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Ryujinx/Ryujinx.Graphics.Shader/CodeGen/Glsl/OperandManager.cs
gdkchan f1d1670b0b
Implement HLE macro for DrawElementsIndirect (#3748)
* Implement HLE macro for DrawElementsIndirect

* Shader cache version bump

* Use GL_ARB_shader_draw_parameters extension on OpenGL

* Fix DrawIndexedIndirectCount on Vulkan when extension is not supported

* Implement DrawIndex

* Alignment

* Fix some validation errors

* Rename BaseIds to DrawParameters

* Fix incorrect index buffer and vertex buffer size in some cases

* Add HLE macros for DrawArraysInstanced and DrawElementsInstanced

* Perform a regular draw when indirect data is not modified

* Use non-indirect draw methods if indirect buffer was not GPU modified

* Only check if draw parameters match if the shader actually uses them

* Expose Macro HLE setting on GUI

* Reset FirstVertex and FirstInstance after draw

* Update shader cache version again since some people already tested this

* PR feedback

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-11-16 14:53:04 -03:00

484 lines
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23 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
class OperandManager
{
private static readonly string[] StagePrefixes = new string[] { "cp", "vp", "tcp", "tep", "gp", "fp" };
private struct BuiltInAttribute
{
public string Name { get; }
public VariableType Type { get; }
public BuiltInAttribute(string name, VariableType type)
{
Name = name;
Type = type;
}
}
private static Dictionary<int, BuiltInAttribute> _builtInAttributes = new Dictionary<int, BuiltInAttribute>()
{
{ AttributeConsts.Layer, new BuiltInAttribute("gl_Layer", VariableType.S32) },
{ AttributeConsts.PointSize, new BuiltInAttribute("gl_PointSize", VariableType.F32) },
{ AttributeConsts.PositionX, new BuiltInAttribute("gl_Position.x", VariableType.F32) },
{ AttributeConsts.PositionY, new BuiltInAttribute("gl_Position.y", VariableType.F32) },
{ AttributeConsts.PositionZ, new BuiltInAttribute("gl_Position.z", VariableType.F32) },
{ AttributeConsts.PositionW, new BuiltInAttribute("gl_Position.w", VariableType.F32) },
{ AttributeConsts.ClipDistance0, new BuiltInAttribute("gl_ClipDistance[0]", VariableType.F32) },
{ AttributeConsts.ClipDistance1, new BuiltInAttribute("gl_ClipDistance[1]", VariableType.F32) },
{ AttributeConsts.ClipDistance2, new BuiltInAttribute("gl_ClipDistance[2]", VariableType.F32) },
{ AttributeConsts.ClipDistance3, new BuiltInAttribute("gl_ClipDistance[3]", VariableType.F32) },
{ AttributeConsts.ClipDistance4, new BuiltInAttribute("gl_ClipDistance[4]", VariableType.F32) },
{ AttributeConsts.ClipDistance5, new BuiltInAttribute("gl_ClipDistance[5]", VariableType.F32) },
{ AttributeConsts.ClipDistance6, new BuiltInAttribute("gl_ClipDistance[6]", VariableType.F32) },
{ AttributeConsts.ClipDistance7, new BuiltInAttribute("gl_ClipDistance[7]", VariableType.F32) },
{ AttributeConsts.PointCoordX, new BuiltInAttribute("gl_PointCoord.x", VariableType.F32) },
{ AttributeConsts.PointCoordY, new BuiltInAttribute("gl_PointCoord.y", VariableType.F32) },
{ AttributeConsts.TessCoordX, new BuiltInAttribute("gl_TessCoord.x", VariableType.F32) },
{ AttributeConsts.TessCoordY, new BuiltInAttribute("gl_TessCoord.y", VariableType.F32) },
{ AttributeConsts.InstanceId, new BuiltInAttribute("gl_InstanceID", VariableType.S32) },
{ AttributeConsts.VertexId, new BuiltInAttribute("gl_VertexID", VariableType.S32) },
{ AttributeConsts.BaseInstance, new BuiltInAttribute("gl_BaseInstanceARB", VariableType.S32) },
{ AttributeConsts.BaseVertex, new BuiltInAttribute("gl_BaseVertexARB", VariableType.S32) },
{ AttributeConsts.InstanceIndex, new BuiltInAttribute("gl_InstanceIndex", VariableType.S32) },
{ AttributeConsts.VertexIndex, new BuiltInAttribute("gl_VertexIndex", VariableType.S32) },
{ AttributeConsts.DrawIndex, new BuiltInAttribute("gl_DrawIDARB", VariableType.S32) },
{ AttributeConsts.FrontFacing, new BuiltInAttribute("gl_FrontFacing", VariableType.Bool) },
// Special.
{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) },
{ AttributeConsts.ThreadKill, new BuiltInAttribute("gl_HelperInvocation", VariableType.Bool) },
{ AttributeConsts.ThreadIdX, new BuiltInAttribute("gl_LocalInvocationID.x", VariableType.U32) },
{ AttributeConsts.ThreadIdY, new BuiltInAttribute("gl_LocalInvocationID.y", VariableType.U32) },
{ AttributeConsts.ThreadIdZ, new BuiltInAttribute("gl_LocalInvocationID.z", VariableType.U32) },
{ AttributeConsts.CtaIdX, new BuiltInAttribute("gl_WorkGroupID.x", VariableType.U32) },
{ AttributeConsts.CtaIdY, new BuiltInAttribute("gl_WorkGroupID.y", VariableType.U32) },
{ AttributeConsts.CtaIdZ, new BuiltInAttribute("gl_WorkGroupID.z", VariableType.U32) },
{ AttributeConsts.LaneId, new BuiltInAttribute(null, VariableType.U32) },
{ AttributeConsts.InvocationId, new BuiltInAttribute("gl_InvocationID", VariableType.S32) },
{ AttributeConsts.PrimitiveId, new BuiltInAttribute("gl_PrimitiveID", VariableType.S32) },
{ AttributeConsts.PatchVerticesIn, new BuiltInAttribute("gl_PatchVerticesIn", VariableType.S32) },
{ AttributeConsts.EqMask, new BuiltInAttribute(null, VariableType.U32) },
{ AttributeConsts.GeMask, new BuiltInAttribute(null, VariableType.U32) },
{ AttributeConsts.GtMask, new BuiltInAttribute(null, VariableType.U32) },
{ AttributeConsts.LeMask, new BuiltInAttribute(null, VariableType.U32) },
{ AttributeConsts.LtMask, new BuiltInAttribute(null, VariableType.U32) },
// Support uniforms.
{ AttributeConsts.FragmentOutputIsBgraBase + 0, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[0]", VariableType.Bool) },
{ AttributeConsts.FragmentOutputIsBgraBase + 4, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[1]", VariableType.Bool) },
{ AttributeConsts.FragmentOutputIsBgraBase + 8, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[2]", VariableType.Bool) },
{ AttributeConsts.FragmentOutputIsBgraBase + 12, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[3]", VariableType.Bool) },
{ AttributeConsts.FragmentOutputIsBgraBase + 16, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[4]", VariableType.Bool) },
{ AttributeConsts.FragmentOutputIsBgraBase + 20, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[5]", VariableType.Bool) },
{ AttributeConsts.FragmentOutputIsBgraBase + 24, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[6]", VariableType.Bool) },
{ AttributeConsts.FragmentOutputIsBgraBase + 28, new BuiltInAttribute($"{DefaultNames.SupportBlockIsBgraName}[7]", VariableType.Bool) },
{ AttributeConsts.SupportBlockViewInverseX, new BuiltInAttribute($"{DefaultNames.SupportBlockViewportInverse}.x", VariableType.F32) },
{ AttributeConsts.SupportBlockViewInverseY, new BuiltInAttribute($"{DefaultNames.SupportBlockViewportInverse}.y", VariableType.F32) }
};
private Dictionary<AstOperand, string> _locals;
public OperandManager()
{
_locals = new Dictionary<AstOperand, string>();
}
public string DeclareLocal(AstOperand operand)
{
string name = $"{DefaultNames.LocalNamePrefix}_{_locals.Count}";
_locals.Add(operand, name);
return name;
}
public string GetExpression(CodeGenContext context, AstOperand operand)
{
return operand.Type switch
{
OperandType.Argument => GetArgumentName(operand.Value),
OperandType.Attribute => GetAttributeName(context, operand.Value, perPatch: false),
OperandType.AttributePerPatch => GetAttributeName(context, operand.Value, perPatch: true),
OperandType.Constant => NumberFormatter.FormatInt(operand.Value),
OperandType.ConstantBuffer => GetConstantBufferName(operand, context.Config),
OperandType.LocalVariable => _locals[operand],
OperandType.Undefined => DefaultNames.UndefinedName,
_ => throw new ArgumentException($"Invalid operand type \"{operand.Type}\".")
};
}
private static string GetConstantBufferName(AstOperand operand, ShaderConfig config)
{
return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, config.Stage, config.UsedFeatures.HasFlag(FeatureFlags.CbIndexing));
}
public static string GetConstantBufferName(int slot, int offset, ShaderStage stage, bool cbIndexable)
{
return $"{GetUbName(stage, slot, cbIndexable)}[{offset >> 2}].{GetSwizzleMask(offset & 3)}";
}
private static string GetVec4Indexed(string vectorName, string indexExpr, bool indexElement)
{
if (indexElement)
{
return $"{vectorName}[{indexExpr}]";
}
string result = $"{vectorName}.x";
for (int i = 1; i < 4; i++)
{
result = $"(({indexExpr}) == {i}) ? ({vectorName}.{GetSwizzleMask(i)}) : ({result})";
}
return $"({result})";
}
public static string GetConstantBufferName(int slot, string offsetExpr, ShaderStage stage, bool cbIndexable, bool indexElement)
{
return GetVec4Indexed(GetUbName(stage, slot, cbIndexable) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3", indexElement);
}
public static string GetConstantBufferName(string slotExpr, string offsetExpr, ShaderStage stage, bool indexElement)
{
return GetVec4Indexed(GetUbName(stage, slotExpr) + $"[{offsetExpr} >> 2]", offsetExpr + " & 3", indexElement);
}
public static string GetOutAttributeName(CodeGenContext context, int value, bool perPatch)
{
return GetAttributeName(context, value, perPatch, isOutAttr: true);
}
public static string GetAttributeName(CodeGenContext context, int value, bool perPatch, bool isOutAttr = false, string indexExpr = "0")
{
ShaderConfig config = context.Config;
if ((value & AttributeConsts.LoadOutputMask) != 0)
{
isOutAttr = true;
}
value &= AttributeConsts.Mask & ~3;
char swzMask = GetSwizzleMask((value >> 2) & 3);
if (perPatch)
{
if (value >= AttributeConsts.UserAttributePerPatchBase && value < AttributeConsts.UserAttributePerPatchEnd)
{
value -= AttributeConsts.UserAttributePerPatchBase;
return $"{DefaultNames.PerPatchAttributePrefix}{(value >> 4)}.{swzMask}";
}
else if (value < AttributeConsts.UserAttributePerPatchBase)
{
return value switch
{
AttributeConsts.TessLevelOuter0 => "gl_TessLevelOuter[0]",
AttributeConsts.TessLevelOuter1 => "gl_TessLevelOuter[1]",
AttributeConsts.TessLevelOuter2 => "gl_TessLevelOuter[2]",
AttributeConsts.TessLevelOuter3 => "gl_TessLevelOuter[3]",
AttributeConsts.TessLevelInner0 => "gl_TessLevelInner[0]",
AttributeConsts.TessLevelInner1 => "gl_TessLevelInner[1]",
_ => null
};
}
}
else if (value >= AttributeConsts.UserAttributeBase && value < AttributeConsts.UserAttributeEnd)
{
int attrOffset = value;
value -= AttributeConsts.UserAttributeBase;
string prefix = isOutAttr
? DefaultNames.OAttributePrefix
: DefaultNames.IAttributePrefix;
bool indexable = config.UsedFeatures.HasFlag(isOutAttr ? FeatureFlags.OaIndexing : FeatureFlags.IaIndexing);
if (indexable)
{
string name = prefix;
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name += $"[{indexExpr}]";
}
return name + $"[{(value >> 4)}]." + swzMask;
}
else if (config.TransformFeedbackEnabled &&
((config.LastInVertexPipeline && isOutAttr) ||
(config.Stage == ShaderStage.Fragment && !isOutAttr)))
{
int components = config.LastInPipeline ? context.Info.GetTransformFeedbackOutputComponents(attrOffset) : 1;
string name = components > 1 ? $"{prefix}{(value >> 4)}" : $"{prefix}{(value >> 4)}_{swzMask}";
if (AttributeInfo.IsArrayAttributeGlsl(config.Stage, isOutAttr))
{
name += isOutAttr ? "[gl_InvocationID]" : $"[{indexExpr}]";
}
return components > 1 ? name + '.' + swzMask : name;
}
else
{
string name = $"{prefix}{(value >> 4)}";
if (AttributeInfo.IsArrayAttributeGlsl(config.Stage, isOutAttr))
{
name += isOutAttr ? "[gl_InvocationID]" : $"[{indexExpr}]";
}
return name + '.' + swzMask;
}
}
else
{
if (value >= AttributeConsts.FragmentOutputColorBase && value < AttributeConsts.FragmentOutputColorEnd)
{
value -= AttributeConsts.FragmentOutputColorBase;
return $"{DefaultNames.OAttributePrefix}{(value >> 4)}.{swzMask}";
}
else if (_builtInAttributes.TryGetValue(value, out BuiltInAttribute builtInAttr))
{
string subgroupMask = value switch
{
AttributeConsts.EqMask => "Eq",
AttributeConsts.GeMask => "Ge",
AttributeConsts.GtMask => "Gt",
AttributeConsts.LeMask => "Le",
AttributeConsts.LtMask => "Lt",
_ => null
};
if (subgroupMask != null)
{
return config.GpuAccessor.QueryHostSupportsShaderBallot()
? $"unpackUint2x32(gl_SubGroup{subgroupMask}MaskARB).x"
: $"gl_Subgroup{subgroupMask}Mask.x";
}
else if (value == AttributeConsts.LaneId)
{
return config.GpuAccessor.QueryHostSupportsShaderBallot()
? "gl_SubGroupInvocationARB"
: "gl_SubgroupInvocationID";
}
if (config.Stage == ShaderStage.Fragment)
{
// TODO: There must be a better way to handle this...
switch (value)
{
case AttributeConsts.PositionX: return $"(gl_FragCoord.x / {DefaultNames.SupportBlockRenderScaleName}[0])";
case AttributeConsts.PositionY: return $"(gl_FragCoord.y / {DefaultNames.SupportBlockRenderScaleName}[0])";
case AttributeConsts.PositionZ: return "gl_FragCoord.z";
case AttributeConsts.PositionW: return "gl_FragCoord.w";
case AttributeConsts.FrontFacing:
if (config.GpuAccessor.QueryHostHasFrontFacingBug())
{
// This is required for Intel on Windows, gl_FrontFacing sometimes returns incorrect
// (flipped) values. Doing this seems to fix it.
return "(-floatBitsToInt(float(gl_FrontFacing)) < 0)";
}
break;
}
}
string name = builtInAttr.Name;
if (AttributeInfo.IsArrayAttributeGlsl(config.Stage, isOutAttr) && AttributeInfo.IsArrayBuiltIn(value))
{
name = isOutAttr ? $"gl_out[gl_InvocationID].{name}" : $"gl_in[{indexExpr}].{name}";
}
return name;
}
}
// TODO: Warn about unknown built-in attribute.
return isOutAttr ? "// bad_attr0x" + value.ToString("X") : "0.0";
}
public static string GetAttributeName(string attrExpr, ShaderConfig config, bool isOutAttr = false, string indexExpr = "0")
{
string name = isOutAttr
? DefaultNames.OAttributePrefix
: DefaultNames.IAttributePrefix;
if (config.Stage == ShaderStage.Geometry && !isOutAttr)
{
name += $"[{indexExpr}]";
}
return $"{name}[{attrExpr} >> 2][{attrExpr} & 3]";
}
public static string GetUbName(ShaderStage stage, int slot, bool cbIndexable)
{
if (cbIndexable)
{
return GetUbName(stage, NumberFormatter.FormatInt(slot, VariableType.S32));
}
return $"{GetShaderStagePrefix(stage)}_{DefaultNames.UniformNamePrefix}{slot}_{DefaultNames.UniformNameSuffix}";
}
private static string GetUbName(ShaderStage stage, string slotExpr)
{
return $"{GetShaderStagePrefix(stage)}_{DefaultNames.UniformNamePrefix}[{slotExpr}].{DefaultNames.DataName}";
}
public static string GetSamplerName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
{
return GetSamplerName(stage, texOp.CbufSlot, texOp.Handle, texOp.Type.HasFlag(SamplerType.Indexed), indexExpr);
}
public static string GetSamplerName(ShaderStage stage, int cbufSlot, int handle, bool indexed, string indexExpr)
{
string suffix = cbufSlot < 0 ? $"_tcb_{handle:X}" : $"_cb{cbufSlot}_{handle:X}";
if (indexed)
{
suffix += $"a[{indexExpr}]";
}
return GetShaderStagePrefix(stage) + "_" + DefaultNames.SamplerNamePrefix + suffix;
}
public static string GetImageName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
{
return GetImageName(stage, texOp.CbufSlot, texOp.Handle, texOp.Format, texOp.Type.HasFlag(SamplerType.Indexed), indexExpr);
}
public static string GetImageName(
ShaderStage stage,
int cbufSlot,
int handle,
TextureFormat format,
bool indexed,
string indexExpr)
{
string suffix = cbufSlot < 0
? $"_tcb_{handle:X}_{format.ToGlslFormat()}"
: $"_cb{cbufSlot}_{handle:X}_{format.ToGlslFormat()}";
if (indexed)
{
suffix += $"a[{indexExpr}]";
}
return GetShaderStagePrefix(stage) + "_" + DefaultNames.ImageNamePrefix + suffix;
}
public static string GetShaderStagePrefix(ShaderStage stage)
{
int index = (int)stage;
if ((uint)index >= StagePrefixes.Length)
{
return "invalid";
}
return StagePrefixes[index];
}
private static char GetSwizzleMask(int value)
{
return "xyzw"[value];
}
public static string GetArgumentName(int argIndex)
{
return $"{DefaultNames.ArgumentNamePrefix}{argIndex}";
}
public static VariableType GetNodeDestType(CodeGenContext context, IAstNode node, bool isAsgDest = false)
{
if (node is AstOperation operation)
{
if (operation.Inst == Instruction.LoadAttribute)
{
// Load attribute basically just returns the attribute value.
// Some built-in attributes may have different types, so we need
// to return the type based on the attribute that is being read.
if (operation.GetSource(0) is AstOperand operand && operand.Type == OperandType.Constant)
{
if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr))
{
return builtInAttr.Type;
}
}
return OperandInfo.GetVarType(OperandType.Attribute);
}
else if (operation.Inst == Instruction.Call)
{
AstOperand funcId = (AstOperand)operation.GetSource(0);
Debug.Assert(funcId.Type == OperandType.Constant);
return context.GetFunction(funcId.Value).ReturnType;
}
else if (operation is AstTextureOperation texOp &&
(texOp.Inst == Instruction.ImageLoad ||
texOp.Inst == Instruction.ImageStore ||
texOp.Inst == Instruction.ImageAtomic))
{
return texOp.Format.GetComponentType();
}
return GetDestVarType(operation.Inst);
}
else if (node is AstOperand operand)
{
if (operand.Type == OperandType.Argument)
{
int argIndex = operand.Value;
return context.CurrentFunction.GetArgumentType(argIndex);
}
return GetOperandVarType(context, operand, isAsgDest);
}
else
{
throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");
}
}
private static VariableType GetOperandVarType(CodeGenContext context, AstOperand operand, bool isAsgDest = false)
{
if (operand.Type == OperandType.Attribute)
{
if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr))
{
return builtInAttr.Type;
}
else if (context.Config.Stage == ShaderStage.Vertex && !isAsgDest &&
operand.Value >= AttributeConsts.UserAttributeBase &&
operand.Value < AttributeConsts.UserAttributeEnd)
{
int location = (operand.Value - AttributeConsts.UserAttributeBase) / 16;
AttributeType type = context.Config.GpuAccessor.QueryAttributeType(location);
return type.ToVariableType();
}
}
return OperandInfo.GetVarType(operand);
}
}
}