GlslDecl.cs 6.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212
  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. private const string InAttrName = "in_attr";
  11. private const string OutAttrName = "out_attr";
  12. private const string UniformName = "c";
  13. private const string GprName = "gpr";
  14. private const string PredName = "pred";
  15. private const string TextureName = "tex";
  16. public const string FragmentOutputName = "FragColor";
  17. private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
  18. private string StagePrefix;
  19. private Dictionary<int, ShaderDeclInfo> m_Textures;
  20. private Dictionary<(int, int), ShaderDeclInfo> m_Uniforms;
  21. private Dictionary<int, ShaderDeclInfo> m_InAttributes;
  22. private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
  23. private Dictionary<int, ShaderDeclInfo> m_Gprs;
  24. private Dictionary<int, ShaderDeclInfo> m_Preds;
  25. public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
  26. public IReadOnlyDictionary<(int, int), ShaderDeclInfo> Uniforms => m_Uniforms;
  27. public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
  28. public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
  29. public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
  30. public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
  31. public GalShaderType ShaderType { get; private set; }
  32. public GlslDecl(ShaderIrNode[] Nodes, GalShaderType ShaderType)
  33. {
  34. this.ShaderType = ShaderType;
  35. StagePrefix = StagePrefixes[(int)ShaderType] + "_";
  36. m_Uniforms = new Dictionary<(int, int), ShaderDeclInfo>();
  37. m_Textures = new Dictionary<int, ShaderDeclInfo>();
  38. m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
  39. m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
  40. m_Gprs = new Dictionary<int, ShaderDeclInfo>();
  41. m_Preds = new Dictionary<int, ShaderDeclInfo>();
  42. //FIXME: Only valid for vertex shaders.
  43. if (ShaderType == GalShaderType.Fragment)
  44. {
  45. m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
  46. }
  47. else
  48. {
  49. m_OutAttributes.Add(7, new ShaderDeclInfo("gl_Position", -1, 0, 4));
  50. }
  51. foreach (ShaderIrNode Node in Nodes)
  52. {
  53. Traverse(null, Node);
  54. }
  55. }
  56. private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
  57. {
  58. switch (Node)
  59. {
  60. case ShaderIrAsg Asg:
  61. {
  62. Traverse(Asg, Asg.Dst);
  63. Traverse(Asg, Asg.Src);
  64. break;
  65. }
  66. case ShaderIrCond Cond:
  67. {
  68. Traverse(Cond, Cond.Pred);
  69. Traverse(Cond, Cond.Child);
  70. break;
  71. }
  72. case ShaderIrOp Op:
  73. {
  74. Traverse(Op, Op.OperandA);
  75. Traverse(Op, Op.OperandB);
  76. Traverse(Op, Op.OperandC);
  77. if (Op.Inst == ShaderIrInst.Texr ||
  78. Op.Inst == ShaderIrInst.Texg ||
  79. Op.Inst == ShaderIrInst.Texb ||
  80. Op.Inst == ShaderIrInst.Texa)
  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. }