GlslDecl.cs 13 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace Ryujinx.Graphics.Gal.Shader
  4. {
  5. class GlslDecl
  6. {
  7. public const int LayerAttr = 0x064;
  8. public const int PointSizeAttr = 0x06c;
  9. public const int PointCoordAttrX = 0x2e0;
  10. public const int PointCoordAttrY = 0x2e4;
  11. public const int TessCoordAttrX = 0x2f0;
  12. public const int TessCoordAttrY = 0x2f4;
  13. public const int TessCoordAttrZ = 0x2f8;
  14. public const int InstanceIdAttr = 0x2f8;
  15. public const int VertexIdAttr = 0x2fc;
  16. public const int FaceAttr = 0x3fc;
  17. public const int MaxUboSize = 1024;
  18. public const int GlPositionVec4Index = 7;
  19. public const int PositionOutAttrLocation = 15;
  20. private const int AttrStartIndex = 8;
  21. private const int TexStartIndex = 8;
  22. public const string PositionOutAttrName = "position";
  23. private const string TextureName = "tex";
  24. private const string UniformName = "c";
  25. private const string AttrName = "attr";
  26. private const string InAttrName = "in_" + AttrName;
  27. private const string OutAttrName = "out_" + AttrName;
  28. private const string GprName = "gpr";
  29. private const string PredName = "pred";
  30. public const string FragmentOutputName = "FragColor";
  31. public const string ExtraUniformBlockName = "Extra";
  32. public const string FlipUniformName = "flip";
  33. public const string InstanceUniformName = "instance";
  34. public const string BasicBlockName = "bb";
  35. public const string BasicBlockAName = BasicBlockName + "_a";
  36. public const string BasicBlockBName = BasicBlockName + "_b";
  37. public const int SsyStackSize = 16;
  38. public const string SsyStackName = "ssy_stack";
  39. public const string SsyCursorName = "ssy_cursor";
  40. private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
  41. private string StagePrefix;
  42. private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
  43. private Dictionary<int, ShaderDeclInfo> m_Textures;
  44. private Dictionary<int, ShaderDeclInfo> m_Uniforms;
  45. private Dictionary<int, ShaderDeclInfo> m_Attributes;
  46. private Dictionary<int, ShaderDeclInfo> m_InAttributes;
  47. private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
  48. private Dictionary<int, ShaderDeclInfo> m_Gprs;
  49. private Dictionary<int, ShaderDeclInfo> m_Preds;
  50. public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
  51. public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
  52. public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
  53. public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
  54. public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
  55. public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
  56. public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
  57. public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
  58. public GalShaderType ShaderType { get; private set; }
  59. private GlslDecl(GalShaderType ShaderType)
  60. {
  61. this.ShaderType = ShaderType;
  62. m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
  63. m_Textures = new Dictionary<int, ShaderDeclInfo>();
  64. m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
  65. m_Attributes = new Dictionary<int, ShaderDeclInfo>();
  66. m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
  67. m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
  68. m_Gprs = new Dictionary<int, ShaderDeclInfo>();
  69. m_Preds = new Dictionary<int, ShaderDeclInfo>();
  70. }
  71. public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType, ShaderHeader Header)
  72. : this(ShaderType)
  73. {
  74. StagePrefix = StagePrefixes[(int)ShaderType] + "_";
  75. if (ShaderType == GalShaderType.Fragment)
  76. {
  77. int Index = 0;
  78. for (int Attachment = 0; Attachment < 8; Attachment++)
  79. {
  80. for (int Component = 0; Component < 4; Component++)
  81. {
  82. if (Header.OmapTargets[Attachment].ComponentEnabled(Component))
  83. {
  84. m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
  85. Index++;
  86. }
  87. }
  88. }
  89. if (Header.OmapDepth)
  90. {
  91. Index = Header.DepthRegister;
  92. m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
  93. }
  94. }
  95. foreach (ShaderIrBlock Block in Blocks)
  96. {
  97. ShaderIrNode[] Nodes = Block.GetNodes();
  98. foreach (ShaderIrNode Node in Nodes)
  99. {
  100. Traverse(Nodes, null, Node);
  101. }
  102. }
  103. }
  104. public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
  105. {
  106. GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
  107. Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
  108. Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
  109. Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
  110. Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
  111. Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
  112. Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
  113. //Merge input attributes.
  114. foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
  115. {
  116. Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
  117. }
  118. foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
  119. {
  120. //If Vertex Program A already writes to this attribute,
  121. //then we don't need to add it as an input attribute since
  122. //Vertex Program A will already have written to it anyway,
  123. //and there's no guarantee that there is an input attribute
  124. //for this slot.
  125. if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
  126. {
  127. Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
  128. }
  129. }
  130. return Combined;
  131. }
  132. public static string GetGprName(int Index)
  133. {
  134. return GprName + Index;
  135. }
  136. private static void Merge(
  137. Dictionary<int, ShaderDeclInfo> C,
  138. Dictionary<int, ShaderDeclInfo> A,
  139. Dictionary<int, ShaderDeclInfo> B)
  140. {
  141. foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
  142. {
  143. C.TryAdd(KV.Key, KV.Value);
  144. }
  145. foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
  146. {
  147. C.TryAdd(KV.Key, KV.Value);
  148. }
  149. }
  150. private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
  151. {
  152. switch (Node)
  153. {
  154. case ShaderIrAsg Asg:
  155. {
  156. Traverse(Nodes, Asg, Asg.Dst);
  157. Traverse(Nodes, Asg, Asg.Src);
  158. break;
  159. }
  160. case ShaderIrCond Cond:
  161. {
  162. Traverse(Nodes, Cond, Cond.Pred);
  163. Traverse(Nodes, Cond, Cond.Child);
  164. break;
  165. }
  166. case ShaderIrOp Op:
  167. {
  168. Traverse(Nodes, Op, Op.OperandA);
  169. Traverse(Nodes, Op, Op.OperandB);
  170. Traverse(Nodes, Op, Op.OperandC);
  171. if (Op.Inst == ShaderIrInst.Texq ||
  172. Op.Inst == ShaderIrInst.Texs ||
  173. Op.Inst == ShaderIrInst.Txlf)
  174. {
  175. int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
  176. int Index = Handle - TexStartIndex;
  177. string Name = StagePrefix + TextureName + Index;
  178. m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
  179. }
  180. else if (Op.Inst == ShaderIrInst.Texb)
  181. {
  182. ShaderIrNode HandleSrc = null;
  183. int Index = Array.IndexOf(Nodes, Parent) - 1;
  184. for (; Index >= 0; Index--)
  185. {
  186. ShaderIrNode Curr = Nodes[Index];
  187. if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
  188. {
  189. if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
  190. {
  191. HandleSrc = Asg.Src;
  192. break;
  193. }
  194. }
  195. }
  196. if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
  197. {
  198. string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
  199. m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
  200. }
  201. else
  202. {
  203. throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
  204. }
  205. }
  206. break;
  207. }
  208. case ShaderIrOperCbuf Cbuf:
  209. {
  210. if (!m_Uniforms.ContainsKey(Cbuf.Index))
  211. {
  212. string Name = StagePrefix + UniformName + Cbuf.Index;
  213. ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
  214. m_Uniforms.Add(Cbuf.Index, DeclInfo);
  215. }
  216. break;
  217. }
  218. case ShaderIrOperAbuf Abuf:
  219. {
  220. //This is a built-in variable.
  221. if (Abuf.Offs == LayerAttr ||
  222. Abuf.Offs == PointSizeAttr ||
  223. Abuf.Offs == PointCoordAttrX ||
  224. Abuf.Offs == PointCoordAttrY ||
  225. Abuf.Offs == VertexIdAttr ||
  226. Abuf.Offs == InstanceIdAttr ||
  227. Abuf.Offs == FaceAttr)
  228. {
  229. break;
  230. }
  231. int Index = Abuf.Offs >> 4;
  232. int Elem = (Abuf.Offs >> 2) & 3;
  233. int GlslIndex = Index - AttrStartIndex;
  234. if (GlslIndex < 0)
  235. {
  236. return;
  237. }
  238. ShaderDeclInfo DeclInfo;
  239. if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
  240. {
  241. if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
  242. {
  243. DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
  244. m_OutAttributes.Add(Index, DeclInfo);
  245. }
  246. }
  247. else
  248. {
  249. if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
  250. {
  251. DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
  252. m_InAttributes.Add(Index, DeclInfo);
  253. }
  254. }
  255. DeclInfo.Enlarge(Elem + 1);
  256. if (!m_Attributes.ContainsKey(Index))
  257. {
  258. DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
  259. m_Attributes.Add(Index, DeclInfo);
  260. }
  261. Traverse(Nodes, Abuf, Abuf.Vertex);
  262. break;
  263. }
  264. case ShaderIrOperGpr Gpr:
  265. {
  266. if (!Gpr.IsConst)
  267. {
  268. string Name = GetGprName(Gpr.Index);
  269. m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
  270. }
  271. break;
  272. }
  273. case ShaderIrOperPred Pred:
  274. {
  275. if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
  276. {
  277. string Name = PredName + Pred.Index;
  278. m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
  279. }
  280. break;
  281. }
  282. }
  283. }
  284. private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
  285. {
  286. //This is used to check if the dictionary already contains
  287. //a entry for a vector at a given index position.
  288. //Used to enable turning gprs into vectors.
  289. int VecIndex = Index & ~3;
  290. if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
  291. {
  292. if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
  293. {
  294. return true;
  295. }
  296. }
  297. return Decls.ContainsKey(Index);
  298. }
  299. }
  300. }