mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-21 14:32:04 +00:00
9f12e50a54
* 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
415 lines
18 KiB
C#
415 lines
18 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using static Spv.Specification;
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namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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using SpvInstruction = Spv.Generator.Instruction;
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using SpvInstructionPool = Spv.Generator.GeneratorPool<Spv.Generator.Instruction>;
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using SpvLiteralInteger = Spv.Generator.LiteralInteger;
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using SpvLiteralIntegerPool = Spv.Generator.GeneratorPool<Spv.Generator.LiteralInteger>;
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static class SpirvGenerator
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{
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// Resource pools for Spirv generation. Note: Increase count when more threads are being used.
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private const int GeneratorPoolCount = 1;
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private static ObjectPool<SpvInstructionPool> InstructionPool;
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private static ObjectPool<SpvLiteralIntegerPool> IntegerPool;
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private static object PoolLock;
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static SpirvGenerator()
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{
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InstructionPool = new (() => new SpvInstructionPool(), GeneratorPoolCount);
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IntegerPool = new (() => new SpvLiteralIntegerPool(), GeneratorPoolCount);
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PoolLock = new object();
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}
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private const HelperFunctionsMask NeedsInvocationIdMask =
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HelperFunctionsMask.Shuffle |
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HelperFunctionsMask.ShuffleDown |
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HelperFunctionsMask.ShuffleUp |
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HelperFunctionsMask.ShuffleXor |
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HelperFunctionsMask.SwizzleAdd;
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public static byte[] Generate(StructuredProgramInfo info, ShaderConfig config)
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{
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SpvInstructionPool instPool;
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SpvLiteralIntegerPool integerPool;
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lock (PoolLock)
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{
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instPool = InstructionPool.Allocate();
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integerPool = IntegerPool.Allocate();
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}
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CodeGenContext context = new CodeGenContext(info, config, instPool, integerPool);
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context.AddCapability(Capability.GroupNonUniformBallot);
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context.AddCapability(Capability.GroupNonUniformShuffle);
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context.AddCapability(Capability.GroupNonUniformVote);
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context.AddCapability(Capability.ImageBuffer);
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context.AddCapability(Capability.ImageGatherExtended);
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context.AddCapability(Capability.ImageQuery);
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context.AddCapability(Capability.SampledBuffer);
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if (config.TransformFeedbackEnabled && config.LastInVertexPipeline)
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{
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context.AddCapability(Capability.TransformFeedback);
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}
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if (config.Stage == ShaderStage.Fragment)
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{
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if (context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Input, IoVariable.Layer)))
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{
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context.AddCapability(Capability.Geometry);
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}
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if (context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
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{
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context.AddCapability(Capability.FragmentShaderPixelInterlockEXT);
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context.AddExtension("SPV_EXT_fragment_shader_interlock");
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}
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}
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else if (config.Stage == ShaderStage.Geometry)
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{
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context.AddCapability(Capability.Geometry);
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if (config.GpPassthrough && context.Config.GpuAccessor.QueryHostSupportsGeometryShaderPassthrough())
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{
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context.AddExtension("SPV_NV_geometry_shader_passthrough");
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context.AddCapability(Capability.GeometryShaderPassthroughNV);
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}
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}
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else if (config.Stage == ShaderStage.TessellationControl || config.Stage == ShaderStage.TessellationEvaluation)
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{
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context.AddCapability(Capability.Tessellation);
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}
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else if (config.Stage == ShaderStage.Vertex)
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{
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context.AddCapability(Capability.DrawParameters);
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}
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if (context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Output, IoVariable.ViewportMask)))
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{
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context.AddExtension("SPV_NV_viewport_array2");
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context.AddCapability(Capability.ShaderViewportMaskNV);
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}
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if ((info.HelperFunctionsMask & NeedsInvocationIdMask) != 0)
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{
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info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.SubgroupLaneId));
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}
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Declarations.DeclareAll(context, info);
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for (int funcIndex = 0; funcIndex < info.Functions.Count; funcIndex++)
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{
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var function = info.Functions[funcIndex];
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var retType = context.GetType(function.ReturnType);
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var funcArgs = new SpvInstruction[function.InArguments.Length + function.OutArguments.Length];
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for (int argIndex = 0; argIndex < funcArgs.Length; argIndex++)
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{
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var argType = context.GetType(function.GetArgumentType(argIndex));
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var argPointerType = context.TypePointer(StorageClass.Function, argType);
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funcArgs[argIndex] = argPointerType;
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}
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var funcType = context.TypeFunction(retType, false, funcArgs);
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var spvFunc = context.Function(retType, FunctionControlMask.MaskNone, funcType);
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context.DeclareFunction(funcIndex, function, spvFunc);
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}
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for (int funcIndex = 0; funcIndex < info.Functions.Count; funcIndex++)
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{
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Generate(context, info, funcIndex);
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}
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byte[] result = context.Generate();
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lock (PoolLock)
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{
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InstructionPool.Release(instPool);
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IntegerPool.Release(integerPool);
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}
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return result;
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}
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private static void Generate(CodeGenContext context, StructuredProgramInfo info, int funcIndex)
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{
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var function = info.Functions[funcIndex];
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(_, var spvFunc) = context.GetFunction(funcIndex);
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context.AddFunction(spvFunc);
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context.StartFunction();
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Declarations.DeclareParameters(context, function);
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context.EnterBlock(function.MainBlock);
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Declarations.DeclareLocals(context, function);
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Declarations.DeclareLocalForArgs(context, info.Functions);
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Generate(context, function.MainBlock);
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// Functions must always end with a return.
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if (!(function.MainBlock.Last is AstOperation operation) ||
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(operation.Inst != Instruction.Return && operation.Inst != Instruction.Discard))
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{
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context.Return();
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}
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context.FunctionEnd();
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if (funcIndex == 0)
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{
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context.AddEntryPoint(context.Config.Stage.Convert(), spvFunc, "main", context.GetMainInterface());
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if (context.Config.Stage == ShaderStage.TessellationControl)
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
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}
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else if (context.Config.Stage == ShaderStage.TessellationEvaluation)
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{
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switch (context.Config.GpuAccessor.QueryTessPatchType())
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{
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case TessPatchType.Isolines:
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context.AddExecutionMode(spvFunc, ExecutionMode.Isolines);
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break;
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case TessPatchType.Triangles:
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context.AddExecutionMode(spvFunc, ExecutionMode.Triangles);
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break;
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case TessPatchType.Quads:
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context.AddExecutionMode(spvFunc, ExecutionMode.Quads);
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break;
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}
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switch (context.Config.GpuAccessor.QueryTessSpacing())
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{
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case TessSpacing.EqualSpacing:
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context.AddExecutionMode(spvFunc, ExecutionMode.SpacingEqual);
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break;
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case TessSpacing.FractionalEventSpacing:
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context.AddExecutionMode(spvFunc, ExecutionMode.SpacingFractionalEven);
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break;
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case TessSpacing.FractionalOddSpacing:
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context.AddExecutionMode(spvFunc, ExecutionMode.SpacingFractionalOdd);
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break;
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}
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bool tessCw = context.Config.GpuAccessor.QueryTessCw();
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if (context.Config.Options.TargetApi == TargetApi.Vulkan)
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{
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// We invert the front face on Vulkan backend, so we need to do that here as well.
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tessCw = !tessCw;
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}
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if (tessCw)
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.VertexOrderCw);
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}
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else
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.VertexOrderCcw);
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}
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}
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else if (context.Config.Stage == ShaderStage.Geometry)
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{
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InputTopology inputTopology = context.Config.GpuAccessor.QueryPrimitiveTopology();
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context.AddExecutionMode(spvFunc, inputTopology switch
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{
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InputTopology.Points => ExecutionMode.InputPoints,
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InputTopology.Lines => ExecutionMode.InputLines,
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InputTopology.LinesAdjacency => ExecutionMode.InputLinesAdjacency,
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InputTopology.Triangles => ExecutionMode.Triangles,
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InputTopology.TrianglesAdjacency => ExecutionMode.InputTrianglesAdjacency,
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_ => throw new InvalidOperationException($"Invalid input topology \"{inputTopology}\".")
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});
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context.AddExecutionMode(spvFunc, ExecutionMode.Invocations, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
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context.AddExecutionMode(spvFunc, context.Config.OutputTopology switch
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{
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OutputTopology.PointList => ExecutionMode.OutputPoints,
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OutputTopology.LineStrip => ExecutionMode.OutputLineStrip,
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OutputTopology.TriangleStrip => ExecutionMode.OutputTriangleStrip,
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_ => throw new InvalidOperationException($"Invalid output topology \"{context.Config.OutputTopology}\".")
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});
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int maxOutputVertices = context.Config.GpPassthrough ? context.InputVertices : context.Config.MaxOutputVertices;
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context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)maxOutputVertices);
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}
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else if (context.Config.Stage == ShaderStage.Fragment)
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{
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context.AddExecutionMode(spvFunc, context.Config.Options.TargetApi == TargetApi.Vulkan
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? ExecutionMode.OriginUpperLeft
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: ExecutionMode.OriginLowerLeft);
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if (context.Info.IoDefinitions.Contains(new IoDefinition(StorageKind.Output, IoVariable.FragmentOutputDepth)))
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.DepthReplacing);
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}
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if (context.Config.GpuAccessor.QueryEarlyZForce())
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.EarlyFragmentTests);
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}
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if ((info.HelperFunctionsMask & HelperFunctionsMask.FSI) != 0 &&
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context.Config.GpuAccessor.QueryHostSupportsFragmentShaderInterlock())
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.PixelInterlockOrderedEXT);
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}
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}
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else if (context.Config.Stage == ShaderStage.Compute)
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{
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var localSizeX = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeX();
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var localSizeY = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeY();
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var localSizeZ = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeZ();
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context.AddExecutionMode(
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spvFunc,
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ExecutionMode.LocalSize,
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localSizeX,
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localSizeY,
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localSizeZ);
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}
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if (context.Config.TransformFeedbackEnabled && context.Config.LastInVertexPipeline)
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{
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context.AddExecutionMode(spvFunc, ExecutionMode.Xfb);
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}
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}
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}
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private static void Generate(CodeGenContext context, AstBlock block)
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{
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AstBlockVisitor visitor = new AstBlockVisitor(block);
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var loopTargets = new Dictionary<AstBlock, (SpvInstruction, SpvInstruction)>();
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context.LoopTargets = loopTargets;
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visitor.BlockEntered += (sender, e) =>
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{
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AstBlock mergeBlock = e.Block.Parent;
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if (e.Block.Type == AstBlockType.If)
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{
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AstBlock ifTrueBlock = e.Block;
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AstBlock ifFalseBlock;
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if (AstHelper.Next(e.Block) is AstBlock nextBlock && nextBlock.Type == AstBlockType.Else)
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{
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ifFalseBlock = nextBlock;
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}
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else
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{
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ifFalseBlock = mergeBlock;
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}
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var condition = context.Get(AggregateType.Bool, e.Block.Condition);
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context.SelectionMerge(context.GetNextLabel(mergeBlock), SelectionControlMask.MaskNone);
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context.BranchConditional(condition, context.GetNextLabel(ifTrueBlock), context.GetNextLabel(ifFalseBlock));
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}
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else if (e.Block.Type == AstBlockType.DoWhile)
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{
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var continueTarget = context.Label();
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loopTargets.Add(e.Block, (context.NewBlock(), continueTarget));
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context.LoopMerge(context.GetNextLabel(mergeBlock), continueTarget, LoopControlMask.MaskNone);
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context.Branch(context.GetFirstLabel(e.Block));
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}
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context.EnterBlock(e.Block);
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};
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visitor.BlockLeft += (sender, e) =>
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{
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if (e.Block.Parent != null)
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{
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if (e.Block.Type == AstBlockType.DoWhile)
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{
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// This is a loop, we need to jump back to the loop header
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// if the condition is true.
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AstBlock mergeBlock = e.Block.Parent;
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(var loopTarget, var continueTarget) = loopTargets[e.Block];
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context.Branch(continueTarget);
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context.AddLabel(continueTarget);
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var condition = context.Get(AggregateType.Bool, e.Block.Condition);
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context.BranchConditional(condition, loopTarget, context.GetNextLabel(mergeBlock));
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}
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else
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{
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// We only need a branch if the last instruction didn't
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// already cause the program to exit or jump elsewhere.
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bool lastIsCf = e.Block.Last is AstOperation lastOp &&
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(lastOp.Inst == Instruction.Discard ||
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lastOp.Inst == Instruction.LoopBreak ||
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lastOp.Inst == Instruction.LoopContinue ||
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lastOp.Inst == Instruction.Return);
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if (!lastIsCf)
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{
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context.Branch(context.GetNextLabel(e.Block.Parent));
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}
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}
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bool hasElse = AstHelper.Next(e.Block) is AstBlock nextBlock &&
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(nextBlock.Type == AstBlockType.Else ||
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nextBlock.Type == AstBlockType.ElseIf);
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// Re-enter the parent block.
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if (e.Block.Parent != null && !hasElse)
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{
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context.EnterBlock(e.Block.Parent);
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}
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}
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};
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foreach (IAstNode node in visitor.Visit())
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{
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if (node is AstAssignment assignment)
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{
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var dest = (AstOperand)assignment.Destination;
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if (dest.Type == OperandType.LocalVariable)
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{
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var source = context.Get(dest.VarType, assignment.Source);
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context.Store(context.GetLocalPointer(dest), source);
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}
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else if (dest.Type == OperandType.Argument)
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{
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var source = context.Get(dest.VarType, assignment.Source);
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context.Store(context.GetArgumentPointer(dest), source);
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}
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else
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{
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throw new NotImplementedException(dest.Type.ToString());
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}
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}
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else if (node is AstOperation operation)
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{
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Instructions.Generate(context, operation);
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}
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}
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}
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}
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}
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