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