0
0
Fork 0
This repository has been archived on 2024-10-12. You can view files and clone it, but cannot push or open issues or pull requests.
ryujinx-final/Ryujinx.Graphics.Shader/Translation/TranslatorContext.cs
gdkchan 9f12e50a54
Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator

* Implement gl_ViewportMask[]

* Add back the Intel FrontFacing bug workaround

* Fix GLSL transform feedback outputs mistmatch with fragment stage

* Shader cache version bump

* Fix geometry shader recognition

* PR feedback

* Delete GetOperandDef and GetOperandUse

* Remove replacements that are no longer needed on GLSL compilation on Vulkan

* Fix incorrect load for per-patch outputs

* Fix build
2023-04-25 19:51:07 -03:00

255 lines
9 KiB
C#

using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using Ryujinx.Graphics.Shader.CodeGen.Spirv;
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
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 bool LayerOutputWritten => _config.LayerOutputWritten;
public IGpuAccessor GpuAccessor => _config.GpuAccessor;
internal TranslatorContext(ulong address, DecodedProgram program, ShaderConfig config)
{
Address = address;
_program = program;
_config = config;
}
private static bool IsLoadUserDefined(Operation operation)
{
// TODO: Check if sources count match and all sources are constant.
return operation.Inst == Instruction.Load && (IoVariable)operation.GetSource(0).Value == IoVariable.UserDefined;
}
private static bool IsStoreUserDefined(Operation operation)
{
// TODO: Check if sources count match and all sources are constant.
return operation.Inst == Instruction.Store && (IoVariable)operation.GetSource(0).Value == IoVariable.UserDefined;
}
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 (IsStoreUserDefined(operation))
{
int tIndex = operation.GetSource(1).Value * 4 + operation.GetSource(2).Value;
Operand temp = temps[tIndex];
if (temp == null)
{
temp = Local();
temps[tIndex] = temp;
}
operation.Dest = temp;
operation.TurnIntoCopy(operation.GetSource(operation.SourcesCount - 1));
}
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];
if (IsLoadUserDefined(operation))
{
int tIndex = operation.GetSource(1).Value * 4 + operation.GetSource(2).Value;
Operand temp = temps[tIndex];
if (temp != null)
{
operation.TurnIntoCopy(temp);
}
}
ops.Add(operation);
}
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 void SetGeometryShaderLayerInputAttribute(int attr)
{
_config.SetGeometryShaderLayerInputAttribute(attr);
}
public void SetLastInVertexPipeline()
{
_config.SetLastInVertexPipeline();
}
public ShaderProgram Translate(TranslatorContext other = null)
{
FunctionCode[] code = EmitShader(_program, _config, initializeOutputs: other == null, out _);
if (other != null)
{
other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, Enumerable.Empty<int>());
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);
}
public ShaderProgram GenerateGeometryPassthrough()
{
int outputAttributesMask = _config.UsedOutputAttributes;
int layerOutputAttr = _config.LayerOutputAttribute;
OutputTopology outputTopology;
int maxOutputVertices;
switch (GpuAccessor.QueryPrimitiveTopology())
{
case InputTopology.Points:
outputTopology = OutputTopology.PointList;
maxOutputVertices = 1;
break;
case InputTopology.Lines:
case InputTopology.LinesAdjacency:
outputTopology = OutputTopology.LineStrip;
maxOutputVertices = 2;
break;
default:
outputTopology = OutputTopology.TriangleStrip;
maxOutputVertices = 3;
break;
}
ShaderConfig config = new ShaderConfig(ShaderStage.Geometry, outputTopology, maxOutputVertices, GpuAccessor, _config.Options);
EmitterContext context = new EmitterContext(default, config, false);
for (int v = 0; v < maxOutputVertices; v++)
{
int outAttrsMask = outputAttributesMask;
while (outAttrsMask != 0)
{
int attrIndex = BitOperations.TrailingZeroCount(outAttrsMask);
outAttrsMask &= ~(1 << attrIndex);
for (int c = 0; c < 4; c++)
{
int attr = AttributeConsts.UserAttributeBase + attrIndex * 16 + c * 4;
Operand value = context.Load(StorageKind.Input, IoVariable.UserDefined, Const(v), Const(attrIndex), Const(c));
if (attr == layerOutputAttr)
{
context.Store(StorageKind.Output, IoVariable.Layer, null, value);
}
else
{
context.Store(StorageKind.Output, IoVariable.UserDefined, null, Const(attrIndex), Const(c), value);
config.SetOutputUserAttribute(attrIndex);
}
config.SetInputUserAttribute(attrIndex, c);
}
}
for (int c = 0; c < 4; c++)
{
Operand value = context.Load(StorageKind.Input, IoVariable.Position, Const(v), Const(c));
context.Store(StorageKind.Output, IoVariable.Position, null, Const(c), value);
}
context.EmitVertex();
}
context.EndPrimitive();
var operations = context.GetOperations();
var cfg = ControlFlowGraph.Create(operations);
var function = new Function(cfg.Blocks, "main", false, 0, 0);
var sInfo = StructuredProgram.MakeStructuredProgram(new[] { function }, config);
var info = config.CreateProgramInfo();
return config.Options.TargetLanguage switch
{
TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, config)),
TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, config)),
_ => throw new NotImplementedException(config.Options.TargetLanguage.ToString())
};
}
}
}