GlslDecl.cs 13 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace Ryujinx.Graphics.Gal.Shader
  4. {
  5. class GlslDecl
  6. {
  7. public const int LayerAttr = 0x064;
  8. public const int PointSizeAttr = 0x06c;
  9. public const int PointCoordAttrX = 0x2e0;
  10. public const int PointCoordAttrY = 0x2e4;
  11. public const int TessCoordAttrX = 0x2f0;
  12. public const int TessCoordAttrY = 0x2f4;
  13. public const int TessCoordAttrZ = 0x2f8;
  14. public const int InstanceIdAttr = 0x2f8;
  15. public const int VertexIdAttr = 0x2fc;
  16. public const int FaceAttr = 0x3fc;
  17. public const int MaxUboSize = 1024;
  18. public const int GlPositionVec4Index = 7;
  19. public const int PositionOutAttrLocation = 15;
  20. private const int AttrStartIndex = 8;
  21. private const int TexStartIndex = 8;
  22. public const string PositionOutAttrName = "position";
  23. private const string TextureName = "tex";
  24. private const string UniformName = "c";
  25. private const string AttrName = "attr";
  26. private const string InAttrName = "in_" + AttrName;
  27. private const string OutAttrName = "out_" + AttrName;
  28. private const string GprName = "gpr";
  29. private const string PredName = "pred";
  30. public const string FragmentOutputName = "FragColor";
  31. public const string ExtraUniformBlockName = "Extra";
  32. public const string FlipUniformName = "flip";
  33. public const string ProgramName = "program";
  34. public const string ProgramAName = ProgramName + "_a";
  35. public const string ProgramBName = ProgramName + "_b";
  36. private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
  37. private string StagePrefix;
  38. private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
  39. private Dictionary<int, ShaderDeclInfo> m_Textures;
  40. private Dictionary<int, ShaderDeclInfo> m_Uniforms;
  41. private Dictionary<int, ShaderDeclInfo> m_Attributes;
  42. private Dictionary<int, ShaderDeclInfo> m_InAttributes;
  43. private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
  44. private Dictionary<int, ShaderDeclInfo> m_Gprs;
  45. private Dictionary<int, ShaderDeclInfo> m_Preds;
  46. public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
  47. public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
  48. public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
  49. public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
  50. public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
  51. public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
  52. public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
  53. public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
  54. public GalShaderType ShaderType { get; private set; }
  55. private GlslDecl(GalShaderType ShaderType)
  56. {
  57. this.ShaderType = ShaderType;
  58. m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
  59. m_Textures = new Dictionary<int, ShaderDeclInfo>();
  60. m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
  61. m_Attributes = new Dictionary<int, ShaderDeclInfo>();
  62. m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
  63. m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
  64. m_Gprs = new Dictionary<int, ShaderDeclInfo>();
  65. m_Preds = new Dictionary<int, ShaderDeclInfo>();
  66. }
  67. public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType, ShaderHeader Header)
  68. : this(ShaderType)
  69. {
  70. StagePrefix = StagePrefixes[(int)ShaderType] + "_";
  71. if (ShaderType == GalShaderType.Fragment)
  72. {
  73. int Index = 0;
  74. for (int Attachment = 0; Attachment < 8; Attachment++)
  75. {
  76. for (int Component = 0; Component < 4; Component++)
  77. {
  78. if (Header.OmapTargets[Attachment].ComponentEnabled(Component))
  79. {
  80. m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
  81. Index++;
  82. }
  83. }
  84. }
  85. if (Header.OmapDepth)
  86. {
  87. Index = Header.DepthRegister;
  88. m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
  89. }
  90. }
  91. foreach (ShaderIrBlock Block in Blocks)
  92. {
  93. ShaderIrNode[] Nodes = Block.GetNodes();
  94. foreach (ShaderIrNode Node in Nodes)
  95. {
  96. Traverse(Nodes, null, Node);
  97. }
  98. }
  99. }
  100. public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
  101. {
  102. GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
  103. Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
  104. Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
  105. Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
  106. Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
  107. Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
  108. Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
  109. //Merge input attributes.
  110. foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
  111. {
  112. Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
  113. }
  114. foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
  115. {
  116. //If Vertex Program A already writes to this attribute,
  117. //then we don't need to add it as an input attribute since
  118. //Vertex Program A will already have written to it anyway,
  119. //and there's no guarantee that there is an input attribute
  120. //for this slot.
  121. if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
  122. {
  123. Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
  124. }
  125. }
  126. return Combined;
  127. }
  128. public static string GetGprName(int Index)
  129. {
  130. return GprName + Index;
  131. }
  132. private static void Merge(
  133. Dictionary<int, ShaderDeclInfo> C,
  134. Dictionary<int, ShaderDeclInfo> A,
  135. Dictionary<int, ShaderDeclInfo> B)
  136. {
  137. foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
  138. {
  139. C.TryAdd(KV.Key, KV.Value);
  140. }
  141. foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
  142. {
  143. C.TryAdd(KV.Key, KV.Value);
  144. }
  145. }
  146. private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
  147. {
  148. switch (Node)
  149. {
  150. case ShaderIrAsg Asg:
  151. {
  152. Traverse(Nodes, Asg, Asg.Dst);
  153. Traverse(Nodes, Asg, Asg.Src);
  154. break;
  155. }
  156. case ShaderIrCond Cond:
  157. {
  158. Traverse(Nodes, Cond, Cond.Pred);
  159. Traverse(Nodes, Cond, Cond.Child);
  160. break;
  161. }
  162. case ShaderIrOp Op:
  163. {
  164. Traverse(Nodes, Op, Op.OperandA);
  165. Traverse(Nodes, Op, Op.OperandB);
  166. Traverse(Nodes, Op, Op.OperandC);
  167. if (Op.Inst == ShaderIrInst.Texq ||
  168. Op.Inst == ShaderIrInst.Texs ||
  169. Op.Inst == ShaderIrInst.Txlf)
  170. {
  171. int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
  172. int Index = Handle - TexStartIndex;
  173. string Name = StagePrefix + TextureName + Index;
  174. m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
  175. }
  176. else if (Op.Inst == ShaderIrInst.Texb)
  177. {
  178. ShaderIrNode HandleSrc = null;
  179. int Index = Array.IndexOf(Nodes, Parent) - 1;
  180. for (; Index >= 0; Index--)
  181. {
  182. ShaderIrNode Curr = Nodes[Index];
  183. if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
  184. {
  185. if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
  186. {
  187. HandleSrc = Asg.Src;
  188. break;
  189. }
  190. }
  191. }
  192. if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
  193. {
  194. string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
  195. m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
  196. }
  197. else
  198. {
  199. throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
  200. }
  201. }
  202. break;
  203. }
  204. case ShaderIrOperCbuf Cbuf:
  205. {
  206. if (!m_Uniforms.ContainsKey(Cbuf.Index))
  207. {
  208. string Name = StagePrefix + UniformName + Cbuf.Index;
  209. ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
  210. m_Uniforms.Add(Cbuf.Index, DeclInfo);
  211. }
  212. break;
  213. }
  214. case ShaderIrOperAbuf Abuf:
  215. {
  216. //This is a built-in variable.
  217. if (Abuf.Offs == LayerAttr ||
  218. Abuf.Offs == PointSizeAttr ||
  219. Abuf.Offs == PointCoordAttrX ||
  220. Abuf.Offs == PointCoordAttrY ||
  221. Abuf.Offs == VertexIdAttr ||
  222. Abuf.Offs == InstanceIdAttr ||
  223. Abuf.Offs == FaceAttr)
  224. {
  225. break;
  226. }
  227. int Index = Abuf.Offs >> 4;
  228. int Elem = (Abuf.Offs >> 2) & 3;
  229. int GlslIndex = Index - AttrStartIndex;
  230. if (GlslIndex < 0)
  231. {
  232. return;
  233. }
  234. ShaderDeclInfo DeclInfo;
  235. if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
  236. {
  237. if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
  238. {
  239. DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
  240. m_OutAttributes.Add(Index, DeclInfo);
  241. }
  242. }
  243. else
  244. {
  245. if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
  246. {
  247. DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
  248. m_InAttributes.Add(Index, DeclInfo);
  249. }
  250. }
  251. DeclInfo.Enlarge(Elem + 1);
  252. if (!m_Attributes.ContainsKey(Index))
  253. {
  254. DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
  255. m_Attributes.Add(Index, DeclInfo);
  256. }
  257. Traverse(Nodes, Abuf, Abuf.Vertex);
  258. break;
  259. }
  260. case ShaderIrOperGpr Gpr:
  261. {
  262. if (!Gpr.IsConst)
  263. {
  264. string Name = GetGprName(Gpr.Index);
  265. m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
  266. }
  267. break;
  268. }
  269. case ShaderIrOperPred Pred:
  270. {
  271. if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
  272. {
  273. string Name = PredName + Pred.Index;
  274. m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
  275. }
  276. break;
  277. }
  278. }
  279. }
  280. private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
  281. {
  282. //This is used to check if the dictionary already contains
  283. //a entry for a vector at a given index position.
  284. //Used to enable turning gprs into vectors.
  285. int VecIndex = Index & ~3;
  286. if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
  287. {
  288. if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
  289. {
  290. return true;
  291. }
  292. }
  293. return Decls.ContainsKey(Index);
  294. }
  295. }
  296. }