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https://github.com/Ryujinx/Ryujinx.git
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d512ce122c
* Initial tessellation shader support * Nits * Re-arrange built-in table * This is not needed anymore * PR feedback
160 lines
5.2 KiB
C#
160 lines
5.2 KiB
C#
using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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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 Block[][] _cfg;
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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 FeatureFlags UsedFeatures => _config.UsedFeatures;
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public HashSet<int> TextureHandlesForCache => _config.TextureHandlesForCache;
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public IGpuAccessor GpuAccessor => _config.GpuAccessor;
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internal TranslatorContext(ulong address, Block[][] cfg, ShaderConfig config)
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{
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Address = address;
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_config = config;
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_cfg = cfg;
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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 ShaderProgram Translate(
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out ShaderProgramInfo shaderProgramInfo,
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TranslatorContext nextStage = null,
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TranslatorContext other = null)
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{
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if (nextStage != null)
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{
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_config.MergeOutputUserAttributes(
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nextStage._config.UsedInputAttributes,
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nextStage._config.UsedInputAttributesPerPatch);
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}
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FunctionCode[] code = EmitShader(_cfg, _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, 0);
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FunctionCode[] otherCode = EmitShader(other._cfg, 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, out shaderProgramInfo);
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}
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}
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}
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