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