New shader translator implementation (#654)
* 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
2019-04-17 23:57:08 +00:00
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using Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using System;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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static class TypeConversion
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{
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public static string ReinterpretCast(
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CodeGenContext context,
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IAstNode node,
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VariableType srcType,
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VariableType dstType)
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{
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if (node is AstOperand operand && operand.Type == OperandType.Constant)
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{
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if (NumberFormatter.TryFormat(operand.Value, dstType, out string formatted))
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{
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return formatted;
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}
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}
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string expr = InstGen.GetExpression(context, node);
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return ReinterpretCast(expr, node, srcType, dstType);
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}
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private static string ReinterpretCast(string expr, IAstNode node, VariableType srcType, VariableType dstType)
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{
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if (srcType == dstType)
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{
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return expr;
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}
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if (srcType == VariableType.F32)
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{
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switch (dstType)
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{
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2021-01-27 08:19:30 +00:00
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case VariableType.Bool: return $"(floatBitsToInt({expr}) != 0)";
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case VariableType.S32: return $"floatBitsToInt({expr})";
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case VariableType.U32: return $"floatBitsToUint({expr})";
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New shader translator implementation (#654)
* 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
2019-04-17 23:57:08 +00:00
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}
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}
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else if (dstType == VariableType.F32)
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{
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switch (srcType)
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{
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case VariableType.Bool: return $"intBitsToFloat({ReinterpretBoolToInt(expr, node, VariableType.S32)})";
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case VariableType.S32: return $"intBitsToFloat({expr})";
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case VariableType.U32: return $"uintBitsToFloat({expr})";
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}
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}
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else if (srcType == VariableType.Bool)
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{
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return ReinterpretBoolToInt(expr, node, dstType);
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}
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else if (dstType == VariableType.Bool)
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{
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expr = InstGenHelper.Enclose(expr, node, Instruction.CompareNotEqual, isLhs: true);
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return $"({expr} != 0)";
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}
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else if (dstType == VariableType.S32)
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{
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return $"int({expr})";
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}
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else if (dstType == VariableType.U32)
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{
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return $"uint({expr})";
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}
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throw new ArgumentException($"Invalid reinterpret cast from \"{srcType}\" to \"{dstType}\".");
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}
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private static string ReinterpretBoolToInt(string expr, IAstNode node, VariableType dstType)
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{
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string trueExpr = NumberFormatter.FormatInt(IrConsts.True, dstType);
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string falseExpr = NumberFormatter.FormatInt(IrConsts.False, dstType);
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expr = InstGenHelper.Enclose(expr, node, Instruction.ConditionalSelect, isLhs: false);
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return $"({expr} ? {trueExpr} : {falseExpr})";
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}
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}
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}
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