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