Add support for Vertex Program A and other small shader improvements (#192)

* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits

* Add separate subroutines for program A/B, and copy attributes to a temp

* Move finalization code to main

* Add new line after flip uniform on the shader

* Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo

* Address PR feedback
This commit is contained in:
gdkchan 2018-06-27 23:55:08 -03:00 committed by GitHub
parent 900a84ae0a
commit e6eeb6f09f
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GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 303 additions and 78 deletions

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@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gal
{
void Create(IGalMemory Memory, long Key, GalShaderType Type);
void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type);
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key);
void SetConstBuffer(long Key, int Cbuf, byte[] Data);

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@ -97,12 +97,37 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public void Create(IGalMemory Memory, long Key, GalShaderType Type)
{
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, 0, false, Type));
}
private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
{
GlslProgram Program = GetGlslProgram(Memory, Position, Type);
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
}
private ShaderStage ShaderStageFactory(
IGalMemory Memory,
long Position,
long PositionB,
bool IsDualVp,
GalShaderType Type)
{
GlslProgram Program;
GlslDecompiler Decompiler = new GlslDecompiler();
if (IsDualVp)
{
Program = Decompiler.Decompile(
Memory,
Position + 0x50,
PositionB + 0x50,
Type);
}
else
{
Program = Decompiler.Decompile(Memory, Position + 0x50, Type);
}
return new ShaderStage(
Type,
@ -111,13 +136,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Program.Uniforms);
}
private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
{
GlslDecompiler Decompiler = new GlslDecompiler();
return Decompiler.Decompile(Memory, Position + 0x50, Type);
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
{
if (Stages.TryGetValue(Key, out ShaderStage Stage))

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@ -11,31 +11,41 @@ namespace Ryujinx.Graphics.Gal.Shader
public const int VertexIdAttr = 0x2fc;
public const int GlPositionWAttr = 0x7c;
public const int MaxUboSize = 1024;
public const int GlPositionVec4Index = 7;
private const int AttrStartIndex = 8;
private const int TexStartIndex = 8;
public const string PositionOutAttrName = "position";
private const string InAttrName = "in_attr";
private const string OutAttrName = "out_attr";
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";
private const string TextureName = "tex";
public const string FragmentOutputName = "FragColor";
public const string FlipUniformName = "flip";
public const string ProgramName = "program";
public const string ProgramAName = ProgramName + "_a";
public const string ProgramBName = ProgramName + "_b";
private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string StagePrefix;
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;
@ -43,9 +53,9 @@ namespace Ryujinx.Graphics.Gal.Shader
private Dictionary<int, ShaderDeclInfo> m_Preds;
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;
@ -54,31 +64,28 @@ namespace Ryujinx.Graphics.Gal.Shader
public GalShaderType ShaderType { get; private set; }
public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType)
private GlslDecl(GalShaderType ShaderType)
{
this.ShaderType = ShaderType;
StagePrefix = StagePrefixes[(int)ShaderType] + "_";
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_Textures = 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_Preds = new Dictionary<int, ShaderDeclInfo>();
}
public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
{
StagePrefix = StagePrefixes[(int)ShaderType] + "_";
if (ShaderType == GalShaderType.Fragment)
{
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
m_InAttributes.Add(7, new ShaderDeclInfo(PositionOutAttrName, -1, 0, 4));
}
else
{
m_OutAttributes.Add(7, new ShaderDeclInfo("gl_Position", -1, 0, 4));
}
foreach (ShaderIrBlock Block in Blocks)
@ -90,6 +97,57 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
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_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;
}
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 Parent, ShaderIrNode Node)
{
switch (Node)
@ -133,28 +191,14 @@ namespace Ryujinx.Graphics.Gal.Shader
case ShaderIrOperCbuf Cbuf:
{
if (m_Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
{
DeclInfo.SetCbufOffs(Cbuf.Pos);
}
else
if (!m_Uniforms.ContainsKey(Cbuf.Index))
{
string Name = StagePrefix + UniformName + Cbuf.Index;
DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
m_Uniforms.Add(Cbuf.Index, DeclInfo);
}
if (Cbuf.Offs != null)
{
//The constant buffer is being accessed as an array,
//we have no way to know the max element it may access in this case.
//Here, we just assume the array size with arbitrary values.
//TODO: Find a better solution for this.
DeclInfo.SetCbufOffs(Cbuf.Pos + 15);
}
break;
}
@ -172,6 +216,11 @@ namespace Ryujinx.Graphics.Gal.Shader
int GlslIndex = Index - AttrStartIndex;
if (GlslIndex < 0)
{
return;
}
ShaderDeclInfo DeclInfo;
if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
@ -195,6 +244,12 @@ namespace Ryujinx.Graphics.Gal.Shader
DeclInfo.Enlarge(Elem + 1);
if (!m_Attributes.ContainsKey(Index))
{
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
m_Attributes.Add(Index, DeclInfo);
}
break;
}
@ -224,7 +279,10 @@ namespace Ryujinx.Graphics.Gal.Shader
private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
{
int VecIndex = Index >> 2;
//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))
{

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@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private GlslDecl Decl;
private ShaderIrBlock[] Blocks;
private ShaderIrBlock[] Blocks, BlocksB;
private StringBuilder SB;
@ -104,24 +104,63 @@ namespace Ryujinx.Graphics.Gal.Shader
};
}
public GlslProgram Decompile(
IGalMemory Memory,
long VpAPosition,
long VpBPosition,
GalShaderType ShaderType)
{
Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
return Decompile();
}
public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
{
Blocks = ShaderDecoder.Decode(Memory, Position);
BlocksB = null;
Decl = new GlslDecl(Blocks, ShaderType);
return Decompile();
}
private GlslProgram Decompile()
{
SB = new StringBuilder();
SB.AppendLine("#version 410 core");
PrintDeclTextures();
PrintDeclUniforms();
PrintDeclAttributes();
PrintDeclInAttributes();
PrintDeclOutAttributes();
PrintDeclGprs();
PrintDeclPreds();
PrintBlockScope(Blocks[0], null, null, "void main()", IdentationStr);
if (BlocksB != null)
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
SB.AppendLine();
PrintBlockScope(BlocksB[0], null, null, "void " + GlslDecl.ProgramBName + "()", IdentationStr);
}
else
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
}
SB.AppendLine();
PrintMain();
string GlslCode = SB.ToString();
@ -143,11 +182,15 @@ namespace Ryujinx.Graphics.Gal.Shader
SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
}
SB.AppendLine();
foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))
{
SB.AppendLine($"layout (std140) uniform {DeclInfo.Name} {{");
SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{DeclInfo.Index / 4 + 1}];");
SB.AppendLine($"}};");
SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{GlslDecl.MaxUboSize}];");
SB.AppendLine("};");
}
if (Decl.Uniforms.Count > 0)
@ -156,6 +199,11 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
private void PrintDeclAttributes()
{
PrintDecls(Decl.Attributes);
}
private void PrintDeclInAttributes()
{
if (Decl.ShaderType == GalShaderType.Fragment)
@ -244,6 +292,59 @@ namespace Ryujinx.Graphics.Gal.Shader
return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
}
private void PrintMain()
{
SB.AppendLine("void main() {");
foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.InAttributes)
{
if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
{
continue;
}
ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
}
if (BlocksB != null)
{
SB.AppendLine(IdentationStr + GlslDecl.ProgramAName + "();");
SB.AppendLine(IdentationStr + GlslDecl.ProgramBName + "();");
}
else
{
SB.AppendLine(IdentationStr + GlslDecl.ProgramName + "();");
}
foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
{
if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
{
continue;
}
ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
SB.AppendLine(IdentationStr + DeclInfo.Name + " = " + Attr.Name + Swizzle + ";");
}
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine(IdentationStr + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + " = gl_Position;");
SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + ".w = 1;");
}
SB.AppendLine("}");
}
private void PrintBlockScope(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
@ -383,18 +484,6 @@ namespace Ryujinx.Graphics.Gal.Shader
continue;
}
else if (Op.Inst == ShaderIrInst.Exit)
{
//Do everything that needs to be done before
//the shader ends here.
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine(Identation + "gl_Position.xy *= flip;");
SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + " = gl_Position;");
SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + ".w = 1;");
}
}
SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
}
@ -546,11 +635,12 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetOutAbufName(ShaderIrOperAbuf Abuf)
{
return GetName(Decl.OutAttributes, Abuf);
return GetAttrTempName(Abuf);
}
private string GetName(ShaderIrOperAbuf Abuf)
{
//Handle special scalar read-only attributes here.
if (Decl.ShaderType == GalShaderType.Vertex)
{
switch (Abuf.Offs)
@ -569,20 +659,33 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
return GetName(Decl.InAttributes, Abuf);
return GetAttrTempName(Abuf);
}
private string GetName(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, ShaderIrOperAbuf Abuf)
private string GetAttrTempName(ShaderIrOperAbuf Abuf)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
if (!Dict.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
string Swizzle = "." + GetAttrSwizzle(Elem);
if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
{
//Handle special vec4 attributes here
//(for example, index 7 is aways gl_Position).
if (Index == GlslDecl.GlPositionVec4Index)
{
string Name =
Decl.ShaderType != GalShaderType.Vertex &&
Decl.ShaderType != GalShaderType.Geometry ? GlslDecl.PositionOutAttrName : "gl_Position";
return Name + Swizzle;
}
throw new InvalidOperationException();
}
return DeclInfo.Size > 1 ? DeclInfo.Name + "." + GetAttrSwizzle(Elem) : DeclInfo.Name;
return DeclInfo.Name + Swizzle;
}
private string GetName(ShaderIrOperGpr Gpr)

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@ -31,6 +31,24 @@ namespace Ryujinx.Graphics.Gal.Shader
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
}
public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
{
ShaderIrNode OperA = GetOperGpr8 (OpCode);
ShaderIrNode OperB = GetOperImmf32_20(OpCode);
bool NegB = ((OpCode >> 53) & 1) != 0;
bool AbsA = ((OpCode >> 54) & 1) != 0;
bool NegA = ((OpCode >> 56) & 1) != 0;
bool AbsB = ((OpCode >> 57) & 1) != 0;
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
}
public static void Fadd_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);

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@ -23,10 +23,17 @@ namespace Ryujinx.Graphics.Gal.Shader
}
public static void Exit(ShaderIrBlock Block, long OpCode)
{
int CCode = (int)OpCode & 0x1f;
//TODO: Figure out what the other condition codes mean...
if (CCode == 0xf)
{
Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Exit), OpCode));
}
}
public static void Kil(ShaderIrBlock Block, long OpCode)
{
Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Kil), OpCode));

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@ -39,14 +39,15 @@ namespace Ryujinx.Graphics.Gal.Shader
Set("0101110010110x", ShaderDecode.F2i_R);
Set("0100110001011x", ShaderDecode.Fadd_C);
Set("0011100x01011x", ShaderDecode.Fadd_I);
Set("000010xxxxxxxx", ShaderDecode.Fadd_I32);
Set("0101110001011x", ShaderDecode.Fadd_R);
Set("010010011xxxxx", ShaderDecode.Ffma_CR);
Set("001100101xxxxx", ShaderDecode.Ffma_I);
Set("0011001x1xxxxx", ShaderDecode.Ffma_I);
Set("010100011xxxxx", ShaderDecode.Ffma_RC);
Set("010110011xxxxx", ShaderDecode.Ffma_RR);
Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
Set("0100110001101x", ShaderDecode.Fmul_C);
Set("0011100x01101x", ShaderDecode.Fmul_I);
Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
Set("0101110001101x", ShaderDecode.Fmul_R);
Set("0100110001100x", ShaderDecode.Fmnmx_C);
Set("0011100x01100x", ShaderDecode.Fmnmx_I);

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@ -23,13 +23,5 @@ namespace Ryujinx.Graphics.Gal
Size = NewSize;
}
}
internal void SetCbufOffs(int Offs)
{
if (Index < Offs)
{
Index = Offs;
}
}
}
}

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@ -126,7 +126,33 @@ namespace Ryujinx.HLE.Gpu.Engines
long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
for (int Index = 0; Index < 6; Index++)
int Index = 1;
int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);
bool VpAEnable = (VpAControl & 1) != 0;
if (VpAEnable)
{
//Note: The maxwell supports 2 vertex programs, usually
//only VP B is used, but in some cases VP A is also used.
//In this case, it seems to function as an extra vertex
//shader stage.
//The graphics abstraction layer has a special overload for this
//case, which should merge the two shaders into one vertex shader.
int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
long VpAPos = BasePosition + (uint)VpAOffset;
long VpBPos = BasePosition + (uint)VpBOffset;
Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
Gpu.Renderer.Shader.Bind(VpBPos);
Index = 2;
}
for (; Index < 6; Index++)
{
int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);