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
2019-04-18 00:57:08 +01:00
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using Ryujinx.Graphics.Gal;
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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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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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class OperandManager
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{
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private static string[] _stagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
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private struct BuiltInAttribute
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{
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public string Name { get; }
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public VariableType Type { get; }
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public BuiltInAttribute(string name, VariableType type)
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{
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Name = name;
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Type = type;
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}
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}
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private static Dictionary<int, BuiltInAttribute> _builtInAttributes =
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new Dictionary<int, BuiltInAttribute>()
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{
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2019-04-25 00:09:01 +01:00
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{ AttributeConsts.Layer, new BuiltInAttribute("gl_Layer", VariableType.S32) },
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{ AttributeConsts.PointSize, new BuiltInAttribute("gl_PointSize", VariableType.F32) },
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{ AttributeConsts.PositionX, new BuiltInAttribute("gl_Position.x", VariableType.F32) },
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{ AttributeConsts.PositionY, new BuiltInAttribute("gl_Position.y", VariableType.F32) },
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{ AttributeConsts.PositionZ, new BuiltInAttribute("gl_Position.z", VariableType.F32) },
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{ AttributeConsts.PositionW, new BuiltInAttribute("gl_Position.w", VariableType.F32) },
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{ AttributeConsts.ClipDistance0, new BuiltInAttribute("gl_ClipDistance[0]", VariableType.F32) },
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{ AttributeConsts.ClipDistance1, new BuiltInAttribute("gl_ClipDistance[1]", VariableType.F32) },
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{ AttributeConsts.ClipDistance2, new BuiltInAttribute("gl_ClipDistance[2]", VariableType.F32) },
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{ AttributeConsts.ClipDistance3, new BuiltInAttribute("gl_ClipDistance[3]", VariableType.F32) },
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{ AttributeConsts.ClipDistance4, new BuiltInAttribute("gl_ClipDistance[4]", VariableType.F32) },
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{ AttributeConsts.ClipDistance5, new BuiltInAttribute("gl_ClipDistance[5]", VariableType.F32) },
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{ AttributeConsts.ClipDistance6, new BuiltInAttribute("gl_ClipDistance[6]", VariableType.F32) },
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{ AttributeConsts.ClipDistance7, new BuiltInAttribute("gl_ClipDistance[7]", VariableType.F32) },
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{ AttributeConsts.PointCoordX, new BuiltInAttribute("gl_PointCoord.x", VariableType.F32) },
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{ AttributeConsts.PointCoordY, new BuiltInAttribute("gl_PointCoord.y", VariableType.F32) },
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{ AttributeConsts.TessCoordX, new BuiltInAttribute("gl_TessCoord.x", VariableType.F32) },
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{ AttributeConsts.TessCoordY, new BuiltInAttribute("gl_TessCoord.y", VariableType.F32) },
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{ AttributeConsts.InstanceId, new BuiltInAttribute("instance", VariableType.S32) },
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{ AttributeConsts.VertexId, new BuiltInAttribute("gl_VertexID", VariableType.S32) },
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{ AttributeConsts.FrontFacing, new BuiltInAttribute("gl_FrontFacing", VariableType.Bool) },
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{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) }
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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
2019-04-18 00:57:08 +01:00
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};
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private Dictionary<AstOperand, string> _locals;
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public OperandManager()
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{
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_locals = new Dictionary<AstOperand, string>();
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}
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public string DeclareLocal(AstOperand operand)
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{
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string name = $"{DefaultNames.LocalNamePrefix}_{_locals.Count}";
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_locals.Add(operand, name);
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return name;
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}
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public string GetExpression(AstOperand operand, GalShaderType shaderType)
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{
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switch (operand.Type)
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{
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case OperandType.Attribute:
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return GetAttributeName(operand, shaderType);
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case OperandType.Constant:
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return NumberFormatter.FormatInt(operand.Value);
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case OperandType.ConstantBuffer:
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return GetConstantBufferName(operand, shaderType);
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case OperandType.LocalVariable:
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return _locals[operand];
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case OperandType.Undefined:
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return DefaultNames.UndefinedName;
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}
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throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
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}
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public static string GetConstantBufferName(AstOperand cbuf, GalShaderType shaderType)
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{
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string ubName = GetUbName(shaderType, cbuf.CbufSlot);
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ubName += "[" + (cbuf.CbufOffset >> 2) + "]";
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return ubName + "." + GetSwizzleMask(cbuf.CbufOffset & 3);
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}
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public static string GetConstantBufferName(IAstNode slot, string offsetExpr, GalShaderType shaderType)
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{
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//Non-constant slots are not supported.
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//It is expected that upstream stages are never going to generate non-constant
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//slot access.
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AstOperand operand = (AstOperand)slot;
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string ubName = GetUbName(shaderType, operand.Value);
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string index0 = "[" + offsetExpr + " >> 4]";
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string index1 = "[" + offsetExpr + " >> 2 & 3]";
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return ubName + index0 + index1;
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}
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public static string GetOutAttributeName(AstOperand attr, GalShaderType shaderType)
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{
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return GetAttributeName(attr, shaderType, isOutAttr: true);
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}
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private static string GetAttributeName(AstOperand attr, GalShaderType shaderType, bool isOutAttr = false)
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{
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int value = attr.Value;
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string swzMask = GetSwizzleMask((value >> 2) & 3);
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if (value >= AttributeConsts.UserAttributeBase &&
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value < AttributeConsts.UserAttributeEnd)
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{
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value -= AttributeConsts.UserAttributeBase;
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string prefix = isOutAttr
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? DefaultNames.OAttributePrefix
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: DefaultNames.IAttributePrefix;
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string name = $"{prefix}{(value >> 4)}";
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if (shaderType == GalShaderType.Geometry && !isOutAttr)
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{
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name += "[0]";
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}
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name += "." + swzMask;
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return name;
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}
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else
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{
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if (value >= AttributeConsts.FragmentOutputColorBase &&
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value < AttributeConsts.FragmentOutputColorEnd)
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{
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value -= AttributeConsts.FragmentOutputColorBase;
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return $"{DefaultNames.OAttributePrefix}{(value >> 4)}.{swzMask}";
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}
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else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
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{
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//TODO: There must be a better way to handle this...
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if (shaderType == GalShaderType.Fragment)
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{
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switch (value & ~3)
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{
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case AttributeConsts.PositionX: return "gl_FragCoord.x";
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case AttributeConsts.PositionY: return "gl_FragCoord.y";
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case AttributeConsts.PositionZ: return "gl_FragCoord.z";
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case AttributeConsts.PositionW: return "1.0";
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}
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}
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string name = builtInAttr.Name;
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if (shaderType == GalShaderType.Geometry && !isOutAttr)
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{
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name = "gl_in[0]." + name;
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}
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return name;
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}
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}
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2019-04-25 00:09:01 +01:00
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//TODO: Warn about unknown built-in attribute.
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return isOutAttr ? "// bad_attr0x" + value.ToString("X") : "0.0";
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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
2019-04-18 00:57:08 +01:00
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}
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public static string GetUbName(GalShaderType shaderType, int slot)
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{
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string ubName = OperandManager.GetShaderStagePrefix(shaderType);
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ubName += "_" + DefaultNames.UniformNamePrefix + slot;
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return ubName + "_" + DefaultNames.UniformNameSuffix;
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}
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public static string GetSamplerName(GalShaderType shaderType, AstTextureOperation texOp)
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{
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string suffix;
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if ((texOp.Flags & TextureFlags.Bindless) != 0)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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suffix = "_cb" + operand.CbufSlot + "_" + operand.CbufOffset;
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}
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else
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{
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suffix = (texOp.Handle - 8).ToString();
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}
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return GetShaderStagePrefix(shaderType) + "_" + DefaultNames.SamplerNamePrefix + suffix;
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}
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public static string GetShaderStagePrefix(GalShaderType shaderType)
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{
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return _stagePrefixes[(int)shaderType];
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}
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private static string GetSwizzleMask(int value)
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{
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return "xyzw".Substring(value, 1);
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}
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public static VariableType GetNodeDestType(IAstNode node)
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{
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if (node is AstOperation operation)
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{
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return GetDestVarType(operation.Inst);
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}
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else if (node is AstOperand operand)
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{
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if (operand.Type == OperandType.Attribute)
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{
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if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr))
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{
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return builtInAttr.Type;
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}
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}
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return OperandInfo.GetVarType(operand);
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}
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else
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{
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throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");
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}
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}
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}
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}
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