mirror of
https://github.com/GreemDev/Ryujinx.git
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6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
219 lines
No EOL
7.3 KiB
C#
219 lines
No EOL
7.3 KiB
C#
using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Shader.CodeGen.Glsl;
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.Instructions;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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public static class Translator
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{
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public static ShaderProgram Translate(IGalMemory memory, ulong address, ShaderConfig config)
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{
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return Translate(memory, address, 0, config);
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}
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public static ShaderProgram Translate(
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IGalMemory memory,
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ulong address,
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ulong addressB,
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ShaderConfig config)
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{
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Operation[] shaderOps = DecodeShader(memory, address, config.Type);
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if (addressB != 0)
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{
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//Dual vertex shader.
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Operation[] shaderOpsB = DecodeShader(memory, addressB, config.Type);
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shaderOps = Combine(shaderOps, shaderOpsB);
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}
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BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(shaderOps);
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Dominance.FindDominators(irBlocks[0], irBlocks.Length);
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Dominance.FindDominanceFrontiers(irBlocks);
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Ssa.Rename(irBlocks);
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Optimizer.Optimize(irBlocks);
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StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
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GlslProgram program = GlslGenerator.Generate(sInfo, config);
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ShaderProgramInfo spInfo = new ShaderProgramInfo(
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program.CBufferDescriptors,
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program.TextureDescriptors);
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return new ShaderProgram(spInfo, program.Code);
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}
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private static Operation[] DecodeShader(IGalMemory memory, ulong address, GalShaderType shaderType)
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{
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ShaderHeader header = new ShaderHeader(memory, address);
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Block[] cfg = Decoder.Decode(memory, address);
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EmitterContext context = new EmitterContext(shaderType, header);
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for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
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{
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Block block = cfg[blkIndex];
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context.CurrBlock = block;
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context.MarkLabel(context.GetLabel(block.Address));
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for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
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{
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OpCode op = block.OpCodes[opIndex];
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if (op.NeverExecute)
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{
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continue;
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}
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Operand predSkipLbl = null;
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bool skipPredicateCheck = op.Emitter == InstEmit.Bra;
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if (op is OpCodeSync opSync)
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{
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//If the instruction is a SYNC instruction with only one
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//possible target address, then the instruction is basically
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//just a simple branch, we can generate code similar to branch
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//instructions, with the condition check on the branch itself.
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skipPredicateCheck |= opSync.Targets.Count < 2;
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}
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if (!(op.Predicate.IsPT || skipPredicateCheck))
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{
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Operand label;
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if (opIndex == block.OpCodes.Count - 1 && block.Next != null)
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{
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label = context.GetLabel(block.Next.Address);
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}
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else
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{
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label = Label();
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predSkipLbl = label;
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}
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Operand pred = Register(op.Predicate);
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if (op.InvertPredicate)
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{
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context.BranchIfTrue(label, pred);
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}
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else
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{
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context.BranchIfFalse(label, pred);
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}
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}
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context.CurrOp = op;
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op.Emitter(context);
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if (predSkipLbl != null)
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{
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context.MarkLabel(predSkipLbl);
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}
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}
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}
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return context.GetOperations();
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}
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private static Operation[] Combine(Operation[] a, Operation[] b)
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{
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//Here we combine two shaders.
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//For shader A:
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//- All user attribute stores on shader A are turned into copies to a
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//temporary variable. It's assumed that shader B will consume them.
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//- All return instructions are turned into branch instructions, the
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//branch target being the start of the shader B code.
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//For shader B:
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//- All user attribute loads on shader B are turned into copies from a
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//temporary variable, as long that attribute is written by shader A.
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List<Operation> output = new List<Operation>(a.Length + b.Length);
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Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
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Operand lblB = Label();
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for (int index = 0; index < a.Length; index++)
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{
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Operation operation = a[index];
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if (IsUserAttribute(operation.Dest))
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{
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int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
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Operand temp = temps[tIndex];
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if (temp == null)
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{
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temp = Local();
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temps[tIndex] = temp;
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}
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operation.Dest = temp;
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}
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if (operation.Inst == Instruction.Return)
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{
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output.Add(new Operation(Instruction.Branch, lblB));
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}
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else
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{
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output.Add(operation);
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}
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}
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output.Add(new Operation(Instruction.MarkLabel, lblB));
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for (int index = 0; index < b.Length; index++)
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{
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Operation operation = b[index];
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for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
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{
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Operand src = operation.GetSource(srcIndex);
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if (IsUserAttribute(src))
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{
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Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
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if (temp != null)
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{
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operation.SetSource(srcIndex, temp);
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}
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}
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}
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output.Add(operation);
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}
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return output.ToArray();
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}
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private static bool IsUserAttribute(Operand operand)
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{
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return operand != null &&
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operand.Type == OperandType.Attribute &&
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operand.Value >= AttributeConsts.UserAttributeBase &&
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operand.Value < AttributeConsts.UserAttributeEnd;
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}
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}
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} |