using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation
{
class EmitterContext
public Block CurrBlock { get; set; }
public OpCode CurrOp { get; set; }
public ShaderConfig Config { get; }
private List<Operation> _operations;
private Dictionary<ulong, Operand> _labels;
public EmitterContext(ShaderConfig config)
Config = config;
_operations = new List<Operation>();
_labels = new Dictionary<ulong, Operand>();
}
public Operand Add(Instruction inst, Operand dest = null, params Operand[] sources)
Operation operation = new Operation(inst, dest, sources);
Add(operation);
return dest;
public void Add(Operation operation)
_operations.Add(operation);
public void FlagAttributeRead(int attribute)
if (Config.Stage == ShaderStage.Fragment)
switch (attribute)
case AttributeConsts.PositionX:
case AttributeConsts.PositionY:
Config.SetUsedFeature(FeatureFlags.FragCoordXY);
break;
public void MarkLabel(Operand label)
Add(Instruction.MarkLabel, label);
public Operand GetLabel(ulong address)
if (!_labels.TryGetValue(address, out Operand label))
label = Label();
_labels.Add(address, label);
return label;
public void PrepareForReturn()
if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
// Here we attempt to implement viewport swizzle on the vertex shader.
// Perform permutation and negation of the output gl_Position components.
// Note that per-viewport swizzling can't be supported using this approach.
int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
Operand[] temp = new Operand[4];
temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
else if (Config.Stage == ShaderStage.Fragment)
if (Config.OmapDepth)
Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);
this.Copy(dest, src);
int regIndex = 0;
for (int rtIndex = 0; rtIndex < 8; rtIndex++)
OmapTarget target = Config.OmapTargets[rtIndex];
for (int component = 0; component < 4; component++)
if (!target.ComponentEnabled(component))
continue;
int fragmentOutputColorAttr = AttributeConsts.FragmentOutputColorBase + rtIndex * 16;
Operand src = Register(regIndex, RegisterType.Gpr);
// Perform B <-> R swap if needed, for BGRA formats (not supported on OpenGL).
if (component == 0 || component == 2)
Operand isBgra = Attribute(AttributeConsts.FragmentOutputIsBgraBase + rtIndex * 4);
Operand lblIsBgra = Label();
Operand lblEnd = Label();
this.BranchIfTrue(lblIsBgra, isBgra);
this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src);
this.Branch(lblEnd);
MarkLabel(lblIsBgra);
this.Copy(Attribute(fragmentOutputColorAttr + (2 - component) * 4), src);
MarkLabel(lblEnd);
else
regIndex++;
public Operation[] GetOperations()
return _operations.ToArray();