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Ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderDecodeMove.cs
ReinUsesLisp cd203e98f2 Implement Geometry shaders (#280)
* Implement Geometry shaders

* Add EmitVertex() and EndPrimitive()

* Read output geometry data from header

* Stub Vmad

* Add Iadd_I32

* Stub Mov_S (S2R)

* Stub Isberd

* Change vertex index to gpr39 in Abuf

* Add stub messages for consistency

* Do not print input block when there is no attributes

* Use GL_ARB_enhanced_layouts

* Skip geometry shaders when there's no GL_ARB_enhanced_layouts

* Address feedback

* Address feedback
2018-07-19 02:33:27 -03:00

431 lines
No EOL
13 KiB
C#

using System;
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
namespace Ryujinx.Graphics.Gal.Shader
{
static partial class ShaderDecode
{
private enum IntType
{
U8 = 0,
U16 = 1,
U32 = 2,
U64 = 3,
S8 = 4,
S16 = 5,
S32 = 6,
S64 = 7
}
private enum FloatType
{
F16 = 1,
F32 = 2,
F64 = 3
}
public static void F2f_C(ShaderIrBlock Block, long OpCode)
{
EmitF2f(Block, OpCode, ShaderOper.CR);
}
public static void F2f_I(ShaderIrBlock Block, long OpCode)
{
EmitF2f(Block, OpCode, ShaderOper.Immf);
}
public static void F2f_R(ShaderIrBlock Block, long OpCode)
{
EmitF2f(Block, OpCode, ShaderOper.RR);
}
public static void F2i_C(ShaderIrBlock Block, long OpCode)
{
EmitF2i(Block, OpCode, ShaderOper.CR);
}
public static void F2i_I(ShaderIrBlock Block, long OpCode)
{
EmitF2i(Block, OpCode, ShaderOper.Immf);
}
public static void F2i_R(ShaderIrBlock Block, long OpCode)
{
EmitF2i(Block, OpCode, ShaderOper.RR);
}
public static void I2f_C(ShaderIrBlock Block, long OpCode)
{
EmitI2f(Block, OpCode, ShaderOper.CR);
}
public static void I2f_I(ShaderIrBlock Block, long OpCode)
{
EmitI2f(Block, OpCode, ShaderOper.Imm);
}
public static void I2f_R(ShaderIrBlock Block, long OpCode)
{
EmitI2f(Block, OpCode, ShaderOper.RR);
}
public static void I2i_C(ShaderIrBlock Block, long OpCode)
{
EmitI2i(Block, OpCode, ShaderOper.CR);
}
public static void I2i_I(ShaderIrBlock Block, long OpCode)
{
EmitI2i(Block, OpCode, ShaderOper.Imm);
}
public static void I2i_R(ShaderIrBlock Block, long OpCode)
{
EmitI2i(Block, OpCode, ShaderOper.RR);
}
public static void Isberd(ShaderIrBlock Block, long OpCode)
{
//This instruction seems to be used to translate from an address to a vertex index in a GS
//Stub it as such
Block.AddNode(new ShaderIrCmnt("Stubbed."));
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), GetOperGpr8(OpCode)), OpCode));
}
public static void Mov_C(ShaderIrBlock Block, long OpCode)
{
ShaderIrOperCbuf Cbuf = GetOperCbuf34(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Cbuf), OpCode));
}
public static void Mov_I(ShaderIrBlock Block, long OpCode)
{
ShaderIrOperImm Imm = GetOperImm19_20(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
}
public static void Mov_I32(ShaderIrBlock Block, long OpCode)
{
ShaderIrOperImm Imm = GetOperImm32_20(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Imm), OpCode));
}
public static void Mov_R(ShaderIrBlock Block, long OpCode)
{
ShaderIrOperGpr Gpr = GetOperGpr20(OpCode);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Gpr), OpCode));
}
public static void Sel_C(ShaderIrBlock Block, long OpCode)
{
EmitSel(Block, OpCode, ShaderOper.CR);
}
public static void Sel_I(ShaderIrBlock Block, long OpCode)
{
EmitSel(Block, OpCode, ShaderOper.Imm);
}
public static void Sel_R(ShaderIrBlock Block, long OpCode)
{
EmitSel(Block, OpCode, ShaderOper.RR);
}
public static void Mov_S(ShaderIrBlock Block, long OpCode)
{
Block.AddNode(new ShaderIrCmnt("Stubbed."));
//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
ShaderIrNode Source = new ShaderIrOperImm(0);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Source), OpCode));
}
private static void EmitF2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
bool NegA = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
ShaderIrInst RoundInst = GetRoundInst(OpCode);
if (RoundInst != ShaderIrInst.Invalid)
{
OperA = new ShaderIrOp(RoundInst, OperA);
}
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
}
private static void EmitF2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
IntType Type = GetIntType(OpCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
bool NegA = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
ShaderIrInst RoundInst = GetRoundInst(OpCode);
if (RoundInst != ShaderIrInst.Invalid)
{
OperA = new ShaderIrOp(RoundInst, OperA);
}
bool Signed = Type >= IntType.S8;
int Size = 8 << ((int)Type & 3);
if (Size < 32)
{
uint Mask = uint.MaxValue >> (32 - Size);
float CMin = 0;
float CMax = Mask;
if (Signed)
{
uint HalfMask = Mask >> 1;
CMin -= HalfMask + 1;
CMax = HalfMask;
}
ShaderIrOperImmf IMin = new ShaderIrOperImmf(CMin);
ShaderIrOperImmf IMax = new ShaderIrOperImmf(CMax);
OperA = new ShaderIrOp(ShaderIrInst.Fclamp, OperA, IMin, IMax);
}
ShaderIrInst Inst = Signed
? ShaderIrInst.Ftos
: ShaderIrInst.Ftou;
ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitI2f(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
IntType Type = GetIntType(OpCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int Sel = (int)(OpCode >> 41) & 3;
bool NegA = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 49) & 1) != 0;
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: OperA = GetOperImm19_20(OpCode); break;
case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
bool Signed = Type >= IntType.S8;
int Shift = Sel * 8;
int Size = 8 << ((int)Type & 3);
if (Shift != 0)
{
OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
}
if (Size < 32)
{
OperA = ExtendTo32(OperA, Signed, Size);
}
ShaderIrInst Inst = Signed
? ShaderIrInst.Stof
: ShaderIrInst.Utof;
ShaderIrNode Op = new ShaderIrOp(Inst, OperA);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
private static void EmitI2i(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
IntType Type = GetIntType(OpCode);
if (Type == IntType.U64 ||
Type == IntType.S64)
{
//TODO: 64-bits support.
//Note: GLSL doesn't support 64-bits integers.
throw new NotImplementedException();
}
int Sel = (int)(OpCode >> 41) & 3;
bool NegA = ((OpCode >> 45) & 1) != 0;
bool AbsA = ((OpCode >> 49) & 1) != 0;
bool SatA = ((OpCode >> 50) & 1) != 0;
ShaderIrNode OperA;
switch (Oper)
{
case ShaderOper.CR: OperA = GetOperCbuf34 (OpCode); break;
case ShaderOper.Immf: OperA = GetOperImmf19_20(OpCode); break;
case ShaderOper.RR: OperA = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
OperA = GetAluIabsIneg(OperA, AbsA, NegA);
bool Signed = Type >= IntType.S8;
int Shift = Sel * 8;
int Size = 8 << ((int)Type & 3);
if (Shift != 0)
{
OperA = new ShaderIrOp(ShaderIrInst.Asr, OperA, new ShaderIrOperImm(Shift));
}
if (Size < 32)
{
uint Mask = uint.MaxValue >> (32 - Size);
if (SatA)
{
uint CMin = 0;
uint CMax = Mask;
if (Signed)
{
uint HalfMask = Mask >> 1;
CMin -= HalfMask + 1;
CMax = HalfMask;
}
ShaderIrOperImm IMin = new ShaderIrOperImm((int)CMin);
ShaderIrOperImm IMax = new ShaderIrOperImm((int)CMax);
OperA = new ShaderIrOp(Signed
? ShaderIrInst.Clamps
: ShaderIrInst.Clampu, OperA, IMin, IMax);
}
else
{
OperA = ExtendTo32(OperA, Signed, Size);
}
}
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), OperA), OpCode));
}
private static void EmitSel(ShaderIrBlock Block, long OpCode, ShaderOper Oper)
{
ShaderIrOperGpr Dst = GetOperGpr0 (OpCode);
ShaderIrNode Pred = GetOperPred39N(OpCode);
ShaderIrNode ResultA = GetOperGpr8(OpCode);
ShaderIrNode ResultB;
switch (Oper)
{
case ShaderOper.CR: ResultB = GetOperCbuf34 (OpCode); break;
case ShaderOper.Imm: ResultB = GetOperImm19_20(OpCode); break;
case ShaderOper.RR: ResultB = GetOperGpr20 (OpCode); break;
default: throw new ArgumentException(nameof(Oper));
}
Block.AddNode(GetPredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultA), false), OpCode));
Block.AddNode(GetPredNode(new ShaderIrCond(Pred, new ShaderIrAsg(Dst, ResultB), true), OpCode));
}
private static IntType GetIntType(long OpCode)
{
bool Signed = ((OpCode >> 13) & 1) != 0;
IntType Type = (IntType)((OpCode >> 10) & 3);
if (Signed)
{
Type += (int)IntType.S8;
}
return Type;
}
private static FloatType GetFloatType(long OpCode)
{
return (FloatType)((OpCode >> 8) & 3);
}
private static ShaderIrInst GetRoundInst(long OpCode)
{
switch ((OpCode >> 39) & 3)
{
case 1: return ShaderIrInst.Floor;
case 2: return ShaderIrInst.Ceil;
case 3: return ShaderIrInst.Trunc;
}
return ShaderIrInst.Invalid;
}
}
}