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Ryujinx/Ryujinx.Graphics/Shader/ShaderHeader.cs

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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
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Shader.Decoders;
using System;
namespace Ryujinx.Graphics.Shader
{
struct OutputMapTarget
{
public bool Red { get; }
public bool Green { get; }
public bool Blue { get; }
public bool Alpha { get; }
public bool Enabled => Red || Green || Blue || Alpha;
public OutputMapTarget(bool red, bool green, bool blue, bool alpha)
{
Red = red;
Green = green;
Blue = blue;
Alpha = alpha;
}
public bool ComponentEnabled(int component)
{
switch (component)
{
case 0: return Red;
case 1: return Green;
case 2: return Blue;
case 3: return Alpha;
}
throw new ArgumentOutOfRangeException(nameof(component));
}
}
class ShaderHeader
{
public int SphType { get; }
public int Version { get; }
public int ShaderType { get; }
public bool MrtEnable { get; }
public bool KillsPixels { get; }
public bool DoesGlobalStore { get; }
public int SassVersion { get; }
public bool DoesLoadOrStore { get; }
public bool DoesFp64 { get; }
public int StreamOutMask{ get; }
public int ShaderLocalMemoryLowSize { get; }
public int PerPatchAttributeCount { get; }
public int ShaderLocalMemoryHighSize { get; }
public int ThreadsPerInputPrimitive { get; }
public int ShaderLocalMemoryCrsSize { get; }
public int OutputTopology { get; }
public int MaxOutputVertexCount { get; }
public int StoreReqStart { get; }
public int StoreReqEnd { get; }
public OutputMapTarget[] OmapTargets { get; }
public bool OmapSampleMask { get; }
public bool OmapDepth { get; }
public ShaderHeader(IGalMemory memory, ulong address)
{
int commonWord0 = memory.ReadInt32((long)address + 0);
int commonWord1 = memory.ReadInt32((long)address + 4);
int commonWord2 = memory.ReadInt32((long)address + 8);
int commonWord3 = memory.ReadInt32((long)address + 12);
int commonWord4 = memory.ReadInt32((long)address + 16);
SphType = commonWord0.Extract(0, 5);
Version = commonWord0.Extract(5, 5);
ShaderType = commonWord0.Extract(10, 4);
MrtEnable = commonWord0.Extract(14);
KillsPixels = commonWord0.Extract(15);
DoesGlobalStore = commonWord0.Extract(16);
SassVersion = commonWord0.Extract(17, 4);
DoesLoadOrStore = commonWord0.Extract(26);
DoesFp64 = commonWord0.Extract(27);
StreamOutMask = commonWord0.Extract(28, 4);
ShaderLocalMemoryLowSize = commonWord1.Extract(0, 24);
PerPatchAttributeCount = commonWord1.Extract(24, 8);
ShaderLocalMemoryHighSize = commonWord2.Extract(0, 24);
ThreadsPerInputPrimitive = commonWord2.Extract(24, 8);
ShaderLocalMemoryCrsSize = commonWord3.Extract(0, 24);
OutputTopology = commonWord3.Extract(24, 4);
MaxOutputVertexCount = commonWord4.Extract(0, 12);
StoreReqStart = commonWord4.Extract(12, 8);
StoreReqEnd = commonWord4.Extract(24, 8);
int type2OmapTarget = memory.ReadInt32((long)address + 72);
int type2Omap = memory.ReadInt32((long)address + 76);
OmapTargets = new OutputMapTarget[8];
for (int offset = 0; offset < OmapTargets.Length * 4; offset += 4)
{
OmapTargets[offset >> 2] = new OutputMapTarget(
type2OmapTarget.Extract(offset + 0),
type2OmapTarget.Extract(offset + 1),
type2OmapTarget.Extract(offset + 2),
type2OmapTarget.Extract(offset + 3));
}
OmapSampleMask = type2Omap.Extract(0);
OmapDepth = type2Omap.Extract(1);
}
public int DepthRegister
{
get
{
int count = 0;
for (int index = 0; index < OmapTargets.Length; index++)
{
for (int component = 0; component < 4; component++)
{
if (OmapTargets[index].ComponentEnabled(component))
{
count++;
}
}
}
//Depth register is always two registers after the last color output.
return count + 1;
}
}
}
}