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- using Ryujinx.Graphics.Gal;
- using Ryujinx.Graphics.Shader.CodeGen.Glsl;
- using Ryujinx.Graphics.Shader.Decoders;
- using Ryujinx.Graphics.Shader.Instructions;
- using Ryujinx.Graphics.Shader.IntermediateRepresentation;
- using Ryujinx.Graphics.Shader.StructuredIr;
- using Ryujinx.Graphics.Shader.Translation.Optimizations;
- using System.Collections.Generic;
- using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
- namespace Ryujinx.Graphics.Shader.Translation
- {
- public static class Translator
- {
- public static ShaderProgram Translate(IGalMemory memory, ulong address, ShaderConfig config)
- {
- return Translate(memory, address, 0, config);
- }
- public static ShaderProgram Translate(
- IGalMemory memory,
- ulong address,
- ulong addressB,
- ShaderConfig config)
- {
- Operation[] shaderOps = DecodeShader(memory, address, config.Type);
- if (addressB != 0)
- {
- // Dual vertex shader.
- Operation[] shaderOpsB = DecodeShader(memory, addressB, config.Type);
- shaderOps = Combine(shaderOps, shaderOpsB);
- }
- BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(shaderOps);
- Dominance.FindDominators(irBlocks[0], irBlocks.Length);
- Dominance.FindDominanceFrontiers(irBlocks);
- Ssa.Rename(irBlocks);
- Optimizer.Optimize(irBlocks);
- StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
- GlslProgram program = GlslGenerator.Generate(sInfo, config);
- ShaderProgramInfo spInfo = new ShaderProgramInfo(
- program.CBufferDescriptors,
- program.TextureDescriptors);
- return new ShaderProgram(spInfo, program.Code);
- }
- private static Operation[] DecodeShader(IGalMemory memory, ulong address, GalShaderType shaderType)
- {
- ShaderHeader header = new ShaderHeader(memory, address);
- Block[] cfg = Decoder.Decode(memory, address);
- EmitterContext context = new EmitterContext(shaderType, header);
- for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
- {
- Block block = cfg[blkIndex];
- context.CurrBlock = block;
- context.MarkLabel(context.GetLabel(block.Address));
- for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
- {
- OpCode op = block.OpCodes[opIndex];
- if (op.NeverExecute)
- {
- continue;
- }
- Operand predSkipLbl = null;
- bool skipPredicateCheck = op.Emitter == InstEmit.Bra;
- if (op is OpCodeSync opSync)
- {
- // If the instruction is a SYNC instruction with only one
- // possible target address, then the instruction is basically
- // just a simple branch, we can generate code similar to branch
- // instructions, with the condition check on the branch itself.
- skipPredicateCheck |= opSync.Targets.Count < 2;
- }
- if (!(op.Predicate.IsPT || skipPredicateCheck))
- {
- Operand label;
- if (opIndex == block.OpCodes.Count - 1 && block.Next != null)
- {
- label = context.GetLabel(block.Next.Address);
- }
- else
- {
- label = Label();
- predSkipLbl = label;
- }
- Operand pred = Register(op.Predicate);
- if (op.InvertPredicate)
- {
- context.BranchIfTrue(label, pred);
- }
- else
- {
- context.BranchIfFalse(label, pred);
- }
- }
- context.CurrOp = op;
- op.Emitter(context);
- if (predSkipLbl != null)
- {
- context.MarkLabel(predSkipLbl);
- }
- }
- }
- return context.GetOperations();
- }
- private static Operation[] Combine(Operation[] a, Operation[] b)
- {
- // Here we combine two shaders.
- // For shader A:
- // - All user attribute stores on shader A are turned into copies to a
- // temporary variable. It's assumed that shader B will consume them.
- // - All return instructions are turned into branch instructions, the
- // branch target being the start of the shader B code.
- // For shader B:
- // - All user attribute loads on shader B are turned into copies from a
- // temporary variable, as long that attribute is written by shader A.
- List<Operation> output = new List<Operation>(a.Length + b.Length);
- Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
- Operand lblB = Label();
- for (int index = 0; index < a.Length; index++)
- {
- Operation operation = a[index];
- if (IsUserAttribute(operation.Dest))
- {
- int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
- Operand temp = temps[tIndex];
- if (temp == null)
- {
- temp = Local();
- temps[tIndex] = temp;
- }
- operation.Dest = temp;
- }
- if (operation.Inst == Instruction.Return)
- {
- output.Add(new Operation(Instruction.Branch, lblB));
- }
- else
- {
- output.Add(operation);
- }
- }
- output.Add(new Operation(Instruction.MarkLabel, lblB));
- for (int index = 0; index < b.Length; index++)
- {
- Operation operation = b[index];
- for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
- {
- Operand src = operation.GetSource(srcIndex);
- if (IsUserAttribute(src))
- {
- Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
- if (temp != null)
- {
- operation.SetSource(srcIndex, temp);
- }
- }
- }
- output.Add(operation);
- }
- return output.ToArray();
- }
- private static bool IsUserAttribute(Operand operand)
- {
- return operand != null &&
- operand.Type == OperandType.Attribute &&
- operand.Value >= AttributeConsts.UserAttributeBase &&
- operand.Value < AttributeConsts.UserAttributeEnd;
- }
- }
- }
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