R/Ryujinx.Graphics.Shader/Translation/Translator.cs
gdkchan 934a78005e
Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling

* Nits
2020-11-09 19:35:04 -03:00

367 lines
No EOL
12 KiB
C#

using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation.Optimizations;
using System;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation
{
public static class Translator
{
private const int HeaderSize = 0x50;
private struct FunctionCode
{
public Operation[] Code { get; }
public FunctionCode(Operation[] code)
{
Code = code;
}
}
public static ShaderProgram Translate(
ulong address,
IGpuAccessor gpuAccessor,
TranslationFlags flags,
TranslationCounts counts = null)
{
counts ??= new TranslationCounts();
return Translate(DecodeShader(address, gpuAccessor, flags, counts, out ShaderConfig config), config);
}
public static ShaderProgram Translate(
ulong addressA,
ulong addressB,
IGpuAccessor gpuAccessor,
TranslationFlags flags,
TranslationCounts counts = null)
{
counts ??= new TranslationCounts();
FunctionCode[] funcA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, counts, out ShaderConfig configA);
FunctionCode[] funcB = DecodeShader(addressB, gpuAccessor, flags, counts, out ShaderConfig config);
config.SetUsedFeature(configA.UsedFeatures);
return Translate(Combine(funcA, funcB), config, configA.Size);
}
private static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, int sizeA = 0)
{
var cfgs = new ControlFlowGraph[functions.Length];
var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
for (int i = 0; i < functions.Length; i++)
{
cfgs[i] = ControlFlowGraph.Create(functions[i].Code);
if (i != 0)
{
frus[i] = RegisterUsage.RunPass(cfgs[i]);
}
}
Function[] funcs = new Function[functions.Length];
for (int i = 0; i < functions.Length; i++)
{
var cfg = cfgs[i];
int inArgumentsCount = 0;
int outArgumentsCount = 0;
if (i != 0)
{
var fru = frus[i];
inArgumentsCount = fru.InArguments.Length;
outArgumentsCount = fru.OutArguments.Length;
}
if (cfg.Blocks.Length != 0)
{
RegisterUsage.FixupCalls(cfg.Blocks, frus);
Dominance.FindDominators(cfg);
Dominance.FindDominanceFrontiers(cfg.Blocks);
Ssa.Rename(cfg.Blocks);
Optimizer.RunPass(cfg.Blocks, config);
Rewriter.RunPass(cfg.Blocks, config);
}
funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount);
}
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(funcs, config);
GlslProgram program = GlslGenerator.Generate(sInfo, config);
ShaderProgramInfo spInfo = new ShaderProgramInfo(
program.CBufferDescriptors,
program.SBufferDescriptors,
program.TextureDescriptors,
program.ImageDescriptors,
sInfo.UsesInstanceId);
string glslCode = program.Code;
return new ShaderProgram(spInfo, config.Stage, glslCode, config.Size, sizeA);
}
private static FunctionCode[] DecodeShader(
ulong address,
IGpuAccessor gpuAccessor,
TranslationFlags flags,
TranslationCounts counts,
out ShaderConfig config)
{
Block[][] cfg;
if ((flags & TranslationFlags.Compute) != 0)
{
config = new ShaderConfig(gpuAccessor, flags, counts);
cfg = Decoder.Decode(gpuAccessor, address);
}
else
{
config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, flags, counts);
cfg = Decoder.Decode(gpuAccessor, address + HeaderSize);
}
if (cfg == null)
{
gpuAccessor.Log("Invalid branch detected, failed to build CFG.");
return Array.Empty<FunctionCode>();
}
Dictionary<ulong, int> funcIds = new Dictionary<ulong, int>();
for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
{
funcIds.Add(cfg[funcIndex][0].Address, funcIndex);
}
List<FunctionCode> funcs = new List<FunctionCode>();
ulong maxEndAddress = 0;
for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
{
EmitterContext context = new EmitterContext(config, funcIndex != 0, funcIds);
for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
{
Block block = cfg[funcIndex][blkIndex];
if (maxEndAddress < block.EndAddress)
{
maxEndAddress = block.EndAddress;
}
context.CurrBlock = block;
context.MarkLabel(context.GetLabel(block.Address));
EmitOps(context, block);
}
funcs.Add(new FunctionCode(context.GetOperations()));
}
config.SizeAdd((int)maxEndAddress + (flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize));
return funcs.ToArray();
}
internal static void EmitOps(EmitterContext context, Block block)
{
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
{
OpCode op = block.OpCodes[opIndex];
if ((context.Config.Flags & TranslationFlags.DebugMode) != 0)
{
string instName;
if (op.Emitter != null)
{
instName = op.Emitter.Method.Name;
}
else
{
instName = "???";
context.Config.GpuAccessor.Log($"Invalid instruction at 0x{op.Address:X6} (0x{op.RawOpCode:X16}).");
}
string dbgComment = $"0x{op.Address:X6}: 0x{op.RawOpCode:X16} {instName}";
context.Add(new CommentNode(dbgComment));
}
if (op.NeverExecute)
{
continue;
}
Operand predSkipLbl = null;
bool skipPredicateCheck = op is OpCodeBranch opBranch && !opBranch.PushTarget;
if (op is OpCodeBranchPop opBranchPop)
{
// If the instruction is a SYNC or BRK instruction with only one
// possible target address, then the instruction is basically
// just a simple branch, we can generate code similar to branch
// instructions, with the condition check on the branch itself.
skipPredicateCheck = opBranchPop.Targets.Count < 2;
}
if (!(op.Predicate.IsPT || skipPredicateCheck))
{
Operand label;
if (opIndex == block.OpCodes.Count - 1 && block.Next != null)
{
label = context.GetLabel(block.Next.Address);
}
else
{
label = Label();
predSkipLbl = label;
}
Operand pred = Register(op.Predicate);
if (op.InvertPredicate)
{
context.BranchIfTrue(label, pred);
}
else
{
context.BranchIfFalse(label, pred);
}
}
context.CurrOp = op;
op.Emitter?.Invoke(context);
if (predSkipLbl != null)
{
context.MarkLabel(predSkipLbl);
}
}
}
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b)
{
// Here we combine two shaders.
// For shader A:
// - All user attribute stores on shader A are turned into copies to a
// temporary variable. It's assumed that shader B will consume them.
// - All return instructions are turned into branch instructions, the
// branch target being the start of the shader B code.
// For shader B:
// - All user attribute loads on shader B are turned into copies from a
// temporary variable, as long that attribute is written by shader A.
FunctionCode[] output = new FunctionCode[a.Length + b.Length - 1];
List<Operation> ops = new List<Operation>(a.Length + b.Length);
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
Operand lblB = Label();
for (int index = 0; index < a[0].Code.Length; index++)
{
Operation operation = a[0].Code[index];
if (IsUserAttribute(operation.Dest))
{
int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
Operand temp = temps[tIndex];
if (temp == null)
{
temp = Local();
temps[tIndex] = temp;
}
operation.Dest = temp;
}
if (operation.Inst == Instruction.Return)
{
ops.Add(new Operation(Instruction.Branch, lblB));
}
else
{
ops.Add(operation);
}
}
ops.Add(new Operation(Instruction.MarkLabel, lblB));
for (int index = 0; index < b[0].Code.Length; index++)
{
Operation operation = b[0].Code[index];
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
{
Operand src = operation.GetSource(srcIndex);
if (IsUserAttribute(src))
{
Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
if (temp != null)
{
operation.SetSource(srcIndex, temp);
}
}
}
ops.Add(operation);
}
output[0] = new FunctionCode(ops.ToArray());
for (int i = 1; i < a.Length; i++)
{
output[i] = a[i];
}
for (int i = 1; i < b.Length; i++)
{
output[a.Length + i - 1] = b[i];
}
return output;
}
private static bool IsUserAttribute(Operand operand)
{
return operand != null &&
operand.Type == OperandType.Attribute &&
operand.Value >= AttributeConsts.UserAttributeBase &&
operand.Value < AttributeConsts.UserAttributeEnd;
}
}
}