GlslDecompiler.cs 38 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Globalization;
  4. using System.Linq;
  5. using System.Text;
  6. namespace Ryujinx.Graphics.Gal.Shader
  7. {
  8. public class GlslDecompiler
  9. {
  10. private delegate string GetInstExpr(ShaderIrOp Op);
  11. private Dictionary<ShaderIrInst, GetInstExpr> InstsExpr;
  12. private enum OperType
  13. {
  14. Bool,
  15. F32,
  16. I32
  17. }
  18. private const string IdentationStr = " ";
  19. private static string[] ElemTypes = new string[] { "float", "vec2", "vec3", "vec4" };
  20. private GlslDecl Decl;
  21. private ShaderIrBlock[] Blocks, BlocksB;
  22. private StringBuilder SB;
  23. public GlslDecompiler()
  24. {
  25. InstsExpr = new Dictionary<ShaderIrInst, GetInstExpr>()
  26. {
  27. { ShaderIrInst.Abs, GetAbsExpr },
  28. { ShaderIrInst.Add, GetAddExpr },
  29. { ShaderIrInst.And, GetAndExpr },
  30. { ShaderIrInst.Asr, GetAsrExpr },
  31. { ShaderIrInst.Band, GetBandExpr },
  32. { ShaderIrInst.Bnot, GetBnotExpr },
  33. { ShaderIrInst.Bor, GetBorExpr },
  34. { ShaderIrInst.Bxor, GetBxorExpr },
  35. { ShaderIrInst.Ceil, GetCeilExpr },
  36. { ShaderIrInst.Ceq, GetCeqExpr },
  37. { ShaderIrInst.Cge, GetCgeExpr },
  38. { ShaderIrInst.Cgt, GetCgtExpr },
  39. { ShaderIrInst.Clamps, GetClampsExpr },
  40. { ShaderIrInst.Clampu, GetClampuExpr },
  41. { ShaderIrInst.Cle, GetCleExpr },
  42. { ShaderIrInst.Clt, GetCltExpr },
  43. { ShaderIrInst.Cne, GetCneExpr },
  44. { ShaderIrInst.Exit, GetExitExpr },
  45. { ShaderIrInst.Fabs, GetAbsExpr },
  46. { ShaderIrInst.Fadd, GetAddExpr },
  47. { ShaderIrInst.Fceq, GetCeqExpr },
  48. { ShaderIrInst.Fcequ, GetCequExpr },
  49. { ShaderIrInst.Fcge, GetCgeExpr },
  50. { ShaderIrInst.Fcgeu, GetCgeuExpr },
  51. { ShaderIrInst.Fcgt, GetCgtExpr },
  52. { ShaderIrInst.Fcgtu, GetCgtuExpr },
  53. { ShaderIrInst.Fclamp, GetFclampExpr },
  54. { ShaderIrInst.Fcle, GetCleExpr },
  55. { ShaderIrInst.Fcleu, GetCleuExpr },
  56. { ShaderIrInst.Fclt, GetCltExpr },
  57. { ShaderIrInst.Fcltu, GetCltuExpr },
  58. { ShaderIrInst.Fcnan, GetCnanExpr },
  59. { ShaderIrInst.Fcne, GetCneExpr },
  60. { ShaderIrInst.Fcneu, GetCneuExpr },
  61. { ShaderIrInst.Fcnum, GetCnumExpr },
  62. { ShaderIrInst.Fcos, GetFcosExpr },
  63. { ShaderIrInst.Fex2, GetFex2Expr },
  64. { ShaderIrInst.Ffma, GetFfmaExpr },
  65. { ShaderIrInst.Flg2, GetFlg2Expr },
  66. { ShaderIrInst.Floor, GetFloorExpr },
  67. { ShaderIrInst.Fmax, GetMaxExpr },
  68. { ShaderIrInst.Fmin, GetMinExpr },
  69. { ShaderIrInst.Fmul, GetMulExpr },
  70. { ShaderIrInst.Fneg, GetNegExpr },
  71. { ShaderIrInst.Frcp, GetFrcpExpr },
  72. { ShaderIrInst.Frsq, GetFrsqExpr },
  73. { ShaderIrInst.Fsin, GetFsinExpr },
  74. { ShaderIrInst.Fsqrt, GetFsqrtExpr },
  75. { ShaderIrInst.Ftos, GetFtosExpr },
  76. { ShaderIrInst.Ftou, GetFtouExpr },
  77. { ShaderIrInst.Ipa, GetIpaExpr },
  78. { ShaderIrInst.Kil, GetKilExpr },
  79. { ShaderIrInst.Lsl, GetLslExpr },
  80. { ShaderIrInst.Lsr, GetLsrExpr },
  81. { ShaderIrInst.Max, GetMaxExpr },
  82. { ShaderIrInst.Min, GetMinExpr },
  83. { ShaderIrInst.Mul, GetMulExpr },
  84. { ShaderIrInst.Neg, GetNegExpr },
  85. { ShaderIrInst.Not, GetNotExpr },
  86. { ShaderIrInst.Or, GetOrExpr },
  87. { ShaderIrInst.Stof, GetStofExpr },
  88. { ShaderIrInst.Sub, GetSubExpr },
  89. { ShaderIrInst.Texq, GetTexqExpr },
  90. { ShaderIrInst.Texs, GetTexsExpr },
  91. { ShaderIrInst.Trunc, GetTruncExpr },
  92. { ShaderIrInst.Txlf, GetTxlfExpr },
  93. { ShaderIrInst.Utof, GetUtofExpr },
  94. { ShaderIrInst.Xor, GetXorExpr }
  95. };
  96. }
  97. public GlslProgram Decompile(
  98. IGalMemory Memory,
  99. long VpAPosition,
  100. long VpBPosition,
  101. GalShaderType ShaderType)
  102. {
  103. Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
  104. BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
  105. GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
  106. GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
  107. Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
  108. return Decompile();
  109. }
  110. public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
  111. {
  112. Blocks = ShaderDecoder.Decode(Memory, Position);
  113. BlocksB = null;
  114. Decl = new GlslDecl(Blocks, ShaderType);
  115. return Decompile();
  116. }
  117. private GlslProgram Decompile()
  118. {
  119. SB = new StringBuilder();
  120. SB.AppendLine("#version 410 core");
  121. PrintDeclTextures();
  122. PrintDeclUniforms();
  123. PrintDeclAttributes();
  124. PrintDeclInAttributes();
  125. PrintDeclOutAttributes();
  126. PrintDeclGprs();
  127. PrintDeclPreds();
  128. if (BlocksB != null)
  129. {
  130. PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
  131. SB.AppendLine();
  132. PrintBlockScope(BlocksB[0], null, null, "void " + GlslDecl.ProgramBName + "()", IdentationStr);
  133. }
  134. else
  135. {
  136. PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
  137. }
  138. SB.AppendLine();
  139. PrintMain();
  140. string GlslCode = SB.ToString();
  141. return new GlslProgram(
  142. GlslCode,
  143. Decl.Textures.Values,
  144. Decl.Uniforms.Values);
  145. }
  146. private void PrintDeclTextures()
  147. {
  148. PrintDecls(Decl.Textures, "uniform sampler2D");
  149. }
  150. private void PrintDeclUniforms()
  151. {
  152. if (Decl.ShaderType == GalShaderType.Vertex)
  153. {
  154. SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
  155. }
  156. SB.AppendLine();
  157. foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))
  158. {
  159. SB.AppendLine($"layout (std140) uniform {DeclInfo.Name} {{");
  160. SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{GlslDecl.MaxUboSize}];");
  161. SB.AppendLine("};");
  162. }
  163. if (Decl.Uniforms.Count > 0)
  164. {
  165. SB.AppendLine();
  166. }
  167. }
  168. private void PrintDeclAttributes()
  169. {
  170. PrintDecls(Decl.Attributes);
  171. }
  172. private void PrintDeclInAttributes()
  173. {
  174. if (Decl.ShaderType == GalShaderType.Fragment)
  175. {
  176. SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") in vec4 " + GlslDecl.PositionOutAttrName + ";");
  177. }
  178. PrintDeclAttributes(Decl.InAttributes.Values, "in");
  179. }
  180. private void PrintDeclOutAttributes()
  181. {
  182. if (Decl.ShaderType == GalShaderType.Vertex)
  183. {
  184. SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") out vec4 " + GlslDecl.PositionOutAttrName + ";");
  185. }
  186. PrintDeclAttributes(Decl.OutAttributes.Values, "out");
  187. }
  188. private void PrintDeclAttributes(IEnumerable<ShaderDeclInfo> Decls, string InOut)
  189. {
  190. int Count = 0;
  191. foreach (ShaderDeclInfo DeclInfo in Decls.OrderBy(DeclKeySelector))
  192. {
  193. if (DeclInfo.Index >= 0)
  194. {
  195. SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " " + GetDecl(DeclInfo) + ";");
  196. Count++;
  197. }
  198. }
  199. if (Count > 0)
  200. {
  201. SB.AppendLine();
  202. }
  203. }
  204. private void PrintDeclGprs()
  205. {
  206. PrintDecls(Decl.Gprs);
  207. }
  208. private void PrintDeclPreds()
  209. {
  210. PrintDecls(Decl.Preds, "bool");
  211. }
  212. private void PrintDecls(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, string CustomType = null)
  213. {
  214. foreach (ShaderDeclInfo DeclInfo in Dict.Values.OrderBy(DeclKeySelector))
  215. {
  216. string Name;
  217. if (CustomType != null)
  218. {
  219. Name = CustomType + " " + DeclInfo.Name + ";";
  220. }
  221. else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
  222. {
  223. Name = "layout (location = 0) out " + GetDecl(DeclInfo) + ";" + Environment.NewLine;
  224. }
  225. else
  226. {
  227. Name = GetDecl(DeclInfo) + ";";
  228. }
  229. SB.AppendLine(Name);
  230. }
  231. if (Dict.Count > 0)
  232. {
  233. SB.AppendLine();
  234. }
  235. }
  236. private int DeclKeySelector(ShaderDeclInfo DeclInfo)
  237. {
  238. return DeclInfo.Cbuf << 24 | DeclInfo.Index;
  239. }
  240. private string GetDecl(ShaderDeclInfo DeclInfo)
  241. {
  242. return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
  243. }
  244. private void PrintMain()
  245. {
  246. SB.AppendLine("void main() {");
  247. foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.InAttributes)
  248. {
  249. if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
  250. {
  251. continue;
  252. }
  253. ShaderDeclInfo DeclInfo = KV.Value;
  254. string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
  255. SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
  256. }
  257. if (BlocksB != null)
  258. {
  259. SB.AppendLine(IdentationStr + GlslDecl.ProgramAName + "();");
  260. SB.AppendLine(IdentationStr + GlslDecl.ProgramBName + "();");
  261. }
  262. else
  263. {
  264. SB.AppendLine(IdentationStr + GlslDecl.ProgramName + "();");
  265. }
  266. foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
  267. {
  268. if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
  269. {
  270. continue;
  271. }
  272. ShaderDeclInfo DeclInfo = KV.Value;
  273. string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
  274. SB.AppendLine(IdentationStr + DeclInfo.Name + " = " + Attr.Name + Swizzle + ";");
  275. }
  276. if (Decl.ShaderType == GalShaderType.Vertex)
  277. {
  278. SB.AppendLine(IdentationStr + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
  279. SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + " = gl_Position;");
  280. SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + ".w = 1;");
  281. }
  282. SB.AppendLine("}");
  283. }
  284. private void PrintBlockScope(
  285. ShaderIrBlock Block,
  286. ShaderIrBlock EndBlock,
  287. ShaderIrBlock LoopBlock,
  288. string ScopeName,
  289. string Identation,
  290. bool IsDoWhile = false)
  291. {
  292. string UpIdent = Identation.Substring(0, Identation.Length - IdentationStr.Length);
  293. if (IsDoWhile)
  294. {
  295. SB.AppendLine(UpIdent + "do {");
  296. }
  297. else
  298. {
  299. SB.AppendLine(UpIdent + ScopeName + " {");
  300. }
  301. while (Block != null && Block != EndBlock)
  302. {
  303. ShaderIrNode[] Nodes = Block.GetNodes();
  304. Block = PrintNodes(Block, EndBlock, LoopBlock, Identation, Nodes);
  305. }
  306. if (IsDoWhile)
  307. {
  308. SB.AppendLine(UpIdent + "} " + ScopeName + ";");
  309. }
  310. else
  311. {
  312. SB.AppendLine(UpIdent + "}");
  313. }
  314. }
  315. private ShaderIrBlock PrintNodes(
  316. ShaderIrBlock Block,
  317. ShaderIrBlock EndBlock,
  318. ShaderIrBlock LoopBlock,
  319. string Identation,
  320. params ShaderIrNode[] Nodes)
  321. {
  322. /*
  323. * Notes about control flow and if-else/loop generation:
  324. * The code assumes that the program has sane control flow,
  325. * that is, there's no jumps to a location after another jump or
  326. * jump target (except for the end of an if-else block), and backwards
  327. * jumps to a location before the last loop dominator.
  328. * Such cases needs to be transformed on a step before the GLSL code
  329. * generation to ensure that we have sane graphs to work with.
  330. * TODO: Such transformation is not yet implemented.
  331. */
  332. string NewIdent = Identation + IdentationStr;
  333. ShaderIrBlock LoopTail = GetLoopTailBlock(Block);
  334. if (LoopTail != null && LoopBlock != Block)
  335. {
  336. //Shoock! kuma shock! We have a loop here!
  337. //The entire sequence needs to be inside a do-while block.
  338. ShaderIrBlock LoopEnd = GetDownBlock(LoopTail);
  339. PrintBlockScope(Block, LoopEnd, Block, "while (false)", NewIdent, IsDoWhile: true);
  340. return LoopEnd;
  341. }
  342. foreach (ShaderIrNode Node in Nodes)
  343. {
  344. if (Node is ShaderIrCond Cond)
  345. {
  346. string IfExpr = GetSrcExpr(Cond.Pred, true);
  347. if (Cond.Not)
  348. {
  349. IfExpr = "!(" + IfExpr + ")";
  350. }
  351. if (Cond.Child is ShaderIrOp Op && Op.Inst == ShaderIrInst.Bra)
  352. {
  353. //Branch is a loop branch and would result in infinite recursion.
  354. if (Block.Branch.Position <= Block.Position)
  355. {
  356. SB.AppendLine(Identation + "if (" + IfExpr + ") {");
  357. SB.AppendLine(Identation + IdentationStr + "continue;");
  358. SB.AppendLine(Identation + "}");
  359. continue;
  360. }
  361. string SubScopeName = "if (!" + IfExpr + ")";
  362. PrintBlockScope(Block.Next, Block.Branch, LoopBlock, SubScopeName, NewIdent);
  363. ShaderIrBlock IfElseEnd = GetUpBlock(Block.Branch).Branch;
  364. if (IfElseEnd?.Position > Block.Branch.Position)
  365. {
  366. PrintBlockScope(Block.Branch, IfElseEnd, LoopBlock, "else", NewIdent);
  367. return IfElseEnd;
  368. }
  369. return Block.Branch;
  370. }
  371. else
  372. {
  373. SB.AppendLine(Identation + "if (" + IfExpr + ") {");
  374. PrintNodes(Block, EndBlock, LoopBlock, NewIdent, Cond.Child);
  375. SB.AppendLine(Identation + "}");
  376. }
  377. }
  378. else if (Node is ShaderIrAsg Asg)
  379. {
  380. if (IsValidOutOper(Asg.Dst))
  381. {
  382. string Expr = GetSrcExpr(Asg.Src, true);
  383. Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
  384. SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
  385. }
  386. }
  387. else if (Node is ShaderIrOp Op)
  388. {
  389. if (Op.Inst == ShaderIrInst.Bra)
  390. {
  391. if (Block.Branch.Position <= Block.Position)
  392. {
  393. SB.AppendLine(Identation + "continue;");
  394. }
  395. continue;
  396. }
  397. SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
  398. }
  399. else if (Node is ShaderIrCmnt Cmnt)
  400. {
  401. SB.AppendLine(Identation + "// " + Cmnt.Comment);
  402. }
  403. else
  404. {
  405. throw new InvalidOperationException();
  406. }
  407. }
  408. return Block.Next;
  409. }
  410. private ShaderIrBlock GetUpBlock(ShaderIrBlock Block)
  411. {
  412. return Blocks.FirstOrDefault(x => x.EndPosition == Block.Position);
  413. }
  414. private ShaderIrBlock GetDownBlock(ShaderIrBlock Block)
  415. {
  416. return Blocks.FirstOrDefault(x => x.Position == Block.EndPosition);
  417. }
  418. private ShaderIrBlock GetLoopTailBlock(ShaderIrBlock LoopHead)
  419. {
  420. ShaderIrBlock Tail = null;
  421. foreach (ShaderIrBlock Block in LoopHead.Sources)
  422. {
  423. if (Block.Position >= LoopHead.Position)
  424. {
  425. if (Tail == null || Tail.Position < Block.Position)
  426. {
  427. Tail = Block;
  428. }
  429. }
  430. }
  431. return Tail;
  432. }
  433. private bool IsValidOutOper(ShaderIrNode Node)
  434. {
  435. if (Node is ShaderIrOperGpr Gpr && Gpr.IsConst)
  436. {
  437. return false;
  438. }
  439. else if (Node is ShaderIrOperPred Pred && Pred.IsConst)
  440. {
  441. return false;
  442. }
  443. return true;
  444. }
  445. private string GetDstOperName(ShaderIrNode Node)
  446. {
  447. if (Node is ShaderIrOperAbuf Abuf)
  448. {
  449. return GetOutAbufName(Abuf);
  450. }
  451. else if (Node is ShaderIrOperGpr Gpr)
  452. {
  453. return GetName(Gpr);
  454. }
  455. else if (Node is ShaderIrOperPred Pred)
  456. {
  457. return GetName(Pred);
  458. }
  459. throw new ArgumentException(nameof(Node));
  460. }
  461. private string GetSrcExpr(ShaderIrNode Node, bool Entry = false)
  462. {
  463. switch (Node)
  464. {
  465. case ShaderIrOperAbuf Abuf: return GetName (Abuf);
  466. case ShaderIrOperCbuf Cbuf: return GetName (Cbuf);
  467. case ShaderIrOperGpr Gpr: return GetName (Gpr);
  468. case ShaderIrOperImm Imm: return GetValue(Imm);
  469. case ShaderIrOperImmf Immf: return GetValue(Immf);
  470. case ShaderIrOperPred Pred: return GetName (Pred);
  471. case ShaderIrOp Op:
  472. string Expr;
  473. if (InstsExpr.TryGetValue(Op.Inst, out GetInstExpr GetExpr))
  474. {
  475. Expr = GetExpr(Op);
  476. }
  477. else
  478. {
  479. throw new NotImplementedException(Op.Inst.ToString());
  480. }
  481. if (!Entry && NeedsParentheses(Op))
  482. {
  483. Expr = "(" + Expr + ")";
  484. }
  485. return Expr;
  486. default: throw new ArgumentException(nameof(Node));
  487. }
  488. }
  489. private static bool NeedsParentheses(ShaderIrOp Op)
  490. {
  491. switch (Op.Inst)
  492. {
  493. case ShaderIrInst.Frcp:
  494. return true;
  495. case ShaderIrInst.Ipa:
  496. case ShaderIrInst.Texq:
  497. case ShaderIrInst.Texs:
  498. case ShaderIrInst.Txlf:
  499. return false;
  500. }
  501. return Op.OperandB != null ||
  502. Op.OperandC != null;
  503. }
  504. private string GetName(ShaderIrOperCbuf Cbuf)
  505. {
  506. if (!Decl.Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
  507. {
  508. throw new InvalidOperationException();
  509. }
  510. if (Cbuf.Offs != null)
  511. {
  512. string Offset = "floatBitsToInt(" + GetSrcExpr(Cbuf.Offs) + ")";
  513. string Index = "(" + Cbuf.Pos * 4 + " + " + Offset + ")";
  514. return $"{DeclInfo.Name}_data[{Index} / 16][({Index} / 4) % 4]";
  515. }
  516. else
  517. {
  518. return $"{DeclInfo.Name}_data[{Cbuf.Pos / 4}][{Cbuf.Pos % 4}]";
  519. }
  520. }
  521. private string GetOutAbufName(ShaderIrOperAbuf Abuf)
  522. {
  523. return GetAttrTempName(Abuf);
  524. }
  525. private string GetName(ShaderIrOperAbuf Abuf)
  526. {
  527. //Handle special scalar read-only attributes here.
  528. if (Decl.ShaderType == GalShaderType.Vertex)
  529. {
  530. switch (Abuf.Offs)
  531. {
  532. case GlslDecl.VertexIdAttr: return "gl_VertexID";
  533. case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
  534. }
  535. }
  536. else if (Decl.ShaderType == GalShaderType.TessEvaluation)
  537. {
  538. switch (Abuf.Offs)
  539. {
  540. case GlslDecl.TessCoordAttrX: return "gl_TessCoord.x";
  541. case GlslDecl.TessCoordAttrY: return "gl_TessCoord.y";
  542. case GlslDecl.TessCoordAttrZ: return "gl_TessCoord.z";
  543. }
  544. }
  545. return GetAttrTempName(Abuf);
  546. }
  547. private string GetAttrTempName(ShaderIrOperAbuf Abuf)
  548. {
  549. int Index = Abuf.Offs >> 4;
  550. int Elem = (Abuf.Offs >> 2) & 3;
  551. string Swizzle = "." + GetAttrSwizzle(Elem);
  552. if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
  553. {
  554. //Handle special vec4 attributes here
  555. //(for example, index 7 is aways gl_Position).
  556. if (Index == GlslDecl.GlPositionVec4Index)
  557. {
  558. string Name =
  559. Decl.ShaderType != GalShaderType.Vertex &&
  560. Decl.ShaderType != GalShaderType.Geometry ? GlslDecl.PositionOutAttrName : "gl_Position";
  561. return Name + Swizzle;
  562. }
  563. throw new InvalidOperationException();
  564. }
  565. return DeclInfo.Name + Swizzle;
  566. }
  567. private string GetName(ShaderIrOperGpr Gpr)
  568. {
  569. return Gpr.IsConst ? "0" : GetNameWithSwizzle(Decl.Gprs, Gpr.Index);
  570. }
  571. private string GetValue(ShaderIrOperImm Imm)
  572. {
  573. //Only use hex is the value is too big and would likely be hard to read as int.
  574. if (Imm.Value > 0xfff ||
  575. Imm.Value < -0xfff)
  576. {
  577. return "0x" + Imm.Value.ToString("x8", CultureInfo.InvariantCulture);
  578. }
  579. else
  580. {
  581. return Imm.Value.ToString(CultureInfo.InvariantCulture);
  582. }
  583. }
  584. private string GetValue(ShaderIrOperImmf Immf)
  585. {
  586. return Immf.Value.ToString(CultureInfo.InvariantCulture);
  587. }
  588. private string GetName(ShaderIrOperPred Pred)
  589. {
  590. return Pred.IsConst ? "true" : GetNameWithSwizzle(Decl.Preds, Pred.Index);
  591. }
  592. private string GetNameWithSwizzle(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, int Index)
  593. {
  594. int VecIndex = Index >> 2;
  595. if (Dict.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
  596. {
  597. if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
  598. {
  599. return DeclInfo.Name + "." + GetAttrSwizzle(Index & 3);
  600. }
  601. }
  602. if (!Dict.TryGetValue(Index, out DeclInfo))
  603. {
  604. throw new InvalidOperationException();
  605. }
  606. return DeclInfo.Name;
  607. }
  608. private string GetAttrSwizzle(int Elem)
  609. {
  610. return "xyzw".Substring(Elem, 1);
  611. }
  612. private string GetAbsExpr(ShaderIrOp Op) => GetUnaryCall(Op, "abs");
  613. private string GetAddExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "+");
  614. private string GetAndExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&");
  615. private string GetAsrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">>");
  616. private string GetBandExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&&");
  617. private string GetBnotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "!");
  618. private string GetBorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "||");
  619. private string GetBxorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^^");
  620. private string GetCeilExpr(ShaderIrOp Op) => GetUnaryCall(Op, "ceil");
  621. private string GetClampsExpr(ShaderIrOp Op)
  622. {
  623. return "clamp(" + GetOperExpr(Op, Op.OperandA) + ", " +
  624. GetOperExpr(Op, Op.OperandB) + ", " +
  625. GetOperExpr(Op, Op.OperandC) + ")";
  626. }
  627. private string GetClampuExpr(ShaderIrOp Op)
  628. {
  629. return "int(clamp(uint(" + GetOperExpr(Op, Op.OperandA) + "), " +
  630. "uint(" + GetOperExpr(Op, Op.OperandB) + "), " +
  631. "uint(" + GetOperExpr(Op, Op.OperandC) + ")))";
  632. }
  633. private string GetCeqExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "==");
  634. private string GetCequExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "==");
  635. private string GetCgeExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">=");
  636. private string GetCgeuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">=");
  637. private string GetCgtExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">");
  638. private string GetCgtuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">");
  639. private string GetCleExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<=");
  640. private string GetCleuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<=");
  641. private string GetCltExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<");
  642. private string GetCltuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<");
  643. private string GetCnanExpr(ShaderIrOp Op) => GetUnaryCall(Op, "isnan");
  644. private string GetCneExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "!=");
  645. private string GetCneuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "!=");
  646. private string GetCnumExpr(ShaderIrOp Op) => GetUnaryCall(Op, "!isnan");
  647. private string GetExitExpr(ShaderIrOp Op) => "return";
  648. private string GetFcosExpr(ShaderIrOp Op) => GetUnaryCall(Op, "cos");
  649. private string GetFex2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "exp2");
  650. private string GetFfmaExpr(ShaderIrOp Op) => GetTernaryExpr(Op, "*", "+");
  651. private string GetFclampExpr(ShaderIrOp Op) => GetTernaryCall(Op, "clamp");
  652. private string GetFlg2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "log2");
  653. private string GetFloorExpr(ShaderIrOp Op) => GetUnaryCall(Op, "floor");
  654. private string GetFrcpExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "1 / ");
  655. private string GetFrsqExpr(ShaderIrOp Op) => GetUnaryCall(Op, "inversesqrt");
  656. private string GetFsinExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sin");
  657. private string GetFsqrtExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sqrt");
  658. private string GetFtosExpr(ShaderIrOp Op)
  659. {
  660. return "int(" + GetOperExpr(Op, Op.OperandA) + ")";
  661. }
  662. private string GetFtouExpr(ShaderIrOp Op)
  663. {
  664. return "int(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
  665. }
  666. private string GetIpaExpr(ShaderIrOp Op) => GetSrcExpr(Op.OperandA);
  667. private string GetKilExpr(ShaderIrOp Op) => "discard";
  668. private string GetLslExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<<");
  669. private string GetLsrExpr(ShaderIrOp Op)
  670. {
  671. return "int(uint(" + GetOperExpr(Op, Op.OperandA) + ") >> " +
  672. GetOperExpr(Op, Op.OperandB) + ")";
  673. }
  674. private string GetMaxExpr(ShaderIrOp Op) => GetBinaryCall(Op, "max");
  675. private string GetMinExpr(ShaderIrOp Op) => GetBinaryCall(Op, "min");
  676. private string GetMulExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "*");
  677. private string GetNegExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "-");
  678. private string GetNotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "~");
  679. private string GetOrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "|");
  680. private string GetStofExpr(ShaderIrOp Op)
  681. {
  682. return "float(" + GetOperExpr(Op, Op.OperandA) + ")";
  683. }
  684. private string GetSubExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "-");
  685. private string GetTexqExpr(ShaderIrOp Op)
  686. {
  687. ShaderIrMetaTexq Meta = (ShaderIrMetaTexq)Op.MetaData;
  688. string Ch = "xyzw".Substring(Meta.Elem, 1);
  689. if (Meta.Info == ShaderTexqInfo.Dimension)
  690. {
  691. string Sampler = GetTexSamplerName(Op);
  692. string Lod = GetOperExpr(Op, Op.OperandA); //???
  693. return "textureSize(" + Sampler + ", " + Lod + ")." + Ch;
  694. }
  695. else
  696. {
  697. throw new NotImplementedException(Meta.Info.ToString());
  698. }
  699. }
  700. private string GetTexsExpr(ShaderIrOp Op)
  701. {
  702. ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
  703. string Sampler = GetTexSamplerName(Op);
  704. string Coords = GetTexSamplerCoords(Op);
  705. string Ch = "rgba".Substring(Meta.Elem, 1);
  706. return "texture(" + Sampler + ", " + Coords + ")." + Ch;
  707. }
  708. private string GetTxlfExpr(ShaderIrOp Op)
  709. {
  710. ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
  711. string Sampler = GetTexSamplerName(Op);
  712. string Coords = GetITexSamplerCoords(Op);
  713. string Ch = "rgba".Substring(Meta.Elem, 1);
  714. return "texelFetch(" + Sampler + ", " + Coords + ", 0)." + Ch;
  715. }
  716. private string GetTruncExpr(ShaderIrOp Op) => GetUnaryCall(Op, "trunc");
  717. private string GetUtofExpr(ShaderIrOp Op)
  718. {
  719. return "float(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
  720. }
  721. private string GetXorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^");
  722. private string GetUnaryCall(ShaderIrOp Op, string FuncName)
  723. {
  724. return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ")";
  725. }
  726. private string GetBinaryCall(ShaderIrOp Op, string FuncName)
  727. {
  728. return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
  729. GetOperExpr(Op, Op.OperandB) + ")";
  730. }
  731. private string GetTernaryCall(ShaderIrOp Op, string FuncName)
  732. {
  733. return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
  734. GetOperExpr(Op, Op.OperandB) + ", " +
  735. GetOperExpr(Op, Op.OperandC) + ")";
  736. }
  737. private string GetUnaryExpr(ShaderIrOp Op, string Opr)
  738. {
  739. return Opr + GetOperExpr(Op, Op.OperandA);
  740. }
  741. private string GetBinaryExpr(ShaderIrOp Op, string Opr)
  742. {
  743. return GetOperExpr(Op, Op.OperandA) + " " + Opr + " " +
  744. GetOperExpr(Op, Op.OperandB);
  745. }
  746. private string GetBinaryExprWithNaN(ShaderIrOp Op, string Opr)
  747. {
  748. string A = GetOperExpr(Op, Op.OperandA);
  749. string B = GetOperExpr(Op, Op.OperandB);
  750. string NaNCheck =
  751. " || isnan(" + A + ")" +
  752. " || isnan(" + B + ")";
  753. return A + " " + Opr + " " + B + NaNCheck;
  754. }
  755. private string GetTernaryExpr(ShaderIrOp Op, string Opr1, string Opr2)
  756. {
  757. return GetOperExpr(Op, Op.OperandA) + " " + Opr1 + " " +
  758. GetOperExpr(Op, Op.OperandB) + " " + Opr2 + " " +
  759. GetOperExpr(Op, Op.OperandC);
  760. }
  761. private string GetTexSamplerName(ShaderIrOp Op)
  762. {
  763. ShaderIrOperImm Node = (ShaderIrOperImm)Op.OperandC;
  764. int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
  765. if (!Decl.Textures.TryGetValue(Handle, out ShaderDeclInfo DeclInfo))
  766. {
  767. throw new InvalidOperationException();
  768. }
  769. return DeclInfo.Name;
  770. }
  771. private string GetTexSamplerCoords(ShaderIrOp Op)
  772. {
  773. return "vec2(" + GetOperExpr(Op, Op.OperandA) + ", " +
  774. GetOperExpr(Op, Op.OperandB) + ")";
  775. }
  776. private string GetITexSamplerCoords(ShaderIrOp Op)
  777. {
  778. return "ivec2(" + GetOperExpr(Op, Op.OperandA) + ", " +
  779. GetOperExpr(Op, Op.OperandB) + ")";
  780. }
  781. private string GetOperExpr(ShaderIrOp Op, ShaderIrNode Oper)
  782. {
  783. return GetExprWithCast(Op, Oper, GetSrcExpr(Oper));
  784. }
  785. private static string GetExprWithCast(ShaderIrNode Dst, ShaderIrNode Src, string Expr)
  786. {
  787. //Note: The "DstType" (of the cast) is the type that the operation
  788. //uses on the source operands, while the "SrcType" is the destination
  789. //type of the operand result (if it is a operation) or just the type
  790. //of the variable for registers/uniforms/attributes.
  791. OperType DstType = GetSrcNodeType(Dst);
  792. OperType SrcType = GetDstNodeType(Src);
  793. if (DstType != SrcType)
  794. {
  795. //Check for invalid casts
  796. //(like bool to int/float and others).
  797. if (SrcType != OperType.F32 &&
  798. SrcType != OperType.I32)
  799. {
  800. throw new InvalidOperationException();
  801. }
  802. switch (Src)
  803. {
  804. case ShaderIrOperGpr Gpr:
  805. {
  806. //When the Gpr is ZR, just return the 0 value directly,
  807. //since the float encoding for 0 is 0.
  808. if (Gpr.IsConst)
  809. {
  810. return "0";
  811. }
  812. break;
  813. }
  814. case ShaderIrOperImm Imm:
  815. {
  816. //For integer immediates being used as float,
  817. //it's better (for readability) to just return the float value.
  818. if (DstType == OperType.F32)
  819. {
  820. float Value = BitConverter.Int32BitsToSingle(Imm.Value);
  821. if (!float.IsNaN(Value) && !float.IsInfinity(Value))
  822. {
  823. return Value.ToString(CultureInfo.InvariantCulture);
  824. }
  825. }
  826. break;
  827. }
  828. }
  829. switch (DstType)
  830. {
  831. case OperType.F32: Expr = "intBitsToFloat(" + Expr + ")"; break;
  832. case OperType.I32: Expr = "floatBitsToInt(" + Expr + ")"; break;
  833. }
  834. }
  835. return Expr;
  836. }
  837. private static OperType GetDstNodeType(ShaderIrNode Node)
  838. {
  839. //Special case instructions with the result type different
  840. //from the input types (like integer <-> float conversion) here.
  841. if (Node is ShaderIrOp Op)
  842. {
  843. switch (Op.Inst)
  844. {
  845. case ShaderIrInst.Stof:
  846. case ShaderIrInst.Txlf:
  847. case ShaderIrInst.Utof:
  848. return OperType.F32;
  849. case ShaderIrInst.Ftos:
  850. case ShaderIrInst.Ftou:
  851. return OperType.I32;
  852. }
  853. }
  854. return GetSrcNodeType(Node);
  855. }
  856. private static OperType GetSrcNodeType(ShaderIrNode Node)
  857. {
  858. switch (Node)
  859. {
  860. case ShaderIrOperAbuf Abuf:
  861. return Abuf.Offs == GlslDecl.VertexIdAttr ||
  862. Abuf.Offs == GlslDecl.InstanceIdAttr
  863. ? OperType.I32
  864. : OperType.F32;
  865. case ShaderIrOperCbuf Cbuf: return OperType.F32;
  866. case ShaderIrOperGpr Gpr: return OperType.F32;
  867. case ShaderIrOperImm Imm: return OperType.I32;
  868. case ShaderIrOperImmf Immf: return OperType.F32;
  869. case ShaderIrOperPred Pred: return OperType.Bool;
  870. case ShaderIrOp Op:
  871. if (Op.Inst > ShaderIrInst.B_Start &&
  872. Op.Inst < ShaderIrInst.B_End)
  873. {
  874. return OperType.Bool;
  875. }
  876. else if (Op.Inst > ShaderIrInst.F_Start &&
  877. Op.Inst < ShaderIrInst.F_End)
  878. {
  879. return OperType.F32;
  880. }
  881. else if (Op.Inst > ShaderIrInst.I_Start &&
  882. Op.Inst < ShaderIrInst.I_End)
  883. {
  884. return OperType.I32;
  885. }
  886. break;
  887. }
  888. throw new ArgumentException(nameof(Node));
  889. }
  890. }
  891. }