GlslDecl.cs 6.9 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 VertexIdAttr = 0x2fc;
  7. public const int GlPositionWAttr = 0x7c;
  8. private const int AttrStartIndex = 8;
  9. private const int TexStartIndex = 8;
  10. public const string PositionOutAttrName = "position";
  11. private const string InAttrName = "in_attr";
  12. private const string OutAttrName = "out_attr";
  13. private const string UniformName = "c";
  14. private const string GprName = "gpr";
  15. private const string PredName = "pred";
  16. private const string TextureName = "tex";
  17. public const string FragmentOutputName = "FragColor";
  18. private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
  19. private string StagePrefix;
  20. private Dictionary<int, ShaderDeclInfo> m_Textures;
  21. private Dictionary<(int, int), ShaderDeclInfo> m_Uniforms;
  22. private Dictionary<int, ShaderDeclInfo> m_InAttributes;
  23. private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
  24. private Dictionary<int, ShaderDeclInfo> m_Gprs;
  25. private Dictionary<int, ShaderDeclInfo> m_Preds;
  26. public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
  27. public IReadOnlyDictionary<(int, int), ShaderDeclInfo> Uniforms => m_Uniforms;
  28. public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
  29. public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
  30. public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
  31. public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
  32. public GalShaderType ShaderType { get; private set; }
  33. public GlslDecl(ShaderIrNode[] Nodes, GalShaderType ShaderType)
  34. {
  35. this.ShaderType = ShaderType;
  36. StagePrefix = StagePrefixes[(int)ShaderType] + "_";
  37. m_Uniforms = new Dictionary<(int, int), ShaderDeclInfo>();
  38. m_Textures = new Dictionary<int, ShaderDeclInfo>();
  39. m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
  40. m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
  41. m_Gprs = new Dictionary<int, ShaderDeclInfo>();
  42. m_Preds = new Dictionary<int, ShaderDeclInfo>();
  43. if (ShaderType == GalShaderType.Fragment)
  44. {
  45. m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
  46. m_InAttributes.Add(7, new ShaderDeclInfo(PositionOutAttrName, -1, 0, 4));
  47. }
  48. else
  49. {
  50. m_OutAttributes.Add(7, new ShaderDeclInfo("gl_Position", -1, 0, 4));
  51. }
  52. foreach (ShaderIrNode Node in Nodes)
  53. {
  54. Traverse(null, Node);
  55. }
  56. }
  57. private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
  58. {
  59. switch (Node)
  60. {
  61. case ShaderIrAsg Asg:
  62. {
  63. Traverse(Asg, Asg.Dst);
  64. Traverse(Asg, Asg.Src);
  65. break;
  66. }
  67. case ShaderIrCond Cond:
  68. {
  69. Traverse(Cond, Cond.Pred);
  70. Traverse(Cond, Cond.Child);
  71. break;
  72. }
  73. case ShaderIrOp Op:
  74. {
  75. Traverse(Op, Op.OperandA);
  76. Traverse(Op, Op.OperandB);
  77. Traverse(Op, Op.OperandC);
  78. if (Op.Inst == ShaderIrInst.Texq ||
  79. Op.Inst == ShaderIrInst.Texs ||
  80. Op.Inst == ShaderIrInst.Txlf)
  81. {
  82. int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
  83. int Index = Handle - TexStartIndex;
  84. string Name = StagePrefix + TextureName + Index;
  85. m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
  86. }
  87. break;
  88. }
  89. case ShaderIrOperCbuf Cbuf:
  90. {
  91. string Name = StagePrefix + UniformName + Cbuf.Index + "_" + Cbuf.Offs;
  92. ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Offs, Cbuf.Index);
  93. m_Uniforms.TryAdd((Cbuf.Index, Cbuf.Offs), DeclInfo);
  94. break;
  95. }
  96. case ShaderIrOperAbuf Abuf:
  97. {
  98. //This is a built-in input variable.
  99. if (Abuf.Offs == VertexIdAttr)
  100. {
  101. break;
  102. }
  103. int Index = Abuf.Offs >> 4;
  104. int Elem = (Abuf.Offs >> 2) & 3;
  105. int GlslIndex = Index - AttrStartIndex;
  106. ShaderDeclInfo DeclInfo;
  107. if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
  108. {
  109. if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
  110. {
  111. DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
  112. m_OutAttributes.Add(Index, DeclInfo);
  113. }
  114. }
  115. else
  116. {
  117. if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
  118. {
  119. DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
  120. m_InAttributes.Add(Index, DeclInfo);
  121. }
  122. }
  123. DeclInfo.Enlarge(Elem + 1);
  124. break;
  125. }
  126. case ShaderIrOperGpr Gpr:
  127. {
  128. if (!Gpr.IsConst && !HasName(m_Gprs, Gpr.Index))
  129. {
  130. string Name = GprName + Gpr.Index;
  131. m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
  132. }
  133. break;
  134. }
  135. case ShaderIrOperPred Pred:
  136. {
  137. if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
  138. {
  139. string Name = PredName + Pred.Index;
  140. m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
  141. }
  142. break;
  143. }
  144. }
  145. }
  146. private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
  147. {
  148. int VecIndex = Index >> 2;
  149. if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
  150. {
  151. if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
  152. {
  153. return true;
  154. }
  155. }
  156. return Decls.ContainsKey(Index);
  157. }
  158. }
  159. }