mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 04:41:43 +00:00
Support texture rectangle targets (non-normalized coords)
This commit is contained in:
parent
2eccc7023a
commit
9d7a142a48
23 changed files with 473 additions and 356 deletions
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@ -21,7 +21,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)dispatchParams.ShaderOffset;
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// Note: A size of 0 is also invalid, the size must be at least 1.
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int sharedMemorySize = Math.Clamp(dispatchParams.SharedMemorySize & 0xffff, 4, _context.Capabilities.MaximumComputeSharedMemorySize);
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int sharedMemorySize = Math.Clamp(dispatchParams.SharedMemorySize & 0xffff, 1, _context.Capabilities.MaximumComputeSharedMemorySize);
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ComputeShader cs = _shaderCache.GetComputeShader(
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shaderGpuVa,
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@ -671,9 +671,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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addressesArray[index] = baseAddress + shader.Offset;
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}
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bool viewportTransformEnable = GetViewportTransformEnable(state);
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GraphicsShader gs = _shaderCache.GetGraphicsShader(addresses, !viewportTransformEnable);
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GraphicsShader gs = _shaderCache.GetGraphicsShader(state, addresses);
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_vsUsesInstanceId = gs.Shader[0].Program.Info.UsesInstanceId;
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@ -734,7 +732,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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_context.Renderer.Pipeline.BindProgram(gs.HostProgram);
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}
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private bool GetViewportTransformEnable(GpuState state)
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public bool GetViewportTransformEnable(GpuState state)
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{
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// FIXME: We should read ViewportTransformEnable, but it seems that some games writes 0 there?
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// return state.Get<Boolean32>(MethodOffset.ViewportTransformEnable) != 0;
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@ -199,6 +199,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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int packedId = ReadPackedId(stageIndex, handle);
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int textureId = UnpackTextureId(packedId);
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var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
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ulong poolAddress = _context.MemoryManager.Translate(poolState.Address.Pack());
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TexturePool texturePool = _texturePoolCache.FindOrCreate(poolAddress, poolState.MaximumId);
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return texturePool.GetDescriptor(textureId);
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}
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private int ReadPackedId(int stage, int wordOffset)
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{
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ulong address;
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@ -101,6 +101,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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return (int)((Word5 >> 16) & 0x3fff) + 1;
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}
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public bool UnpackTextureCoordNormalized()
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{
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return (Word5 & (1 << 31)) != 0;
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}
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public int UnpackBaseLevel()
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{
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return (int)(Word7 & 0xf);
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@ -129,6 +129,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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UpdateRenderTargets();
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}
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public TextureDescriptor GetGraphicsTextureDescriptor(GpuState state, int stageIndex, int handle)
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{
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return _gpBindingsManager.GetTextureDescriptor(state, stageIndex, handle);
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}
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private void UpdateRenderTargets()
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{
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bool anyChanged = false;
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@ -36,11 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (texture == null)
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{
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ulong address = Address + (ulong)(uint)id * DescriptorSize;
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Span<byte> data = Context.PhysicalMemory.Read(address, DescriptorSize);
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TextureDescriptor descriptor = MemoryMarshal.Cast<byte, TextureDescriptor>(data)[0];
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TextureDescriptor descriptor = GetDescriptor(id);
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TextureInfo info = GetInfo(descriptor);
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@ -66,6 +62,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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return texture;
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}
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public TextureDescriptor GetDescriptor(int id)
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{
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ulong address = Address + (ulong)(uint)id * DescriptorSize;
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Span<byte> data = Context.PhysicalMemory.Read(address, DescriptorSize);
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return MemoryMarshal.Cast<byte, TextureDescriptor>(data)[0];
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}
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protected override void InvalidateRangeImpl(ulong address, ulong size)
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{
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ulong endAddress = address + size;
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@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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Texture1DArray,
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Texture2DArray,
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TextureBuffer,
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Texture2DLinear,
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Texture2DRect,
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CubemapArray
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}
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@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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case TextureTarget.Texture1D: return Target.Texture1D;
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case TextureTarget.Texture2D: return Target.Texture2D;
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case TextureTarget.Texture2DLinear: return Target.Texture2D;
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case TextureTarget.Texture2DRect: return Target.Texture2D;
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case TextureTarget.Texture3D: return Target.Texture3D;
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case TextureTarget.Texture1DArray: return Target.Texture1DArray;
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case TextureTarget.Texture2DArray: return Target.Texture2DArray;
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@ -1,10 +1,10 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader
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@ -13,6 +13,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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private const int MaxProgramSize = 0x100000;
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private const TranslationFlags DefaultFlags = TranslationFlags.DebugMode;
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private GpuContext _context;
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private ShaderDumper _dumper;
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@ -69,7 +71,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return cpShader;
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}
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public GraphicsShader GetGraphicsShader(ShaderAddresses addresses, bool dividePosXY)
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public GraphicsShader GetGraphicsShader(GpuState state, ShaderAddresses addresses)
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{
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bool isCached = _gpPrograms.TryGetValue(addresses, out List<GraphicsShader> list);
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@ -86,28 +88,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
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GraphicsShader gpShaders = new GraphicsShader();
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TranslationFlags flags =
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TranslationFlags.DebugMode |
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TranslationFlags.Unspecialized;
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if (dividePosXY)
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{
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flags |= TranslationFlags.DividePosXY;
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}
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if (addresses.VertexA != 0)
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(flags, addresses.Vertex, addresses.VertexA);
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gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
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}
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else
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{
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gpShaders.Shader[0] = TranslateGraphicsShader(flags, addresses.Vertex);
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gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
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}
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gpShaders.Shader[1] = TranslateGraphicsShader(flags, addresses.TessControl);
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gpShaders.Shader[2] = TranslateGraphicsShader(flags, addresses.TessEvaluation);
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gpShaders.Shader[3] = TranslateGraphicsShader(flags, addresses.Geometry);
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gpShaders.Shader[4] = TranslateGraphicsShader(flags, addresses.Fragment);
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gpShaders.Shader[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
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gpShaders.Shader[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
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gpShaders.Shader[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
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gpShaders.Shader[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
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BackpropQualifiers(gpShaders);
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@ -199,25 +192,31 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return null;
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}
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ShaderProgram program;
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QueryInfoCallback queryInfo = (QueryInfoName info, int index) =>
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{
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switch (info)
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{
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case QueryInfoName.ComputeLocalSizeX:
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return localSizeX;
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case QueryInfoName.ComputeLocalSizeY:
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return localSizeY;
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case QueryInfoName.ComputeLocalSizeZ:
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return localSizeZ;
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case QueryInfoName.ComputeSharedMemorySize:
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return sharedMemorySize;
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}
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const TranslationFlags flags =
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TranslationFlags.Compute |
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TranslationFlags.DebugMode |
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TranslationFlags.Unspecialized;
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return QueryInfoCommon(info);
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};
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ShaderProgram program;
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, GetShaderCapabilities(), flags);
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program = Translator.Translate(code, queryInfo, DefaultFlags | TranslationFlags.Compute);
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int[] codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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program.Replace(DefineNames.SharedMemorySize, (sharedMemorySize / 4).ToString(CultureInfo.InvariantCulture));
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program.Replace(DefineNames.LocalSizeX, localSizeX.ToString(CultureInfo.InvariantCulture));
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program.Replace(DefineNames.LocalSizeY, localSizeY.ToString(CultureInfo.InvariantCulture));
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program.Replace(DefineNames.LocalSizeZ, localSizeZ.ToString(CultureInfo.InvariantCulture));
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_dumper.Dump(code, compute: true, out string fullPath, out string codePath);
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if (fullPath != null && codePath != null)
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@ -229,13 +228,30 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return new CachedShader(program, codeCached);
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}
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private CachedShader TranslateGraphicsShader(TranslationFlags flags, ulong gpuVa, ulong gpuVaA = 0)
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private CachedShader TranslateGraphicsShader(GpuState state, ShaderStage stage, ulong gpuVa, ulong gpuVaA = 0)
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{
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if (gpuVa == 0)
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{
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return new CachedShader(null, null);
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}
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QueryInfoCallback queryInfo = (QueryInfoName info, int index) =>
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{
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switch (info)
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{
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case QueryInfoName.IsTextureBuffer:
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return Convert.ToInt32(QueryIsTextureBuffer(state, (int)stage - 1, index));
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case QueryInfoName.IsTextureRectangle:
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return Convert.ToInt32(QueryIsTextureRectangle(state, (int)stage - 1, index));
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case QueryInfoName.PrimitiveTopology:
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return (int)GetPrimitiveTopology();
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case QueryInfoName.ViewportTransformEnable:
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return Convert.ToInt32(_context.Methods.GetViewportTransformEnable(state));
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}
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return QueryInfoCommon(info);
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};
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ShaderProgram program;
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int[] codeCached = null;
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@ -245,9 +261,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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Span<byte> codeA = _context.MemoryAccessor.Read(gpuVaA, MaxProgramSize);
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Span<byte> codeB = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(codeA, codeB, GetShaderCapabilities(), flags);
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program = Translator.Translate(codeA, codeB, queryInfo, DefaultFlags);
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// TODO: We should also check "codeA" into account.
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// TODO: We should also take "codeA" into account.
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codeCached = MemoryMarshal.Cast<byte, int>(codeB.Slice(0, program.Size)).ToArray();
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_dumper.Dump(codeA, compute: false, out string fullPathA, out string codePathA);
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@ -265,7 +281,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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Span<byte> code = _context.MemoryAccessor.Read(gpuVa, MaxProgramSize);
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program = Translator.Translate(code, GetShaderCapabilities(), flags);
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program = Translator.Translate(code, queryInfo, DefaultFlags);
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codeCached = MemoryMarshal.Cast<byte, int>(code.Slice(0, program.Size)).ToArray();
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@ -278,40 +294,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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if (program.Stage == ShaderStage.Geometry)
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{
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PrimitiveType primitiveType = _context.Methods.PrimitiveType;
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string inPrimitive = "points";
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switch (primitiveType)
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{
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case PrimitiveType.Points:
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inPrimitive = "points";
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break;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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inPrimitive = "lines";
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break;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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inPrimitive = "lines_adjacency";
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break;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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inPrimitive = "triangles";
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break;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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inPrimitive = "triangles_adjacency";
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break;
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}
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program.Replace(DefineNames.InputTopologyName, inPrimitive);
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}
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ulong address = _context.MemoryManager.Translate(gpuVa);
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return new CachedShader(program, codeCached);
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@ -350,13 +332,66 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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private ShaderCapabilities GetShaderCapabilities()
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private InputTopology GetPrimitiveTopology()
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{
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return new ShaderCapabilities(
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_context.Capabilities.MaximumViewportDimensions,
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_context.Capabilities.MaximumComputeSharedMemorySize,
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_context.Capabilities.StorageBufferOffsetAlignment,
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_context.Capabilities.SupportsNonConstantTextureOffset);
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switch (_context.Methods.PrimitiveType)
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{
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case PrimitiveType.Points:
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return InputTopology.Points;
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case PrimitiveType.Lines:
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case PrimitiveType.LineLoop:
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case PrimitiveType.LineStrip:
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return InputTopology.Lines;
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case PrimitiveType.LinesAdjacency:
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case PrimitiveType.LineStripAdjacency:
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return InputTopology.LinesAdjacency;
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case PrimitiveType.Triangles:
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case PrimitiveType.TriangleStrip:
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case PrimitiveType.TriangleFan:
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return InputTopology.Triangles;
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case PrimitiveType.TrianglesAdjacency:
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case PrimitiveType.TriangleStripAdjacency:
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return InputTopology.TrianglesAdjacency;
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}
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return InputTopology.Points;
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}
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private bool QueryIsTextureBuffer(GpuState state, int stageIndex, int index)
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{
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return GetTextureDescriptor(state, stageIndex, index).UnpackTextureTarget() == TextureTarget.TextureBuffer;
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}
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private bool QueryIsTextureRectangle(GpuState state, int stageIndex, int index)
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{
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var descriptor = GetTextureDescriptor(state, stageIndex, index);
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TextureTarget target = descriptor.UnpackTextureTarget();
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bool is2DTexture = target == TextureTarget.Texture2D ||
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target == TextureTarget.Texture2DRect;
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return !descriptor.UnpackTextureCoordNormalized() && is2DTexture;
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}
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private Image.TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int index)
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{
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return _context.Methods.TextureManager.GetGraphicsTextureDescriptor(state, stageIndex, index);
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}
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private int QueryInfoCommon(QueryInfoName info)
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{
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switch (info)
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{
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case QueryInfoName.MaximumViewportDimensions:
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return _context.Capabilities.MaximumViewportDimensions;
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case QueryInfoName.StorageBufferOffsetAlignment:
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return _context.Capabilities.StorageBufferOffsetAlignment;
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case QueryInfoName.SupportsNonConstantTextureOffset:
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return Convert.ToInt32(_context.Capabilities.SupportsNonConstantTextureOffset);
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}
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return 0;
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}
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}
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}
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@ -35,23 +35,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Config.Stage == ShaderStage.Geometry)
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{
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string inPrimitive = "points";
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if ((context.Config.Flags & TranslationFlags.Unspecialized) != 0)
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{
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inPrimitive = DefineNames.InputTopologyName;
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}
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string inPrimitive = ((InputTopology)context.Config.QueryInfo(QueryInfoName.PrimitiveTopology)).ToGlslString();
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context.AppendLine($"layout ({inPrimitive}) in;");
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string outPrimitive = "triangle_strip";
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switch (context.Config.OutputTopology)
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{
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case OutputTopology.LineStrip: outPrimitive = "line_strip"; break;
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case OutputTopology.PointList: outPrimitive = "points"; break;
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case OutputTopology.TriangleStrip: outPrimitive = "triangle_strip"; break;
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}
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string outPrimitive = context.Config.OutputTopology.ToGlslString();
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int maxOutputVertices = context.Config.MaxOutputVertices;
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@ -75,16 +63,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Config.Stage == ShaderStage.Compute)
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{
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string size;
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if ((context.Config.Flags & TranslationFlags.Unspecialized) != 0)
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{
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size = DefineNames.SharedMemorySize;
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}
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else
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{
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size = NumberFormatter.FormatInt(context.Config.Capabilities.MaximumComputeSharedMemorySize / 4);
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}
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string size = NumberFormatter.FormatInt(BitUtils.DivRoundUp(context.Config.QueryInfo(QueryInfoName.ComputeSharedMemorySize), 4));
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context.AppendLine($"shared uint {DefaultNames.SharedMemoryName}[{size}];");
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context.AppendLine();
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@ -136,19 +115,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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else
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{
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string localSizeX = "1";
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string localSizeY = "1";
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string localSizeZ = "1";
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if ((context.Config.Flags & TranslationFlags.Unspecialized) != 0)
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{
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localSizeX = DefineNames.LocalSizeX;
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localSizeY = DefineNames.LocalSizeY;
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localSizeZ = DefineNames.LocalSizeZ;
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}
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string localSizeX = NumberFormatter.FormatInt(context.Config.QueryInfo(QueryInfoName.ComputeLocalSizeX));
|
||||
string localSizeY = NumberFormatter.FormatInt(context.Config.QueryInfo(QueryInfoName.ComputeLocalSizeY));
|
||||
string localSizeZ = NumberFormatter.FormatInt(context.Config.QueryInfo(QueryInfoName.ComputeLocalSizeZ));
|
||||
|
||||
context.AppendLine(
|
||||
$"layout (" +
|
||||
"layout (" +
|
||||
$"local_size_x = {localSizeX}, " +
|
||||
$"local_size_y = {localSizeY}, " +
|
||||
$"local_size_z = {localSizeZ}) in;");
|
||||
|
|
|
@ -2,14 +2,6 @@ namespace Ryujinx.Graphics.Shader
|
|||
{
|
||||
public static class DefineNames
|
||||
{
|
||||
public const string InputTopologyName = "S_INPUT_TOPOLOGY";
|
||||
|
||||
public const string OutQualifierPrefixName = "S_OUT_QUALIFIER";
|
||||
|
||||
public const string SharedMemorySize = "S_SHARED_MEMORY_SIZE";
|
||||
|
||||
public const string LocalSizeX = "S_LOCAL_SIZE_X";
|
||||
public const string LocalSizeY = "S_LOCAL_SIZE_Y";
|
||||
public const string LocalSizeZ = "S_LOCAL_SIZE_Z";
|
||||
}
|
||||
}
|
28
Ryujinx.Graphics.Shader/InputTopology.cs
Normal file
28
Ryujinx.Graphics.Shader/InputTopology.cs
Normal file
|
@ -0,0 +1,28 @@
|
|||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public enum InputTopology
|
||||
{
|
||||
Points,
|
||||
Lines,
|
||||
LinesAdjacency,
|
||||
Triangles,
|
||||
TrianglesAdjacency
|
||||
}
|
||||
|
||||
static class InputTopologyExtensions
|
||||
{
|
||||
public static string ToGlslString(this InputTopology topology)
|
||||
{
|
||||
switch (topology)
|
||||
{
|
||||
case InputTopology.Points: return "points";
|
||||
case InputTopology.Lines: return "lines";
|
||||
case InputTopology.LinesAdjacency: return "lines_adjacency";
|
||||
case InputTopology.Triangles: return "triangles";
|
||||
case InputTopology.TrianglesAdjacency: return "triangles_adjacency";
|
||||
}
|
||||
|
||||
return "points";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -6,4 +6,19 @@ namespace Ryujinx.Graphics.Shader
|
|||
LineStrip = 6,
|
||||
TriangleStrip = 7
|
||||
}
|
||||
|
||||
static class OutputTopologyExtensions
|
||||
{
|
||||
public static string ToGlslString(this OutputTopology topology)
|
||||
{
|
||||
switch (topology)
|
||||
{
|
||||
case OutputTopology.LineStrip: return "line_strip";
|
||||
case OutputTopology.PointList: return "points";
|
||||
case OutputTopology.TriangleStrip: return "triangle_strip";
|
||||
}
|
||||
|
||||
return "points";
|
||||
}
|
||||
}
|
||||
}
|
4
Ryujinx.Graphics.Shader/QueryInfoCallback.cs
Normal file
4
Ryujinx.Graphics.Shader/QueryInfoCallback.cs
Normal file
|
@ -0,0 +1,4 @@
|
|||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public delegate int QueryInfoCallback(QueryInfoName info, int index);
|
||||
}
|
17
Ryujinx.Graphics.Shader/QueryInfoName.cs
Normal file
17
Ryujinx.Graphics.Shader/QueryInfoName.cs
Normal file
|
@ -0,0 +1,17 @@
|
|||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public enum QueryInfoName
|
||||
{
|
||||
ComputeLocalSizeX,
|
||||
ComputeLocalSizeY,
|
||||
ComputeLocalSizeZ,
|
||||
ComputeSharedMemorySize,
|
||||
IsTextureBuffer,
|
||||
IsTextureRectangle,
|
||||
MaximumViewportDimensions,
|
||||
PrimitiveTopology,
|
||||
StorageBufferOffsetAlignment,
|
||||
SupportsNonConstantTextureOffset,
|
||||
ViewportTransformEnable
|
||||
}
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public struct ShaderCapabilities
|
||||
{
|
||||
// Initialize with default values for Maxwell.
|
||||
private static readonly ShaderCapabilities _default = new ShaderCapabilities(0x8000, 0xc000, 16, true);
|
||||
|
||||
public static ShaderCapabilities Default => _default;
|
||||
|
||||
public int MaximumViewportDimensions { get; }
|
||||
public int MaximumComputeSharedMemorySize { get; }
|
||||
public int StorageBufferOffsetAlignment { get; }
|
||||
public bool SupportsNonConstantTextureOffset { get; }
|
||||
|
||||
public ShaderCapabilities(
|
||||
int maximumViewportDimensions,
|
||||
int maximumComputeSharedMemorySize,
|
||||
int storageBufferOffsetAlignment,
|
||||
bool supportsNonConstantTextureOffset)
|
||||
{
|
||||
MaximumViewportDimensions = maximumViewportDimensions;
|
||||
MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
|
||||
StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
|
||||
SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
using Ryujinx.Graphics.Shader.Translation;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
|
@ -6,26 +7,100 @@ namespace Ryujinx.Graphics.Shader
|
|||
{
|
||||
public ShaderStage Stage { get; }
|
||||
|
||||
public ShaderCapabilities Capabilities { get; }
|
||||
|
||||
public TranslationFlags Flags { get; }
|
||||
public OutputTopology OutputTopology { get; }
|
||||
|
||||
public int MaxOutputVertices { get; }
|
||||
|
||||
public OutputTopology OutputTopology { get; }
|
||||
public OutputMapTarget[] OmapTargets { get; }
|
||||
public bool OmapSampleMask { get; }
|
||||
public bool OmapDepth { get; }
|
||||
|
||||
public ShaderConfig(
|
||||
ShaderStage stage,
|
||||
ShaderCapabilities capabilities,
|
||||
TranslationFlags flags,
|
||||
int maxOutputVertices,
|
||||
OutputTopology outputTopology)
|
||||
public TranslationFlags Flags { get; }
|
||||
|
||||
private QueryInfoCallback _queryInfoCallback;
|
||||
|
||||
public ShaderConfig(TranslationFlags flags, QueryInfoCallback queryInfoCallback)
|
||||
{
|
||||
Stage = stage;
|
||||
Capabilities = capabilities;
|
||||
Flags = flags;
|
||||
MaxOutputVertices = maxOutputVertices;
|
||||
OutputTopology = outputTopology;
|
||||
Stage = ShaderStage.Compute;
|
||||
OutputTopology = OutputTopology.PointList;
|
||||
MaxOutputVertices = 0;
|
||||
OmapTargets = null;
|
||||
OmapSampleMask = false;
|
||||
OmapDepth = false;
|
||||
Flags = flags;
|
||||
_queryInfoCallback = queryInfoCallback;
|
||||
}
|
||||
|
||||
public ShaderConfig(ShaderHeader header, TranslationFlags flags, QueryInfoCallback queryInfoCallback)
|
||||
{
|
||||
Stage = header.Stage;
|
||||
OutputTopology = header.OutputTopology;
|
||||
MaxOutputVertices = header.MaxOutputVertexCount;
|
||||
OmapTargets = header.OmapTargets;
|
||||
OmapSampleMask = header.OmapSampleMask;
|
||||
OmapDepth = header.OmapDepth;
|
||||
Flags = flags;
|
||||
_queryInfoCallback = queryInfoCallback;
|
||||
}
|
||||
|
||||
public int GetDepthRegister()
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
for (int index = 0; index < OmapTargets.Length; index++)
|
||||
{
|
||||
for (int component = 0; component < 4; component++)
|
||||
{
|
||||
if (OmapTargets[index].ComponentEnabled(component))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The depth register is always two registers after the last color output.
|
||||
return count + 1;
|
||||
}
|
||||
|
||||
public bool QueryInfoBool(QueryInfoName info, int index = 0)
|
||||
{
|
||||
return Convert.ToBoolean(QueryInfo(info, index));
|
||||
}
|
||||
|
||||
public int QueryInfo(QueryInfoName info, int index = 0)
|
||||
{
|
||||
if (_queryInfoCallback != null)
|
||||
{
|
||||
return _queryInfoCallback(info, index);
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (info)
|
||||
{
|
||||
case QueryInfoName.ComputeLocalSizeX:
|
||||
case QueryInfoName.ComputeLocalSizeY:
|
||||
case QueryInfoName.ComputeLocalSizeZ:
|
||||
return 1;
|
||||
case QueryInfoName.ComputeSharedMemorySize:
|
||||
return 0xc000;
|
||||
case QueryInfoName.IsTextureBuffer:
|
||||
return Convert.ToInt32(false);
|
||||
case QueryInfoName.IsTextureRectangle:
|
||||
return Convert.ToInt32(false);
|
||||
case QueryInfoName.MaximumViewportDimensions:
|
||||
return 0x8000;
|
||||
case QueryInfoName.PrimitiveTopology:
|
||||
return (int)InputTopology.Points;
|
||||
case QueryInfoName.StorageBufferOffsetAlignment:
|
||||
return 16;
|
||||
case QueryInfoName.SupportsNonConstantTextureOffset:
|
||||
return Convert.ToInt32(true);
|
||||
case QueryInfoName.ViewportTransformEnable:
|
||||
return Convert.ToInt32(true);
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -76,28 +76,6 @@ namespace Ryujinx.Graphics.Shader
|
|||
public bool OmapSampleMask { get; }
|
||||
public bool OmapDepth { get; }
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
public ShaderHeader(Span<byte> code)
|
||||
{
|
||||
Span<int> header = MemoryMarshal.Cast<byte, int>(code);
|
||||
|
|
|
@ -11,25 +11,15 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
public Block CurrBlock { get; set; }
|
||||
public OpCode CurrOp { get; set; }
|
||||
|
||||
private ShaderStage _stage;
|
||||
private ShaderHeader _header;
|
||||
private ShaderCapabilities _capabilities;
|
||||
private TranslationFlags _flags;
|
||||
private ShaderConfig _config;
|
||||
|
||||
private List<Operation> _operations;
|
||||
|
||||
private Dictionary<ulong, Operand> _labels;
|
||||
|
||||
public EmitterContext(
|
||||
ShaderStage stage,
|
||||
ShaderHeader header,
|
||||
ShaderCapabilities capabilities,
|
||||
TranslationFlags flags)
|
||||
public EmitterContext(ShaderConfig config)
|
||||
{
|
||||
_stage = stage;
|
||||
_header = header;
|
||||
_capabilities = capabilities;
|
||||
_flags = flags;
|
||||
_config = config;
|
||||
|
||||
_operations = new List<Operation>();
|
||||
|
||||
|
@ -69,24 +59,24 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
public void PrepareForReturn()
|
||||
{
|
||||
if (_stage == ShaderStage.Vertex)
|
||||
if (_config.Stage == ShaderStage.Vertex)
|
||||
{
|
||||
if ((_flags & TranslationFlags.DividePosXY) != 0)
|
||||
if (!_config.QueryInfoBool(QueryInfoName.ViewportTransformEnable))
|
||||
{
|
||||
Operand posX = Attribute(AttributeConsts.PositionX);
|
||||
Operand posY = Attribute(AttributeConsts.PositionY);
|
||||
|
||||
this.Copy(posX, this.FPDivide(posX, ConstF(_capabilities.MaximumViewportDimensions / 2)));
|
||||
this.Copy(posY, this.FPDivide(posY, ConstF(_capabilities.MaximumViewportDimensions / 2)));
|
||||
this.Copy(posX, this.FPDivide(posX, ConstF(_config.QueryInfo(QueryInfoName.MaximumViewportDimensions) / 2)));
|
||||
this.Copy(posY, this.FPDivide(posY, ConstF(_config.QueryInfo(QueryInfoName.MaximumViewportDimensions) / 2)));
|
||||
}
|
||||
}
|
||||
else if (_stage == ShaderStage.Fragment)
|
||||
else if (_config.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
if (_header.OmapDepth)
|
||||
if (_config.OmapDepth)
|
||||
{
|
||||
Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
|
||||
|
||||
Operand src = Register(_header.DepthRegister, RegisterType.Gpr);
|
||||
Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr);
|
||||
|
||||
this.Copy(dest, src);
|
||||
}
|
||||
|
@ -95,7 +85,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
for (int attachment = 0; attachment < 8; attachment++)
|
||||
{
|
||||
OutputMapTarget target = _header.OmapTargets[attachment];
|
||||
OutputMapTarget target = _config.OmapTargets[attachment];
|
||||
|
||||
for (int component = 0; component < 4; component++)
|
||||
{
|
||||
|
|
|
@ -27,9 +27,9 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
node = RewriteGlobalAccess(node, config);
|
||||
}
|
||||
|
||||
if (!config.Capabilities.SupportsNonConstantTextureOffset && operation.Inst == Instruction.TextureSample)
|
||||
if (operation.Inst == Instruction.TextureSample)
|
||||
{
|
||||
node = RewriteTextureSample(node);
|
||||
node = RewriteTextureSample(node, config);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
|
||||
}
|
||||
|
||||
Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
|
||||
Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
|
||||
|
||||
Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, Const(-64));
|
||||
Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
|
||||
|
@ -124,23 +124,18 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
|
||||
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
// Technically, non-constant texture offsets are not allowed (according to the spec),
|
||||
// however some GPUs does support that.
|
||||
// For GPUs where it is not supported, we can replace the instruction with the following:
|
||||
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
|
||||
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
|
||||
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
|
||||
// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
|
||||
// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
|
||||
// for each pixel.
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
||||
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
|
||||
|
||||
if (!(hasOffset || hasOffsets))
|
||||
bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.QueryInfoBool(QueryInfoName.SupportsNonConstantTextureOffset);
|
||||
|
||||
bool isRect = config.QueryInfoBool(QueryInfoName.IsTextureRectangle, texOp.Handle);
|
||||
|
||||
if (!(hasInvalidOffset || isRect))
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
@ -159,14 +154,24 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
int coordsCount = texOp.Type.GetDimensions();
|
||||
|
||||
int offsetsCount = coordsCount * (hasOffsets ? 4 : 1);
|
||||
int offsetsCount;
|
||||
|
||||
if (hasOffsets)
|
||||
{
|
||||
offsetsCount = coordsCount * 4;
|
||||
}
|
||||
else if (hasOffset)
|
||||
{
|
||||
offsetsCount = coordsCount;
|
||||
}
|
||||
else
|
||||
{
|
||||
offsetsCount = 0;
|
||||
}
|
||||
|
||||
Operand[] offsets = new Operand[offsetsCount];
|
||||
Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
|
||||
|
||||
int srcIndex = 0;
|
||||
int dstIndex = 0;
|
||||
|
||||
int copyCount = 0;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
|
@ -207,6 +212,9 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
copyCount++;
|
||||
}
|
||||
|
||||
int srcIndex = 0;
|
||||
int dstIndex = 0;
|
||||
|
||||
for (int index = 0; index < copyCount; index++)
|
||||
{
|
||||
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
||||
|
@ -223,7 +231,9 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
offsets[index] = offset;
|
||||
}
|
||||
|
||||
if (areAllOffsetsConstant)
|
||||
hasInvalidOffset &= !areAllOffsetsConstant;
|
||||
|
||||
if (!(hasInvalidOffset || isRect))
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
@ -240,50 +250,32 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
if (intCoords)
|
||||
int componentIndex = texOp.Index;
|
||||
|
||||
Operand Int(Operand value)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand source = sources[coordsIndex + index];
|
||||
Operand res = Local();
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
else
|
||||
|
||||
Operand Float(Operand value)
|
||||
{
|
||||
Operand lod = Local();
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.Lod,
|
||||
texOp.Type,
|
||||
texOp.Flags,
|
||||
texOp.Handle,
|
||||
1,
|
||||
lod,
|
||||
lodSources));
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
|
||||
|
||||
Operand Int(Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
Operand Float(Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
// Emulate texture rectangle by normalizing the coordinates on the shader.
|
||||
// When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
|
||||
// and otherwise, it is expected to be in the [0, 1] range.
|
||||
// We normalize by dividing the coords by the texture size.
|
||||
if (isRect && !intCoords)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
|
@ -292,11 +284,11 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { sources[0], Int(lod) };
|
||||
texSizeSources = new Operand[] { sources[0], Const(0) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Int(lod) };
|
||||
texSizeSources = new Operand[] { Const(0) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
|
@ -308,35 +300,101 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
coordSize,
|
||||
texSizeSources));
|
||||
|
||||
Operand offset = Local();
|
||||
|
||||
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
Operand coordNormalized = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, coordNormalized, source, Float(coordSize)));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
sources[coordsIndex + index] = coordNormalized;
|
||||
}
|
||||
}
|
||||
|
||||
int componentIndex;
|
||||
|
||||
if (isGather && !isShadow)
|
||||
// Technically, non-constant texture offsets are not allowed (according to the spec),
|
||||
// however some GPUs does support that.
|
||||
// For GPUs where it is not supported, we can replace the instruction with the following:
|
||||
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
|
||||
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
|
||||
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
|
||||
// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
|
||||
// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
|
||||
// for each pixel.
|
||||
if (hasInvalidOffset)
|
||||
{
|
||||
Operand gatherComponent = sources[dstIndex - 1];
|
||||
if (intCoords)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Debug.Assert(gatherComponent.Type == OperandType.Constant);
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
componentIndex = gatherComponent.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
componentIndex = texOp.Index;
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Operand lod = Local();
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.Lod,
|
||||
texOp.Type,
|
||||
texOp.Flags,
|
||||
texOp.Handle,
|
||||
1,
|
||||
lod,
|
||||
lodSources));
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { sources[0], Int(lod) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Int(lod) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Flags,
|
||||
texOp.Handle,
|
||||
index,
|
||||
coordSize,
|
||||
texSizeSources));
|
||||
|
||||
Operand offset = Local();
|
||||
|
||||
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
|
||||
if (isGather && !isShadow)
|
||||
{
|
||||
Operand gatherComponent = sources[dstIndex - 1];
|
||||
|
||||
Debug.Assert(gatherComponent.Type == OperandType.Constant);
|
||||
|
||||
componentIndex = gatherComponent.Value;
|
||||
}
|
||||
}
|
||||
|
||||
TextureOperation newTexOp = new TextureOperation(
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|||
|
||||
Operand baseAddrTrunc = Local();
|
||||
|
||||
Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
|
||||
Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
|
||||
|
||||
Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
|
||||
|
||||
|
|
|
@ -4,9 +4,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
{
|
||||
None = 0,
|
||||
|
||||
Compute = 1 << 0,
|
||||
DebugMode = 1 << 1,
|
||||
Unspecialized = 1 << 2,
|
||||
DividePosXY = 1 << 3
|
||||
Compute = 1 << 0,
|
||||
DebugMode = 1 << 1
|
||||
}
|
||||
}
|
|
@ -16,14 +16,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
public static Span<byte> ExtractCode(Span<byte> code, bool compute, out int headerSize)
|
||||
{
|
||||
if (compute)
|
||||
{
|
||||
headerSize = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
headerSize = HeaderSize;
|
||||
}
|
||||
headerSize = compute ? 0 : HeaderSize;
|
||||
|
||||
Block[] cfg = Decoder.Decode(code, (ulong)headerSize);
|
||||
|
||||
|
@ -47,56 +40,21 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return code.Slice(0, headerSize + (int)endAddress);
|
||||
}
|
||||
|
||||
public static ShaderProgram Translate(Span<byte> code, ShaderCapabilities capabilities, TranslationFlags flags)
|
||||
public static ShaderProgram Translate(Span<byte> code, QueryInfoCallback queryInfoCallback, TranslationFlags flags)
|
||||
{
|
||||
bool compute = (flags & TranslationFlags.Compute) != 0;
|
||||
|
||||
Operation[] ops = DecodeShader(code, capabilities, flags, out ShaderHeader header, out int size);
|
||||
|
||||
ShaderStage stage;
|
||||
|
||||
if (compute)
|
||||
{
|
||||
stage = ShaderStage.Compute;
|
||||
}
|
||||
else
|
||||
{
|
||||
stage = header.Stage;
|
||||
}
|
||||
|
||||
int maxOutputVertexCount = 0;
|
||||
|
||||
OutputTopology outputTopology = OutputTopology.LineStrip;
|
||||
|
||||
if (!compute)
|
||||
{
|
||||
maxOutputVertexCount = header.MaxOutputVertexCount;
|
||||
outputTopology = header.OutputTopology;
|
||||
}
|
||||
|
||||
ShaderConfig config = new ShaderConfig(
|
||||
stage,
|
||||
capabilities,
|
||||
flags,
|
||||
maxOutputVertexCount,
|
||||
outputTopology);
|
||||
Operation[] ops = DecodeShader(code, queryInfoCallback, flags, out ShaderConfig config, out int size);
|
||||
|
||||
return Translate(ops, config, size);
|
||||
}
|
||||
|
||||
public static ShaderProgram Translate(Span<byte> vpACode, Span<byte> vpBCode, ShaderCapabilities capabilities, TranslationFlags flags)
|
||||
public static ShaderProgram Translate(Span<byte> vpACode, Span<byte> vpBCode, QueryInfoCallback queryInfoCallback, TranslationFlags flags)
|
||||
{
|
||||
bool debugMode = (flags & TranslationFlags.DebugMode) != 0;
|
||||
|
||||
Operation[] vpAOps = DecodeShader(vpACode, capabilities, flags, out _, out _);
|
||||
Operation[] vpBOps = DecodeShader(vpBCode, capabilities, flags, out ShaderHeader header, out int sizeB);
|
||||
|
||||
ShaderConfig config = new ShaderConfig(
|
||||
header.Stage,
|
||||
capabilities,
|
||||
flags,
|
||||
header.MaxOutputVertexCount,
|
||||
header.OutputTopology);
|
||||
Operation[] vpAOps = DecodeShader(vpACode, queryInfoCallback, flags, out _, out _);
|
||||
Operation[] vpBOps = DecodeShader(vpBCode, queryInfoCallback, flags, out ShaderConfig config, out int sizeB);
|
||||
|
||||
return Translate(Combine(vpAOps, vpBOps), config, sizeB);
|
||||
}
|
||||
|
@ -136,31 +94,25 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
}
|
||||
|
||||
private static Operation[] DecodeShader(
|
||||
Span<byte> code,
|
||||
ShaderCapabilities capabilities,
|
||||
TranslationFlags flags,
|
||||
out ShaderHeader header,
|
||||
out int size)
|
||||
Span<byte> code,
|
||||
QueryInfoCallback queryInfoCallback,
|
||||
TranslationFlags flags,
|
||||
out ShaderConfig config,
|
||||
out int size)
|
||||
{
|
||||
Block[] cfg;
|
||||
|
||||
EmitterContext context;
|
||||
|
||||
if ((flags & TranslationFlags.Compute) != 0)
|
||||
{
|
||||
header = null;
|
||||
config = new ShaderConfig(flags, queryInfoCallback);
|
||||
|
||||
cfg = Decoder.Decode(code, 0);
|
||||
|
||||
context = new EmitterContext(ShaderStage.Compute, header, capabilities, flags);
|
||||
}
|
||||
else
|
||||
{
|
||||
header = new ShaderHeader(code);
|
||||
config = new ShaderConfig(new ShaderHeader(code), flags, queryInfoCallback);
|
||||
|
||||
cfg = Decoder.Decode(code, HeaderSize);
|
||||
|
||||
context = new EmitterContext(header.Stage, header, capabilities, flags);
|
||||
}
|
||||
|
||||
if (cfg == null)
|
||||
|
@ -172,6 +124,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return new Operation[0];
|
||||
}
|
||||
|
||||
EmitterContext context = new EmitterContext(config);
|
||||
|
||||
ulong maxEndAddress = 0;
|
||||
|
||||
for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace Ryujinx.ShaderTools
|
|||
|
||||
byte[] data = File.ReadAllBytes(args[args.Length - 1]);
|
||||
|
||||
string code = Translator.Translate(data, ShaderCapabilities.Default, flags).Code;
|
||||
string code = Translator.Translate(data, null, flags).Code;
|
||||
|
||||
Console.WriteLine(code);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue