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9cbf908cf5
* Add FaceAttr (0x3fc) input attribute in GLSL * Implement unmanaged case in EmitTex * Add ConstantColor for 0xC001 (G80) from PR #145
302 lines
No EOL
10 KiB
C#
302 lines
No EOL
10 KiB
C#
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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class GlslDecl
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{
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public const int TessCoordAttrX = 0x2f0;
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public const int TessCoordAttrY = 0x2f4;
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public const int TessCoordAttrZ = 0x2f8;
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public const int InstanceIdAttr = 0x2f8;
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public const int VertexIdAttr = 0x2fc;
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public const int FaceAttr = 0x3fc;
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public const int GlPositionWAttr = 0x7c;
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public const int MaxUboSize = 1024;
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public const int GlPositionVec4Index = 7;
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public const int PositionOutAttrLocation = 15;
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private const int AttrStartIndex = 8;
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private const int TexStartIndex = 8;
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public const string PositionOutAttrName = "position";
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private const string TextureName = "tex";
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private const string UniformName = "c";
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private const string AttrName = "attr";
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private const string InAttrName = "in_" + AttrName;
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private const string OutAttrName = "out_" + AttrName;
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private const string GprName = "gpr";
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private const string PredName = "pred";
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public const string FragmentOutputName = "FragColor";
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public const string FlipUniformName = "flip";
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public const string ProgramName = "program";
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public const string ProgramAName = ProgramName + "_a";
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public const string ProgramBName = ProgramName + "_b";
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private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
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private string StagePrefix;
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private Dictionary<int, ShaderDeclInfo> m_Textures;
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private Dictionary<int, ShaderDeclInfo> m_Uniforms;
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private Dictionary<int, ShaderDeclInfo> m_Attributes;
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private Dictionary<int, ShaderDeclInfo> m_InAttributes;
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private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
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private Dictionary<int, ShaderDeclInfo> m_Gprs;
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private Dictionary<int, ShaderDeclInfo> m_Preds;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
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public GalShaderType ShaderType { get; private set; }
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private GlslDecl(GalShaderType ShaderType)
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{
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this.ShaderType = ShaderType;
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m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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m_Textures = new Dictionary<int, ShaderDeclInfo>();
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m_Attributes = new Dictionary<int, ShaderDeclInfo>();
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m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
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m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
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m_Gprs = new Dictionary<int, ShaderDeclInfo>();
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m_Preds = new Dictionary<int, ShaderDeclInfo>();
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}
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public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
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{
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StagePrefix = StagePrefixes[(int)ShaderType] + "_";
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if (ShaderType == GalShaderType.Fragment)
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{
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m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
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}
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foreach (ShaderIrBlock Block in Blocks)
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{
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foreach (ShaderIrNode Node in Block.GetNodes())
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{
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Traverse(null, Node);
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}
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}
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}
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public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
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{
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GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
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Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
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Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
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Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
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Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
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Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
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Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
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//Merge input attributes.
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
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{
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Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
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{
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//If Vertex Program A already writes to this attribute,
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//then we don't need to add it as an input attribute since
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//Vertex Program A will already have written to it anyway,
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//and there's no guarantee that there is an input attribute
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//for this slot.
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if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
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{
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Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
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}
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}
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return Combined;
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}
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private static void Merge(
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Dictionary<int, ShaderDeclInfo> C,
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Dictionary<int, ShaderDeclInfo> A,
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Dictionary<int, ShaderDeclInfo> B)
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{
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
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{
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C.TryAdd(KV.Key, KV.Value);
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
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{
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C.TryAdd(KV.Key, KV.Value);
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}
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}
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private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
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{
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switch (Node)
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{
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case ShaderIrAsg Asg:
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{
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Traverse(Asg, Asg.Dst);
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Traverse(Asg, Asg.Src);
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break;
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}
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case ShaderIrCond Cond:
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{
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Traverse(Cond, Cond.Pred);
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Traverse(Cond, Cond.Child);
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break;
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}
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case ShaderIrOp Op:
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{
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Traverse(Op, Op.OperandA);
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Traverse(Op, Op.OperandB);
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Traverse(Op, Op.OperandC);
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if (Op.Inst == ShaderIrInst.Texq ||
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Op.Inst == ShaderIrInst.Texs ||
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Op.Inst == ShaderIrInst.Txlf)
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{
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int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
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int Index = Handle - TexStartIndex;
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string Name = StagePrefix + TextureName + Index;
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m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
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}
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break;
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}
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case ShaderIrOperCbuf Cbuf:
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{
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if (!m_Uniforms.ContainsKey(Cbuf.Index))
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{
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string Name = StagePrefix + UniformName + Cbuf.Index;
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ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
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m_Uniforms.Add(Cbuf.Index, DeclInfo);
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}
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break;
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}
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case ShaderIrOperAbuf Abuf:
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{
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//This is a built-in input variable.
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if (Abuf.Offs == VertexIdAttr ||
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Abuf.Offs == InstanceIdAttr ||
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Abuf.Offs == FaceAttr)
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{
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break;
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}
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int Index = Abuf.Offs >> 4;
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int Elem = (Abuf.Offs >> 2) & 3;
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int GlslIndex = Index - AttrStartIndex;
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if (GlslIndex < 0)
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{
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return;
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}
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ShaderDeclInfo DeclInfo;
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if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
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{
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if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
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{
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DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
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m_OutAttributes.Add(Index, DeclInfo);
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}
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}
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else
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{
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if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
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{
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DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
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m_InAttributes.Add(Index, DeclInfo);
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}
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}
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DeclInfo.Enlarge(Elem + 1);
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if (!m_Attributes.ContainsKey(Index))
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{
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DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
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m_Attributes.Add(Index, DeclInfo);
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}
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break;
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}
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case ShaderIrOperGpr Gpr:
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{
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if (!Gpr.IsConst && !HasName(m_Gprs, Gpr.Index))
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{
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string Name = GprName + Gpr.Index;
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m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
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}
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break;
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}
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case ShaderIrOperPred Pred:
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{
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if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
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{
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string Name = PredName + Pred.Index;
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m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
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}
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break;
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}
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}
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}
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private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
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{
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//This is used to check if the dictionary already contains
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//a entry for a vector at a given index position.
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//Used to enable turning gprs into vectors.
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int VecIndex = Index & ~3;
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if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
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{
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if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
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{
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return true;
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}
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}
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return Decls.ContainsKey(Index);
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}
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}
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} |