment);
const u32 aligned_size =
Common::AlignUp(static_cast<u32>(gpu_addr - aligned_gpu_addr) + size, alignment);
const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(aligned_gpu_addr);
if (!cpu_addr || size == 0) {