6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
244 lines
7.7 KiB
C#
244 lines
7.7 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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static class InstGenMemory
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{
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public static string LoadConstant(CodeGenContext context, AstOperation operation)
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{
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IAstNode src1 = operation.GetSource(1);
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string offsetExpr = GetSoureExpr(context, src1, GetSrcVarType(operation.Inst, 1));
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offsetExpr = Enclose(offsetExpr, src1, Instruction.ShiftRightS32, isLhs: true);
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return OperandManager.GetConstantBufferName(operation.GetSource(0), offsetExpr, context.Config.Type);
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}
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public static string TextureSample(CodeGenContext context, AstOperation operation)
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{
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AstTextureOperation texOp = (AstTextureOperation)operation;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool isArray = (texOp.Type & TextureType.Array) != 0;
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bool isMultisample = (texOp.Type & TextureType.Multisample) != 0;
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bool isShadow = (texOp.Type & TextureType.Shadow) != 0;
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string texCall = intCoords ? "texelFetch" : "texture";
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if (isGather)
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{
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texCall += "Gather";
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}
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else if (hasLodLevel && !intCoords)
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{
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texCall += "Lod";
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}
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if (hasOffset)
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{
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texCall += "Offset";
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}
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else if (hasOffsets)
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{
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texCall += "Offsets";
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}
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string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp);
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texCall += "(" + samplerName;
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int coordsCount = texOp.Type.GetCoordsCount();
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int pCount = coordsCount;
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int arrayIndexElem = -1;
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if (isArray)
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{
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arrayIndexElem = pCount++;
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}
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//The sampler 1D shadow overload expects a
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//dummy value on the middle of the vector, who knows why...
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bool hasDummy1DShadowElem = texOp.Type == (TextureType.Texture1D | TextureType.Shadow);
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if (hasDummy1DShadowElem)
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{
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pCount++;
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}
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if (isShadow && !isGather)
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{
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pCount++;
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}
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//On textureGather*, the comparison value is
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//always specified as an extra argument.
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bool hasExtraCompareArg = isShadow && isGather;
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if (pCount == 5)
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{
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pCount = 4;
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hasExtraCompareArg = true;
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}
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int srcIndex = isBindless ? 1 : 0;
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string Src(VariableType type)
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{
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return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
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}
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void Append(string str)
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{
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texCall += ", " + str;
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}
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VariableType coordType = intCoords ? VariableType.S32 : VariableType.F32;
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string AssemblePVector(int count)
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{
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if (count > 1)
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{
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string[] elems = new string[count];
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for (int index = 0; index < count; index++)
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{
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if (arrayIndexElem == index)
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{
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elems[index] = Src(VariableType.S32);
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if (!intCoords)
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{
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elems[index] = "float(" + elems[index] + ")";
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}
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}
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else if (index == 1 && hasDummy1DShadowElem)
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{
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elems[index] = NumberFormatter.FormatFloat(0);
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}
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else
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{
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elems[index] = Src(coordType);
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}
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}
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string prefix = intCoords ? "i" : string.Empty;
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return prefix + "vec" + count + "(" + string.Join(", ", elems) + ")";
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}
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else
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{
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return Src(coordType);
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}
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}
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Append(AssemblePVector(pCount));
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if (hasExtraCompareArg)
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{
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Append(Src(VariableType.F32));
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}
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if (isMultisample)
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{
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Append(Src(VariableType.S32));
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}
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else if (hasLodLevel)
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{
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Append(Src(coordType));
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}
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string AssembleOffsetVector(int count)
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{
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if (count > 1)
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{
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string[] elems = new string[count];
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for (int index = 0; index < count; index++)
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{
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elems[index] = Src(VariableType.S32);
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}
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return "ivec" + count + "(" + string.Join(", ", elems) + ")";
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}
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else
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{
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return Src(VariableType.S32);
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}
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}
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if (hasOffset)
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{
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Append(AssembleOffsetVector(coordsCount));
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}
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else if (hasOffsets)
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{
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texCall += $", ivec{coordsCount}[4](";
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texCall += AssembleOffsetVector(coordsCount) + ", ";
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texCall += AssembleOffsetVector(coordsCount) + ", ";
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texCall += AssembleOffsetVector(coordsCount) + ", ";
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texCall += AssembleOffsetVector(coordsCount) + ")";
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}
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if (hasLodBias)
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{
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Append(Src(VariableType.F32));
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}
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//textureGather* optional extra component index,
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//not needed for shadow samplers.
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if (isGather && !isShadow)
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{
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Append(Src(VariableType.S32));
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}
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texCall += ")" + (isGather || !isShadow ? GetMask(texOp.ComponentMask) : "");
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return texCall;
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}
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public static string TextureSize(CodeGenContext context, AstOperation operation)
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{
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AstTextureOperation texOp = (AstTextureOperation)operation;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp);
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IAstNode src0 = operation.GetSource(isBindless ? 1 : 0);
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string src0Expr = GetSoureExpr(context, src0, GetSrcVarType(operation.Inst, 0));
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return $"textureSize({samplerName}, {src0Expr}){GetMask(texOp.ComponentMask)}";
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}
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private static string GetMask(int compMask)
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{
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string mask = ".";
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for (int index = 0; index < 4; index++)
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{
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if ((compMask & (1 << index)) != 0)
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{
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mask += "rgba".Substring(index, 1);
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}
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}
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return mask;
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}
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}
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} |