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- using Ryujinx.Graphics.Texture;
- using System;
- using System.Collections.Generic;
- namespace Ryujinx.Graphics.Gal.Shader
- {
- class GlslDecl
- {
- public const int LayerAttr = 0x064;
- public const int PointSizeAttr = 0x06c;
- public const int PointCoordAttrX = 0x2e0;
- public const int PointCoordAttrY = 0x2e4;
- public const int TessCoordAttrX = 0x2f0;
- public const int TessCoordAttrY = 0x2f4;
- public const int TessCoordAttrZ = 0x2f8;
- public const int InstanceIdAttr = 0x2f8;
- public const int VertexIdAttr = 0x2fc;
- public const int FaceAttr = 0x3fc;
- public const int GlPositionVec4Index = 7;
- public const int PositionOutAttrLocation = 15;
- private const int AttrStartIndex = 8;
- private const int TexStartIndex = 8;
- public const string PositionOutAttrName = "position";
- private const string TextureName = "tex";
- private const string UniformName = "c";
- private const string AttrName = "attr";
- private const string InAttrName = "in_" + AttrName;
- private const string OutAttrName = "out_" + AttrName;
- private const string GprName = "gpr";
- private const string PredName = "pred";
- public const string FragmentOutputName = "FragColor";
- public const string ExtraUniformBlockName = "Extra";
- public const string FlipUniformName = "flip";
- public const string InstanceUniformName = "instance";
- public const string BasicBlockName = "bb";
- public const string BasicBlockAName = BasicBlockName + "_a";
- public const string BasicBlockBName = BasicBlockName + "_b";
- public const int SsyStackSize = 16;
- public const string SsyStackName = "ssy_stack";
- public const string SsyCursorName = "ssy_cursor";
- private string[] _stagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
- private string _stagePrefix;
- private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
- private Dictionary<int, ShaderDeclInfo> m_Textures;
- private Dictionary<int, ShaderDeclInfo> m_Uniforms;
- private Dictionary<int, ShaderDeclInfo> m_Attributes;
- private Dictionary<int, ShaderDeclInfo> m_InAttributes;
- private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
- private Dictionary<int, ShaderDeclInfo> m_Gprs;
- private Dictionary<int, ShaderDeclInfo> m_GprsHalf;
- private Dictionary<int, ShaderDeclInfo> m_Preds;
- public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
- public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
- public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
- public IReadOnlyDictionary<int, ShaderDeclInfo> GprsHalf => m_GprsHalf;
- public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
- public GalShaderType ShaderType { get; private set; }
- private GlslDecl(GalShaderType shaderType)
- {
- ShaderType = shaderType;
- m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
- m_Textures = new Dictionary<int, ShaderDeclInfo>();
- m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
- m_Attributes = new Dictionary<int, ShaderDeclInfo>();
- m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
- m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
- m_Gprs = new Dictionary<int, ShaderDeclInfo>();
- m_GprsHalf = new Dictionary<int, ShaderDeclInfo>();
- m_Preds = new Dictionary<int, ShaderDeclInfo>();
- }
- public GlslDecl(ShaderIrBlock[] blocks, GalShaderType shaderType, ShaderHeader header) : this(shaderType)
- {
- _stagePrefix = _stagePrefixes[(int)shaderType] + "_";
- if (shaderType == GalShaderType.Fragment)
- {
- int index = 0;
- for (int attachment = 0; attachment < 8; attachment++)
- {
- for (int component = 0; component < 4; component++)
- {
- if (header.OmapTargets[attachment].ComponentEnabled(component))
- {
- m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
- index++;
- }
- }
- }
- if (header.OmapDepth)
- {
- index = header.DepthRegister;
- m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
- }
- }
- foreach (ShaderIrBlock block in blocks)
- {
- ShaderIrNode[] nodes = block.GetNodes();
- foreach (ShaderIrNode node in nodes)
- {
- Traverse(nodes, null, node);
- }
- }
- }
- public static GlslDecl Merge(GlslDecl vpA, GlslDecl vpB)
- {
- GlslDecl combined = new GlslDecl(GalShaderType.Vertex);
- Merge(combined.m_Textures, vpA.m_Textures, vpB.m_Textures);
- Merge(combined.m_Uniforms, vpA.m_Uniforms, vpB.m_Uniforms);
- Merge(combined.m_Attributes, vpA.m_Attributes, vpB.m_Attributes);
- Merge(combined.m_OutAttributes, vpA.m_OutAttributes, vpB.m_OutAttributes);
- Merge(combined.m_Gprs, vpA.m_Gprs, vpB.m_Gprs);
- Merge(combined.m_GprsHalf, vpA.m_GprsHalf, vpB.m_GprsHalf);
- Merge(combined.m_Preds, vpA.m_Preds, vpB.m_Preds);
- //Merge input attributes.
- foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpA.m_InAttributes)
- {
- combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
- }
- foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpB.m_InAttributes)
- {
- //If Vertex Program A already writes to this attribute,
- //then we don't need to add it as an input attribute since
- //Vertex Program A will already have written to it anyway,
- //and there's no guarantee that there is an input attribute
- //for this slot.
- if (!vpA.m_OutAttributes.ContainsKey(kv.Key))
- {
- combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
- }
- }
- return combined;
- }
- public static string GetGprName(int index)
- {
- return GprName + index;
- }
- private static void Merge(
- Dictionary<int, ShaderDeclInfo> c,
- Dictionary<int, ShaderDeclInfo> a,
- Dictionary<int, ShaderDeclInfo> b)
- {
- foreach (KeyValuePair<int, ShaderDeclInfo> kv in a)
- {
- c.TryAdd(kv.Key, kv.Value);
- }
- foreach (KeyValuePair<int, ShaderDeclInfo> kv in b)
- {
- c.TryAdd(kv.Key, kv.Value);
- }
- }
- private void Traverse(ShaderIrNode[] nodes, ShaderIrNode parent, ShaderIrNode node)
- {
- switch (node)
- {
- case ShaderIrAsg asg:
- {
- Traverse(nodes, asg, asg.Dst);
- Traverse(nodes, asg, asg.Src);
- break;
- }
- case ShaderIrCond cond:
- {
- Traverse(nodes, cond, cond.Pred);
- Traverse(nodes, cond, cond.Child);
- break;
- }
- case ShaderIrOp op:
- {
- Traverse(nodes, op, op.OperandA);
- Traverse(nodes, op, op.OperandB);
- Traverse(nodes, op, op.OperandC);
- if (op.Inst == ShaderIrInst.Texq ||
- op.Inst == ShaderIrInst.Texs ||
- op.Inst == ShaderIrInst.Tld4 ||
- op.Inst == ShaderIrInst.Txlf)
- {
- int handle = ((ShaderIrOperImm)op.OperandC).Value;
- int index = handle - TexStartIndex;
- string name = _stagePrefix + TextureName + index;
- GalTextureTarget textureTarget;
-
- TextureInstructionSuffix textureInstructionSuffix;
- // TODO: Non 2D texture type for TEXQ?
- if (op.Inst == ShaderIrInst.Texq)
- {
- textureTarget = GalTextureTarget.TwoD;
- textureInstructionSuffix = TextureInstructionSuffix.None;
- }
- else
- {
- ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
- textureTarget = meta.TextureTarget;
- textureInstructionSuffix = meta.TextureInstructionSuffix;
- }
- m_Textures.TryAdd(handle, new ShaderDeclInfo(name, handle, false, 0, 1, textureTarget, textureInstructionSuffix));
- }
- else if (op.Inst == ShaderIrInst.Texb)
- {
- ShaderIrNode handleSrc = null;
- int index = Array.IndexOf(nodes, parent) - 1;
- for (; index >= 0; index--)
- {
- ShaderIrNode curr = nodes[index];
- if (curr is ShaderIrAsg asg && asg.Dst is ShaderIrOperGpr gpr)
- {
- if (gpr.Index == ((ShaderIrOperGpr)op.OperandC).Index)
- {
- handleSrc = asg.Src;
- break;
- }
- }
- }
- if (handleSrc != null && handleSrc is ShaderIrOperCbuf cbuf)
- {
- ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
- string name = _stagePrefix + TextureName + "_cb" + cbuf.Index + "_" + cbuf.Pos;
- m_CbTextures.Add(op, new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index, 1, meta.TextureTarget, meta.TextureInstructionSuffix));
- }
- else
- {
- throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
- }
- }
- break;
- }
- case ShaderIrOperCbuf cbuf:
- {
- if (!m_Uniforms.ContainsKey(cbuf.Index))
- {
- string name = _stagePrefix + UniformName + cbuf.Index;
- ShaderDeclInfo declInfo = new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index);
- m_Uniforms.Add(cbuf.Index, declInfo);
- }
- break;
- }
- case ShaderIrOperAbuf abuf:
- {
- //This is a built-in variable.
- if (abuf.Offs == LayerAttr ||
- abuf.Offs == PointSizeAttr ||
- abuf.Offs == PointCoordAttrX ||
- abuf.Offs == PointCoordAttrY ||
- abuf.Offs == VertexIdAttr ||
- abuf.Offs == InstanceIdAttr ||
- abuf.Offs == FaceAttr)
- {
- break;
- }
- int index = abuf.Offs >> 4;
- int elem = (abuf.Offs >> 2) & 3;
- int glslIndex = index - AttrStartIndex;
- if (glslIndex < 0)
- {
- return;
- }
- ShaderDeclInfo declInfo;
- if (parent is ShaderIrAsg asg && asg.Dst == node)
- {
- if (!m_OutAttributes.TryGetValue(index, out declInfo))
- {
- declInfo = new ShaderDeclInfo(OutAttrName + glslIndex, glslIndex);
- m_OutAttributes.Add(index, declInfo);
- }
- }
- else
- {
- if (!m_InAttributes.TryGetValue(index, out declInfo))
- {
- declInfo = new ShaderDeclInfo(InAttrName + glslIndex, glslIndex);
- m_InAttributes.Add(index, declInfo);
- }
- }
- declInfo.Enlarge(elem + 1);
- if (!m_Attributes.ContainsKey(index))
- {
- declInfo = new ShaderDeclInfo(AttrName + glslIndex, glslIndex, false, 0, 4);
- m_Attributes.Add(index, declInfo);
- }
- Traverse(nodes, abuf, abuf.Vertex);
- break;
- }
- case ShaderIrOperGpr gpr:
- {
- if (!gpr.IsConst)
- {
- string name = GetGprName(gpr.Index);
- if (gpr.RegisterSize == ShaderRegisterSize.Single)
- {
- m_Gprs.TryAdd(gpr.Index, new ShaderDeclInfo(name, gpr.Index));
- }
- else if (gpr.RegisterSize == ShaderRegisterSize.Half)
- {
- name += "_h" + gpr.HalfPart;
- m_GprsHalf.TryAdd((gpr.Index << 1) | gpr.HalfPart, new ShaderDeclInfo(name, gpr.Index));
- }
- else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
- {
- throw new NotImplementedException("Double types are not supported.");
- }
- }
- break;
- }
- case ShaderIrOperPred pred:
- {
- if (!pred.IsConst && !HasName(m_Preds, pred.Index))
- {
- string name = PredName + pred.Index;
- m_Preds.TryAdd(pred.Index, new ShaderDeclInfo(name, pred.Index));
- }
- break;
- }
- }
- }
- private bool HasName(Dictionary<int, ShaderDeclInfo> decls, int index)
- {
- //This is used to check if the dictionary already contains
- //a entry for a vector at a given index position.
- //Used to enable turning gprs into vectors.
- int vecIndex = index & ~3;
- if (decls.TryGetValue(vecIndex, out ShaderDeclInfo declInfo))
- {
- if (declInfo.Size > 1 && index < vecIndex + declInfo.Size)
- {
- return true;
- }
- }
- return decls.ContainsKey(index);
- }
- }
- }
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