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ryujinx-final/Ryujinx.Graphics/Gal/Shader/GlslDecl.cs
Thomas Guillemard 884b4e5fd3 Initial non 2D textures support (#525)
* Initial non 2D textures support

- Shaders still need to be changed
- Some types aren't yet implemented

* Start implementing texture instructions suffixes

Fix wrong texture type with cube and TEXS

Also support array textures in TEX and TEX.B

Clean up TEX and TEXS coords managment

Fix TEXS.LL with non-2d textures

Implement TEX.AOFFI

Get the right arguments for TEX, TEXS and TLDS

Also, store suffix operands in appropriate values to support multiple
suffix combinaisons

* Support depth in read/writeTexture

Also support WrapR and detect mipmap

* Proper cube map textures support + fix TEXS.LZ

* Implement depth compare

* some code clean up

* Implement CubeMap textures in OGLTexture.Create

* Implement TLD4 and TLD4S

* Add Texture 1D support

* updates comments

* fix some code style issues

* Fix some nits + rename some things to be less confusing

* Remove GetSuffix local functions

* AOFFI => AOffI

* TextureType => GalTextureTarget

* finish renaming TextureType to TextureTarget

* Disable LL, LZ and LB support in the decompiler

This needs more work at the GL level (GLSL implementation should be
right)

* Revert "Disable LL, LZ and LB support in the decompiler"

This reverts commit 64536c3d9f673645faff3152838d1413c3203395.

* Fix TEXS ARRAY_2D index

* ImageFormat depth should be 1 for all image format

* Fix shader build issues with sampler1DShadow and texture

* Fix DC & AOFFI combinaison with TEX/TEXS

* Support AOFFI with TLD4 and TLD4S

* Fix shader compilation error for TLD4.AOFFI with no DC

* Fix binding isuses on the 2d copy engine

TODO: support 2d array copy

* Support 2D array copy operation in the 2D engine

This make every copy right in the GPU side.
Thie CPU copy probably needs to be updated

* Implement GetGpuSize + fix somes issues with 2d engine copies

TODO: mipmap level in it

* Don't throw an exception in the layer handling

* Fix because of rebase

* Reject 2d layers of non textures in 2d copy engine

* Add 3D textures and mipmap support on BlockLinearSwizzle

* Fix naming on new BitUtils methods

* gpu cache: Make sure to invalidate textures that doesn't have the same target

* Add the concept of layer count for array instead of using depth

Also cleanup GetGpuSize as Swizzle can compute the size with mipmap

* Support multi layer with mip map in ReadTexture

* Add more check for cache invalidation & remove cubemap and cubemap array code for now

Also fix compressed 2d array

* Fix texelFetchOffset shader build error

* Start looking into cube map again

Also add some way to log write in register in engines

* fix write register log levles

* Remove debug logs in WriteRegister

* Disable AOFFI support on non NVIDIA drivers

* Fix code align
2019-02-28 12:12:24 +11:00

421 lines
16 KiB
C#

using Ryujinx.Graphics.Gal.OpenGL;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.Shader
{
class GlslDecl
{
public const int LayerAttr = 0x064;
public const int PointSizeAttr = 0x06c;
public const int PointCoordAttrX = 0x2e0;
public const int PointCoordAttrY = 0x2e4;
public const int TessCoordAttrX = 0x2f0;
public const int TessCoordAttrY = 0x2f4;
public const int TessCoordAttrZ = 0x2f8;
public const int InstanceIdAttr = 0x2f8;
public const int VertexIdAttr = 0x2fc;
public const int FaceAttr = 0x3fc;
public const int GlPositionVec4Index = 7;
public const int PositionOutAttrLocation = 15;
private const int AttrStartIndex = 8;
private const int TexStartIndex = 8;
public const string PositionOutAttrName = "position";
private const string TextureName = "tex";
private const string UniformName = "c";
private const string AttrName = "attr";
private const string InAttrName = "in_" + AttrName;
private const string OutAttrName = "out_" + AttrName;
private const string GprName = "gpr";
private const string PredName = "pred";
public const string FragmentOutputName = "FragColor";
public const string ExtraUniformBlockName = "Extra";
public const string FlipUniformName = "flip";
public const string InstanceUniformName = "instance";
public const string BasicBlockName = "bb";
public const string BasicBlockAName = BasicBlockName + "_a";
public const string BasicBlockBName = BasicBlockName + "_b";
public const int SsyStackSize = 16;
public const string SsyStackName = "ssy_stack";
public const string SsyCursorName = "ssy_cursor";
private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string StagePrefix;
private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
private Dictionary<int, ShaderDeclInfo> m_Textures;
private Dictionary<int, ShaderDeclInfo> m_Uniforms;
private Dictionary<int, ShaderDeclInfo> m_Attributes;
private Dictionary<int, ShaderDeclInfo> m_InAttributes;
private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
private Dictionary<int, ShaderDeclInfo> m_Gprs;
private Dictionary<int, ShaderDeclInfo> m_GprsHalf;
private Dictionary<int, ShaderDeclInfo> m_Preds;
public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
public IReadOnlyDictionary<int, ShaderDeclInfo> GprsHalf => m_GprsHalf;
public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
public GalShaderType ShaderType { get; private set; }
private GlslDecl(GalShaderType ShaderType)
{
this.ShaderType = ShaderType;
m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
m_Textures = new Dictionary<int, ShaderDeclInfo>();
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_Attributes = new Dictionary<int, ShaderDeclInfo>();
m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
m_Gprs = new Dictionary<int, ShaderDeclInfo>();
m_GprsHalf = new Dictionary<int, ShaderDeclInfo>();
m_Preds = new Dictionary<int, ShaderDeclInfo>();
}
public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType, ShaderHeader Header) : this(ShaderType)
{
StagePrefix = StagePrefixes[(int)ShaderType] + "_";
if (ShaderType == GalShaderType.Fragment)
{
int Index = 0;
for (int Attachment = 0; Attachment < 8; Attachment++)
{
for (int Component = 0; Component < 4; Component++)
{
if (Header.OmapTargets[Attachment].ComponentEnabled(Component))
{
m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
Index++;
}
}
}
if (Header.OmapDepth)
{
Index = Header.DepthRegister;
m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
}
}
foreach (ShaderIrBlock Block in Blocks)
{
ShaderIrNode[] Nodes = Block.GetNodes();
foreach (ShaderIrNode Node in Nodes)
{
Traverse(Nodes, null, Node);
}
}
}
public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
{
GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
Merge(Combined.m_GprsHalf, VpA.m_GprsHalf, VpB.m_GprsHalf);
Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
//Merge input attributes.
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
{
//If Vertex Program A already writes to this attribute,
//then we don't need to add it as an input attribute since
//Vertex Program A will already have written to it anyway,
//and there's no guarantee that there is an input attribute
//for this slot.
if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
}
}
return Combined;
}
public static string GetGprName(int Index)
{
return GprName + Index;
}
private static void Merge(
Dictionary<int, ShaderDeclInfo> C,
Dictionary<int, ShaderDeclInfo> A,
Dictionary<int, ShaderDeclInfo> B)
{
foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
{
C.TryAdd(KV.Key, KV.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
{
C.TryAdd(KV.Key, KV.Value);
}
}
private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
{
switch (Node)
{
case ShaderIrAsg Asg:
{
Traverse(Nodes, Asg, Asg.Dst);
Traverse(Nodes, Asg, Asg.Src);
break;
}
case ShaderIrCond Cond:
{
Traverse(Nodes, Cond, Cond.Pred);
Traverse(Nodes, Cond, Cond.Child);
break;
}
case ShaderIrOp Op:
{
Traverse(Nodes, Op, Op.OperandA);
Traverse(Nodes, Op, Op.OperandB);
Traverse(Nodes, Op, Op.OperandC);
if (Op.Inst == ShaderIrInst.Texq ||
Op.Inst == ShaderIrInst.Texs ||
Op.Inst == ShaderIrInst.Tld4 ||
Op.Inst == ShaderIrInst.Txlf)
{
int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
int Index = Handle - TexStartIndex;
string Name = StagePrefix + TextureName + Index;
GalTextureTarget TextureTarget;
TextureInstructionSuffix TextureInstructionSuffix;
// TODO: Non 2D texture type for TEXQ?
if (Op.Inst == ShaderIrInst.Texq)
{
TextureTarget = GalTextureTarget.TwoD;
TextureInstructionSuffix = TextureInstructionSuffix.None;
}
else
{
ShaderIrMetaTex Meta = ((ShaderIrMetaTex)Op.MetaData);
TextureTarget = Meta.TextureTarget;
TextureInstructionSuffix = Meta.TextureInstructionSuffix;
}
m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle, false, 0, 1, TextureTarget, TextureInstructionSuffix));
}
else if (Op.Inst == ShaderIrInst.Texb)
{
ShaderIrNode HandleSrc = null;
int Index = Array.IndexOf(Nodes, Parent) - 1;
for (; Index >= 0; Index--)
{
ShaderIrNode Curr = Nodes[Index];
if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
{
if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
{
HandleSrc = Asg.Src;
break;
}
}
}
if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
{
ShaderIrMetaTex Meta = ((ShaderIrMetaTex)Op.MetaData);
string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index, 1, Meta.TextureTarget, Meta.TextureInstructionSuffix));
}
else
{
throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
}
}
break;
}
case ShaderIrOperCbuf Cbuf:
{
if (!m_Uniforms.ContainsKey(Cbuf.Index))
{
string Name = StagePrefix + UniformName + Cbuf.Index;
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
m_Uniforms.Add(Cbuf.Index, DeclInfo);
}
break;
}
case ShaderIrOperAbuf Abuf:
{
//This is a built-in variable.
if (Abuf.Offs == LayerAttr ||
Abuf.Offs == PointSizeAttr ||
Abuf.Offs == PointCoordAttrX ||
Abuf.Offs == PointCoordAttrY ||
Abuf.Offs == VertexIdAttr ||
Abuf.Offs == InstanceIdAttr ||
Abuf.Offs == FaceAttr)
{
break;
}
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
int GlslIndex = Index - AttrStartIndex;
if (GlslIndex < 0)
{
return;
}
ShaderDeclInfo DeclInfo;
if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
{
if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
{
DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
m_OutAttributes.Add(Index, DeclInfo);
}
}
else
{
if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
{
DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
m_InAttributes.Add(Index, DeclInfo);
}
}
DeclInfo.Enlarge(Elem + 1);
if (!m_Attributes.ContainsKey(Index))
{
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
m_Attributes.Add(Index, DeclInfo);
}
Traverse(Nodes, Abuf, Abuf.Vertex);
break;
}
case ShaderIrOperGpr Gpr:
{
if (!Gpr.IsConst)
{
string Name = GetGprName(Gpr.Index);
if (Gpr.RegisterSize == ShaderRegisterSize.Single)
{
m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
}
else if (Gpr.RegisterSize == ShaderRegisterSize.Half)
{
Name += "_h" + Gpr.HalfPart;
m_GprsHalf.TryAdd((Gpr.Index << 1) | Gpr.HalfPart, new ShaderDeclInfo(Name, Gpr.Index));
}
else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
{
throw new NotImplementedException("Double types are not supported.");
}
}
break;
}
case ShaderIrOperPred Pred:
{
if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
{
string Name = PredName + Pred.Index;
m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
}
break;
}
}
}
private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
{
//This is used to check if the dictionary already contains
//a entry for a vector at a given index position.
//Used to enable turning gprs into vectors.
int VecIndex = Index & ~3;
if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
{
if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
{
return true;
}
}
return Decls.ContainsKey(Index);
}
}
}