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- using Ryujinx.Graphics.Shader.Decoders;
- using Ryujinx.Graphics.Shader.IntermediateRepresentation;
- using Ryujinx.Graphics.Shader.Translation;
- using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
- using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
- namespace Ryujinx.Graphics.Shader.Instructions
- {
- static partial class InstEmit
- {
- public static void Al2p(EmitterContext context)
- {
- InstAl2p op = context.GetOp<InstAl2p>();
- context.Copy(GetDest(op.Dest), context.IAdd(GetSrcReg(context, op.SrcA), Const(op.Imm11)));
- }
- public static void Ald(EmitterContext context)
- {
- InstAld op = context.GetOp<InstAld>();
- // Some of those attributes are per invocation,
- // so we should ignore any primitive vertex indexing for those.
- bool hasPrimitiveVertex = AttributeMap.HasPrimitiveVertex(context.Config.Stage, op.O) && !op.P;
- if (!op.Phys)
- {
- hasPrimitiveVertex &= HasPrimitiveVertex(op.Imm11);
- }
- Operand primVertex = hasPrimitiveVertex ? context.Copy(GetSrcReg(context, op.SrcB)) : null;
- for (int index = 0; index < (int)op.AlSize + 1; index++)
- {
- Register rd = new Register(op.Dest + index, RegisterType.Gpr);
- if (rd.IsRZ)
- {
- break;
- }
- if (op.Phys)
- {
- Operand offset = context.ISubtract(GetSrcReg(context, op.SrcA), Const(AttributeConsts.UserAttributeBase));
- Operand vecIndex = context.ShiftRightU32(offset, Const(4));
- Operand elemIndex = context.BitwiseAnd(context.ShiftRightU32(offset, Const(2)), Const(3));
- StorageKind storageKind = op.O ? StorageKind.Output : StorageKind.Input;
- context.Copy(Register(rd), context.Load(storageKind, IoVariable.UserDefined, primVertex, vecIndex, elemIndex));
- }
- else if (op.SrcB == RegisterConsts.RegisterZeroIndex || op.P)
- {
- int offset = FixedFuncToUserAttribute(context.Config, op.Imm11 + index * 4, op.O);
- context.FlagAttributeRead(offset);
- bool isOutput = op.O && CanLoadOutput(offset);
- if (!op.P && !isOutput && TryConvertIdToIndexForVulkan(context, offset, out Operand value))
- {
- context.Copy(Register(rd), value);
- }
- else
- {
- context.Copy(Register(rd), AttributeMap.GenerateAttributeLoad(context, primVertex, offset, isOutput, op.P));
- }
- }
- else
- {
- int offset = FixedFuncToUserAttribute(context.Config, op.Imm11 + index * 4, op.O);
- context.FlagAttributeRead(offset);
- bool isOutput = op.O && CanLoadOutput(offset);
- context.Copy(Register(rd), AttributeMap.GenerateAttributeLoad(context, primVertex, offset, isOutput, false));
- }
- }
- }
- public static void Ast(EmitterContext context)
- {
- InstAst op = context.GetOp<InstAst>();
- for (int index = 0; index < (int)op.AlSize + 1; index++)
- {
- if (op.SrcB + index > RegisterConsts.RegisterZeroIndex)
- {
- break;
- }
- Register rd = new Register(op.SrcB + index, RegisterType.Gpr);
- if (op.Phys)
- {
- Operand offset = context.ISubtract(GetSrcReg(context, op.SrcA), Const(AttributeConsts.UserAttributeBase));
- Operand vecIndex = context.ShiftRightU32(offset, Const(4));
- Operand elemIndex = context.BitwiseAnd(context.ShiftRightU32(offset, Const(2)), Const(3));
- Operand invocationId = AttributeMap.HasInvocationId(context.Config.Stage, isOutput: true)
- ? context.Load(StorageKind.Input, IoVariable.InvocationId)
- : null;
- context.Store(StorageKind.Output, IoVariable.UserDefined, invocationId, vecIndex, elemIndex, Register(rd));
- }
- else
- {
- // TODO: Support indirect stores using Ra.
- int offset = op.Imm11 + index * 4;
- if (!context.Config.IsUsedOutputAttribute(offset))
- {
- return;
- }
- offset = FixedFuncToUserAttribute(context.Config, offset, isOutput: true);
- context.FlagAttributeWritten(offset);
- AttributeMap.GenerateAttributeStore(context, offset, op.P, Register(rd));
- }
- }
- }
- public static void Ipa(EmitterContext context)
- {
- InstIpa op = context.GetOp<InstIpa>();
- context.FlagAttributeRead(op.Imm10);
- Operand res;
- bool isFixedFunc = false;
- if (op.Idx)
- {
- Operand offset = context.ISubtract(GetSrcReg(context, op.SrcA), Const(AttributeConsts.UserAttributeBase));
- Operand vecIndex = context.ShiftRightU32(offset, Const(4));
- Operand elemIndex = context.BitwiseAnd(context.ShiftRightU32(offset, Const(2)), Const(3));
- res = context.Load(StorageKind.Input, IoVariable.UserDefined, null, vecIndex, elemIndex);
- res = context.FPMultiply(res, context.Load(StorageKind.Input, IoVariable.FragmentCoord, null, Const(3)));
- }
- else
- {
- isFixedFunc = TryFixedFuncToUserAttributeIpa(context, op.Imm10, out res);
- if (op.Imm10 >= AttributeConsts.UserAttributeBase && op.Imm10 < AttributeConsts.UserAttributeEnd)
- {
- int index = (op.Imm10 - AttributeConsts.UserAttributeBase) >> 4;
- if (context.Config.ImapTypes[index].GetFirstUsedType() == PixelImap.Perspective)
- {
- res = context.FPMultiply(res, context.Load(StorageKind.Input, IoVariable.FragmentCoord, null, Const(3)));
- }
- }
- else if (op.Imm10 == AttributeConsts.PositionX || op.Imm10 == AttributeConsts.PositionY)
- {
- // FragCoord X/Y must be divided by the render target scale, if resolution scaling is active,
- // because the shader code is not expecting scaled values.
- res = context.FPDivide(res, context.Load(StorageKind.Input, IoVariable.SupportBlockRenderScale, null, Const(0)));
- }
- else if (op.Imm10 == AttributeConsts.FrontFacing && context.Config.GpuAccessor.QueryHostHasFrontFacingBug())
- {
- // gl_FrontFacing sometimes has incorrect (flipped) values depending how it is accessed on Intel GPUs.
- // This weird trick makes it behave.
- res = context.ICompareLess(context.INegate(context.IConvertS32ToFP32(res)), Const(0));
- }
- }
- if (op.IpaOp == IpaOp.Multiply && !isFixedFunc)
- {
- Operand srcB = GetSrcReg(context, op.SrcB);
- res = context.FPMultiply(res, srcB);
- }
- res = context.FPSaturate(res, op.Sat);
- context.Copy(GetDest(op.Dest), res);
- }
- public static void Isberd(EmitterContext context)
- {
- InstIsberd op = context.GetOp<InstIsberd>();
- // This instruction performs a load from ISBE (Internal Stage Buffer Entry) memory.
- // Here, we just propagate the offset, as the result from this instruction is usually
- // used with ALD to perform vertex load on geometry or tessellation shaders.
- // The offset is calculated as (PrimitiveIndex * VerticesPerPrimitive) + VertexIndex.
- // Since we hardcode PrimitiveIndex to zero, then the offset will be just VertexIndex.
- context.Copy(GetDest(op.Dest), GetSrcReg(context, op.SrcA));
- }
- public static void OutR(EmitterContext context)
- {
- InstOutR op = context.GetOp<InstOutR>();
- EmitOut(context, op.OutType.HasFlag(OutType.Emit), op.OutType.HasFlag(OutType.Cut));
- }
- public static void OutI(EmitterContext context)
- {
- InstOutI op = context.GetOp<InstOutI>();
- EmitOut(context, op.OutType.HasFlag(OutType.Emit), op.OutType.HasFlag(OutType.Cut));
- }
- public static void OutC(EmitterContext context)
- {
- InstOutC op = context.GetOp<InstOutC>();
- EmitOut(context, op.OutType.HasFlag(OutType.Emit), op.OutType.HasFlag(OutType.Cut));
- }
- private static void EmitOut(EmitterContext context, bool emit, bool cut)
- {
- if (!(emit || cut))
- {
- context.Config.GpuAccessor.Log("Invalid OUT encoding.");
- }
- if (emit)
- {
- if (context.Config.LastInVertexPipeline)
- {
- context.PrepareForVertexReturn(out var tempXLocal, out var tempYLocal, out var tempZLocal);
- context.EmitVertex();
- // Restore output position value before transformation.
- if (tempXLocal != null)
- {
- context.Copy(context.Load(StorageKind.Input, IoVariable.Position, null, Const(0)), tempXLocal);
- }
- if (tempYLocal != null)
- {
- context.Copy(context.Load(StorageKind.Input, IoVariable.Position, null, Const(1)), tempYLocal);
- }
- if (tempZLocal != null)
- {
- context.Copy(context.Load(StorageKind.Input, IoVariable.Position, null, Const(2)), tempZLocal);
- }
- }
- else
- {
- context.EmitVertex();
- }
- }
- if (cut)
- {
- context.EndPrimitive();
- }
- }
- private static bool HasPrimitiveVertex(int attr)
- {
- return attr != AttributeConsts.PrimitiveId &&
- attr != AttributeConsts.TessCoordX &&
- attr != AttributeConsts.TessCoordY;
- }
- private static bool CanLoadOutput(int attr)
- {
- return attr != AttributeConsts.TessCoordX && attr != AttributeConsts.TessCoordY;
- }
- private static bool TryFixedFuncToUserAttributeIpa(EmitterContext context, int attr, out Operand selectedAttr)
- {
- if (attr >= AttributeConsts.FrontColorDiffuseR && attr < AttributeConsts.BackColorDiffuseR)
- {
- // TODO: If two sided rendering is enabled, then this should return
- // FrontColor if the fragment is front facing, and back color otherwise.
- selectedAttr = GenerateIpaLoad(context, FixedFuncToUserAttribute(context.Config, attr, isOutput: false));
- return true;
- }
- else if (attr == AttributeConsts.FogCoord)
- {
- // TODO: We likely need to emulate the fixed-function functionality for FogCoord here.
- selectedAttr = GenerateIpaLoad(context, FixedFuncToUserAttribute(context.Config, attr, isOutput: false));
- return true;
- }
- else if (attr >= AttributeConsts.BackColorDiffuseR && attr < AttributeConsts.ClipDistance0)
- {
- selectedAttr = ConstF(((attr >> 2) & 3) == 3 ? 1f : 0f);
- return true;
- }
- else if (attr >= AttributeConsts.TexCoordBase && attr < AttributeConsts.TexCoordEnd)
- {
- selectedAttr = GenerateIpaLoad(context, FixedFuncToUserAttribute(context.Config, attr, isOutput: false));
- return true;
- }
- selectedAttr = GenerateIpaLoad(context, attr);
- return false;
- }
- private static Operand GenerateIpaLoad(EmitterContext context, int offset)
- {
- return AttributeMap.GenerateAttributeLoad(context, null, offset, isOutput: false, isPerPatch: false);
- }
- private static int FixedFuncToUserAttribute(ShaderConfig config, int attr, bool isOutput)
- {
- bool supportsLayerFromVertexOrTess = config.GpuAccessor.QueryHostSupportsLayerVertexTessellation();
- int fixedStartAttr = supportsLayerFromVertexOrTess ? 0 : 1;
- if (attr == AttributeConsts.Layer && config.Stage != ShaderStage.Geometry && !supportsLayerFromVertexOrTess)
- {
- attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.Layer, 0, isOutput);
- config.SetLayerOutputAttribute(attr);
- }
- else if (attr == AttributeConsts.FogCoord)
- {
- attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.FogCoord, fixedStartAttr, isOutput);
- }
- else if (attr >= AttributeConsts.FrontColorDiffuseR && attr < AttributeConsts.ClipDistance0)
- {
- attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.FrontColorDiffuseR, fixedStartAttr + 1, isOutput);
- }
- else if (attr >= AttributeConsts.TexCoordBase && attr < AttributeConsts.TexCoordEnd)
- {
- attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.TexCoordBase, fixedStartAttr + 5, isOutput);
- }
- return attr;
- }
- private static int FixedFuncToUserAttribute(ShaderConfig config, int attr, int baseAttr, int baseIndex, bool isOutput)
- {
- int index = (attr - baseAttr) >> 4;
- int userAttrIndex = config.GetFreeUserAttribute(isOutput, baseIndex + index);
- if ((uint)userAttrIndex < Constants.MaxAttributes)
- {
- attr = AttributeConsts.UserAttributeBase + userAttrIndex * 16 + (attr & 0xf);
- if (isOutput)
- {
- config.SetOutputUserAttributeFixedFunc(userAttrIndex);
- }
- else
- {
- config.SetInputUserAttributeFixedFunc(userAttrIndex);
- }
- }
- else
- {
- config.GpuAccessor.Log($"No enough user attributes for fixed attribute offset 0x{attr:X}.");
- }
- return attr;
- }
- private static bool TryConvertIdToIndexForVulkan(EmitterContext context, int attr, out Operand value)
- {
- if (context.Config.Options.TargetApi == TargetApi.Vulkan)
- {
- if (attr == AttributeConsts.InstanceId)
- {
- value = context.ISubtract(
- context.Load(StorageKind.Input, IoVariable.InstanceIndex),
- context.Load(StorageKind.Input, IoVariable.BaseInstance));
- return true;
- }
- else if (attr == AttributeConsts.VertexId)
- {
- value = context.Load(StorageKind.Input, IoVariable.VertexIndex);
- return true;
- }
- }
- value = null;
- return false;
- }
- }
- }
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