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Ryujinx/Ryujinx.Graphics.Shader/CodeGen/Spirv/SpirvGenerator.cs
gdkchan 9f12e50a54
Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator

* Implement gl_ViewportMask[]

* Add back the Intel FrontFacing bug workaround

* Fix GLSL transform feedback outputs mistmatch with fragment stage

* Shader cache version bump

* Fix geometry shader recognition

* PR feedback

* Delete GetOperandDef and GetOperandUse

* Remove replacements that are no longer needed on GLSL compilation on Vulkan

* Fix incorrect load for per-patch outputs

* Fix build
2023-04-25 19:51:07 -03:00

415 lines
18 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using static Spv.Specification;
namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
using SpvInstruction = Spv.Generator.Instruction;
using SpvInstructionPool = Spv.Generator.GeneratorPool<Spv.Generator.Instruction>;
using SpvLiteralInteger = Spv.Generator.LiteralInteger;
using SpvLiteralIntegerPool = Spv.Generator.GeneratorPool<Spv.Generator.LiteralInteger>;
static class SpirvGenerator
{
// Resource pools for Spirv generation. Note: Increase count when more threads are being used.
private const int GeneratorPoolCount = 1;
private static ObjectPool<SpvInstructionPool> InstructionPool;
private static ObjectPool<SpvLiteralIntegerPool> IntegerPool;
private static object PoolLock;
static SpirvGenerator()
{
InstructionPool = new (() => new SpvInstructionPool(), GeneratorPoolCount);
IntegerPool = new (() => new SpvLiteralIntegerPool(), GeneratorPoolCount);
PoolLock = new object();
}
private const HelperFunctionsMask NeedsInvocationIdMask =
HelperFunctionsMask.Shuffle |
HelperFunctionsMask.ShuffleDown |
HelperFunctionsMask.ShuffleUp |
HelperFunctionsMask.ShuffleXor |
HelperFunctionsMask.SwizzleAdd;
public static byte[] Generate(StructuredProgramInfo info, ShaderConfig config)
{
SpvInstructionPool instPool;
SpvLiteralIntegerPool integerPool;
lock (PoolLock)
{
instPool = InstructionPool.Allocate();
integerPool = IntegerPool.Allocate();
}
CodeGenContext context = new CodeGenContext(info, config, instPool, integerPool);
context.AddCapability(Capability.GroupNonUniformBallot);
context.AddCapability(Capability.GroupNonUniformShuffle);
context.AddCapability(Capability.GroupNonUniformVote);
context.AddCapability(Capability.ImageBuffer);
context.AddCapability(Capability.ImageGatherExtended);
context.AddCapability(Capability.ImageQuery);
context.AddCapability(Capability.SampledBuffer);
if (config.TransformFeedbackEnabled && config.LastInVertexPipeline)
{
context.AddCapability(Capability.TransformFeedback);
}
if (config.Stage == ShaderStage.Fragment)
{
if (context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Input, IoVariable.Layer)))
{
context.AddCapability(Capability.Geometry);
}
if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
{
context.AddCapability(Capability.FragmentShaderPixelInterlockEXT);
context.AddExtension("SPV_EXT_fragment_shader_interlock");
}
}
else if (config.Stage == ShaderStage.Geometry)
{
context.AddCapability(Capability.Geometry);
if (config.GpPassthrough && context.Config.GpuAccessor.QueryHostSupportsGeometryShaderPassthrough())
{
context.AddExtension("SPV_NV_geometry_shader_passthrough");
context.AddCapability(Capability.GeometryShaderPassthroughNV);
}
}
else if (config.Stage == ShaderStage.TessellationControl || config.Stage == ShaderStage.TessellationEvaluation)
{
context.AddCapability(Capability.Tessellation);
}
else if (config.Stage == ShaderStage.Vertex)
{
context.AddCapability(Capability.DrawParameters);
}
if (context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Output, IoVariable.ViewportMask)))
{
context.AddExtension("SPV_NV_viewport_array2");
context.AddCapability(Capability.ShaderViewportMaskNV);
}
if ((info.HelperFunctionsMask & NeedsInvocationIdMask) != 0)
{
info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.SubgroupLaneId));
}
Declarations.DeclareAll(context, info);
for (int funcIndex = 0; funcIndex < info.Functions.Count; funcIndex++)
{
var function = info.Functions[funcIndex];
var retType = context.GetType(function.ReturnType);
var funcArgs = new SpvInstruction[function.InArguments.Length + function.OutArguments.Length];
for (int argIndex = 0; argIndex < funcArgs.Length; argIndex++)
{
var argType = context.GetType(function.GetArgumentType(argIndex));
var argPointerType = context.TypePointer(StorageClass.Function, argType);
funcArgs[argIndex] = argPointerType;
}
var funcType = context.TypeFunction(retType, false, funcArgs);
var spvFunc = context.Function(retType, FunctionControlMask.MaskNone, funcType);
context.DeclareFunction(funcIndex, function, spvFunc);
}
for (int funcIndex = 0; funcIndex < info.Functions.Count; funcIndex++)
{
Generate(context, info, funcIndex);
}
byte[] result = context.Generate();
lock (PoolLock)
{
InstructionPool.Release(instPool);
IntegerPool.Release(integerPool);
}
return result;
}
private static void Generate(CodeGenContext context, StructuredProgramInfo info, int funcIndex)
{
var function = info.Functions[funcIndex];
(_, var spvFunc) = context.GetFunction(funcIndex);
context.AddFunction(spvFunc);
context.StartFunction();
Declarations.DeclareParameters(context, function);
context.EnterBlock(function.MainBlock);
Declarations.DeclareLocals(context, function);
Declarations.DeclareLocalForArgs(context, info.Functions);
Generate(context, function.MainBlock);
// Functions must always end with a return.
if (!(function.MainBlock.Last is AstOperation operation) ||
(operation.Inst != Instruction.Return && operation.Inst != Instruction.Discard))
{
context.Return();
}
context.FunctionEnd();
if (funcIndex == 0)
{
context.AddEntryPoint(context.Config.Stage.Convert(), spvFunc, "main", context.GetMainInterface());
if (context.Config.Stage == ShaderStage.TessellationControl)
{
context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
}
else if (context.Config.Stage == ShaderStage.TessellationEvaluation)
{
switch (context.Config.GpuAccessor.QueryTessPatchType())
{
case TessPatchType.Isolines:
context.AddExecutionMode(spvFunc, ExecutionMode.Isolines);
break;
case TessPatchType.Triangles:
context.AddExecutionMode(spvFunc, ExecutionMode.Triangles);
break;
case TessPatchType.Quads:
context.AddExecutionMode(spvFunc, ExecutionMode.Quads);
break;
}
switch (context.Config.GpuAccessor.QueryTessSpacing())
{
case TessSpacing.EqualSpacing:
context.AddExecutionMode(spvFunc, ExecutionMode.SpacingEqual);
break;
case TessSpacing.FractionalEventSpacing:
context.AddExecutionMode(spvFunc, ExecutionMode.SpacingFractionalEven);
break;
case TessSpacing.FractionalOddSpacing:
context.AddExecutionMode(spvFunc, ExecutionMode.SpacingFractionalOdd);
break;
}
bool tessCw = context.Config.GpuAccessor.QueryTessCw();
if (context.Config.Options.TargetApi == TargetApi.Vulkan)
{
// We invert the front face on Vulkan backend, so we need to do that here as well.
tessCw = !tessCw;
}
if (tessCw)
{
context.AddExecutionMode(spvFunc, ExecutionMode.VertexOrderCw);
}
else
{
context.AddExecutionMode(spvFunc, ExecutionMode.VertexOrderCcw);
}
}
else if (context.Config.Stage == ShaderStage.Geometry)
{
InputTopology inputTopology = context.Config.GpuAccessor.QueryPrimitiveTopology();
context.AddExecutionMode(spvFunc, inputTopology switch
{
InputTopology.Points => ExecutionMode.InputPoints,
InputTopology.Lines => ExecutionMode.InputLines,
InputTopology.LinesAdjacency => ExecutionMode.InputLinesAdjacency,
InputTopology.Triangles => ExecutionMode.Triangles,
InputTopology.TrianglesAdjacency => ExecutionMode.InputTrianglesAdjacency,
_ => throw new InvalidOperationException($"Invalid input topology \"{inputTopology}\".")
});
context.AddExecutionMode(spvFunc, ExecutionMode.Invocations, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
context.AddExecutionMode(spvFunc, context.Config.OutputTopology switch
{
OutputTopology.PointList => ExecutionMode.OutputPoints,
OutputTopology.LineStrip => ExecutionMode.OutputLineStrip,
OutputTopology.TriangleStrip => ExecutionMode.OutputTriangleStrip,
_ => throw new InvalidOperationException($"Invalid output topology \"{context.Config.OutputTopology}\".")
});
int maxOutputVertices = context.Config.GpPassthrough ? context.InputVertices : context.Config.MaxOutputVertices;
context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)maxOutputVertices);
}
else if (context.Config.Stage == ShaderStage.Fragment)
{
context.AddExecutionMode(spvFunc, context.Config.Options.TargetApi == TargetApi.Vulkan
? ExecutionMode.OriginUpperLeft
: ExecutionMode.OriginLowerLeft);
if (context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Output, IoVariable.FragmentOutputDepth)))
{
context.AddExecutionMode(spvFunc, ExecutionMode.DepthReplacing);
}
if (context.Config.GpuAccessor.QueryEarlyZForce())
{
context.AddExecutionMode(spvFunc, ExecutionMode.EarlyFragmentTests);
}
if ((info.HelperFunctionsMask & HelperFunctionsMask.FSI) != 0 &&
context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
{
context.AddExecutionMode(spvFunc, ExecutionMode.PixelInterlockOrderedEXT);
}
}
else if (context.Config.Stage == ShaderStage.Compute)
{
var localSizeX = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeX();
var localSizeY = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeY();
var localSizeZ = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeZ();
context.AddExecutionMode(
spvFunc,
ExecutionMode.LocalSize,
localSizeX,
localSizeY,
localSizeZ);
}
if (context.Config.TransformFeedbackEnabled && context.Config.LastInVertexPipeline)
{
context.AddExecutionMode(spvFunc, ExecutionMode.Xfb);
}
}
}
private static void Generate(CodeGenContext context, AstBlock block)
{
AstBlockVisitor visitor = new AstBlockVisitor(block);
var loopTargets = new Dictionary<AstBlock, (SpvInstruction, SpvInstruction)>();
context.LoopTargets = loopTargets;
visitor.BlockEntered += (sender, e) =>
{
AstBlock mergeBlock = e.Block.Parent;
if (e.Block.Type == AstBlockType.If)
{
AstBlock ifTrueBlock = e.Block;
AstBlock ifFalseBlock;
if (AstHelper.Next(e.Block) is AstBlock nextBlock && nextBlock.Type == AstBlockType.Else)
{
ifFalseBlock = nextBlock;
}
else
{
ifFalseBlock = mergeBlock;
}
var condition = context.Get(AggregateType.Bool, e.Block.Condition);
context.SelectionMerge(context.GetNextLabel(mergeBlock), SelectionControlMask.MaskNone);
context.BranchConditional(condition, context.GetNextLabel(ifTrueBlock), context.GetNextLabel(ifFalseBlock));
}
else if (e.Block.Type == AstBlockType.DoWhile)
{
var continueTarget = context.Label();
loopTargets.Add(e.Block, (context.NewBlock(), continueTarget));
context.LoopMerge(context.GetNextLabel(mergeBlock), continueTarget, LoopControlMask.MaskNone);
context.Branch(context.GetFirstLabel(e.Block));
}
context.EnterBlock(e.Block);
};
visitor.BlockLeft += (sender, e) =>
{
if (e.Block.Parent != null)
{
if (e.Block.Type == AstBlockType.DoWhile)
{
// This is a loop, we need to jump back to the loop header
// if the condition is true.
AstBlock mergeBlock = e.Block.Parent;
(var loopTarget, var continueTarget) = loopTargets[e.Block];
context.Branch(continueTarget);
context.AddLabel(continueTarget);
var condition = context.Get(AggregateType.Bool, e.Block.Condition);
context.BranchConditional(condition, loopTarget, context.GetNextLabel(mergeBlock));
}
else
{
// We only need a branch if the last instruction didn't
// already cause the program to exit or jump elsewhere.
bool lastIsCf = e.Block.Last is AstOperation lastOp &&
(lastOp.Inst == Instruction.Discard ||
lastOp.Inst == Instruction.LoopBreak ||
lastOp.Inst == Instruction.LoopContinue ||
lastOp.Inst == Instruction.Return);
if (!lastIsCf)
{
context.Branch(context.GetNextLabel(e.Block.Parent));
}
}
bool hasElse = AstHelper.Next(e.Block) is AstBlock nextBlock &&
(nextBlock.Type == AstBlockType.Else ||
nextBlock.Type == AstBlockType.ElseIf);
// Re-enter the parent block.
if (e.Block.Parent != null && !hasElse)
{
context.EnterBlock(e.Block.Parent);
}
}
};
foreach (IAstNode node in visitor.Visit())
{
if (node is AstAssignment assignment)
{
var dest = (AstOperand)assignment.Destination;
if (dest.Type == OperandType.LocalVariable)
{
var source = context.Get(dest.VarType, assignment.Source);
context.Store(context.GetLocalPointer(dest), source);
}
else if (dest.Type == OperandType.Argument)
{
var source = context.Get(dest.VarType, assignment.Source);
context.Store(context.GetArgumentPointer(dest), source);
}
else
{
throw new NotImplementedException(dest.Type.ToString());
}
}
else if (node is AstOperation operation)
{
Instructions.Generate(context, operation);
}
}
}
}
}