mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 16:45:45 +00:00
cedd200745
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else * Shader cache version bump * PR feedback * Fix typo
258 lines
8.8 KiB
C#
258 lines
8.8 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 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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(bool hasFragment)
|
|
{
|
|
_config.SetLastInVertexPipeline(hasFragment);
|
|
}
|
|
|
|
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.LoadAttribute(Const(attr), Const(0), Const(v));
|
|
|
|
if (attr == layerOutputAttr)
|
|
{
|
|
context.Copy(Attribute(AttributeConsts.Layer), value);
|
|
}
|
|
else
|
|
{
|
|
context.Copy(Attribute(attr), value);
|
|
config.SetOutputUserAttribute(attrIndex);
|
|
}
|
|
|
|
config.SetInputUserAttribute(attrIndex, c);
|
|
}
|
|
}
|
|
|
|
for (int c = 0; c < 4; c++)
|
|
{
|
|
int attr = AttributeConsts.PositionX + c * 4;
|
|
|
|
Operand value = context.LoadAttribute(Const(attr), Const(0), Const(v));
|
|
|
|
context.Copy(Attribute(attr), 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())
|
|
};
|
|
}
|
|
}
|
|
}
|