mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 06:46:39 +00:00
6b23a2c125
* 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
244 lines
No EOL
7.7 KiB
C#
244 lines
No EOL
7.7 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using Ryujinx.Graphics.Shader.StructuredIr;
|
|
|
|
using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
|
|
using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
|
|
|
|
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
|
|
{
|
|
static class InstGenMemory
|
|
{
|
|
public static string LoadConstant(CodeGenContext context, AstOperation operation)
|
|
{
|
|
IAstNode src1 = operation.GetSource(1);
|
|
|
|
string offsetExpr = GetSoureExpr(context, src1, GetSrcVarType(operation.Inst, 1));
|
|
|
|
offsetExpr = Enclose(offsetExpr, src1, Instruction.ShiftRightS32, isLhs: true);
|
|
|
|
return OperandManager.GetConstantBufferName(operation.GetSource(0), offsetExpr, context.Config.Type);
|
|
}
|
|
|
|
public static string TextureSample(CodeGenContext context, AstOperation operation)
|
|
{
|
|
AstTextureOperation texOp = (AstTextureOperation)operation;
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
|
|
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
|
bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
|
|
bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
|
|
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
|
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
|
|
bool isArray = (texOp.Type & TextureType.Array) != 0;
|
|
bool isMultisample = (texOp.Type & TextureType.Multisample) != 0;
|
|
bool isShadow = (texOp.Type & TextureType.Shadow) != 0;
|
|
|
|
string texCall = intCoords ? "texelFetch" : "texture";
|
|
|
|
if (isGather)
|
|
{
|
|
texCall += "Gather";
|
|
}
|
|
else if (hasLodLevel && !intCoords)
|
|
{
|
|
texCall += "Lod";
|
|
}
|
|
|
|
if (hasOffset)
|
|
{
|
|
texCall += "Offset";
|
|
}
|
|
else if (hasOffsets)
|
|
{
|
|
texCall += "Offsets";
|
|
}
|
|
|
|
string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp);
|
|
|
|
texCall += "(" + samplerName;
|
|
|
|
int coordsCount = texOp.Type.GetCoordsCount();
|
|
|
|
int pCount = coordsCount;
|
|
|
|
int arrayIndexElem = -1;
|
|
|
|
if (isArray)
|
|
{
|
|
arrayIndexElem = pCount++;
|
|
}
|
|
|
|
//The sampler 1D shadow overload expects a
|
|
//dummy value on the middle of the vector, who knows why...
|
|
bool hasDummy1DShadowElem = texOp.Type == (TextureType.Texture1D | TextureType.Shadow);
|
|
|
|
if (hasDummy1DShadowElem)
|
|
{
|
|
pCount++;
|
|
}
|
|
|
|
if (isShadow && !isGather)
|
|
{
|
|
pCount++;
|
|
}
|
|
|
|
//On textureGather*, the comparison value is
|
|
//always specified as an extra argument.
|
|
bool hasExtraCompareArg = isShadow && isGather;
|
|
|
|
if (pCount == 5)
|
|
{
|
|
pCount = 4;
|
|
|
|
hasExtraCompareArg = true;
|
|
}
|
|
|
|
int srcIndex = isBindless ? 1 : 0;
|
|
|
|
string Src(VariableType type)
|
|
{
|
|
return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
|
|
}
|
|
|
|
void Append(string str)
|
|
{
|
|
texCall += ", " + str;
|
|
}
|
|
|
|
VariableType coordType = intCoords ? VariableType.S32 : VariableType.F32;
|
|
|
|
string AssemblePVector(int count)
|
|
{
|
|
if (count > 1)
|
|
{
|
|
string[] elems = new string[count];
|
|
|
|
for (int index = 0; index < count; index++)
|
|
{
|
|
if (arrayIndexElem == index)
|
|
{
|
|
elems[index] = Src(VariableType.S32);
|
|
|
|
if (!intCoords)
|
|
{
|
|
elems[index] = "float(" + elems[index] + ")";
|
|
}
|
|
}
|
|
else if (index == 1 && hasDummy1DShadowElem)
|
|
{
|
|
elems[index] = NumberFormatter.FormatFloat(0);
|
|
}
|
|
else
|
|
{
|
|
elems[index] = Src(coordType);
|
|
}
|
|
}
|
|
|
|
string prefix = intCoords ? "i" : string.Empty;
|
|
|
|
return prefix + "vec" + count + "(" + string.Join(", ", elems) + ")";
|
|
}
|
|
else
|
|
{
|
|
return Src(coordType);
|
|
}
|
|
}
|
|
|
|
Append(AssemblePVector(pCount));
|
|
|
|
if (hasExtraCompareArg)
|
|
{
|
|
Append(Src(VariableType.F32));
|
|
}
|
|
|
|
if (isMultisample)
|
|
{
|
|
Append(Src(VariableType.S32));
|
|
}
|
|
else if (hasLodLevel)
|
|
{
|
|
Append(Src(coordType));
|
|
}
|
|
|
|
string AssembleOffsetVector(int count)
|
|
{
|
|
if (count > 1)
|
|
{
|
|
string[] elems = new string[count];
|
|
|
|
for (int index = 0; index < count; index++)
|
|
{
|
|
elems[index] = Src(VariableType.S32);
|
|
}
|
|
|
|
return "ivec" + count + "(" + string.Join(", ", elems) + ")";
|
|
}
|
|
else
|
|
{
|
|
return Src(VariableType.S32);
|
|
}
|
|
}
|
|
|
|
if (hasOffset)
|
|
{
|
|
Append(AssembleOffsetVector(coordsCount));
|
|
}
|
|
else if (hasOffsets)
|
|
{
|
|
texCall += $", ivec{coordsCount}[4](";
|
|
|
|
texCall += AssembleOffsetVector(coordsCount) + ", ";
|
|
texCall += AssembleOffsetVector(coordsCount) + ", ";
|
|
texCall += AssembleOffsetVector(coordsCount) + ", ";
|
|
texCall += AssembleOffsetVector(coordsCount) + ")";
|
|
}
|
|
|
|
if (hasLodBias)
|
|
{
|
|
Append(Src(VariableType.F32));
|
|
}
|
|
|
|
//textureGather* optional extra component index,
|
|
//not needed for shadow samplers.
|
|
if (isGather && !isShadow)
|
|
{
|
|
Append(Src(VariableType.S32));
|
|
}
|
|
|
|
texCall += ")" + (isGather || !isShadow ? GetMask(texOp.ComponentMask) : "");
|
|
|
|
return texCall;
|
|
}
|
|
|
|
public static string TextureSize(CodeGenContext context, AstOperation operation)
|
|
{
|
|
AstTextureOperation texOp = (AstTextureOperation)operation;
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
|
|
string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp);
|
|
|
|
IAstNode src0 = operation.GetSource(isBindless ? 1 : 0);
|
|
|
|
string src0Expr = GetSoureExpr(context, src0, GetSrcVarType(operation.Inst, 0));
|
|
|
|
return $"textureSize({samplerName}, {src0Expr}){GetMask(texOp.ComponentMask)}";
|
|
}
|
|
|
|
private static string GetMask(int compMask)
|
|
{
|
|
string mask = ".";
|
|
|
|
for (int index = 0; index < 4; index++)
|
|
{
|
|
if ((compMask & (1 << index)) != 0)
|
|
{
|
|
mask += "rgba".Substring(index, 1);
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
}
|
|
} |