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- using System.Collections.Generic;
- namespace Ryujinx.Graphics.Gal.Shader
- {
- class GlslDecl
- {
- public const int TessCoordAttrX = 0x2f0;
- public const int TessCoordAttrY = 0x2f4;
- public const int TessCoordAttrZ = 0x2f8;
- public const int InstanceIdAttr = 0x2f8;
- public const int VertexIdAttr = 0x2fc;
- public const int FaceAttr = 0x3fc;
- public const int GlPositionWAttr = 0x7c;
- public const int MaxUboSize = 1024;
- public const int GlPositionVec4Index = 7;
- public const int PositionOutAttrLocation = 15;
- private const int AttrStartIndex = 8;
- private const int TexStartIndex = 8;
- public const string PositionOutAttrName = "position";
- private const string TextureName = "tex";
- private const string UniformName = "c";
- private const string AttrName = "attr";
- private const string InAttrName = "in_" + AttrName;
- private const string OutAttrName = "out_" + AttrName;
- private const string GprName = "gpr";
- private const string PredName = "pred";
- public const string FragmentOutputName = "FragColor";
- public const string FlipUniformName = "flip";
- public const string ProgramName = "program";
- public const string ProgramAName = ProgramName + "_a";
- public const string ProgramBName = ProgramName + "_b";
- private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
- private string StagePrefix;
- private Dictionary<int, ShaderDeclInfo> m_Textures;
- private Dictionary<int, ShaderDeclInfo> m_Uniforms;
- private Dictionary<int, ShaderDeclInfo> m_Attributes;
- private Dictionary<int, ShaderDeclInfo> m_InAttributes;
- private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
- private Dictionary<int, ShaderDeclInfo> m_Gprs;
- private Dictionary<int, ShaderDeclInfo> m_Preds;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
- public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
- public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
- public GalShaderType ShaderType { get; private set; }
- private GlslDecl(GalShaderType ShaderType)
- {
- this.ShaderType = ShaderType;
- m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
- m_Textures = new Dictionary<int, ShaderDeclInfo>();
- m_Attributes = new Dictionary<int, ShaderDeclInfo>();
- m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
- m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
- m_Gprs = new Dictionary<int, ShaderDeclInfo>();
- m_Preds = new Dictionary<int, ShaderDeclInfo>();
- }
- public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
- {
- StagePrefix = StagePrefixes[(int)ShaderType] + "_";
- if (ShaderType == GalShaderType.Fragment)
- {
- m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
- }
- foreach (ShaderIrBlock Block in Blocks)
- {
- foreach (ShaderIrNode Node in Block.GetNodes())
- {
- Traverse(null, Node);
- }
- }
- }
- public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
- {
- GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
- Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
- Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
- Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
- Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
- Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
- Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
- //Merge input attributes.
- foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
- {
- Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
- }
- foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
- {
- //If Vertex Program A already writes to this attribute,
- //then we don't need to add it as an input attribute since
- //Vertex Program A will already have written to it anyway,
- //and there's no guarantee that there is an input attribute
- //for this slot.
- if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
- {
- Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
- }
- }
- return Combined;
- }
- private static void Merge(
- Dictionary<int, ShaderDeclInfo> C,
- Dictionary<int, ShaderDeclInfo> A,
- Dictionary<int, ShaderDeclInfo> B)
- {
- foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
- {
- C.TryAdd(KV.Key, KV.Value);
- }
- foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
- {
- C.TryAdd(KV.Key, KV.Value);
- }
- }
- private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
- {
- switch (Node)
- {
- case ShaderIrAsg Asg:
- {
- Traverse(Asg, Asg.Dst);
- Traverse(Asg, Asg.Src);
- break;
- }
- case ShaderIrCond Cond:
- {
- Traverse(Cond, Cond.Pred);
- Traverse(Cond, Cond.Child);
- break;
- }
- case ShaderIrOp Op:
- {
- Traverse(Op, Op.OperandA);
- Traverse(Op, Op.OperandB);
- Traverse(Op, Op.OperandC);
- if (Op.Inst == ShaderIrInst.Texq ||
- Op.Inst == ShaderIrInst.Texs ||
- Op.Inst == ShaderIrInst.Txlf)
- {
- int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
- int Index = Handle - TexStartIndex;
- string Name = StagePrefix + TextureName + Index;
- m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
- }
- break;
- }
- case ShaderIrOperCbuf Cbuf:
- {
- if (!m_Uniforms.ContainsKey(Cbuf.Index))
- {
- string Name = StagePrefix + UniformName + Cbuf.Index;
- ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
- m_Uniforms.Add(Cbuf.Index, DeclInfo);
- }
- break;
- }
- case ShaderIrOperAbuf Abuf:
- {
- //This is a built-in input variable.
- if (Abuf.Offs == VertexIdAttr ||
- Abuf.Offs == InstanceIdAttr ||
- Abuf.Offs == FaceAttr)
- {
- break;
- }
- int Index = Abuf.Offs >> 4;
- int Elem = (Abuf.Offs >> 2) & 3;
- int GlslIndex = Index - AttrStartIndex;
- if (GlslIndex < 0)
- {
- return;
- }
- ShaderDeclInfo DeclInfo;
- if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
- {
- if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
- {
- DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
- m_OutAttributes.Add(Index, DeclInfo);
- }
- }
- else
- {
- if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
- {
- DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
- m_InAttributes.Add(Index, DeclInfo);
- }
- }
- DeclInfo.Enlarge(Elem + 1);
- if (!m_Attributes.ContainsKey(Index))
- {
- DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
- m_Attributes.Add(Index, DeclInfo);
- }
- break;
- }
- case ShaderIrOperGpr Gpr:
- {
- if (!Gpr.IsConst && !HasName(m_Gprs, Gpr.Index))
- {
- string Name = GprName + Gpr.Index;
- m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
- }
- break;
- }
- case ShaderIrOperPred Pred:
- {
- if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
- {
- string Name = PredName + Pred.Index;
- m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
- }
- break;
- }
- }
- }
- private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
- {
- //This is used to check if the dictionary already contains
- //a entry for a vector at a given index position.
- //Used to enable turning gprs into vectors.
- int VecIndex = Index & ~3;
- if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
- {
- if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
- {
- return true;
- }
- }
- return Decls.ContainsKey(Index);
- }
- }
- }
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