forked from Mirror/Ryujinx
1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
420 lines
16 KiB
C#
420 lines
16 KiB
C#
using Ryujinx.Graphics.Texture;
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using System;
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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 LayerAttr = 0x064;
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public const int PointSizeAttr = 0x06c;
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public const int PointCoordAttrX = 0x2e0;
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public const int PointCoordAttrY = 0x2e4;
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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 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 ExtraUniformBlockName = "Extra";
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public const string FlipUniformName = "flip";
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public const string InstanceUniformName = "instance";
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public const string BasicBlockName = "bb";
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public const string BasicBlockAName = BasicBlockName + "_a";
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public const string BasicBlockBName = BasicBlockName + "_b";
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public const int SsyStackSize = 16;
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public const string SsyStackName = "ssy_stack";
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public const string SsyCursorName = "ssy_cursor";
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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<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
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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_GprsHalf;
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private Dictionary<int, ShaderDeclInfo> m_Preds;
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public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
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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> GprsHalf => m_GprsHalf;
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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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ShaderType = shaderType;
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m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
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m_Textures = new Dictionary<int, ShaderDeclInfo>();
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m_Uniforms = 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_GprsHalf = 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, ShaderHeader header) : 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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int index = 0;
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for (int attachment = 0; attachment < 8; attachment++)
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{
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for (int component = 0; component < 4; component++)
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{
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if (header.OmapTargets[attachment].ComponentEnabled(component))
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{
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m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
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index++;
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}
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}
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}
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if (header.OmapDepth)
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{
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index = header.DepthRegister;
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m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
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}
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}
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foreach (ShaderIrBlock block in blocks)
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{
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ShaderIrNode[] nodes = block.GetNodes();
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foreach (ShaderIrNode node in nodes)
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{
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Traverse(nodes, 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_GprsHalf, vpA.m_GprsHalf, vpB.m_GprsHalf);
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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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public static string GetGprName(int index)
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{
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return GprName + index;
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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[] nodes, 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(nodes, asg, asg.Dst);
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Traverse(nodes, 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(nodes, cond, cond.Pred);
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Traverse(nodes, 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(nodes, op, op.OperandA);
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Traverse(nodes, op, op.OperandB);
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Traverse(nodes, 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.Tld4 ||
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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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GalTextureTarget textureTarget;
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TextureInstructionSuffix textureInstructionSuffix;
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// TODO: Non 2D texture type for TEXQ?
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if (op.Inst == ShaderIrInst.Texq)
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{
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textureTarget = GalTextureTarget.TwoD;
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textureInstructionSuffix = TextureInstructionSuffix.None;
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}
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else
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{
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ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
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textureTarget = meta.TextureTarget;
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textureInstructionSuffix = meta.TextureInstructionSuffix;
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}
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m_Textures.TryAdd(handle, new ShaderDeclInfo(name, handle, false, 0, 1, textureTarget, textureInstructionSuffix));
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}
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else if (op.Inst == ShaderIrInst.Texb)
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{
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ShaderIrNode handleSrc = null;
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int index = Array.IndexOf(nodes, parent) - 1;
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for (; index >= 0; index--)
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{
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ShaderIrNode curr = nodes[index];
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if (curr is ShaderIrAsg asg && asg.Dst is ShaderIrOperGpr gpr)
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{
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if (gpr.Index == ((ShaderIrOperGpr)op.OperandC).Index)
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{
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handleSrc = asg.Src;
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break;
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}
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}
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}
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if (handleSrc != null && handleSrc is ShaderIrOperCbuf cbuf)
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{
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ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
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string name = _stagePrefix + TextureName + "_cb" + cbuf.Index + "_" + cbuf.Pos;
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m_CbTextures.Add(op, new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index, 1, meta.TextureTarget, meta.TextureInstructionSuffix));
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}
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else
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{
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throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
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}
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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, true, 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 variable.
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if (abuf.Offs == LayerAttr ||
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abuf.Offs == PointSizeAttr ||
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abuf.Offs == PointCoordAttrX ||
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abuf.Offs == PointCoordAttrY ||
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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, false, 0, 4);
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m_Attributes.Add(index, declInfo);
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}
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Traverse(nodes, abuf, abuf.Vertex);
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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)
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{
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string name = GetGprName(gpr.Index);
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if (gpr.RegisterSize == ShaderRegisterSize.Single)
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{
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m_Gprs.TryAdd(gpr.Index, new ShaderDeclInfo(name, gpr.Index));
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}
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else if (gpr.RegisterSize == ShaderRegisterSize.Half)
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{
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name += "_h" + gpr.HalfPart;
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m_GprsHalf.TryAdd((gpr.Index << 1) | gpr.HalfPart, new ShaderDeclInfo(name, gpr.Index));
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}
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else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
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{
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throw new NotImplementedException("Double types are not supported.");
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}
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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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}
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