using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
using static Ryujinx.Graphics.Shader.Translation.Translator;
namespace Ryujinx.Graphics.Shader.Translation
{
public class TranslatorContext
private readonly DecodedProgram _program;
private ShaderConfig _config;
public ulong Address { get; }
public ShaderStage Stage => _config.Stage;
public int Size => _config.Size;
public int Cb1DataSize => _config.Cb1DataSize;
public IGpuAccessor GpuAccessor => _config.GpuAccessor;
internal TranslatorContext(ulong address, DecodedProgram program, ShaderConfig config)
Address = address;
_program = program;
_config = config;
}
private static bool IsUserAttribute(Operand operand)
if (operand != null && operand.Type.IsAttribute())
int value = operand.Value & AttributeConsts.Mask;
return value >= AttributeConsts.UserAttributeBase && value < AttributeConsts.UserAttributeEnd;
return false;
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b, int aStart)
// Here we combine two shaders.
// For shader A:
// - All user attribute stores on shader A are turned into copies to a
// temporary variable. It's assumed that shader B will consume them.
// - All return instructions are turned into branch instructions, the
// branch target being the start of the shader B code.
// For shader B:
// - All user attribute loads on shader B are turned into copies from a
// temporary variable, as long that attribute is written by shader A.
FunctionCode[] output = new FunctionCode[a.Length + b.Length - 1];
List<Operation> ops = new List<Operation>(a.Length + b.Length);
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
Operand lblB = Label();
for (int index = aStart; index < a[0].Code.Length; index++)
Operation operation = a[0].Code[index];
if (IsUserAttribute(operation.Dest))
int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
Operand temp = temps[tIndex];
if (temp == null)
temp = Local();
temps[tIndex] = temp;
operation.Dest = temp;
if (operation.Inst == Instruction.Return)
ops.Add(new Operation(Instruction.Branch, lblB));
else
ops.Add(operation);
ops.Add(new Operation(Instruction.MarkLabel, lblB));
for (int index = 0; index < b[0].Code.Length; index++)
Operation operation = b[0].Code[index];
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
Operand src = operation.GetSource(srcIndex);
if (IsUserAttribute(src))
Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
if (temp != null)
operation.SetSource(srcIndex, temp);
output[0] = new FunctionCode(ops.ToArray());
for (int i = 1; i < a.Length; i++)
output[i] = a[i];
for (int i = 1; i < b.Length; i++)
output[a.Length + i - 1] = b[i];
return output;
public void SetNextStage(TranslatorContext nextStage)
_config.MergeFromtNextStage(nextStage._config);
public ShaderProgram Translate(TranslatorContext other = null)
FunctionCode[] code = EmitShader(_program, _config, initializeOutputs: other == null, out _);
if (other != null)
other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, 0);
FunctionCode[] otherCode = EmitShader(other._program, other._config, initializeOutputs: true, out int aStart);
code = Combine(otherCode, code, aStart);
_config.InheritFrom(other._config);
return Translator.Translate(code, _config);