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Ryujinx/Ryujinx.Graphics/Shader/CodeGen/Glsl/OperandManager.cs

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New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-18 00:57:08 +01:00
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using System;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
class OperandManager
{
private static string[] _stagePrefixes = new string[] { "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("instance", VariableType.S32) },
{ AttributeConsts.VertexId, new BuiltInAttribute("gl_VertexID", VariableType.S32) },
{ AttributeConsts.FrontFacing, new BuiltInAttribute("gl_FrontFacing", VariableType.Bool) },
{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) }
New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-18 00:57:08 +01:00
};
private Dictionary<AstOperand, string> _locals;
public OperandManager()
{
_locals = new Dictionary<AstOperand, string>();
}
public string DeclareLocal(AstOperand operand)
{
string name = $"{DefaultNames.LocalNamePrefix}_{_locals.Count}";
_locals.Add(operand, name);
return name;
}
public string GetExpression(AstOperand operand, GalShaderType shaderType)
{
switch (operand.Type)
{
case OperandType.Attribute:
return GetAttributeName(operand, shaderType);
case OperandType.Constant:
return NumberFormatter.FormatInt(operand.Value);
case OperandType.ConstantBuffer:
return GetConstantBufferName(operand, shaderType);
case OperandType.LocalVariable:
return _locals[operand];
case OperandType.Undefined:
return DefaultNames.UndefinedName;
}
throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
}
public static string GetConstantBufferName(AstOperand cbuf, GalShaderType shaderType)
{
string ubName = GetUbName(shaderType, cbuf.CbufSlot);
ubName += "[" + (cbuf.CbufOffset >> 2) + "]";
return ubName + "." + GetSwizzleMask(cbuf.CbufOffset & 3);
}
public static string GetConstantBufferName(IAstNode slot, string offsetExpr, GalShaderType shaderType)
{
//Non-constant slots are not supported.
//It is expected that upstream stages are never going to generate non-constant
//slot access.
AstOperand operand = (AstOperand)slot;
string ubName = GetUbName(shaderType, operand.Value);
string index0 = "[" + offsetExpr + " >> 4]";
string index1 = "[" + offsetExpr + " >> 2 & 3]";
return ubName + index0 + index1;
}
public static string GetOutAttributeName(AstOperand attr, GalShaderType shaderType)
{
return GetAttributeName(attr, shaderType, isOutAttr: true);
}
private static string GetAttributeName(AstOperand attr, GalShaderType shaderType, bool isOutAttr = false)
{
int value = attr.Value;
string swzMask = GetSwizzleMask((value >> 2) & 3);
if (value >= AttributeConsts.UserAttributeBase &&
value < AttributeConsts.UserAttributeEnd)
{
value -= AttributeConsts.UserAttributeBase;
string prefix = isOutAttr
? DefaultNames.OAttributePrefix
: DefaultNames.IAttributePrefix;
string name = $"{prefix}{(value >> 4)}";
if (shaderType == GalShaderType.Geometry && !isOutAttr)
{
name += "[0]";
}
name += "." + swzMask;
return name;
}
else
{
if (value >= AttributeConsts.FragmentOutputColorBase &&
value < AttributeConsts.FragmentOutputColorEnd)
{
value -= AttributeConsts.FragmentOutputColorBase;
return $"{DefaultNames.OAttributePrefix}{(value >> 4)}.{swzMask}";
}
else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
{
//TODO: There must be a better way to handle this...
if (shaderType == GalShaderType.Fragment)
{
switch (value & ~3)
{
case AttributeConsts.PositionX: return "gl_FragCoord.x";
case AttributeConsts.PositionY: return "gl_FragCoord.y";
case AttributeConsts.PositionZ: return "gl_FragCoord.z";
case AttributeConsts.PositionW: return "1.0";
}
}
string name = builtInAttr.Name;
if (shaderType == GalShaderType.Geometry && !isOutAttr)
{
name = "gl_in[0]." + name;
}
return name;
}
}
//TODO: Warn about unknown built-in attribute.
return isOutAttr ? "// bad_attr0x" + value.ToString("X") : "0.0";
New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-18 00:57:08 +01:00
}
public static string GetUbName(GalShaderType shaderType, int slot)
{
string ubName = OperandManager.GetShaderStagePrefix(shaderType);
ubName += "_" + DefaultNames.UniformNamePrefix + slot;
return ubName + "_" + DefaultNames.UniformNameSuffix;
}
public static string GetSamplerName(GalShaderType shaderType, AstTextureOperation texOp)
{
string suffix;
if ((texOp.Flags & TextureFlags.Bindless) != 0)
{
AstOperand operand = texOp.GetSource(0) as AstOperand;
suffix = "_cb" + operand.CbufSlot + "_" + operand.CbufOffset;
}
else
{
suffix = (texOp.Handle - 8).ToString();
}
return GetShaderStagePrefix(shaderType) + "_" + DefaultNames.SamplerNamePrefix + suffix;
}
public static string GetShaderStagePrefix(GalShaderType shaderType)
{
return _stagePrefixes[(int)shaderType];
}
private static string GetSwizzleMask(int value)
{
return "xyzw".Substring(value, 1);
}
public static VariableType GetNodeDestType(IAstNode node)
{
if (node is AstOperation operation)
{
return GetDestVarType(operation.Inst);
}
else if (node is AstOperand operand)
{
if (operand.Type == OperandType.Attribute)
{
if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr))
{
return builtInAttr.Type;
}
}
return OperandInfo.GetVarType(operand);
}
else
{
throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");
}
}
}
}