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- using Ryujinx.Graphics.Shader.IntermediateRepresentation;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Linq;
- using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
- using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
- namespace Ryujinx.Graphics.Shader.Translation
- {
- static class Rewriter
- {
- public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
- {
- for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
- {
- BasicBlock block = blocks[blkIndex];
- for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
- {
- if (!(node.Value is Operation operation))
- {
- continue;
- }
- if (UsesGlobalMemory(operation.Inst))
- {
- node = RewriteGlobalAccess(node, config);
- }
- if (operation is TextureOperation texOp)
- {
- if (texOp.Inst == Instruction.TextureSample)
- {
- node = RewriteTextureSample(node, config);
- }
- if (texOp.Type == SamplerType.TextureBuffer)
- {
- node = InsertSnormNormalization(node, config);
- }
- }
- }
- }
- }
- private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
- {
- Operation operation = (Operation)node.Value;
- Operation storageOp;
- Operand PrependOperation(Instruction inst, params Operand[] sources)
- {
- Operand local = Local();
- node.List.AddBefore(node, new Operation(inst, local, sources));
- return local;
- }
- Operand addrLow = operation.GetSource(0);
- Operand addrHigh = operation.GetSource(1);
- Operand sbBaseAddrLow = Const(0);
- Operand sbSlot = Const(0);
- for (int slot = 0; slot < StorageMaxCount; slot++)
- {
- int cbOffset = GetStorageCbOffset(config.Stage, slot);
- Operand baseAddrLow = Cbuf(0, cbOffset);
- Operand baseAddrHigh = Cbuf(0, cbOffset + 1);
- Operand size = Cbuf(0, cbOffset + 2);
- Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow);
- Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow);
- Operand inRangeLow = PrependOperation(Instruction.CompareLessU32, offset, size);
- Operand addrHighBorrowed = PrependOperation(Instruction.Add, addrHigh, borrow);
- Operand inRangeHigh = PrependOperation(Instruction.CompareEqual, addrHighBorrowed, baseAddrHigh);
- Operand inRange = PrependOperation(Instruction.BitwiseAnd, inRangeLow, inRangeHigh);
- sbBaseAddrLow = PrependOperation(Instruction.ConditionalSelect, inRange, baseAddrLow, sbBaseAddrLow);
- sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
- }
- Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
- Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
- Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
- Operand wordOffset = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
- Operand[] sources = new Operand[operation.SourcesCount];
- sources[0] = sbSlot;
- sources[1] = wordOffset;
- for (int index = 2; index < operation.SourcesCount; index++)
- {
- sources[index] = operation.GetSource(index);
- }
- if (operation.Inst.IsAtomic())
- {
- Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
- storageOp = new Operation(inst, operation.Dest, sources);
- }
- else if (operation.Inst == Instruction.LoadGlobal)
- {
- storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
- }
- else
- {
- storageOp = new Operation(Instruction.StoreStorage, null, sources);
- }
- for (int index = 0; index < operation.SourcesCount; index++)
- {
- operation.SetSource(index, null);
- }
- LinkedListNode<INode> oldNode = node;
- node = node.List.AddBefore(node, storageOp);
- node.List.Remove(oldNode);
- return node;
- }
- private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
- {
- TextureOperation texOp = (TextureOperation)node.Value;
- bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
- bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
- bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
- bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle);
- if (!(hasInvalidOffset || isRect))
- {
- return node;
- }
- bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
- bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
- bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
- bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
- bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
- bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
- bool isArray = (texOp.Type & SamplerType.Array) != 0;
- bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
- bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
- bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
- int coordsCount = texOp.Type.GetDimensions();
- int offsetsCount;
- if (hasOffsets)
- {
- offsetsCount = coordsCount * 4;
- }
- else if (hasOffset)
- {
- offsetsCount = coordsCount;
- }
- else
- {
- offsetsCount = 0;
- }
- Operand[] offsets = new Operand[offsetsCount];
- Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
- int copyCount = 0;
- if (isBindless || isIndexed)
- {
- copyCount++;
- }
- Operand[] lodSources = new Operand[copyCount + coordsCount];
- for (int index = 0; index < lodSources.Length; index++)
- {
- lodSources[index] = texOp.GetSource(index);
- }
- copyCount += coordsCount;
- if (isArray)
- {
- copyCount++;
- }
- if (isShadow)
- {
- copyCount++;
- }
- if (hasDerivatives)
- {
- copyCount += coordsCount * 2;
- }
- if (isMultisample)
- {
- copyCount++;
- }
- else if (hasLodLevel)
- {
- copyCount++;
- }
- int srcIndex = 0;
- int dstIndex = 0;
- for (int index = 0; index < copyCount; index++)
- {
- sources[dstIndex++] = texOp.GetSource(srcIndex++);
- }
- bool areAllOffsetsConstant = true;
- for (int index = 0; index < offsetsCount; index++)
- {
- Operand offset = texOp.GetSource(srcIndex++);
- areAllOffsetsConstant &= offset.Type == OperandType.Constant;
- offsets[index] = offset;
- }
- hasInvalidOffset &= !areAllOffsetsConstant;
- if (!(hasInvalidOffset || isRect))
- {
- return node;
- }
- if (hasLodBias)
- {
- sources[dstIndex++] = texOp.GetSource(srcIndex++);
- }
- if (isGather && !isShadow)
- {
- sources[dstIndex++] = texOp.GetSource(srcIndex++);
- }
- int coordsIndex = isBindless || isIndexed ? 1 : 0;
- int componentIndex = texOp.Index;
- Operand Int(Operand value)
- {
- Operand res = Local();
- node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
- return res;
- }
- Operand Float(Operand value)
- {
- Operand res = Local();
- node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
- return res;
- }
- // Emulate texture rectangle by normalizing the coordinates on the shader.
- // When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
- // and otherwise, it is expected to be in the [0, 1] range.
- // We normalize by dividing the coords by the texture size.
- if (isRect && !intCoords)
- {
- for (int index = 0; index < coordsCount; index++)
- {
- Operand coordSize = Local();
- Operand[] texSizeSources;
- if (isBindless || isIndexed)
- {
- texSizeSources = new Operand[] { sources[0], Const(0) };
- }
- else
- {
- texSizeSources = new Operand[] { Const(0) };
- }
- node.List.AddBefore(node, new TextureOperation(
- Instruction.TextureSize,
- texOp.Type,
- texOp.Flags,
- texOp.Handle,
- index,
- coordSize,
- texSizeSources));
- Operand source = sources[coordsIndex + index];
- Operand coordNormalized = Local();
- node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
- sources[coordsIndex + index] = coordNormalized;
- }
- }
- // Technically, non-constant texture offsets are not allowed (according to the spec),
- // however some GPUs does support that.
- // For GPUs where it is not supported, we can replace the instruction with the following:
- // For texture*Offset, we replace it by texture*, and add the offset to the P coords.
- // The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
- // For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
- // For textureGatherOffset, we take advantage of the fact that the operation is already broken down
- // to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
- // for each pixel.
- if (hasInvalidOffset)
- {
- if (intCoords)
- {
- for (int index = 0; index < coordsCount; index++)
- {
- Operand source = sources[coordsIndex + index];
- Operand coordPlusOffset = Local();
- node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
- sources[coordsIndex + index] = coordPlusOffset;
- }
- }
- else
- {
- Operand lod = Local();
- node.List.AddBefore(node, new TextureOperation(
- Instruction.Lod,
- texOp.Type,
- texOp.Flags,
- texOp.Handle,
- 1,
- lod,
- lodSources));
- for (int index = 0; index < coordsCount; index++)
- {
- Operand coordSize = Local();
- Operand[] texSizeSources;
- if (isBindless || isIndexed)
- {
- texSizeSources = new Operand[] { sources[0], Int(lod) };
- }
- else
- {
- texSizeSources = new Operand[] { Int(lod) };
- }
- node.List.AddBefore(node, new TextureOperation(
- Instruction.TextureSize,
- texOp.Type,
- texOp.Flags,
- texOp.Handle,
- index,
- coordSize,
- texSizeSources));
- Operand offset = Local();
- Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
- node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
- Operand source = sources[coordsIndex + index];
- Operand coordPlusOffset = Local();
- node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
- sources[coordsIndex + index] = coordPlusOffset;
- }
- }
- if (isGather && !isShadow)
- {
- Operand gatherComponent = sources[dstIndex - 1];
- Debug.Assert(gatherComponent.Type == OperandType.Constant);
- componentIndex = gatherComponent.Value;
- }
- }
- TextureOperation newTexOp = new TextureOperation(
- Instruction.TextureSample,
- texOp.Type,
- texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
- texOp.Handle,
- componentIndex,
- texOp.Dest,
- sources);
- for (int index = 0; index < texOp.SourcesCount; index++)
- {
- texOp.SetSource(index, null);
- }
- LinkedListNode<INode> oldNode = node;
- node = node.List.AddBefore(node, newTexOp);
- node.List.Remove(oldNode);
- return node;
- }
- private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
- {
- TextureOperation texOp = (TextureOperation)node.Value;
- TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
- int maxPositive = format switch
- {
- TextureFormat.R8Snorm => sbyte.MaxValue,
- TextureFormat.R8G8Snorm => sbyte.MaxValue,
- TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
- TextureFormat.R16Snorm => short.MaxValue,
- TextureFormat.R16G16Snorm => short.MaxValue,
- TextureFormat.R16G16B16A16Snorm => short.MaxValue,
- _ => 0
- };
- // The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
- if (maxPositive == 0)
- {
- return node;
- }
- // Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
- INode[] uses = texOp.Dest.UseOps.ToArray();
- Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
- Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
- node = node.List.AddAfter(node, convOp);
- node = node.List.AddAfter(node, normOp);
- foreach (INode useOp in uses)
- {
- if (!(useOp is Operation op))
- {
- continue;
- }
- // Replace all uses of the texture pixel value with the normalized value.
- for (int index = 0; index < op.SourcesCount; index++)
- {
- if (op.GetSource(index) == texOp.Dest)
- {
- op.SetSource(index, normOp.Dest);
- }
- }
- }
- return node;
- }
- }
- }
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