mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 19:06:40 +00:00
484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
289 lines
No EOL
9.8 KiB
C#
289 lines
No EOL
9.8 KiB
C#
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
|
|
using Ryujinx.Graphics.Shader.Decoders;
|
|
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using Ryujinx.Graphics.Shader.StructuredIr;
|
|
using Ryujinx.Graphics.Shader.Translation.Optimizations;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Translation
|
|
{
|
|
public static class Translator
|
|
{
|
|
private const int HeaderSize = 0x50;
|
|
|
|
public static ShaderProgram Translate(ulong address, IGpuAccessor gpuAccessor, TranslationFlags flags)
|
|
{
|
|
Operation[] ops = DecodeShader(address, gpuAccessor, flags, out ShaderConfig config, out int size, out FeatureFlags featureFlags);
|
|
|
|
config.UsedFeatures = featureFlags;
|
|
|
|
return Translate(ops, config, size);
|
|
}
|
|
|
|
public static ShaderProgram Translate(ulong addressA, ulong addressB, IGpuAccessor gpuAccessor, TranslationFlags flags)
|
|
{
|
|
Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA, out FeatureFlags featureFlagsA);
|
|
Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB, out FeatureFlags featureFlagsB);
|
|
|
|
config.UsedFeatures = featureFlagsA | featureFlagsB;
|
|
|
|
return Translate(Combine(opsA, opsB), config, sizeB, sizeA);
|
|
}
|
|
|
|
private static ShaderProgram Translate(Operation[] ops, ShaderConfig config, int size, int sizeA = 0)
|
|
{
|
|
BasicBlock[] blocks = ControlFlowGraph.MakeCfg(ops);
|
|
|
|
if (blocks.Length > 0)
|
|
{
|
|
Dominance.FindDominators(blocks[0], blocks.Length);
|
|
|
|
Dominance.FindDominanceFrontiers(blocks);
|
|
|
|
Ssa.Rename(blocks);
|
|
|
|
Optimizer.RunPass(blocks, config);
|
|
|
|
Lowering.RunPass(blocks, config);
|
|
}
|
|
|
|
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(blocks, config);
|
|
|
|
GlslProgram program = GlslGenerator.Generate(sInfo, config);
|
|
|
|
ShaderProgramInfo spInfo = new ShaderProgramInfo(
|
|
program.CBufferDescriptors,
|
|
program.SBufferDescriptors,
|
|
program.TextureDescriptors,
|
|
program.ImageDescriptors,
|
|
sInfo.UsesInstanceId);
|
|
|
|
string glslCode = program.Code;
|
|
|
|
return new ShaderProgram(spInfo, config.Stage, glslCode, size, sizeA);
|
|
}
|
|
|
|
private static Operation[] DecodeShader(
|
|
ulong address,
|
|
IGpuAccessor gpuAccessor,
|
|
TranslationFlags flags,
|
|
out ShaderConfig config,
|
|
out int size,
|
|
out FeatureFlags featureFlags)
|
|
{
|
|
Block[] cfg;
|
|
|
|
if ((flags & TranslationFlags.Compute) != 0)
|
|
{
|
|
config = new ShaderConfig(gpuAccessor, flags);
|
|
|
|
cfg = Decoder.Decode(gpuAccessor, address);
|
|
}
|
|
else
|
|
{
|
|
config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, flags);
|
|
|
|
cfg = Decoder.Decode(gpuAccessor, address + HeaderSize);
|
|
}
|
|
|
|
if (cfg == null)
|
|
{
|
|
gpuAccessor.Log("Invalid branch detected, failed to build CFG.");
|
|
|
|
size = 0;
|
|
|
|
featureFlags = FeatureFlags.None;
|
|
|
|
return Array.Empty<Operation>();
|
|
}
|
|
|
|
EmitterContext context = new EmitterContext(config);
|
|
|
|
ulong maxEndAddress = 0;
|
|
|
|
for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
|
|
{
|
|
Block block = cfg[blkIndex];
|
|
|
|
if (maxEndAddress < block.EndAddress)
|
|
{
|
|
maxEndAddress = block.EndAddress;
|
|
}
|
|
|
|
context.CurrBlock = block;
|
|
|
|
context.MarkLabel(context.GetLabel(block.Address));
|
|
|
|
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
|
|
{
|
|
OpCode op = block.OpCodes[opIndex];
|
|
|
|
if ((flags & TranslationFlags.DebugMode) != 0)
|
|
{
|
|
string instName;
|
|
|
|
if (op.Emitter != null)
|
|
{
|
|
instName = op.Emitter.Method.Name;
|
|
}
|
|
else
|
|
{
|
|
instName = "???";
|
|
|
|
gpuAccessor.Log($"Invalid instruction at 0x{op.Address:X6} (0x{op.RawOpCode:X16}).");
|
|
}
|
|
|
|
string dbgComment = $"0x{op.Address:X6}: 0x{op.RawOpCode:X16} {instName}";
|
|
|
|
context.Add(new CommentNode(dbgComment));
|
|
}
|
|
|
|
if (op.NeverExecute)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Operand predSkipLbl = null;
|
|
|
|
bool skipPredicateCheck = op is OpCodeBranch opBranch && !opBranch.PushTarget;
|
|
|
|
if (op is OpCodeBranchPop opBranchPop)
|
|
{
|
|
// If the instruction is a SYNC or BRK instruction with only one
|
|
// possible target address, then the instruction is basically
|
|
// just a simple branch, we can generate code similar to branch
|
|
// instructions, with the condition check on the branch itself.
|
|
skipPredicateCheck = opBranchPop.Targets.Count < 2;
|
|
}
|
|
|
|
if (!(op.Predicate.IsPT || skipPredicateCheck))
|
|
{
|
|
Operand label;
|
|
|
|
if (opIndex == block.OpCodes.Count - 1 && block.Next != null)
|
|
{
|
|
label = context.GetLabel(block.Next.Address);
|
|
}
|
|
else
|
|
{
|
|
label = Label();
|
|
|
|
predSkipLbl = label;
|
|
}
|
|
|
|
Operand pred = Register(op.Predicate);
|
|
|
|
if (op.InvertPredicate)
|
|
{
|
|
context.BranchIfTrue(label, pred);
|
|
}
|
|
else
|
|
{
|
|
context.BranchIfFalse(label, pred);
|
|
}
|
|
}
|
|
|
|
context.CurrOp = op;
|
|
|
|
op.Emitter?.Invoke(context);
|
|
|
|
if (predSkipLbl != null)
|
|
{
|
|
context.MarkLabel(predSkipLbl);
|
|
}
|
|
}
|
|
}
|
|
|
|
size = (int)maxEndAddress + (((flags & TranslationFlags.Compute) != 0) ? 0 : HeaderSize);
|
|
|
|
featureFlags = context.UsedFeatures;
|
|
|
|
return context.GetOperations();
|
|
}
|
|
|
|
private static Operation[] Combine(Operation[] a, Operation[] b)
|
|
{
|
|
// Here we combine two shaders.
|
|
// For shader A:
|
|
// - All user attribute stores on shader A are turned into copies to a
|
|
// temporary variable. It's assumed that shader B will consume them.
|
|
// - All return instructions are turned into branch instructions, the
|
|
// branch target being the start of the shader B code.
|
|
// For shader B:
|
|
// - All user attribute loads on shader B are turned into copies from a
|
|
// temporary variable, as long that attribute is written by shader A.
|
|
List<Operation> output = new List<Operation>(a.Length + b.Length);
|
|
|
|
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
|
|
|
|
Operand lblB = Label();
|
|
|
|
for (int index = 0; index < a.Length; index++)
|
|
{
|
|
Operation operation = a[index];
|
|
|
|
if (IsUserAttribute(operation.Dest))
|
|
{
|
|
int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
|
|
|
|
Operand temp = temps[tIndex];
|
|
|
|
if (temp == null)
|
|
{
|
|
temp = Local();
|
|
|
|
temps[tIndex] = temp;
|
|
}
|
|
|
|
operation.Dest = temp;
|
|
}
|
|
|
|
if (operation.Inst == Instruction.Return)
|
|
{
|
|
output.Add(new Operation(Instruction.Branch, lblB));
|
|
}
|
|
else
|
|
{
|
|
output.Add(operation);
|
|
}
|
|
}
|
|
|
|
output.Add(new Operation(Instruction.MarkLabel, lblB));
|
|
|
|
for (int index = 0; index < b.Length; index++)
|
|
{
|
|
Operation operation = b[index];
|
|
|
|
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
|
|
{
|
|
Operand src = operation.GetSource(srcIndex);
|
|
|
|
if (IsUserAttribute(src))
|
|
{
|
|
Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
|
|
|
|
if (temp != null)
|
|
{
|
|
operation.SetSource(srcIndex, temp);
|
|
}
|
|
}
|
|
}
|
|
|
|
output.Add(operation);
|
|
}
|
|
|
|
return output.ToArray();
|
|
}
|
|
|
|
private static bool IsUserAttribute(Operand operand)
|
|
{
|
|
return operand != null &&
|
|
operand.Type == OperandType.Attribute &&
|
|
operand.Value >= AttributeConsts.UserAttributeBase &&
|
|
operand.Value < AttributeConsts.UserAttributeEnd;
|
|
}
|
|
}
|
|
} |