9dfe81770a
* Change AggregateType to include vector type counts * Replace VariableType uses with AggregateType and delete VariableType * Support new local vector types on SPIR-V and GLSL * Start using vector outputs for texture operations * Use vectors on more texture operations * Use vector output for ImageLoad operations * Replace all uses of single destination texture constructors with multi destination ones * Update textureGatherOffsets replacement to split vector operations * Shader cache version bump Co-authored-by: Ac_K <Acoustik666@gmail.com>
203 lines
12 KiB
C#
203 lines
12 KiB
C#
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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readonly struct AttributeInfo
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{
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private static readonly Dictionary<int, AttributeInfo> _builtInAttributes = new Dictionary<int, AttributeInfo>()
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{
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{ AttributeConsts.Layer, new AttributeInfo(AttributeConsts.Layer, 0, 1, AggregateType.S32) },
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{ AttributeConsts.ViewportIndex, new AttributeInfo(AttributeConsts.ViewportIndex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.PointSize, new AttributeInfo(AttributeConsts.PointSize, 0, 1, AggregateType.FP32) },
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{ AttributeConsts.PositionX, new AttributeInfo(AttributeConsts.PositionX, 0, 4, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.PositionY, new AttributeInfo(AttributeConsts.PositionX, 1, 4, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.PositionZ, new AttributeInfo(AttributeConsts.PositionX, 2, 4, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.PositionW, new AttributeInfo(AttributeConsts.PositionX, 3, 4, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance0, new AttributeInfo(AttributeConsts.ClipDistance0, 0, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance1, new AttributeInfo(AttributeConsts.ClipDistance0, 1, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance2, new AttributeInfo(AttributeConsts.ClipDistance0, 2, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance3, new AttributeInfo(AttributeConsts.ClipDistance0, 3, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance4, new AttributeInfo(AttributeConsts.ClipDistance0, 4, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance5, new AttributeInfo(AttributeConsts.ClipDistance0, 5, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance6, new AttributeInfo(AttributeConsts.ClipDistance0, 6, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.ClipDistance7, new AttributeInfo(AttributeConsts.ClipDistance0, 7, 8, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.PointCoordX, new AttributeInfo(AttributeConsts.PointCoordX, 0, 2, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.PointCoordY, new AttributeInfo(AttributeConsts.PointCoordX, 1, 2, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.TessCoordX, new AttributeInfo(AttributeConsts.TessCoordX, 0, 3, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.TessCoordY, new AttributeInfo(AttributeConsts.TessCoordX, 1, 3, AggregateType.Vector4 | AggregateType.FP32) },
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{ AttributeConsts.InstanceId, new AttributeInfo(AttributeConsts.InstanceId, 0, 1, AggregateType.S32) },
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{ AttributeConsts.VertexId, new AttributeInfo(AttributeConsts.VertexId, 0, 1, AggregateType.S32) },
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{ AttributeConsts.BaseInstance, new AttributeInfo(AttributeConsts.BaseInstance, 0, 1, AggregateType.S32) },
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{ AttributeConsts.BaseVertex, new AttributeInfo(AttributeConsts.BaseVertex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.InstanceIndex, new AttributeInfo(AttributeConsts.InstanceIndex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.VertexIndex, new AttributeInfo(AttributeConsts.VertexIndex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.DrawIndex, new AttributeInfo(AttributeConsts.DrawIndex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.FrontFacing, new AttributeInfo(AttributeConsts.FrontFacing, 0, 1, AggregateType.Bool) },
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// Special.
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{ AttributeConsts.FragmentOutputDepth, new AttributeInfo(AttributeConsts.FragmentOutputDepth, 0, 1, AggregateType.FP32) },
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{ AttributeConsts.ThreadKill, new AttributeInfo(AttributeConsts.ThreadKill, 0, 1, AggregateType.Bool) },
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{ AttributeConsts.ThreadIdX, new AttributeInfo(AttributeConsts.ThreadIdX, 0, 3, AggregateType.Vector3 | AggregateType.U32) },
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{ AttributeConsts.ThreadIdY, new AttributeInfo(AttributeConsts.ThreadIdX, 1, 3, AggregateType.Vector3 | AggregateType.U32) },
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{ AttributeConsts.ThreadIdZ, new AttributeInfo(AttributeConsts.ThreadIdX, 2, 3, AggregateType.Vector3 | AggregateType.U32) },
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{ AttributeConsts.CtaIdX, new AttributeInfo(AttributeConsts.CtaIdX, 0, 3, AggregateType.Vector3 | AggregateType.U32) },
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{ AttributeConsts.CtaIdY, new AttributeInfo(AttributeConsts.CtaIdX, 1, 3, AggregateType.Vector3 | AggregateType.U32) },
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{ AttributeConsts.CtaIdZ, new AttributeInfo(AttributeConsts.CtaIdX, 2, 3, AggregateType.Vector3 | AggregateType.U32) },
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{ AttributeConsts.LaneId, new AttributeInfo(AttributeConsts.LaneId, 0, 1, AggregateType.U32) },
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{ AttributeConsts.InvocationId, new AttributeInfo(AttributeConsts.InvocationId, 0, 1, AggregateType.S32) },
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{ AttributeConsts.PrimitiveId, new AttributeInfo(AttributeConsts.PrimitiveId, 0, 1, AggregateType.S32) },
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{ AttributeConsts.PatchVerticesIn, new AttributeInfo(AttributeConsts.PatchVerticesIn, 0, 1, AggregateType.S32) },
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{ AttributeConsts.EqMask, new AttributeInfo(AttributeConsts.EqMask, 0, 4, AggregateType.Vector4 | AggregateType.U32) },
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{ AttributeConsts.GeMask, new AttributeInfo(AttributeConsts.GeMask, 0, 4, AggregateType.Vector4 | AggregateType.U32) },
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{ AttributeConsts.GtMask, new AttributeInfo(AttributeConsts.GtMask, 0, 4, AggregateType.Vector4 | AggregateType.U32) },
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{ AttributeConsts.LeMask, new AttributeInfo(AttributeConsts.LeMask, 0, 4, AggregateType.Vector4 | AggregateType.U32) },
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{ AttributeConsts.LtMask, new AttributeInfo(AttributeConsts.LtMask, 0, 4, AggregateType.Vector4 | AggregateType.U32) },
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};
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private static readonly Dictionary<int, AttributeInfo> _builtInAttributesPerPatch = new Dictionary<int, AttributeInfo>()
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{
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{ AttributeConsts.TessLevelOuter0, new AttributeInfo(AttributeConsts.TessLevelOuter0, 0, 4, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.TessLevelOuter1, new AttributeInfo(AttributeConsts.TessLevelOuter0, 1, 4, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.TessLevelOuter2, new AttributeInfo(AttributeConsts.TessLevelOuter0, 2, 4, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.TessLevelOuter3, new AttributeInfo(AttributeConsts.TessLevelOuter0, 3, 4, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.TessLevelInner0, new AttributeInfo(AttributeConsts.TessLevelInner0, 0, 2, AggregateType.Array | AggregateType.FP32) },
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{ AttributeConsts.TessLevelInner1, new AttributeInfo(AttributeConsts.TessLevelInner0, 1, 2, AggregateType.Array | AggregateType.FP32) },
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};
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public int BaseValue { get; }
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public int Value { get; }
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public int Length { get; }
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public AggregateType Type { get; }
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public bool IsBuiltin { get; }
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public bool IsValid => Type != AggregateType.Invalid;
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public AttributeInfo(int baseValue, int index, int length, AggregateType type, bool isBuiltin = true)
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{
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BaseValue = baseValue;
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Value = baseValue + index * 4;
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Length = length;
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Type = type;
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IsBuiltin = isBuiltin;
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}
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public int GetInnermostIndex()
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{
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return (Value - BaseValue) / 4;
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}
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public static bool Validate(ShaderConfig config, int value, bool isOutAttr, bool perPatch)
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{
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return perPatch ? ValidatePerPatch(config, value, isOutAttr) : Validate(config, value, isOutAttr);
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}
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public static bool Validate(ShaderConfig config, int value, bool isOutAttr)
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{
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if (value == AttributeConsts.ViewportIndex && !config.GpuAccessor.QueryHostSupportsViewportIndex())
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{
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return false;
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}
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return From(config, value, isOutAttr).IsValid;
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}
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public static bool ValidatePerPatch(ShaderConfig config, int value, bool isOutAttr)
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{
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return FromPatch(config, value, isOutAttr).IsValid;
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}
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public static AttributeInfo From(ShaderConfig config, int value, bool isOutAttr)
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{
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value &= ~3;
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if (value >= AttributeConsts.UserAttributeBase && value < AttributeConsts.UserAttributeEnd)
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{
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int location = (value - AttributeConsts.UserAttributeBase) / 16;
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AggregateType elemType;
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if (config.Stage == ShaderStage.Vertex && !isOutAttr)
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{
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elemType = config.GpuAccessor.QueryAttributeType(location).ToAggregateType();
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}
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else
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{
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elemType = AggregateType.FP32;
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}
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return new AttributeInfo(value & ~0xf, (value >> 2) & 3, 4, AggregateType.Vector4 | elemType, false);
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}
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else if (value >= AttributeConsts.FragmentOutputColorBase && value < AttributeConsts.FragmentOutputColorEnd)
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{
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return new AttributeInfo(value & ~0xf, (value >> 2) & 3, 4, AggregateType.Vector4 | AggregateType.FP32, false);
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}
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else if (value == AttributeConsts.SupportBlockViewInverseX || value == AttributeConsts.SupportBlockViewInverseY)
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{
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return new AttributeInfo(value, 0, 1, AggregateType.FP32);
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}
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else if (_builtInAttributes.TryGetValue(value, out AttributeInfo info))
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{
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return info;
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}
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return new AttributeInfo(value, 0, 0, AggregateType.Invalid);
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}
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public static AttributeInfo FromPatch(ShaderConfig config, int value, bool isOutAttr)
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{
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value &= ~3;
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if (value >= AttributeConsts.UserAttributePerPatchBase && value < AttributeConsts.UserAttributePerPatchEnd)
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{
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int offset = (value - AttributeConsts.UserAttributePerPatchBase) & 0xf;
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return new AttributeInfo(value - offset, offset >> 2, 4, AggregateType.Vector4 | AggregateType.FP32, false);
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}
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else if (_builtInAttributesPerPatch.TryGetValue(value, out AttributeInfo info))
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{
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return info;
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}
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return new AttributeInfo(value, 0, 0, AggregateType.Invalid);
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}
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public static bool IsArrayBuiltIn(int attr)
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{
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if (attr <= AttributeConsts.TessLevelInner1 ||
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attr == AttributeConsts.TessCoordX ||
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attr == AttributeConsts.TessCoordY)
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{
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return false;
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}
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return (attr & AttributeConsts.SpecialMask) == 0;
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}
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public static bool IsArrayAttributeGlsl(ShaderStage stage, bool isOutAttr)
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{
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if (isOutAttr)
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{
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return stage == ShaderStage.TessellationControl;
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}
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else
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{
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return stage == ShaderStage.TessellationControl ||
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stage == ShaderStage.TessellationEvaluation ||
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stage == ShaderStage.Geometry;
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}
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}
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public static bool IsArrayAttributeSpirv(ShaderStage stage, bool isOutAttr)
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{
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if (isOutAttr)
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{
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return false;
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}
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else
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{
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return stage == ShaderStage.TessellationControl ||
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stage == ShaderStage.TessellationEvaluation ||
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stage == ShaderStage.Geometry;
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}
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}
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}
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}
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