GlslDecl.cs 7.9 KB

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  1. using System.Collections.Generic;
  2. namespace Ryujinx.Graphics.Gal.Shader
  3. {
  4. class GlslDecl
  5. {
  6. public const int TessCoordAttrX = 0x2f0;
  7. public const int TessCoordAttrY = 0x2f4;
  8. public const int TessCoordAttrZ = 0x2f8;
  9. public const int InstanceIdAttr = 0x2f8;
  10. public const int VertexIdAttr = 0x2fc;
  11. public const int GlPositionWAttr = 0x7c;
  12. private const int AttrStartIndex = 8;
  13. private const int TexStartIndex = 8;
  14. public const string PositionOutAttrName = "position";
  15. private const string InAttrName = "in_attr";
  16. private const string OutAttrName = "out_attr";
  17. private const string UniformName = "c";
  18. private const string GprName = "gpr";
  19. private const string PredName = "pred";
  20. private const string TextureName = "tex";
  21. public const string FragmentOutputName = "FragColor";
  22. public const string FlipUniformName = "flip";
  23. private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
  24. private string StagePrefix;
  25. private Dictionary<int, ShaderDeclInfo> m_Textures;
  26. private Dictionary<int, ShaderDeclInfo> m_Uniforms;
  27. private Dictionary<int, ShaderDeclInfo> m_InAttributes;
  28. private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
  29. private Dictionary<int, ShaderDeclInfo> m_Gprs;
  30. private Dictionary<int, ShaderDeclInfo> m_Preds;
  31. public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
  32. public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
  33. public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
  34. public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
  35. public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
  36. public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
  37. public GalShaderType ShaderType { get; private set; }
  38. public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType)
  39. {
  40. this.ShaderType = ShaderType;
  41. StagePrefix = StagePrefixes[(int)ShaderType] + "_";
  42. m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
  43. m_Textures = new Dictionary<int, ShaderDeclInfo>();
  44. m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
  45. m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
  46. m_Gprs = new Dictionary<int, ShaderDeclInfo>();
  47. m_Preds = new Dictionary<int, ShaderDeclInfo>();
  48. if (ShaderType == GalShaderType.Fragment)
  49. {
  50. m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
  51. m_InAttributes.Add(7, new ShaderDeclInfo(PositionOutAttrName, -1, 0, 4));
  52. }
  53. else
  54. {
  55. m_OutAttributes.Add(7, new ShaderDeclInfo("gl_Position", -1, 0, 4));
  56. }
  57. foreach (ShaderIrBlock Block in Blocks)
  58. {
  59. foreach (ShaderIrNode Node in Block.GetNodes())
  60. {
  61. Traverse(null, Node);
  62. }
  63. }
  64. }
  65. private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
  66. {
  67. switch (Node)
  68. {
  69. case ShaderIrAsg Asg:
  70. {
  71. Traverse(Asg, Asg.Dst);
  72. Traverse(Asg, Asg.Src);
  73. break;
  74. }
  75. case ShaderIrCond Cond:
  76. {
  77. Traverse(Cond, Cond.Pred);
  78. Traverse(Cond, Cond.Child);
  79. break;
  80. }
  81. case ShaderIrOp Op:
  82. {
  83. Traverse(Op, Op.OperandA);
  84. Traverse(Op, Op.OperandB);
  85. Traverse(Op, Op.OperandC);
  86. if (Op.Inst == ShaderIrInst.Texq ||
  87. Op.Inst == ShaderIrInst.Texs ||
  88. Op.Inst == ShaderIrInst.Txlf)
  89. {
  90. int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
  91. int Index = Handle - TexStartIndex;
  92. string Name = StagePrefix + TextureName + Index;
  93. m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
  94. }
  95. break;
  96. }
  97. case ShaderIrOperCbuf Cbuf:
  98. {
  99. if (m_Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
  100. {
  101. DeclInfo.SetCbufOffs(Cbuf.Pos);
  102. }
  103. else
  104. {
  105. string Name = StagePrefix + UniformName + Cbuf.Index;
  106. DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
  107. m_Uniforms.Add(Cbuf.Index, DeclInfo);
  108. }
  109. if (Cbuf.Offs != null)
  110. {
  111. //The constant buffer is being accessed as an array,
  112. //we have no way to know the max element it may access in this case.
  113. //Here, we just assume the array size with arbitrary values.
  114. //TODO: Find a better solution for this.
  115. DeclInfo.SetCbufOffs(Cbuf.Pos + 15);
  116. }
  117. break;
  118. }
  119. case ShaderIrOperAbuf Abuf:
  120. {
  121. //This is a built-in input variable.
  122. if (Abuf.Offs == VertexIdAttr ||
  123. Abuf.Offs == InstanceIdAttr)
  124. {
  125. break;
  126. }
  127. int Index = Abuf.Offs >> 4;
  128. int Elem = (Abuf.Offs >> 2) & 3;
  129. int GlslIndex = Index - AttrStartIndex;
  130. ShaderDeclInfo DeclInfo;
  131. if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
  132. {
  133. if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
  134. {
  135. DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
  136. m_OutAttributes.Add(Index, DeclInfo);
  137. }
  138. }
  139. else
  140. {
  141. if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
  142. {
  143. DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
  144. m_InAttributes.Add(Index, DeclInfo);
  145. }
  146. }
  147. DeclInfo.Enlarge(Elem + 1);
  148. break;
  149. }
  150. case ShaderIrOperGpr Gpr:
  151. {
  152. if (!Gpr.IsConst && !HasName(m_Gprs, Gpr.Index))
  153. {
  154. string Name = GprName + Gpr.Index;
  155. m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
  156. }
  157. break;
  158. }
  159. case ShaderIrOperPred Pred:
  160. {
  161. if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
  162. {
  163. string Name = PredName + Pred.Index;
  164. m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
  165. }
  166. break;
  167. }
  168. }
  169. }
  170. private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
  171. {
  172. int VecIndex = Index >> 2;
  173. if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
  174. {
  175. if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
  176. {
  177. return true;
  178. }
  179. }
  180. return Decls.ContainsKey(Index);
  181. }
  182. }
  183. }