mirror of
https://github.com/Ryujinx/Ryujinx.git
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cedd200745
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else * Shader cache version bump * PR feedback * Fix typo
258 lines
8.8 KiB
C#
258 lines
8.8 KiB
C#
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
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using Ryujinx.Graphics.Shader.CodeGen.Spirv;
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using Ryujinx.Graphics.Shader.Decoders;
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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 System.Linq;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.Translator;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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public class TranslatorContext
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{
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private readonly DecodedProgram _program;
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private ShaderConfig _config;
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public ulong Address { get; }
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public ShaderStage Stage => _config.Stage;
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public int Size => _config.Size;
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public int Cb1DataSize => _config.Cb1DataSize;
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public bool LayerOutputWritten => _config.LayerOutputWritten;
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public IGpuAccessor GpuAccessor => _config.GpuAccessor;
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internal TranslatorContext(ulong address, DecodedProgram program, ShaderConfig config)
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{
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Address = address;
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_program = program;
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_config = config;
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}
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private static bool IsUserAttribute(Operand operand)
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{
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if (operand != null && operand.Type.IsAttribute())
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{
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int value = operand.Value & AttributeConsts.Mask;
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return value >= AttributeConsts.UserAttributeBase && value < AttributeConsts.UserAttributeEnd;
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}
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return false;
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}
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private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b, int aStart)
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{
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// Here we combine two shaders.
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// For shader A:
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// - All user attribute stores on shader A are turned into copies to a
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// temporary variable. It's assumed that shader B will consume them.
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// - All return instructions are turned into branch instructions, the
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// branch target being the start of the shader B code.
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// For shader B:
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// - All user attribute loads on shader B are turned into copies from a
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// temporary variable, as long that attribute is written by shader A.
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FunctionCode[] output = new FunctionCode[a.Length + b.Length - 1];
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List<Operation> ops = new List<Operation>(a.Length + b.Length);
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Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
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Operand lblB = Label();
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for (int index = aStart; index < a[0].Code.Length; index++)
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{
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Operation operation = a[0].Code[index];
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if (IsUserAttribute(operation.Dest))
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{
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int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
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Operand temp = temps[tIndex];
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if (temp == null)
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{
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temp = Local();
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temps[tIndex] = temp;
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}
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operation.Dest = temp;
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}
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if (operation.Inst == Instruction.Return)
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{
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ops.Add(new Operation(Instruction.Branch, lblB));
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}
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else
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{
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ops.Add(operation);
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}
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}
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ops.Add(new Operation(Instruction.MarkLabel, lblB));
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for (int index = 0; index < b[0].Code.Length; index++)
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{
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Operation operation = b[0].Code[index];
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for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
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{
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Operand src = operation.GetSource(srcIndex);
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if (IsUserAttribute(src))
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{
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Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
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if (temp != null)
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{
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operation.SetSource(srcIndex, temp);
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}
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}
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}
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ops.Add(operation);
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}
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output[0] = new FunctionCode(ops.ToArray());
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for (int i = 1; i < a.Length; i++)
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{
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output[i] = a[i];
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}
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for (int i = 1; i < b.Length; i++)
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{
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output[a.Length + i - 1] = b[i];
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}
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return output;
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}
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public void SetNextStage(TranslatorContext nextStage)
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{
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_config.MergeFromtNextStage(nextStage._config);
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}
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public void SetGeometryShaderLayerInputAttribute(int attr)
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{
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_config.SetGeometryShaderLayerInputAttribute(attr);
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}
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public void SetLastInVertexPipeline(bool hasFragment)
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{
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_config.SetLastInVertexPipeline(hasFragment);
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}
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public ShaderProgram Translate(TranslatorContext other = null)
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{
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FunctionCode[] code = EmitShader(_program, _config, initializeOutputs: other == null, out _);
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if (other != null)
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{
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other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, Enumerable.Empty<int>());
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FunctionCode[] otherCode = EmitShader(other._program, other._config, initializeOutputs: true, out int aStart);
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code = Combine(otherCode, code, aStart);
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_config.InheritFrom(other._config);
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}
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return Translator.Translate(code, _config);
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}
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public ShaderProgram GenerateGeometryPassthrough()
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{
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int outputAttributesMask = _config.UsedOutputAttributes;
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int layerOutputAttr = _config.LayerOutputAttribute;
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OutputTopology outputTopology;
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int maxOutputVertices;
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switch (GpuAccessor.QueryPrimitiveTopology())
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{
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case InputTopology.Points:
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outputTopology = OutputTopology.PointList;
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maxOutputVertices = 1;
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break;
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case InputTopology.Lines:
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case InputTopology.LinesAdjacency:
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outputTopology = OutputTopology.LineStrip;
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maxOutputVertices = 2;
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break;
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default:
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outputTopology = OutputTopology.TriangleStrip;
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maxOutputVertices = 3;
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break;
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}
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ShaderConfig config = new ShaderConfig(ShaderStage.Geometry, outputTopology, maxOutputVertices, GpuAccessor, _config.Options);
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EmitterContext context = new EmitterContext(default, config, false);
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for (int v = 0; v < maxOutputVertices; v++)
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{
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int outAttrsMask = outputAttributesMask;
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while (outAttrsMask != 0)
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{
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int attrIndex = BitOperations.TrailingZeroCount(outAttrsMask);
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outAttrsMask &= ~(1 << attrIndex);
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for (int c = 0; c < 4; c++)
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{
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int attr = AttributeConsts.UserAttributeBase + attrIndex * 16 + c * 4;
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Operand value = context.LoadAttribute(Const(attr), Const(0), Const(v));
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if (attr == layerOutputAttr)
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{
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context.Copy(Attribute(AttributeConsts.Layer), value);
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}
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else
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{
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context.Copy(Attribute(attr), value);
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config.SetOutputUserAttribute(attrIndex);
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}
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config.SetInputUserAttribute(attrIndex, c);
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}
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}
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for (int c = 0; c < 4; c++)
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{
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int attr = AttributeConsts.PositionX + c * 4;
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Operand value = context.LoadAttribute(Const(attr), Const(0), Const(v));
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context.Copy(Attribute(attr), value);
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}
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context.EmitVertex();
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}
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context.EndPrimitive();
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var operations = context.GetOperations();
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var cfg = ControlFlowGraph.Create(operations);
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var function = new Function(cfg.Blocks, "main", false, 0, 0);
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var sInfo = StructuredProgram.MakeStructuredProgram(new[] { function }, config);
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var info = config.CreateProgramInfo();
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return config.Options.TargetLanguage switch
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{
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TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, config)),
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TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, config)),
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_ => throw new NotImplementedException(config.Options.TargetLanguage.ToString())
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};
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}
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}
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}
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