rjx-mirror/Ryujinx.Graphics/Gal/Shader/GlslDecl.cs
ReinUsesLisp 726de8c46a Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders

* Add registers and gal enums

* Use textures for framebuffers and split color and zeta framebuffers

* Abstract texture and framebuffer targets as an image

* Share images between framebuffers and textures

* Unstub formats

* Add some formats

* Disable multiple attachments

* Cache framebuffer attachments

* Handle format types

* Add some rendertarget formats

* Code cleanup

* Fixup half float types

* Address feedback

* Disable multiple attachments in shaders

* Add A4B4G4R4 image format

* Add reversed section for image enums
2018-08-19 22:25:26 -03:00

359 lines
13 KiB
C#

using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.Shader
{
class GlslDecl
{
public const int LayerAttr = 0x064;
public const int PointSizeAttr = 0x06c;
public const int PointCoordAttrX = 0x2e0;
public const int PointCoordAttrY = 0x2e4;
public const int TessCoordAttrX = 0x2f0;
public const int TessCoordAttrY = 0x2f4;
public const int TessCoordAttrZ = 0x2f8;
public const int InstanceIdAttr = 0x2f8;
public const int VertexIdAttr = 0x2fc;
public const int FaceAttr = 0x3fc;
public const int MaxFrameBufferAttachments = 8;
public const int MaxUboSize = 1024;
public const int GlPositionVec4Index = 7;
public const int PositionOutAttrLocation = 15;
private const int AttrStartIndex = 8;
private const int TexStartIndex = 8;
public const string PositionOutAttrName = "position";
private const string TextureName = "tex";
private const string UniformName = "c";
private const string AttrName = "attr";
private const string InAttrName = "in_" + AttrName;
private const string OutAttrName = "out_" + AttrName;
private const string GprName = "gpr";
private const string PredName = "pred";
public const string FragmentOutputName = "FragColor";
public const string ExtraUniformBlockName = "Extra";
public const string FlipUniformName = "flip";
public const string ProgramName = "program";
public const string ProgramAName = ProgramName + "_a";
public const string ProgramBName = ProgramName + "_b";
private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string StagePrefix;
private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
private Dictionary<int, ShaderDeclInfo> m_Textures;
private Dictionary<int, ShaderDeclInfo> m_Uniforms;
private Dictionary<int, ShaderDeclInfo> m_Attributes;
private Dictionary<int, ShaderDeclInfo> m_InAttributes;
private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
private Dictionary<int, ShaderDeclInfo> m_Gprs;
private Dictionary<int, ShaderDeclInfo> m_Preds;
public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
public GalShaderType ShaderType { get; private set; }
private GlslDecl(GalShaderType ShaderType)
{
this.ShaderType = ShaderType;
m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
m_Textures = new Dictionary<int, ShaderDeclInfo>();
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_Attributes = new Dictionary<int, ShaderDeclInfo>();
m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
m_Gprs = new Dictionary<int, ShaderDeclInfo>();
m_Preds = new Dictionary<int, ShaderDeclInfo>();
}
public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
{
StagePrefix = StagePrefixes[(int)ShaderType] + "_";
if (ShaderType == GalShaderType.Fragment)
{
//Note: Replace 1 with MaxFrameBufferAttachments when attachments start to work
for (int Index = 0; Index < 1; Index++)
{
m_Gprs.Add(Index * 4, new ShaderDeclInfo(FragmentOutputName + Index, Index * 4, false, 0, 4));
}
}
foreach (ShaderIrBlock Block in Blocks)
{
ShaderIrNode[] Nodes = Block.GetNodes();
foreach (ShaderIrNode Node in Nodes)
{
Traverse(Nodes, null, Node);
}
}
}
public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
{
GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
//Merge input attributes.
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
{
//If Vertex Program A already writes to this attribute,
//then we don't need to add it as an input attribute since
//Vertex Program A will already have written to it anyway,
//and there's no guarantee that there is an input attribute
//for this slot.
if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
{
Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
}
}
return Combined;
}
private static void Merge(
Dictionary<int, ShaderDeclInfo> C,
Dictionary<int, ShaderDeclInfo> A,
Dictionary<int, ShaderDeclInfo> B)
{
foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
{
C.TryAdd(KV.Key, KV.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
{
C.TryAdd(KV.Key, KV.Value);
}
}
private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
{
switch (Node)
{
case ShaderIrAsg Asg:
{
Traverse(Nodes, Asg, Asg.Dst);
Traverse(Nodes, Asg, Asg.Src);
break;
}
case ShaderIrCond Cond:
{
Traverse(Nodes, Cond, Cond.Pred);
Traverse(Nodes, Cond, Cond.Child);
break;
}
case ShaderIrOp Op:
{
Traverse(Nodes, Op, Op.OperandA);
Traverse(Nodes, Op, Op.OperandB);
Traverse(Nodes, Op, Op.OperandC);
if (Op.Inst == ShaderIrInst.Texq ||
Op.Inst == ShaderIrInst.Texs ||
Op.Inst == ShaderIrInst.Txlf)
{
int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
int Index = Handle - TexStartIndex;
string Name = StagePrefix + TextureName + Index;
m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
}
else if (Op.Inst == ShaderIrInst.Texb)
{
ShaderIrNode HandleSrc = null;
int Index = Array.IndexOf(Nodes, Parent) - 1;
for (; Index >= 0; Index--)
{
ShaderIrNode Curr = Nodes[Index];
if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
{
if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
{
HandleSrc = Asg.Src;
break;
}
}
}
if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
{
string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
}
else
{
throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
}
}
break;
}
case ShaderIrOperCbuf Cbuf:
{
if (!m_Uniforms.ContainsKey(Cbuf.Index))
{
string Name = StagePrefix + UniformName + Cbuf.Index;
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
m_Uniforms.Add(Cbuf.Index, DeclInfo);
}
break;
}
case ShaderIrOperAbuf Abuf:
{
//This is a built-in variable.
if (Abuf.Offs == LayerAttr ||
Abuf.Offs == PointSizeAttr ||
Abuf.Offs == PointCoordAttrX ||
Abuf.Offs == PointCoordAttrY ||
Abuf.Offs == VertexIdAttr ||
Abuf.Offs == InstanceIdAttr ||
Abuf.Offs == FaceAttr)
{
break;
}
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
int GlslIndex = Index - AttrStartIndex;
if (GlslIndex < 0)
{
return;
}
ShaderDeclInfo DeclInfo;
if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
{
if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
{
DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
m_OutAttributes.Add(Index, DeclInfo);
}
}
else
{
if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
{
DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
m_InAttributes.Add(Index, DeclInfo);
}
}
DeclInfo.Enlarge(Elem + 1);
if (!m_Attributes.ContainsKey(Index))
{
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
m_Attributes.Add(Index, DeclInfo);
}
Traverse(Nodes, Abuf, Abuf.Vertex);
break;
}
case ShaderIrOperGpr Gpr:
{
if (!Gpr.IsConst && !HasName(m_Gprs, Gpr.Index))
{
string Name = GprName + Gpr.Index;
m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
}
break;
}
case ShaderIrOperPred Pred:
{
if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
{
string Name = PredName + Pred.Index;
m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
}
break;
}
}
}
private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
{
//This is used to check if the dictionary already contains
//a entry for a vector at a given index position.
//Used to enable turning gprs into vectors.
int VecIndex = Index & ~3;
if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
{
if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
{
return true;
}
}
return Decls.ContainsKey(Index);
}
}
}