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jinx/Ryujinx.Graphics.Shader/Translation/Translator.cs
gdkchan d512ce122c
Initial tessellation shader support (#2534)
* Initial tessellation shader support

* Nits

* Re-arrange built-in table

* This is not needed anymore

* PR feedback
2021-10-18 18:38:04 -03:00

341 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 System.Numerics;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation
{
public static class Translator
{
private const int HeaderSize = 0x50;
internal struct FunctionCode
{
public Operation[] Code { get; }
public FunctionCode(Operation[] code)
{
Code = code;
}
}
public static TranslatorContext CreateContext(
ulong address,
IGpuAccessor gpuAccessor,
TranslationOptions options,
TranslationCounts counts = null)
{
counts ??= new TranslationCounts();
Block[][] cfg = DecodeShader(address, gpuAccessor, options, counts, out ShaderConfig config);
return new TranslatorContext(address, cfg, config);
}
internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo)
{
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);
ShaderProgram program;
switch (config.Options.TargetLanguage)
{
case TargetLanguage.Glsl:
program = new ShaderProgram(config.Stage, GlslGenerator.Generate(sInfo, config));
break;
default:
throw new NotImplementedException(config.Options.TargetLanguage.ToString());
}
shaderProgramInfo = new ShaderProgramInfo(
config.GetConstantBufferDescriptors(),
config.GetStorageBufferDescriptors(),
config.GetTextureDescriptors(),
config.GetImageDescriptors(),
config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
config.UsedFeatures.HasFlag(FeatureFlags.RtLayer),
config.ClipDistancesWritten);
return program;
}
private static Block[][] DecodeShader(
ulong address,
IGpuAccessor gpuAccessor,
TranslationOptions options,
TranslationCounts counts,
out ShaderConfig config)
{
Block[][] cfg;
ulong maxEndAddress = 0;
if ((options.Flags & TranslationFlags.Compute) != 0)
{
config = new ShaderConfig(gpuAccessor, options, counts);
cfg = Decoder.Decode(config, address);
}
else
{
config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options, counts);
cfg = Decoder.Decode(config, address + HeaderSize);
}
for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
{
for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
{
Block block = cfg[funcIndex][blkIndex];
if (maxEndAddress < block.EndAddress)
{
maxEndAddress = block.EndAddress;
}
if (!config.UsedFeatures.HasFlag(FeatureFlags.Bindless))
{
for (int index = 0; index < block.OpCodes.Count; index++)
{
InstOp op = block.OpCodes[index];
if (op.Props.HasFlag(InstProps.Tex))
{
int tidB = (int)((op.RawOpCode >> 36) & 0x1fff);
config.TextureHandlesForCache.Add(tidB);
}
}
}
}
}
config.SizeAdd((int)maxEndAddress + (options.Flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize));
return cfg;
}
internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
{
initializationOperations = 0;
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>();
for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
{
EmitterContext context = new EmitterContext(config, funcIndex != 0, funcIds);
if (initializeOutputs && funcIndex == 0)
{
EmitOutputsInitialization(context, config);
initializationOperations = context.OperationsCount;
}
for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
{
Block block = cfg[funcIndex][blkIndex];
context.CurrBlock = block;
context.MarkLabel(context.GetLabel(block.Address));
EmitOps(context, block);
}
funcs.Add(new FunctionCode(context.GetOperations()));
}
return funcs.ToArray();
}
private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config)
{
// Compute has no output attributes, and fragment is the last stage, so we
// don't need to initialize outputs on those stages.
if (config.Stage == ShaderStage.Compute || config.Stage == ShaderStage.Fragment)
{
return;
}
if (config.Stage == ShaderStage.Vertex)
{
InitializeOutput(context, AttributeConsts.PositionX, perPatch: false);
}
int usedAttributes = context.Config.UsedOutputAttributes;
while (usedAttributes != 0)
{
int index = BitOperations.TrailingZeroCount(usedAttributes);
InitializeOutput(context, AttributeConsts.UserAttributeBase + index * 16, perPatch: false);
usedAttributes &= ~(1 << index);
}
int usedAttributesPerPatch = context.Config.UsedOutputAttributesPerPatch;
while (usedAttributesPerPatch != 0)
{
int index = BitOperations.TrailingZeroCount(usedAttributesPerPatch);
InitializeOutput(context, AttributeConsts.UserAttributeBase + index * 16, perPatch: true);
usedAttributesPerPatch &= ~(1 << index);
}
}
private static void InitializeOutput(EmitterContext context, int baseAttr, bool perPatch)
{
for (int c = 0; c < 4; c++)
{
int attrOffset = baseAttr + c * 4;
context.Copy(perPatch ? AttributePerPatch(attrOffset) : Attribute(attrOffset), ConstF(c == 3 ? 1f : 0f));
}
}
private static void EmitOps(EmitterContext context, Block block)
{
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
{
InstOp op = block.OpCodes[opIndex];
if (context.Config.Options.Flags.HasFlag(TranslationFlags.DebugMode))
{
string instName;
if (op.Emitter != null)
{
instName = op.Name.ToString();
}
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));
}
InstConditional opConditional = new InstConditional(op.RawOpCode);
bool noPred = op.Props.HasFlag(InstProps.NoPred);
if (!noPred && opConditional.Pred == RegisterConsts.PredicateTrueIndex && opConditional.PredInv)
{
continue;
}
Operand predSkipLbl = null;
if (op.Name == InstName.Sync || op.Name == InstName.Brk)
{
// 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.
noPred = block.SyncTargets.Count <= 1;
}
else if (op.Name == InstName.Bra)
{
noPred = true;
}
if (!(opConditional.Pred == RegisterConsts.PredicateTrueIndex || noPred))
{
Operand label;
if (opIndex == block.OpCodes.Count - 1 && block.HasNext())
{
label = context.GetLabel(block.Successors[0].Address);
}
else
{
label = Label();
predSkipLbl = label;
}
Operand pred = Register(opConditional.Pred, RegisterType.Predicate);
if (opConditional.PredInv)
{
context.BranchIfTrue(label, pred);
}
else
{
context.BranchIfFalse(label, pred);
}
}
context.CurrOp = op;
op.Emitter?.Invoke(context);
if (predSkipLbl != null)
{
context.MarkLabel(predSkipLbl);
}
}
}
}
}