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) : this(ShaderType)
  68. {
  69. StagePrefix = StagePrefixes[(int)ShaderType] + "_";
  70. if (ShaderType == GalShaderType.Fragment)
  71. {
  72. m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
  73. }
  74. foreach (ShaderIrBlock Block in Blocks)
  75. {
  76. ShaderIrNode[] Nodes = Block.GetNodes();
  77. foreach (ShaderIrNode Node in Nodes)
  78. {
  79. Traverse(Nodes, null, Node);
  80. }
  81. }
  82. }
  83. public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
  84. {
  85. GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
  86. Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
  87. Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
  88. Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
  89. Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
  90. Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
  91. Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
  92. //Merge input attributes.
  93. foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
  94. {
  95. Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
  96. }
  97. foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
  98. {
  99. //If Vertex Program A already writes to this attribute,
  100. //then we don't need to add it as an input attribute since
  101. //Vertex Program A will already have written to it anyway,
  102. //and there's no guarantee that there is an input attribute
  103. //for this slot.
  104. if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
  105. {
  106. Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
  107. }
  108. }
  109. return Combined;
  110. }
  111. private static void Merge(
  112. Dictionary<int, ShaderDeclInfo> C,
  113. Dictionary<int, ShaderDeclInfo> A,
  114. Dictionary<int, ShaderDeclInfo> B)
  115. {
  116. foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
  117. {
  118. C.TryAdd(KV.Key, KV.Value);
  119. }
  120. foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
  121. {
  122. C.TryAdd(KV.Key, KV.Value);
  123. }
  124. }
  125. private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
  126. {
  127. switch (Node)
  128. {
  129. case ShaderIrAsg Asg:
  130. {
  131. Traverse(Nodes, Asg, Asg.Dst);
  132. Traverse(Nodes, Asg, Asg.Src);
  133. break;
  134. }
  135. case ShaderIrCond Cond:
  136. {
  137. Traverse(Nodes, Cond, Cond.Pred);
  138. Traverse(Nodes, Cond, Cond.Child);
  139. break;
  140. }
  141. case ShaderIrOp Op:
  142. {
  143. Traverse(Nodes, Op, Op.OperandA);
  144. Traverse(Nodes, Op, Op.OperandB);
  145. Traverse(Nodes, Op, Op.OperandC);
  146. if (Op.Inst == ShaderIrInst.Texq ||
  147. Op.Inst == ShaderIrInst.Texs ||
  148. Op.Inst == ShaderIrInst.Txlf)
  149. {
  150. int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
  151. int Index = Handle - TexStartIndex;
  152. string Name = StagePrefix + TextureName + Index;
  153. m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
  154. }
  155. else if (Op.Inst == ShaderIrInst.Texb)
  156. {
  157. ShaderIrNode HandleSrc = null;
  158. int Index = Array.IndexOf(Nodes, Parent) - 1;
  159. for (; Index >= 0; Index--)
  160. {
  161. ShaderIrNode Curr = Nodes[Index];
  162. if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
  163. {
  164. if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
  165. {
  166. HandleSrc = Asg.Src;
  167. break;
  168. }
  169. }
  170. }
  171. if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
  172. {
  173. string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
  174. m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
  175. }
  176. else
  177. {
  178. throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
  179. }
  180. }
  181. break;
  182. }
  183. case ShaderIrOperCbuf Cbuf:
  184. {
  185. if (!m_Uniforms.ContainsKey(Cbuf.Index))
  186. {
  187. string Name = StagePrefix + UniformName + Cbuf.Index;
  188. ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
  189. m_Uniforms.Add(Cbuf.Index, DeclInfo);
  190. }
  191. break;
  192. }
  193. case ShaderIrOperAbuf Abuf:
  194. {
  195. //This is a built-in variable.
  196. if (Abuf.Offs == LayerAttr ||
  197. Abuf.Offs == PointSizeAttr ||
  198. Abuf.Offs == PointCoordAttrX ||
  199. Abuf.Offs == PointCoordAttrY ||
  200. Abuf.Offs == VertexIdAttr ||
  201. Abuf.Offs == InstanceIdAttr ||
  202. Abuf.Offs == FaceAttr)
  203. {
  204. break;
  205. }
  206. int Index = Abuf.Offs >> 4;
  207. int Elem = (Abuf.Offs >> 2) & 3;
  208. int GlslIndex = Index - AttrStartIndex;
  209. if (GlslIndex < 0)
  210. {
  211. return;
  212. }
  213. ShaderDeclInfo DeclInfo;
  214. if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
  215. {
  216. if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
  217. {
  218. DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
  219. m_OutAttributes.Add(Index, DeclInfo);
  220. }
  221. }
  222. else
  223. {
  224. if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
  225. {
  226. DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
  227. m_InAttributes.Add(Index, DeclInfo);
  228. }
  229. }
  230. DeclInfo.Enlarge(Elem + 1);
  231. if (!m_Attributes.ContainsKey(Index))
  232. {
  233. DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
  234. m_Attributes.Add(Index, DeclInfo);
  235. }
  236. Traverse(Nodes, Abuf, Abuf.Vertex);
  237. break;
  238. }
  239. case ShaderIrOperGpr Gpr:
  240. {
  241. if (!Gpr.IsConst && !HasName(m_Gprs, Gpr.Index))
  242. {
  243. string Name = GprName + Gpr.Index;
  244. m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
  245. }
  246. break;
  247. }
  248. case ShaderIrOperPred Pred:
  249. {
  250. if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
  251. {
  252. string Name = PredName + Pred.Index;
  253. m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
  254. }
  255. break;
  256. }
  257. }
  258. }
  259. private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
  260. {
  261. //This is used to check if the dictionary already contains
  262. //a entry for a vector at a given index position.
  263. //Used to enable turning gprs into vectors.
  264. int VecIndex = Index & ~3;
  265. if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
  266. {
  267. if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
  268. {
  269. return true;
  270. }
  271. }
  272. return Decls.ContainsKey(Index);
  273. }
  274. }
  275. }