Ryujinx-git/Ryujinx.Graphics/Shader/CodeGen/Glsl/Declarations.cs

206 lines
6.5 KiB
C#
Raw Normal View History

New shader translator implementation (#654) * 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
2019-04-17 23:57:08 +00:00
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
static class Declarations
{
public static void Declare(CodeGenContext context, StructuredProgramInfo info)
{
context.AppendLine("#version 420 core");
context.AppendLine();
context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;");
context.AppendLine();
if (context.Config.Type == GalShaderType.Geometry)
{
context.AppendLine("layout (points) in;");
context.AppendLine("layout (triangle_strip, max_vertices = 4) out;");
context.AppendLine();
}
context.AppendLine("layout (std140) uniform Extra");
context.EnterScope();
context.AppendLine("vec2 flip;");
context.AppendLine("int instance;");
context.LeaveScope(";");
context.AppendLine();
if (info.CBuffers.Count != 0)
{
DeclareUniforms(context, info);
context.AppendLine();
}
if (info.Samplers.Count != 0)
{
DeclareSamplers(context, info);
context.AppendLine();
}
if (info.IAttributes.Count != 0)
{
DeclareInputAttributes(context, info);
context.AppendLine();
}
if (info.OAttributes.Count != 0)
{
DeclareOutputAttributes(context, info);
context.AppendLine();
}
}
public static void DeclareLocals(CodeGenContext context, StructuredProgramInfo info)
{
foreach (AstOperand decl in info.Locals)
{
string name = context.OperandManager.DeclareLocal(decl);
context.AppendLine(GetVarTypeName(decl.VarType) + " " + name + ";");
}
}
private static string GetVarTypeName(VariableType type)
{
switch (type)
{
case VariableType.Bool: return "bool";
case VariableType.F32: return "float";
case VariableType.S32: return "int";
case VariableType.U32: return "uint";
}
throw new ArgumentException($"Invalid variable type \"{type}\".");
}
private static void DeclareUniforms(CodeGenContext context, StructuredProgramInfo info)
{
foreach (int cbufSlot in info.CBuffers.OrderBy(x => x))
{
string ubName = OperandManager.GetShaderStagePrefix(context.Config.Type);
ubName += "_" + DefaultNames.UniformNamePrefix + cbufSlot;
context.CBufferDescriptors.Add(new CBufferDescriptor(ubName, cbufSlot));
context.AppendLine("layout (std140) uniform " + ubName);
context.EnterScope();
string ubSize = "[" + NumberFormatter.FormatInt(context.Config.MaxCBufferSize / 16) + "]";
context.AppendLine("vec4 " + OperandManager.GetUbName(context.Config.Type, cbufSlot) + ubSize + ";");
context.LeaveScope(";");
}
}
private static void DeclareSamplers(CodeGenContext context, StructuredProgramInfo info)
{
Dictionary<string, AstTextureOperation> samplers = new Dictionary<string, AstTextureOperation>();
foreach (AstTextureOperation texOp in info.Samplers.OrderBy(x => x.Handle))
{
string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp);
if (!samplers.TryAdd(samplerName, texOp))
{
continue;
}
string samplerTypeName = GetSamplerTypeName(texOp.Type);
context.AppendLine("uniform " + samplerTypeName + " " + samplerName + ";");
}
foreach (KeyValuePair<string, AstTextureOperation> kv in samplers)
{
string samplerName = kv.Key;
AstTextureOperation texOp = kv.Value;
TextureDescriptor desc;
if ((texOp.Flags & TextureFlags.Bindless) != 0)
{
AstOperand operand = texOp.GetSource(0) as AstOperand;
desc = new TextureDescriptor(samplerName, operand.CbufSlot, operand.CbufOffset);
}
else
{
desc = new TextureDescriptor(samplerName, texOp.Handle);
}
context.TextureDescriptors.Add(desc);
}
}
private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info)
{
string suffix = context.Config.Type == GalShaderType.Geometry ? "[]" : string.Empty;
foreach (int attr in info.IAttributes.OrderBy(x => x))
{
context.AppendLine($"layout (location = {attr}) in vec4 {DefaultNames.IAttributePrefix}{attr}{suffix};");
}
}
private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info)
{
foreach (int attr in info.OAttributes.OrderBy(x => x))
{
context.AppendLine($"layout (location = {attr}) out vec4 {DefaultNames.OAttributePrefix}{attr};");
}
}
private static string GetSamplerTypeName(TextureType type)
{
string typeName;
switch (type & TextureType.Mask)
{
case TextureType.Texture1D: typeName = "sampler1D"; break;
case TextureType.Texture2D: typeName = "sampler2D"; break;
case TextureType.Texture3D: typeName = "sampler3D"; break;
case TextureType.TextureCube: typeName = "samplerCube"; break;
default: throw new ArgumentException($"Invalid sampler type \"{type}\".");
}
if ((type & TextureType.Multisample) != 0)
{
typeName += "MS";
}
if ((type & TextureType.Array) != 0)
{
typeName += "Array";
}
if ((type & TextureType.Shadow) != 0)
{
typeName += "Shadow";
}
return typeName;
}
}
}