c6d05301aa
* Update readme to mention .NET 7 * infra: Migrate to .NET 7 .NET 7 is still in preview but this prepare for the release coming up next month. * Use Random.Shared in CreateRandom * Move UInt128Utils.cs to Ryujinx.Common project * Fix inverted parameters in System.UInt128 constructor * Fix Visual Studio complains on Ryujinx.Graphics.Vic * time: Fix missing alignment enforcement in SystemClockContext Fixes at least Smash * time: Fix missing alignment enforcement in SteadyClockContext Fix games (like recent version of Smash) using time shared memory * Switch to .NET 7.0.100 release * Enable Tiered PGO * Ensure CreateId validity requirements are meet when doing random generation Also enforce correct packing layout for other Mii structures. This fix a Mario Kart 8 crashes related to the default Miis.
334 lines
12 KiB
C#
334 lines
12 KiB
C#
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
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using Ryujinx.Graphics.Shader.CodeGen.Spirv;
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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public static class Translator
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{
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private const int HeaderSize = 0x50;
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internal struct FunctionCode
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{
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public Operation[] Code { get; }
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public FunctionCode(Operation[] code)
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{
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Code = code;
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}
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}
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public static TranslatorContext CreateContext(ulong address, IGpuAccessor gpuAccessor, TranslationOptions options)
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{
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return DecodeShader(address, gpuAccessor, options);
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}
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internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config)
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{
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var cfgs = new ControlFlowGraph[functions.Length];
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var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
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for (int i = 0; i < functions.Length; i++)
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{
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cfgs[i] = ControlFlowGraph.Create(functions[i].Code);
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if (i != 0)
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{
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frus[i] = RegisterUsage.RunPass(cfgs[i]);
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}
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}
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Function[] funcs = new Function[functions.Length];
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for (int i = 0; i < functions.Length; i++)
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{
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var cfg = cfgs[i];
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int inArgumentsCount = 0;
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int outArgumentsCount = 0;
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if (i != 0)
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{
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var fru = frus[i];
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inArgumentsCount = fru.InArguments.Length;
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outArgumentsCount = fru.OutArguments.Length;
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}
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if (cfg.Blocks.Length != 0)
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{
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RegisterUsage.FixupCalls(cfg.Blocks, frus);
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Dominance.FindDominators(cfg);
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Dominance.FindDominanceFrontiers(cfg.Blocks);
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Ssa.Rename(cfg.Blocks);
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Optimizer.RunPass(cfg.Blocks, config);
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Rewriter.RunPass(cfg.Blocks, config);
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}
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funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount);
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}
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var sInfo = StructuredProgram.MakeStructuredProgram(funcs, config);
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var info = new ShaderProgramInfo(
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config.GetConstantBufferDescriptors(),
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config.GetStorageBufferDescriptors(),
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config.GetTextureDescriptors(),
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config.GetImageDescriptors(),
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config.Stage,
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config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
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config.UsedFeatures.HasFlag(FeatureFlags.RtLayer),
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config.ClipDistancesWritten,
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config.OmapTargets);
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return config.Options.TargetLanguage switch
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{
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TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, config)),
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TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, config)),
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_ => throw new NotImplementedException(config.Options.TargetLanguage.ToString())
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};
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}
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private static TranslatorContext DecodeShader(ulong address, IGpuAccessor gpuAccessor, TranslationOptions options)
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{
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ShaderConfig config;
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DecodedProgram program;
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ulong maxEndAddress = 0;
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if (options.Flags.HasFlag(TranslationFlags.Compute))
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{
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config = new ShaderConfig(gpuAccessor, options);
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program = Decoder.Decode(config, address);
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}
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else
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{
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config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options);
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program = Decoder.Decode(config, address + HeaderSize);
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}
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foreach (DecodedFunction function in program)
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{
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foreach (Block block in function.Blocks)
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{
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if (maxEndAddress < block.EndAddress)
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{
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maxEndAddress = block.EndAddress;
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}
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}
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}
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config.SizeAdd((int)maxEndAddress + (options.Flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize));
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return new TranslatorContext(address, program, config);
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}
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internal static FunctionCode[] EmitShader(DecodedProgram program, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
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{
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initializationOperations = 0;
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FunctionMatch.RunPass(program);
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foreach (DecodedFunction function in program.OrderBy(x => x.Address).Where(x => !x.IsCompilerGenerated))
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{
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program.AddFunctionAndSetId(function);
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}
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FunctionCode[] functions = new FunctionCode[program.FunctionsWithIdCount];
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for (int index = 0; index < functions.Length; index++)
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{
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EmitterContext context = new EmitterContext(program, config, index != 0);
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if (initializeOutputs && index == 0)
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{
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EmitOutputsInitialization(context, config);
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initializationOperations = context.OperationsCount;
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}
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DecodedFunction function = program.GetFunctionById(index);
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foreach (Block block in function.Blocks)
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{
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context.CurrBlock = block;
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context.EnterBlock(block.Address);
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EmitOps(context, block);
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}
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functions[index] = new FunctionCode(context.GetOperations());
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}
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return functions;
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}
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private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config)
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{
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// Compute has no output attributes, and fragment is the last stage, so we
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// don't need to initialize outputs on those stages.
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if (config.Stage == ShaderStage.Compute || config.Stage == ShaderStage.Fragment)
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{
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return;
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}
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if (config.Stage == ShaderStage.Vertex)
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{
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InitializeOutput(context, AttributeConsts.PositionX, perPatch: false);
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}
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UInt128 usedAttributes = context.Config.NextInputAttributesComponents;
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while (usedAttributes != UInt128.Zero)
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{
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int index = (int)UInt128.TrailingZeroCount(usedAttributes);
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int vecIndex = index / 4;
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usedAttributes &= ~(UInt128.One << index);
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// We don't need to initialize passthrough attributes.
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if ((context.Config.PassthroughAttributes & (1 << vecIndex)) != 0)
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{
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continue;
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}
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InitializeOutputComponent(context, AttributeConsts.UserAttributeBase + index * 4, perPatch: false);
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}
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if (context.Config.NextUsedInputAttributesPerPatch != null)
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{
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foreach (int vecIndex in context.Config.NextUsedInputAttributesPerPatch.OrderBy(x => x))
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{
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InitializeOutput(context, AttributeConsts.UserAttributePerPatchBase + vecIndex * 16, perPatch: true);
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}
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}
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if (config.NextUsesFixedFuncAttributes)
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{
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for (int i = 0; i < 4 + AttributeConsts.TexCoordCount; i++)
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{
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int index = config.GetFreeUserAttribute(isOutput: true, i);
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if (index < 0)
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{
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break;
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}
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InitializeOutput(context, AttributeConsts.UserAttributeBase + index * 16, perPatch: false);
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config.SetOutputUserAttributeFixedFunc(index);
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}
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}
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}
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private static void InitializeOutput(EmitterContext context, int baseAttr, bool perPatch)
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{
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for (int c = 0; c < 4; c++)
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{
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int attrOffset = baseAttr + c * 4;
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InitializeOutputComponent(context, attrOffset, perPatch);
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}
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}
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private static void InitializeOutputComponent(EmitterContext context, int attrOffset, bool perPatch)
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{
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int c = (attrOffset >> 2) & 3;
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context.Copy(perPatch ? AttributePerPatch(attrOffset) : Attribute(attrOffset), ConstF(c == 3 ? 1f : 0f));
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}
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private static void EmitOps(EmitterContext context, Block block)
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{
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for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
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{
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InstOp op = block.OpCodes[opIndex];
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if (context.Config.Options.Flags.HasFlag(TranslationFlags.DebugMode))
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{
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string instName;
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if (op.Emitter != null)
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{
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instName = op.Name.ToString();
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}
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else
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{
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instName = "???";
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context.Config.GpuAccessor.Log($"Invalid instruction at 0x{op.Address:X6} (0x{op.RawOpCode:X16}).");
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}
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string dbgComment = $"0x{op.Address:X6}: 0x{op.RawOpCode:X16} {instName}";
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context.Add(new CommentNode(dbgComment));
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}
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InstConditional opConditional = new InstConditional(op.RawOpCode);
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bool noPred = op.Props.HasFlag(InstProps.NoPred);
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if (!noPred && opConditional.Pred == RegisterConsts.PredicateTrueIndex && opConditional.PredInv)
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{
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continue;
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}
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Operand predSkipLbl = null;
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if (Decoder.IsPopBranch(op.Name))
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{
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// If the instruction is a SYNC or BRK instruction with only one
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// possible target address, then the instruction is basically
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// just a simple branch, we can generate code similar to branch
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// instructions, with the condition check on the branch itself.
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noPred = block.SyncTargets.Count <= 1;
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}
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else if (op.Name == InstName.Bra)
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{
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noPred = true;
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}
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if (!(opConditional.Pred == RegisterConsts.PredicateTrueIndex || noPred))
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{
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Operand label;
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if (opIndex == block.OpCodes.Count - 1 && block.HasNext())
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{
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label = context.GetLabel(block.Successors[0].Address);
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}
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else
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{
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label = Label();
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predSkipLbl = label;
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}
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Operand pred = Register(opConditional.Pred, RegisterType.Predicate);
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if (opConditional.PredInv)
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{
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context.BranchIfTrue(label, pred);
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}
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else
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{
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context.BranchIfFalse(label, pred);
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}
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}
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context.CurrOp = op;
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op.Emitter?.Invoke(context);
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if (predSkipLbl != null)
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{
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context.MarkLabel(predSkipLbl);
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}
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}
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}
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}
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} |