mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 21:26:39 +00:00
79adba4402
* Add support for render scale to vertex stage. Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect. One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales. Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage. Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader. * Split out support buffer update, lazy updates. * Commit support buffer before compute dispatch * Remove unnecessary qualifier. * Address Feedback
581 lines
No EOL
19 KiB
C#
581 lines
No EOL
19 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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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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namespace Ryujinx.Graphics.Shader.Translation
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{
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class ShaderConfig
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{
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// TODO: Non-hardcoded array size.
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public const int SamplerArraySize = 4;
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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public int ThreadsPerInputPrimitive { get; }
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public OutputTopology OutputTopology { get; }
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public int MaxOutputVertices { get; }
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public int LocalMemorySize { get; }
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public ImapPixelType[] ImapTypes { get; }
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public OmapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public IGpuAccessor GpuAccessor { get; }
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public TranslationOptions Options { get; }
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public int Size { get; private set; }
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public byte ClipDistancesWritten { get; private set; }
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public FeatureFlags UsedFeatures { get; private set; }
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public HashSet<int> TextureHandlesForCache { get; }
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private readonly TranslationCounts _counts;
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public bool NextUsesFixedFuncAttributes { get; private set; }
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public int UsedInputAttributes { get; private set; }
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public int UsedOutputAttributes { get; private set; }
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public int UsedInputAttributesPerPatch { get; private set; }
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public int UsedOutputAttributesPerPatch { get; private set; }
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public int PassthroughAttributes { get; private set; }
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private int _nextUsedInputAttributes;
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private int _thisUsedInputAttributes;
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private int _usedConstantBuffers;
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private int _usedStorageBuffers;
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private int _usedStorageBuffersWrite;
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private struct TextureInfo : IEquatable<TextureInfo>
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{
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public int CbufSlot { get; }
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public int Handle { get; }
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public bool Indexed { get; }
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public TextureFormat Format { get; }
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public TextureInfo(int cbufSlot, int handle, bool indexed, TextureFormat format)
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{
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CbufSlot = cbufSlot;
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Handle = handle;
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Indexed = indexed;
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Format = format;
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}
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public override bool Equals(object obj)
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{
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return obj is TextureInfo other && Equals(other);
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}
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public bool Equals(TextureInfo other)
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{
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return CbufSlot == other.CbufSlot && Handle == other.Handle && Indexed == other.Indexed && Format == other.Format;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(CbufSlot, Handle, Indexed, Format);
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}
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}
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private struct TextureMeta
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{
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public bool AccurateType;
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public SamplerType Type;
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public TextureUsageFlags UsageFlags;
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}
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private readonly Dictionary<TextureInfo, TextureMeta> _usedTextures;
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private readonly Dictionary<TextureInfo, TextureMeta> _usedImages;
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private BufferDescriptor[] _cachedConstantBufferDescriptors;
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private BufferDescriptor[] _cachedStorageBufferDescriptors;
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private TextureDescriptor[] _cachedTextureDescriptors;
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private TextureDescriptor[] _cachedImageDescriptors;
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public int FirstConstantBufferBinding { get; private set; }
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public int FirstStorageBufferBinding { get; private set; }
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public ShaderConfig(IGpuAccessor gpuAccessor, TranslationOptions options, TranslationCounts counts)
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{
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Stage = ShaderStage.Compute;
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GpuAccessor = gpuAccessor;
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Options = options;
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_counts = counts;
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TextureHandlesForCache = new HashSet<int>();
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_usedTextures = new Dictionary<TextureInfo, TextureMeta>();
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_usedImages = new Dictionary<TextureInfo, TextureMeta>();
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationOptions options, TranslationCounts counts) : this(gpuAccessor, options, counts)
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{
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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ThreadsPerInputPrimitive = header.ThreadsPerInputPrimitive;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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}
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public int GetDepthRegister()
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{
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int count = 0;
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for (int index = 0; index < OmapTargets.Length; index++)
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{
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for (int component = 0; component < 4; component++)
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{
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if (OmapTargets[index].ComponentEnabled(component))
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{
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count++;
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}
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}
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}
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// The depth register is always two registers after the last color output.
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return count + 1;
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}
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public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (GpuAccessor.QueryHostSupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (format == TextureFormat.Unknown)
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{
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GpuAccessor.Log($"Unknown format for texture {handle}.");
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format = TextureFormat.R8G8B8A8Unorm;
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}
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return format;
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}
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private bool FormatSupportsAtomic(TextureFormat format)
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{
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return format == TextureFormat.R32Sint || format == TextureFormat.R32Uint;
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}
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public TextureFormat GetTextureFormatAtomic(int handle, int cbufSlot = -1)
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{
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// Atomic image instructions do not support GL_EXT_shader_image_load_formatted,
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// and must have a type specified. Default to R32Sint if not available.
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var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
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if (!FormatSupportsAtomic(format))
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{
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GpuAccessor.Log($"Unsupported format for texture {handle}: {format}.");
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format = TextureFormat.R32Sint;
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}
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return format;
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}
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public void SizeAdd(int size)
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{
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Size += size;
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}
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public void InheritFrom(ShaderConfig other)
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{
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ClipDistancesWritten |= other.ClipDistancesWritten;
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UsedFeatures |= other.UsedFeatures;
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TextureHandlesForCache.UnionWith(other.TextureHandlesForCache);
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UsedInputAttributes |= other.UsedInputAttributes;
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UsedOutputAttributes |= other.UsedOutputAttributes;
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_usedConstantBuffers |= other._usedConstantBuffers;
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_usedStorageBuffers |= other._usedStorageBuffers;
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_usedStorageBuffersWrite |= other._usedStorageBuffersWrite;
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foreach (var kv in other._usedTextures)
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{
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if (!_usedTextures.TryAdd(kv.Key, kv.Value))
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{
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_usedTextures[kv.Key] = MergeTextureMeta(kv.Value, _usedTextures[kv.Key]);
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}
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}
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foreach (var kv in other._usedImages)
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{
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if (!_usedImages.TryAdd(kv.Key, kv.Value))
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{
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_usedImages[kv.Key] = MergeTextureMeta(kv.Value, _usedImages[kv.Key]);
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}
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}
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}
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public void SetInputUserAttributeFixedFunc(int index)
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{
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UsedInputAttributes |= 1 << index;
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}
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public void SetOutputUserAttributeFixedFunc(int index)
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{
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UsedOutputAttributes |= 1 << index;
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}
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public void SetInputUserAttribute(int index, bool perPatch)
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{
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if (perPatch)
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{
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UsedInputAttributesPerPatch |= 1 << index;
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}
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else
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{
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int mask = 1 << index;
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UsedInputAttributes |= mask;
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_thisUsedInputAttributes |= mask;
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}
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}
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public void SetOutputUserAttribute(int index, bool perPatch)
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{
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if (perPatch)
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{
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UsedOutputAttributesPerPatch |= 1 << index;
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}
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else
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{
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UsedOutputAttributes |= 1 << index;
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}
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}
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public void MergeFromtNextStage(ShaderConfig config)
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{
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NextUsesFixedFuncAttributes = config.UsedFeatures.HasFlag(FeatureFlags.FixedFuncAttr);
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MergeOutputUserAttributes(config.UsedInputAttributes, config.UsedInputAttributesPerPatch);
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}
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public void MergeOutputUserAttributes(int mask, int maskPerPatch)
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{
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_nextUsedInputAttributes = mask;
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if (GpPassthrough)
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{
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PassthroughAttributes = mask & ~UsedOutputAttributes;
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}
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else
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{
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UsedOutputAttributes |= mask;
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UsedOutputAttributesPerPatch |= maskPerPatch;
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}
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}
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public bool IsUsedOutputAttribute(int attr)
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{
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// The check for fixed function attributes on the next stage is conservative,
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// returning false if the output is just not used by the next stage is also valid.
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if (NextUsesFixedFuncAttributes &&
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attr >= AttributeConsts.UserAttributeBase &&
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attr < AttributeConsts.UserAttributeEnd)
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{
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int index = (attr - AttributeConsts.UserAttributeBase) >> 4;
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return (_nextUsedInputAttributes & (1 << index)) != 0;
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}
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return true;
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}
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public int GetFreeUserAttribute(bool isOutput, int index)
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{
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int useMask = isOutput ? _nextUsedInputAttributes : _thisUsedInputAttributes;
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int bit = -1;
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while (useMask != -1)
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{
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bit = BitOperations.TrailingZeroCount(~useMask);
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if (bit == 32)
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{
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bit = -1;
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break;
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}
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else if (index < 1)
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{
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break;
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}
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useMask |= 1 << bit;
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index--;
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}
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return bit;
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}
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public void SetAllInputUserAttributes()
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{
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UsedInputAttributes |= Constants.AllAttributesMask;
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}
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public void SetAllOutputUserAttributes()
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{
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UsedOutputAttributes |= Constants.AllAttributesMask;
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}
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public void SetClipDistanceWritten(int index)
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{
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ClipDistancesWritten |= (byte)(1 << index);
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}
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public void SetUsedFeature(FeatureFlags flags)
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{
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UsedFeatures |= flags;
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}
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public Operand CreateCbuf(int slot, int offset)
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{
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SetUsedConstantBuffer(slot);
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return OperandHelper.Cbuf(slot, offset);
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}
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public void SetUsedConstantBuffer(int slot)
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{
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_usedConstantBuffers |= 1 << slot;
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}
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public void SetUsedStorageBuffer(int slot, bool write)
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{
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int mask = 1 << slot;
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_usedStorageBuffers |= mask;
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if (write)
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{
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_usedStorageBuffersWrite |= mask;
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}
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}
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public void SetUsedTexture(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int cbufSlot,
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int handle)
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{
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inst &= Instruction.Mask;
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bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool isWrite = inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
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bool accurateType = inst != Instruction.Lod;
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bool coherent = flags.HasFlag(TextureFlags.Coherent);
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if (isImage)
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{
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SetUsedTextureOrImage(_usedImages, cbufSlot, handle, type, format, true, isWrite, false, coherent);
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}
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else
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{
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bool intCoords = flags.HasFlag(TextureFlags.IntCoords) || inst == Instruction.TextureSize;
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SetUsedTextureOrImage(_usedTextures, cbufSlot, handle, type, TextureFormat.Unknown, intCoords, false, accurateType, coherent);
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}
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}
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private void SetUsedTextureOrImage(
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Dictionary<TextureInfo, TextureMeta> dict,
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int cbufSlot,
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int handle,
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SamplerType type,
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TextureFormat format,
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bool intCoords,
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bool write,
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bool accurateType,
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bool coherent)
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{
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var dimensions = type.GetDimensions();
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var isIndexed = type.HasFlag(SamplerType.Indexed);
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var usageFlags = TextureUsageFlags.None;
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if (intCoords)
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{
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usageFlags |= TextureUsageFlags.NeedsScaleValue;
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var canScale = Stage.SupportsRenderScale() && !isIndexed && !write && dimensions == 2;
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if (!canScale)
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{
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// Resolution scaling cannot be applied to this texture right now.
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// Flag so that we know to blacklist scaling on related textures when binding them.
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usageFlags |= TextureUsageFlags.ResScaleUnsupported;
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}
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}
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if (write)
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{
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usageFlags |= TextureUsageFlags.ImageStore;
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}
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if (coherent)
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{
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usageFlags |= TextureUsageFlags.ImageCoherent;
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}
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int arraySize = isIndexed ? SamplerArraySize : 1;
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for (int layer = 0; layer < arraySize; layer++)
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{
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var info = new TextureInfo(cbufSlot, handle + layer * 2, isIndexed, format);
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var meta = new TextureMeta()
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{
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AccurateType = accurateType,
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Type = type,
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UsageFlags = usageFlags
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};
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if (dict.TryGetValue(info, out var existingMeta))
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{
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dict[info] = MergeTextureMeta(meta, existingMeta);
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}
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else
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{
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dict.Add(info, meta);
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}
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}
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}
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private static TextureMeta MergeTextureMeta(TextureMeta meta, TextureMeta existingMeta)
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{
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meta.UsageFlags |= existingMeta.UsageFlags;
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// If the texture we have has inaccurate type information, then
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// we prefer the most accurate one.
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if (existingMeta.AccurateType)
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{
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meta.AccurateType = true;
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meta.Type = existingMeta.Type;
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}
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return meta;
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}
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public BufferDescriptor[] GetConstantBufferDescriptors()
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{
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if (_cachedConstantBufferDescriptors != null)
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{
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return _cachedConstantBufferDescriptors;
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}
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int usedMask = _usedConstantBuffers;
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if (UsedFeatures.HasFlag(FeatureFlags.CbIndexing))
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{
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usedMask |= (int)GpuAccessor.QueryConstantBufferUse();
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}
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FirstConstantBufferBinding = _counts.UniformBuffersCount;
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return _cachedConstantBufferDescriptors = GetBufferDescriptors(
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usedMask,
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0,
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UsedFeatures.HasFlag(FeatureFlags.CbIndexing),
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_counts.IncrementUniformBuffersCount);
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}
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public BufferDescriptor[] GetStorageBufferDescriptors()
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{
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if (_cachedStorageBufferDescriptors != null)
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{
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return _cachedStorageBufferDescriptors;
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}
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FirstStorageBufferBinding = _counts.StorageBuffersCount;
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return _cachedStorageBufferDescriptors = GetBufferDescriptors(
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_usedStorageBuffers,
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_usedStorageBuffersWrite,
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true,
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_counts.IncrementStorageBuffersCount);
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}
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private static BufferDescriptor[] GetBufferDescriptors(
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int usedMask,
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int writtenMask,
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bool isArray,
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Func<int> getBindingCallback)
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{
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var descriptors = new BufferDescriptor[BitOperations.PopCount((uint)usedMask)];
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int lastSlot = -1;
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for (int i = 0; i < descriptors.Length; i++)
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{
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int slot = BitOperations.TrailingZeroCount(usedMask);
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if (isArray)
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{
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// The next array entries also consumes bindings, even if they are unused.
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for (int j = lastSlot + 1; j < slot; j++)
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{
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getBindingCallback();
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}
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}
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lastSlot = slot;
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descriptors[i] = new BufferDescriptor(getBindingCallback(), slot);
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if ((writtenMask & (1 << slot)) != 0)
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{
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descriptors[i].SetFlag(BufferUsageFlags.Write);
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}
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usedMask &= ~(1 << slot);
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}
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return descriptors;
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}
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public TextureDescriptor[] GetTextureDescriptors()
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{
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return _cachedTextureDescriptors ??= GetTextureOrImageDescriptors(_usedTextures, _counts.IncrementTexturesCount);
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}
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public TextureDescriptor[] GetImageDescriptors()
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{
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return _cachedImageDescriptors ??= GetTextureOrImageDescriptors(_usedImages, _counts.IncrementImagesCount);
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}
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private static TextureDescriptor[] GetTextureOrImageDescriptors(Dictionary<TextureInfo, TextureMeta> dict, Func<int> getBindingCallback)
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{
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var descriptors = new TextureDescriptor[dict.Count];
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int i = 0;
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foreach (var kv in dict.OrderBy(x => x.Key.Indexed).OrderBy(x => x.Key.Handle))
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{
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var info = kv.Key;
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var meta = kv.Value;
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int binding = getBindingCallback();
|
|
|
|
descriptors[i] = new TextureDescriptor(binding, meta.Type, info.Format, info.CbufSlot, info.Handle);
|
|
descriptors[i].SetFlag(meta.UsageFlags);
|
|
i++;
|
|
}
|
|
|
|
return descriptors;
|
|
}
|
|
}
|
|
} |