rjx-mirror/Ryujinx.Graphics/Shader/Translation/EmitterContext.cs

105 lines
2.8 KiB
C#
Raw Normal View History

New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation
{
class EmitterContext
{
public Block CurrBlock { get; set; }
public OpCode CurrOp { get; set; }
private GalShaderType _shaderType;
private ShaderHeader _header;
private List<Operation> _operations;
private Dictionary<ulong, Operand> _labels;
public EmitterContext(GalShaderType shaderType, ShaderHeader header)
{
_shaderType = shaderType;
_header = header;
_operations = new List<Operation>();
_labels = new Dictionary<ulong, Operand>();
}
public Operand Add(Instruction inst, Operand dest = null, params Operand[] sources)
{
Operation operation = new Operation(inst, dest, sources);
Add(operation);
return dest;
}
public void Add(Operation operation)
{
_operations.Add(operation);
}
public void MarkLabel(Operand label)
{
Add(Instruction.MarkLabel, label);
}
public Operand GetLabel(ulong address)
{
if (!_labels.TryGetValue(address, out Operand label))
{
label = Label();
_labels.Add(address, label);
}
return label;
}
public void PrepareForReturn()
{
if (_shaderType == GalShaderType.Fragment)
{
if (_header.OmapDepth)
{
Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
Operand src = Register(_header.DepthRegister, RegisterType.Gpr);
this.Copy(dest, src);
}
int regIndex = 0;
for (int attachment = 0; attachment < 8; attachment++)
{
OutputMapTarget target = _header.OmapTargets[attachment];
for (int component = 0; component < 4; component++)
{
if (target.ComponentEnabled(component))
{
Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + regIndex * 4);
Operand src = Register(regIndex, RegisterType.Gpr);
this.Copy(dest, src);
regIndex++;
}
}
}
}
}
public Operation[] GetOperations()
{
return _operations.ToArray();
}
}
}