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- using Ryujinx.Graphics.Shader.Decoders;
- using Ryujinx.Graphics.Shader.IntermediateRepresentation;
- using System.Collections.Generic;
- using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
- namespace Ryujinx.Graphics.Shader.Translation
- {
- class EmitterContext
- {
- public Block CurrBlock { get; set; }
- public OpCode CurrOp { get; set; }
- public ShaderConfig Config { get; }
- private List<Operation> _operations;
- private Dictionary<ulong, Operand> _labels;
- public EmitterContext(ShaderConfig config)
- {
- Config = config;
- _operations = new List<Operation>();
- _labels = new Dictionary<ulong, Operand>();
- }
- public Operand Add(Instruction inst, Operand dest = null, params Operand[] sources)
- {
- Operation operation = new Operation(inst, dest, sources);
- Add(operation);
- return dest;
- }
- public void Add(Operation operation)
- {
- _operations.Add(operation);
- }
- public void MarkLabel(Operand label)
- {
- Add(Instruction.MarkLabel, label);
- }
- public Operand GetLabel(ulong address)
- {
- if (!_labels.TryGetValue(address, out Operand label))
- {
- label = Label();
- _labels.Add(address, label);
- }
- return label;
- }
- public void PrepareForReturn()
- {
- if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
- {
- // Here we attempt to implement viewport swizzle on the vertex shader.
- // Perform permutation and negation of the output gl_Position components.
- // Note that per-viewport swizzling can't be supported using this approach.
- int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
- int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
- int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
- int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);
- bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;
- if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
- {
- Operand[] temp = new Operand[4];
- temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
- temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
- temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
- temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));
- this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
- this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
- this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
- this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
- }
- }
- else if (Config.Stage == ShaderStage.Fragment)
- {
- if (Config.OmapDepth)
- {
- Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
- Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);
- this.Copy(dest, src);
- }
- int regIndex = 0;
- for (int attachment = 0; attachment < 8; attachment++)
- {
- OmapTarget target = Config.OmapTargets[attachment];
- for (int component = 0; component < 4; component++)
- {
- if (target.ComponentEnabled(component))
- {
- Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + attachment * 16 + component * 4);
- Operand src = Register(regIndex, RegisterType.Gpr);
- this.Copy(dest, src);
- regIndex++;
- }
- }
- }
- }
- }
- public Operation[] GetOperations()
- {
- return _operations.ToArray();
- }
- }
- }
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