Ryujinx-git/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs

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Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
namespace Ryujinx.Graphics.Gal.Shader
{
public class GlslDecompiler
{
private delegate string GetInstExpr(ShaderIrOp Op);
private Dictionary<ShaderIrInst, GetInstExpr> InstsExpr;
private enum OperType
{
Bool,
F32,
I32
}
private const string IdentationStr = " ";
private const int MaxVertexInput = 3;
private GlslDecl Decl;
private ShaderHeader Header, HeaderB;
private ShaderIrBlock[] Blocks, BlocksB;
private StringBuilder SB;
public int MaxUboSize { get; }
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
private bool IsNvidiaDriver;
public GlslDecompiler(int MaxUboSize, bool IsNvidiaDriver)
{
InstsExpr = new Dictionary<ShaderIrInst, GetInstExpr>()
{
{ ShaderIrInst.Abs, GetAbsExpr },
{ ShaderIrInst.Add, GetAddExpr },
{ ShaderIrInst.And, GetAndExpr },
{ ShaderIrInst.Asr, GetAsrExpr },
{ ShaderIrInst.Band, GetBandExpr },
{ ShaderIrInst.Bnot, GetBnotExpr },
{ ShaderIrInst.Bor, GetBorExpr },
{ ShaderIrInst.Bxor, GetBxorExpr },
{ ShaderIrInst.Ceil, GetCeilExpr },
{ ShaderIrInst.Ceq, GetCeqExpr },
{ ShaderIrInst.Cge, GetCgeExpr },
{ ShaderIrInst.Cgt, GetCgtExpr },
{ ShaderIrInst.Clamps, GetClampsExpr },
{ ShaderIrInst.Clampu, GetClampuExpr },
{ ShaderIrInst.Cle, GetCleExpr },
{ ShaderIrInst.Clt, GetCltExpr },
{ ShaderIrInst.Cne, GetCneExpr },
{ ShaderIrInst.Cut, GetCutExpr },
{ ShaderIrInst.Exit, GetExitExpr },
{ ShaderIrInst.Fabs, GetAbsExpr },
{ ShaderIrInst.Fadd, GetAddExpr },
{ ShaderIrInst.Fceq, GetCeqExpr },
{ ShaderIrInst.Fcequ, GetCequExpr },
{ ShaderIrInst.Fcge, GetCgeExpr },
{ ShaderIrInst.Fcgeu, GetCgeuExpr },
{ ShaderIrInst.Fcgt, GetCgtExpr },
{ ShaderIrInst.Fcgtu, GetCgtuExpr },
{ ShaderIrInst.Fclamp, GetFclampExpr },
{ ShaderIrInst.Fcle, GetCleExpr },
{ ShaderIrInst.Fcleu, GetCleuExpr },
{ ShaderIrInst.Fclt, GetCltExpr },
{ ShaderIrInst.Fcltu, GetCltuExpr },
{ ShaderIrInst.Fcnan, GetCnanExpr },
{ ShaderIrInst.Fcne, GetCneExpr },
{ ShaderIrInst.Fcneu, GetCneuExpr },
{ ShaderIrInst.Fcnum, GetCnumExpr },
{ ShaderIrInst.Fcos, GetFcosExpr },
{ ShaderIrInst.Fex2, GetFex2Expr },
{ ShaderIrInst.Ffma, GetFfmaExpr },
{ ShaderIrInst.Flg2, GetFlg2Expr },
{ ShaderIrInst.Floor, GetFloorExpr },
{ ShaderIrInst.Fmax, GetMaxExpr },
{ ShaderIrInst.Fmin, GetMinExpr },
{ ShaderIrInst.Fmul, GetMulExpr },
{ ShaderIrInst.Fneg, GetNegExpr },
{ ShaderIrInst.Frcp, GetFrcpExpr },
{ ShaderIrInst.Frsq, GetFrsqExpr },
{ ShaderIrInst.Fsin, GetFsinExpr },
{ ShaderIrInst.Fsqrt, GetFsqrtExpr },
{ ShaderIrInst.Ftos, GetFtosExpr },
{ ShaderIrInst.Ftou, GetFtouExpr },
{ ShaderIrInst.Ipa, GetIpaExpr },
{ ShaderIrInst.Kil, GetKilExpr },
{ ShaderIrInst.Lsl, GetLslExpr },
{ ShaderIrInst.Lsr, GetLsrExpr },
{ ShaderIrInst.Max, GetMaxExpr },
{ ShaderIrInst.Min, GetMinExpr },
{ ShaderIrInst.Mul, GetMulExpr },
{ ShaderIrInst.Neg, GetNegExpr },
{ ShaderIrInst.Not, GetNotExpr },
{ ShaderIrInst.Or, GetOrExpr },
{ ShaderIrInst.Stof, GetStofExpr },
{ ShaderIrInst.Sub, GetSubExpr },
{ ShaderIrInst.Texb, GetTexbExpr },
{ ShaderIrInst.Texq, GetTexqExpr },
{ ShaderIrInst.Texs, GetTexsExpr },
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
{ ShaderIrInst.Tld4, GetTld4Expr },
{ ShaderIrInst.Trunc, GetTruncExpr },
{ ShaderIrInst.Txlf, GetTxlfExpr },
{ ShaderIrInst.Utof, GetUtofExpr },
{ ShaderIrInst.Xor, GetXorExpr }
};
this.MaxUboSize = MaxUboSize / 16;
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
this.IsNvidiaDriver = IsNvidiaDriver;
}
public GlslProgram Decompile(
IGalMemory Memory,
long VpAPosition,
long VpBPosition,
GalShaderType ShaderType)
{
Header = new ShaderHeader(Memory, VpAPosition);
HeaderB = new ShaderHeader(Memory, VpBPosition);
Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType, Header);
GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType, HeaderB);
Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
return Decompile();
}
public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
{
Header = new ShaderHeader(Memory, Position);
HeaderB = null;
Blocks = ShaderDecoder.Decode(Memory, Position);
BlocksB = null;
Decl = new GlslDecl(Blocks, ShaderType, Header);
return Decompile();
}
private GlslProgram Decompile()
{
SB = new StringBuilder();
SB.AppendLine("#version 410 core");
PrintDeclHeader();
PrintDeclTextures();
PrintDeclUniforms();
PrintDeclAttributes();
PrintDeclInAttributes();
PrintDeclOutAttributes();
PrintDeclGprs();
PrintDeclPreds();
PrintDeclSsy();
if (BlocksB != null)
{
PrintBlockScope(Blocks, GlslDecl.BasicBlockAName);
SB.AppendLine();
PrintBlockScope(BlocksB, GlslDecl.BasicBlockBName);
}
else
{
PrintBlockScope(Blocks, GlslDecl.BasicBlockName);
}
SB.AppendLine();
PrintMain();
string GlslCode = SB.ToString();
List<ShaderDeclInfo> TextureInfo = new List<ShaderDeclInfo>();
TextureInfo.AddRange(Decl.Textures.Values);
TextureInfo.AddRange(IterateCbTextures());
return new GlslProgram(GlslCode, TextureInfo, Decl.Uniforms.Values);
}
private void PrintDeclHeader()
{
if (Decl.ShaderType == GalShaderType.Geometry)
{
int MaxVertices = Header.MaxOutputVertexCount;
string OutputTopology;
switch (Header.OutputTopology)
{
case ShaderHeader.PointList: OutputTopology = "points"; break;
case ShaderHeader.LineStrip: OutputTopology = "line_strip"; break;
case ShaderHeader.TriangleStrip: OutputTopology = "triangle_strip"; break;
default: throw new InvalidOperationException();
}
SB.AppendLine("#extension GL_ARB_enhanced_layouts : require");
SB.AppendLine();
SB.AppendLine("// Stubbed. Maxwell geometry shaders don't inform input geometry type");
SB.AppendLine("layout(triangles) in;" + Environment.NewLine);
SB.AppendLine($"layout({OutputTopology}, max_vertices = {MaxVertices}) out;");
SB.AppendLine();
}
}
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
private string GetSamplerType(TextureTarget TextureTarget, bool HasShadow)
{
string Result;
switch (TextureTarget)
{
case TextureTarget.Texture1D:
Result = "sampler1D";
break;
case TextureTarget.Texture2D:
Result = "sampler2D";
break;
case TextureTarget.Texture3D:
Result = "sampler3D";
break;
case TextureTarget.TextureCubeMap:
Result = "samplerCube";
break;
case TextureTarget.TextureRectangle:
Result = "sampler2DRect";
break;
case TextureTarget.Texture1DArray:
Result = "sampler1DArray";
break;
case TextureTarget.Texture2DArray:
Result = "sampler2DArray";
break;
case TextureTarget.TextureCubeMapArray:
Result = "samplerCubeArray";
break;
case TextureTarget.TextureBuffer:
Result = "samplerBuffer";
break;
case TextureTarget.Texture2DMultisample:
Result = "sampler2DMS";
break;
case TextureTarget.Texture2DMultisampleArray:
Result = "sampler2DMSArray";
break;
default:
throw new NotSupportedException();
}
if (HasShadow)
Result += "Shadow";
return Result;
}
private void PrintDeclTextures()
{
foreach (ShaderDeclInfo DeclInfo in IterateCbTextures())
{
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
TextureTarget Target = ImageUtils.GetTextureTarget(DeclInfo.TextureTarget);
SB.AppendLine($"// {DeclInfo.TextureSuffix}");
SB.AppendLine("uniform " + GetSamplerType(Target, (DeclInfo.TextureSuffix & TextureInstructionSuffix.DC) != 0) + " " + DeclInfo.Name + ";");
}
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
foreach (ShaderDeclInfo DeclInfo in Decl.Textures.Values.OrderBy(DeclKeySelector))
{
TextureTarget Target = ImageUtils.GetTextureTarget(DeclInfo.TextureTarget);
SB.AppendLine($"// {DeclInfo.TextureSuffix}");
SB.AppendLine("uniform " + GetSamplerType(Target, (DeclInfo.TextureSuffix & TextureInstructionSuffix.DC) != 0) + " " + DeclInfo.Name + ";");
}
}
private IEnumerable<ShaderDeclInfo> IterateCbTextures()
{
HashSet<string> Names = new HashSet<string>();
foreach (ShaderDeclInfo DeclInfo in Decl.CbTextures.Values.OrderBy(DeclKeySelector))
{
if (Names.Add(DeclInfo.Name))
{
yield return DeclInfo;
}
}
}
private void PrintDeclUniforms()
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
2018-08-25 04:16:58 +00:00
//Memory layout here is [flip_x, flip_y, instance, unused]
//It's using 4 bytes, not 8
SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + " {");
SB.AppendLine(IdentationStr + "vec2 " + GlslDecl.FlipUniformName + ";");
2018-08-25 04:16:58 +00:00
SB.AppendLine(IdentationStr + "int " + GlslDecl.InstanceUniformName + ";");
SB.AppendLine("};");
SB.AppendLine();
}
foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))
{
SB.AppendLine($"layout (std140) uniform {DeclInfo.Name} {{");
SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{MaxUboSize}];");
SB.AppendLine("};");
}
if (Decl.Uniforms.Count > 0)
{
SB.AppendLine();
}
}
private void PrintDeclAttributes()
{
string GeometryArray = (Decl.ShaderType == GalShaderType.Geometry) ? "[" + MaxVertexInput + "]" : "";
PrintDecls(Decl.Attributes, Suffix: GeometryArray);
}
private void PrintDeclInAttributes()
{
if (Decl.ShaderType == GalShaderType.Fragment)
{
SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") in vec4 " + GlslDecl.PositionOutAttrName + ";");
}
if (Decl.ShaderType == GalShaderType.Geometry)
{
if (Decl.InAttributes.Count > 0)
{
SB.AppendLine("in Vertex {");
foreach (ShaderDeclInfo DeclInfo in Decl.InAttributes.Values.OrderBy(DeclKeySelector))
{
if (DeclInfo.Index >= 0)
{
SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") vec4 " + DeclInfo.Name + "; ");
}
}
SB.AppendLine("} block_in[];" + Environment.NewLine);
}
}
else
{
PrintDeclAttributes(Decl.InAttributes.Values, "in");
}
}
private void PrintDeclOutAttributes()
{
if (Decl.ShaderType == GalShaderType.Fragment)
{
int Count = 0;
for (int Attachment = 0; Attachment < 8; Attachment++)
{
if (Header.OmapTargets[Attachment].Enabled)
{
SB.AppendLine("layout (location = " + Attachment + ") out vec4 " + GlslDecl.FragmentOutputName + Attachment + ";");
Count++;
}
}
if (Count > 0)
{
SB.AppendLine();
}
}
else
{
SB.AppendLine("layout (location = " + GlslDecl.PositionOutAttrLocation + ") out vec4 " + GlslDecl.PositionOutAttrName + ";");
SB.AppendLine();
}
PrintDeclAttributes(Decl.OutAttributes.Values, "out");
}
private void PrintDeclAttributes(IEnumerable<ShaderDeclInfo> Decls, string InOut)
{
int Count = 0;
foreach (ShaderDeclInfo DeclInfo in Decls.OrderBy(DeclKeySelector))
{
if (DeclInfo.Index >= 0)
{
SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " vec4 " + DeclInfo.Name + ";");
Count++;
}
}
if (Count > 0)
{
SB.AppendLine();
}
}
private void PrintDeclGprs()
{
PrintDecls(Decl.Gprs);
PrintDecls(Decl.GprsHalf);
}
private void PrintDeclPreds()
{
PrintDecls(Decl.Preds, "bool");
}
private void PrintDeclSsy()
{
SB.AppendLine("uint " + GlslDecl.SsyCursorName + " = 0;");
SB.AppendLine("uint " + GlslDecl.SsyStackName + "[" + GlslDecl.SsyStackSize + "];" + Environment.NewLine);
}
private void PrintDecls(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, string CustomType = null, string Suffix = "")
{
foreach (ShaderDeclInfo DeclInfo in Dict.Values.OrderBy(DeclKeySelector))
{
string Name;
if (CustomType != null)
{
Name = CustomType + " " + DeclInfo.Name + Suffix + ";";
}
else if (DeclInfo.Name.Contains(GlslDecl.FragmentOutputName))
{
Name = "layout (location = " + DeclInfo.Index / 4 + ") out vec4 " + DeclInfo.Name + Suffix + ";";
}
else
{
Name = GetDecl(DeclInfo) + Suffix + ";";
}
SB.AppendLine(Name);
}
if (Dict.Count > 0)
{
SB.AppendLine();
}
}
private int DeclKeySelector(ShaderDeclInfo DeclInfo)
{
return DeclInfo.Cbuf << 24 | DeclInfo.Index;
}
private string GetDecl(ShaderDeclInfo DeclInfo)
{
if (DeclInfo.Size == 4)
{
return "vec4 " + DeclInfo.Name;
}
else
{
return "float " + 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;
if (Decl.ShaderType == GalShaderType.Geometry)
{
for (int Vertex = 0; Vertex < MaxVertexInput; Vertex++)
{
string Dst = Attr.Name + "[" + Vertex + "]";
string Src = "block_in[" + Vertex + "]." + DeclInfo.Name;
SB.AppendLine(IdentationStr + Dst + " = " + Src + ";");
}
}
else
{
SB.AppendLine(IdentationStr + Attr.Name + " = " + DeclInfo.Name + ";");
}
}
SB.AppendLine(IdentationStr + "uint pc;");
if (BlocksB != null)
{
PrintProgram(Blocks, GlslDecl.BasicBlockAName);
PrintProgram(BlocksB, GlslDecl.BasicBlockBName);
}
else
{
PrintProgram(Blocks, GlslDecl.BasicBlockName);
}
if (Decl.ShaderType != GalShaderType.Geometry)
{
PrintAttrToOutput();
}
if (Decl.ShaderType == GalShaderType.Fragment)
{
if (Header.OmapDepth)
{
SB.AppendLine(IdentationStr + "gl_FragDepth = " + GlslDecl.GetGprName(Header.DepthRegister) + ";");
}
int GprIndex = 0;
for (int Attachment = 0; Attachment < 8; Attachment++)
{
string Output = GlslDecl.FragmentOutputName + Attachment;
OmapTarget Target = Header.OmapTargets[Attachment];
for (int Component = 0; Component < 4; Component++)
{
if (Target.ComponentEnabled(Component))
{
SB.AppendLine(IdentationStr + Output + "[" + Component + "] = " + GlslDecl.GetGprName(GprIndex) + ";");
GprIndex++;
}
}
}
}
SB.AppendLine("}");
}
private void PrintProgram(ShaderIrBlock[] Blocks, string Name)
{
const string Ident1 = IdentationStr;
const string Ident2 = Ident1 + IdentationStr;
const string Ident3 = Ident2 + IdentationStr;
const string Ident4 = Ident3 + IdentationStr;
SB.AppendLine(Ident1 + "pc = " + GetBlockPosition(Blocks[0]) + ";");
SB.AppendLine(Ident1 + "do {");
SB.AppendLine(Ident2 + "switch (pc) {");
foreach (ShaderIrBlock Block in Blocks)
{
string FunctionName = Block.Position.ToString("x8");
SB.AppendLine(Ident3 + "case 0x" + FunctionName + ": pc = " + Name + "_" + FunctionName + "(); break;");
}
SB.AppendLine(Ident3 + "default:");
SB.AppendLine(Ident4 + "pc = 0;");
SB.AppendLine(Ident4 + "break;");
SB.AppendLine(Ident2 + "}");
SB.AppendLine(Ident1 + "} while (pc != 0);");
}
private void PrintAttrToOutput(string Identation = IdentationStr)
{
foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
{
if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
{
continue;
}
ShaderDeclInfo DeclInfo = KV.Value;
string Name = Attr.Name;
if (Decl.ShaderType == GalShaderType.Geometry)
{
Name += "[0]";
}
SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + ";");
}
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine(Identation + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
}
if (Decl.ShaderType != GalShaderType.Fragment)
{
SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + " = gl_Position;");
SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + ".w = 1;");
}
}
private void PrintBlockScope(ShaderIrBlock[] Blocks, string Name)
{
foreach (ShaderIrBlock Block in Blocks)
{
SB.AppendLine("uint " + Name + "_" + Block.Position.ToString("x8") + "() {");
PrintNodes(Block, Block.GetNodes());
SB.AppendLine("}" + Environment.NewLine);
}
}
private void PrintNodes(ShaderIrBlock Block, ShaderIrNode[] Nodes)
{
foreach (ShaderIrNode Node in Nodes)
{
PrintNode(Block, Node, IdentationStr);
}
if (Nodes.Length == 0)
{
SB.AppendLine(IdentationStr + "return 0u;");
return;
}
ShaderIrNode Last = Nodes[Nodes.Length - 1];
bool UnconditionalFlowChange = false;
if (Last is ShaderIrOp Op)
{
switch (Op.Inst)
{
case ShaderIrInst.Bra:
case ShaderIrInst.Exit:
case ShaderIrInst.Sync:
UnconditionalFlowChange = true;
break;
}
}
if (!UnconditionalFlowChange)
{
if (Block.Next != null)
{
SB.AppendLine(IdentationStr + "return " + GetBlockPosition(Block.Next) + ";");
}
else
{
SB.AppendLine(IdentationStr + "return 0u;");
}
}
}
private void PrintNode(ShaderIrBlock Block, ShaderIrNode Node, string Identation)
{
if (Node is ShaderIrCond Cond)
{
string IfExpr = GetSrcExpr(Cond.Pred, true);
if (Cond.Not)
{
IfExpr = "!(" + IfExpr + ")";
}
SB.AppendLine(Identation + "if (" + IfExpr + ") {");
PrintNode(Block, Cond.Child, Identation + IdentationStr);
SB.AppendLine(Identation + "}");
}
else if (Node is ShaderIrAsg Asg)
{
if (IsValidOutOper(Asg.Dst))
{
string Expr = GetSrcExpr(Asg.Src, true);
Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
}
}
else if (Node is ShaderIrOp Op)
{
switch (Op.Inst)
{
case ShaderIrInst.Bra:
{
SB.AppendLine(Identation + "return " + GetBlockPosition(Block.Branch) + ";");
break;
}
case ShaderIrInst.Emit:
{
PrintAttrToOutput(Identation);
SB.AppendLine(Identation + "EmitVertex();");
break;
}
case ShaderIrInst.Ssy:
{
string StackIndex = GlslDecl.SsyStackName + "[" + GlslDecl.SsyCursorName + "]";
int TargetPosition = (Op.OperandA as ShaderIrOperImm).Value;
string Target = "0x" + TargetPosition.ToString("x8") + "u";
SB.AppendLine(Identation + StackIndex + " = " + Target + ";");
SB.AppendLine(Identation + GlslDecl.SsyCursorName + "++;");
break;
}
case ShaderIrInst.Sync:
{
SB.AppendLine(Identation + GlslDecl.SsyCursorName + "--;");
string Target = GlslDecl.SsyStackName + "[" + GlslDecl.SsyCursorName + "]";
SB.AppendLine(Identation + "return " + Target + ";");
break;
}
default:
SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
break;
}
}
else if (Node is ShaderIrCmnt Cmnt)
{
SB.AppendLine(Identation + "// " + Cmnt.Comment);
}
else
{
throw new InvalidOperationException();
}
}
private bool IsValidOutOper(ShaderIrNode Node)
{
if (Node is ShaderIrOperGpr Gpr && Gpr.IsConst)
{
return false;
}
else if (Node is ShaderIrOperPred Pred && Pred.IsConst)
{
return false;
}
return true;
}
private string GetDstOperName(ShaderIrNode Node)
{
if (Node is ShaderIrOperAbuf Abuf)
{
return GetOutAbufName(Abuf);
}
else if (Node is ShaderIrOperGpr Gpr)
{
return GetName(Gpr);
}
else if (Node is ShaderIrOperPred Pred)
{
return GetName(Pred);
}
throw new ArgumentException(nameof(Node));
}
private string GetSrcExpr(ShaderIrNode Node, bool Entry = false)
{
switch (Node)
{
case ShaderIrOperAbuf Abuf: return GetName (Abuf);
case ShaderIrOperCbuf Cbuf: return GetName (Cbuf);
case ShaderIrOperGpr Gpr: return GetName (Gpr);
case ShaderIrOperImm Imm: return GetValue(Imm);
case ShaderIrOperImmf Immf: return GetValue(Immf);
case ShaderIrOperPred Pred: return GetName (Pred);
case ShaderIrOp Op:
string Expr;
if (InstsExpr.TryGetValue(Op.Inst, out GetInstExpr GetExpr))
{
Expr = GetExpr(Op);
}
else
{
throw new NotImplementedException(Op.Inst.ToString());
}
if (!Entry && NeedsParentheses(Op))
{
Expr = "(" + Expr + ")";
}
return Expr;
default: throw new ArgumentException(nameof(Node));
}
}
private static bool NeedsParentheses(ShaderIrOp Op)
{
switch (Op.Inst)
{
case ShaderIrInst.Ipa:
case ShaderIrInst.Texq:
case ShaderIrInst.Texs:
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
case ShaderIrInst.Tld4:
case ShaderIrInst.Txlf:
return false;
}
return true;
}
private string GetName(ShaderIrOperCbuf Cbuf)
{
if (!Decl.Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
{
throw new InvalidOperationException();
}
if (Cbuf.Offs != null)
{
string Offset = "floatBitsToInt(" + GetSrcExpr(Cbuf.Offs) + ")";
string Index = "(" + Cbuf.Pos * 4 + " + " + Offset + ")";
return $"{DeclInfo.Name}_data[{Index} / 16][({Index} / 4) % 4]";
}
else
{
return $"{DeclInfo.Name}_data[{Cbuf.Pos / 4}][{Cbuf.Pos % 4}]";
}
}
private string GetOutAbufName(ShaderIrOperAbuf Abuf)
{
if (Decl.ShaderType == GalShaderType.Geometry)
{
switch (Abuf.Offs)
{
case GlslDecl.LayerAttr: return "gl_Layer";
}
}
return GetAttrTempName(Abuf);
}
private string GetName(ShaderIrOperAbuf Abuf)
{
//Handle special scalar read-only attributes here.
if (Decl.ShaderType == GalShaderType.Vertex)
{
switch (Abuf.Offs)
{
case GlslDecl.VertexIdAttr: return "gl_VertexID";
2018-08-25 04:16:58 +00:00
case GlslDecl.InstanceIdAttr: return GlslDecl.InstanceUniformName;
}
}
else if (Decl.ShaderType == GalShaderType.TessEvaluation)
{
switch (Abuf.Offs)
{
case GlslDecl.TessCoordAttrX: return "gl_TessCoord.x";
case GlslDecl.TessCoordAttrY: return "gl_TessCoord.y";
case GlslDecl.TessCoordAttrZ: return "gl_TessCoord.z";
}
}
else if (Decl.ShaderType == GalShaderType.Fragment)
{
switch (Abuf.Offs)
{
case GlslDecl.PointCoordAttrX: return "gl_PointCoord.x";
case GlslDecl.PointCoordAttrY: return "gl_PointCoord.y";
case GlslDecl.FaceAttr: return "(gl_FrontFacing ? -1 : 0)";
}
}
return GetAttrTempName(Abuf);
}
private string GetAttrTempName(ShaderIrOperAbuf Abuf)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
string Swizzle = "." + GetAttrSwizzle(Elem);
if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
{
//Handle special vec4 attributes here
//(for example, index 7 is always gl_Position).
if (Index == GlslDecl.GlPositionVec4Index)
{
string Name =
Decl.ShaderType != GalShaderType.Vertex &&
Decl.ShaderType != GalShaderType.Geometry ? GlslDecl.PositionOutAttrName : "gl_Position";
return Name + Swizzle;
}
else if (Abuf.Offs == GlslDecl.PointSizeAttr)
{
return "gl_PointSize";
}
}
if (DeclInfo.Index >= 32)
{
throw new InvalidOperationException($"Shader attribute offset {Abuf.Offs} is invalid.");
}
if (Decl.ShaderType == GalShaderType.Geometry)
{
string Vertex = "floatBitsToInt(" + GetSrcExpr(Abuf.Vertex) + ")";
return DeclInfo.Name + "[" + Vertex + "]" + Swizzle;
}
else
{
return DeclInfo.Name + Swizzle;
}
}
private string GetName(ShaderIrOperGpr Gpr)
{
if (Gpr.IsConst)
{
return "0";
}
if (Gpr.RegisterSize == ShaderRegisterSize.Single)
{
return GetNameWithSwizzle(Decl.Gprs, Gpr.Index);
}
else if (Gpr.RegisterSize == ShaderRegisterSize.Half)
{
return GetNameWithSwizzle(Decl.GprsHalf, (Gpr.Index << 1) | Gpr.HalfPart);
}
else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
{
throw new NotImplementedException("Double types are not supported.");
}
}
private string GetValue(ShaderIrOperImm Imm)
{
//Only use hex is the value is too big and would likely be hard to read as int.
if (Imm.Value > 0xfff ||
Imm.Value < -0xfff)
{
return "0x" + Imm.Value.ToString("x8", CultureInfo.InvariantCulture);
}
else
{
return GetIntConst(Imm.Value);
}
}
private string GetValue(ShaderIrOperImmf Immf)
{
return GetFloatConst(Immf.Value);
}
private string GetName(ShaderIrOperPred Pred)
{
return Pred.IsConst ? "true" : GetNameWithSwizzle(Decl.Preds, Pred.Index);
}
private string GetNameWithSwizzle(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, int Index)
{
int VecIndex = Index & ~3;
if (Dict.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
{
if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
{
return DeclInfo.Name + "." + GetAttrSwizzle(Index & 3);
}
}
if (!Dict.TryGetValue(Index, out DeclInfo))
{
throw new InvalidOperationException();
}
return DeclInfo.Name;
}
private string GetAttrSwizzle(int Elem)
{
return "xyzw".Substring(Elem, 1);
}
private string GetAbsExpr(ShaderIrOp Op) => GetUnaryCall(Op, "abs");
private string GetAddExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "+");
private string GetAndExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&");
private string GetAsrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">>");
private string GetBandExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&&");
private string GetBnotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "!");
private string GetBorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "||");
private string GetBxorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^^");
private string GetCeilExpr(ShaderIrOp Op) => GetUnaryCall(Op, "ceil");
private string GetClampsExpr(ShaderIrOp Op)
{
return "clamp(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ", " +
GetOperExpr(Op, Op.OperandC) + ")";
}
private string GetClampuExpr(ShaderIrOp Op)
{
return "int(clamp(uint(" + GetOperExpr(Op, Op.OperandA) + "), " +
"uint(" + GetOperExpr(Op, Op.OperandB) + "), " +
"uint(" + GetOperExpr(Op, Op.OperandC) + ")))";
}
private string GetCeqExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "==");
private string GetCequExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "==");
private string GetCgeExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">=");
private string GetCgeuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">=");
private string GetCgtExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">");
private string GetCgtuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">");
private string GetCleExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<=");
private string GetCleuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<=");
private string GetCltExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<");
private string GetCltuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<");
private string GetCnanExpr(ShaderIrOp Op) => GetUnaryCall(Op, "isnan");
private string GetCneExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "!=");
private string GetCutExpr(ShaderIrOp Op) => "EndPrimitive()";
private string GetCneuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "!=");
private string GetCnumExpr(ShaderIrOp Op) => GetUnaryCall(Op, "!isnan");
private string GetExitExpr(ShaderIrOp Op) => "return 0u";
private string GetFcosExpr(ShaderIrOp Op) => GetUnaryCall(Op, "cos");
private string GetFex2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "exp2");
private string GetFfmaExpr(ShaderIrOp Op) => GetTernaryExpr(Op, "*", "+");
private string GetFclampExpr(ShaderIrOp Op) => GetTernaryCall(Op, "clamp");
private string GetFlg2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "log2");
private string GetFloorExpr(ShaderIrOp Op) => GetUnaryCall(Op, "floor");
private string GetFrcpExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "1 / ");
private string GetFrsqExpr(ShaderIrOp Op) => GetUnaryCall(Op, "inversesqrt");
private string GetFsinExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sin");
private string GetFsqrtExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sqrt");
private string GetFtosExpr(ShaderIrOp Op)
{
return "int(" + GetOperExpr(Op, Op.OperandA) + ")";
}
private string GetFtouExpr(ShaderIrOp Op)
{
return "int(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
}
private string GetIpaExpr(ShaderIrOp Op)
{
ShaderIrMetaIpa Meta = (ShaderIrMetaIpa)Op.MetaData;
ShaderIrOperAbuf Abuf = (ShaderIrOperAbuf)Op.OperandA;
if (Meta.Mode == ShaderIpaMode.Pass)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
if (Decl.ShaderType == GalShaderType.Fragment && Index == GlslDecl.GlPositionVec4Index)
{
switch (Elem)
{
case 0: return "gl_FragCoord.x";
case 1: return "gl_FragCoord.y";
case 2: return "gl_FragCoord.z";
case 3: return "1";
}
}
}
return GetSrcExpr(Op.OperandA);
}
private string GetKilExpr(ShaderIrOp Op) => "discard";
private string GetLslExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<<");
private string GetLsrExpr(ShaderIrOp Op)
{
return "int(uint(" + GetOperExpr(Op, Op.OperandA) + ") >> " +
GetOperExpr(Op, Op.OperandB) + ")";
}
private string GetMaxExpr(ShaderIrOp Op) => GetBinaryCall(Op, "max");
private string GetMinExpr(ShaderIrOp Op) => GetBinaryCall(Op, "min");
private string GetMulExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "*");
private string GetNegExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "-");
private string GetNotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "~");
private string GetOrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "|");
private string GetStofExpr(ShaderIrOp Op)
{
return "float(" + GetOperExpr(Op, Op.OperandA) + ")";
}
private string GetSubExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "-");
private string GetTexbExpr(ShaderIrOp Op)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
if (!Decl.CbTextures.TryGetValue(Op, out ShaderDeclInfo DeclInfo))
{
throw new InvalidOperationException();
}
string Coords = GetTexSamplerCoords(Op);
string Ch = "rgba".Substring(Meta.Elem, 1);
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
return GetTextureOperation(Op, DeclInfo.Name, Coords, Ch);
}
private string GetTexqExpr(ShaderIrOp Op)
{
ShaderIrMetaTexq Meta = (ShaderIrMetaTexq)Op.MetaData;
string Ch = "xyzw".Substring(Meta.Elem, 1);
if (Meta.Info == ShaderTexqInfo.Dimension)
{
string Sampler = GetTexSamplerName(Op);
string Lod = GetOperExpr(Op, Op.OperandA); //???
return "textureSize(" + Sampler + ", " + Lod + ")." + Ch;
}
else
{
throw new NotImplementedException(Meta.Info.ToString());
}
}
private string GetTexsExpr(ShaderIrOp Op)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
string Sampler = GetTexSamplerName(Op);
string Coords = GetTexSamplerCoords(Op);
string Ch = "rgba".Substring(Meta.Elem, 1);
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
return GetTextureOperation(Op, Sampler, Coords, Ch);
}
private string GetTld4Expr(ShaderIrOp Op)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
string Sampler = GetTexSamplerName(Op);
string Coords = GetTexSamplerCoords(Op);
string Ch = "rgba".Substring(Meta.Elem, 1);
return GetTextureGatherOperation(Op, Sampler, Coords, Ch);
}
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
// TODO: support AOFFI on non nvidia drivers
private string GetTxlfExpr(ShaderIrOp Op)
{
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
// TODO: Support all suffixes
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
TextureInstructionSuffix Suffix = Meta.TextureInstructionSuffix;
string Sampler = GetTexSamplerName(Op);
string Coords = GetITexSamplerCoords(Op);
string Ch = "rgba".Substring(Meta.Elem, 1);
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
string Lod = "0";
if (Meta.LevelOfDetail != null)
{
Lod = GetOperExpr(Op, Meta.LevelOfDetail);
}
if ((Suffix & TextureInstructionSuffix.AOffI) != 0 && IsNvidiaDriver)
{
string Offset = GetTextureOffset(Meta, GetOperExpr(Op, Meta.Offset));
return "texelFetchOffset(" + Sampler + ", " + Coords + ", " + Lod + ", " + Offset + ")." + Ch;
}
return "texelFetch(" + Sampler + ", " + Coords + ", " + Lod + ")." + Ch;
}
private string GetTruncExpr(ShaderIrOp Op) => GetUnaryCall(Op, "trunc");
private string GetUtofExpr(ShaderIrOp Op)
{
return "float(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
}
private string GetXorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^");
private string GetUnaryCall(ShaderIrOp Op, string FuncName)
{
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ")";
}
private string GetBinaryCall(ShaderIrOp Op, string FuncName)
{
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ")";
}
private string GetTernaryCall(ShaderIrOp Op, string FuncName)
{
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ", " +
GetOperExpr(Op, Op.OperandC) + ")";
}
private string GetUnaryExpr(ShaderIrOp Op, string Opr)
{
return Opr + GetOperExpr(Op, Op.OperandA);
}
private string GetBinaryExpr(ShaderIrOp Op, string Opr)
{
return GetOperExpr(Op, Op.OperandA) + " " + Opr + " " +
GetOperExpr(Op, Op.OperandB);
}
private string GetBinaryExprWithNaN(ShaderIrOp Op, string Opr)
{
string A = GetOperExpr(Op, Op.OperandA);
string B = GetOperExpr(Op, Op.OperandB);
string NaNCheck =
" || isnan(" + A + ")" +
" || isnan(" + B + ")";
return A + " " + Opr + " " + B + NaNCheck;
}
private string GetTernaryExpr(ShaderIrOp Op, string Opr1, string Opr2)
{
return GetOperExpr(Op, Op.OperandA) + " " + Opr1 + " " +
GetOperExpr(Op, Op.OperandB) + " " + Opr2 + " " +
GetOperExpr(Op, Op.OperandC);
}
private string GetTexSamplerName(ShaderIrOp Op)
{
ShaderIrOperImm Node = (ShaderIrOperImm)Op.OperandC;
int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
if (!Decl.Textures.TryGetValue(Handle, out ShaderDeclInfo DeclInfo))
{
throw new InvalidOperationException();
}
return DeclInfo.Name;
}
private string GetTexSamplerCoords(ShaderIrOp Op)
{
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
bool HasDepth = (Meta.TextureInstructionSuffix & TextureInstructionSuffix.DC) != 0;
int Coords = ImageUtils.GetCoordsCountTextureTarget(Meta.TextureTarget);
bool IsArray = ImageUtils.IsArray(Meta.TextureTarget);
string GetLastArgument(ShaderIrNode Node)
{
string Result = GetOperExpr(Op, Node);
// array index is actually an integer so we need to pass it correctly
if (IsArray)
{
Result = "float(floatBitsToInt(" + Result + "))";
}
return Result;
}
string LastArgument;
string DepthArgument = "";
int VecSize = Coords;
if (HasDepth && Op.Inst != ShaderIrInst.Tld4)
{
VecSize++;
DepthArgument = $", {GetOperExpr(Op, Meta.DepthCompare)}";
}
switch (Coords)
{
case 1:
if (HasDepth)
{
return $"vec3({GetOperExpr(Op, Meta.Coordinates[0])}, 0.0{DepthArgument})";
}
return GetOperExpr(Op, Meta.Coordinates[0]);
case 2:
LastArgument = GetLastArgument(Meta.Coordinates[1]);
return $"vec{VecSize}({GetOperExpr(Op, Meta.Coordinates[0])}, {LastArgument}{DepthArgument})";
case 3:
LastArgument = GetLastArgument(Meta.Coordinates[2]);
return $"vec{VecSize}({GetOperExpr(Op, Meta.Coordinates[0])}, {GetOperExpr(Op, Meta.Coordinates[1])}, {LastArgument}{DepthArgument})";
case 4:
LastArgument = GetLastArgument(Meta.Coordinates[3]);
return $"vec4({GetOperExpr(Op, Meta.Coordinates[0])}, {GetOperExpr(Op, Meta.Coordinates[1])}, {GetOperExpr(Op, Meta.Coordinates[2])}, {LastArgument}){DepthArgument}";
default:
throw new InvalidOperationException();
}
}
private string GetTextureOffset(ShaderIrMetaTex Meta, string Oper, int Shift = 4, int Mask = 0xF)
{
string GetOffset(string Operation, int Index)
{
return $"({Operation} >> {Index * Shift}) & 0x{Mask:x}";
}
int Coords = ImageUtils.GetCoordsCountTextureTarget(Meta.TextureTarget);
if (ImageUtils.IsArray(Meta.TextureTarget))
Coords -= 1;
switch (Coords)
{
case 1:
return GetOffset(Oper, 0);
case 2:
return "ivec2(" + GetOffset(Oper, 0) + ", " + GetOffset(Oper, 1) + ")";
case 3:
return "ivec3(" + GetOffset(Oper, 0) + ", " + GetOffset(Oper, 1) + ", " + GetOffset(Oper, 2) + ")";
case 4:
return "ivec4(" + GetOffset(Oper, 0) + ", " + GetOffset(Oper, 1) + ", " + GetOffset(Oper, 2) + ", " + GetOffset(Oper, 3) + ")";
default:
throw new InvalidOperationException();
}
}
// TODO: support AOFFI on non nvidia drivers
private string GetTextureGatherOperation(ShaderIrOp Op, string Sampler, string Coords, string Ch)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
TextureInstructionSuffix Suffix = Meta.TextureInstructionSuffix;
string ChString = "." + Ch;
string Comp = Meta.Component.ToString();
if ((Suffix & TextureInstructionSuffix.DC) != 0)
{
Comp = GetOperExpr(Op, Meta.DepthCompare);
}
if ((Suffix & TextureInstructionSuffix.AOffI) != 0 && IsNvidiaDriver)
{
string Offset = GetTextureOffset(Meta, "floatBitsToInt((" + GetOperExpr(Op, Meta.Offset) + "))", 8, 0x3F);
if ((Suffix & TextureInstructionSuffix.DC) != 0)
{
return "textureGatherOffset(" + Sampler + ", " + Coords + ", " + Comp + ", " + Offset + ")" + ChString;
}
return "textureGatherOffset(" + Sampler + ", " + Coords + ", " + Offset + ", " + Comp + ")" + ChString;
}
// TODO: Support PTP
else if ((Suffix & TextureInstructionSuffix.PTP) != 0)
{
throw new NotImplementedException();
}
return "textureGather(" + Sampler + ", " + Coords + ", " + Comp + ")" + ChString;
}
// TODO: support AOFFI on non nvidia drivers
private string GetTextureOperation(ShaderIrOp Op, string Sampler, string Coords, string Ch)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
TextureInstructionSuffix Suffix = Meta.TextureInstructionSuffix;
string ChString = "." + Ch;
if ((Suffix & TextureInstructionSuffix.DC) != 0)
{
ChString = "";
}
// TODO: Support LBA and LLA
if ((Suffix & TextureInstructionSuffix.LZ) != 0)
{
if ((Suffix & TextureInstructionSuffix.AOffI) != 0 && IsNvidiaDriver)
{
string Offset = GetTextureOffset(Meta, "floatBitsToInt((" + GetOperExpr(Op, Meta.Offset) + "))");
return "textureLodOffset(" + Sampler + ", " + Coords + ", 0.0, " + Offset + ")" + ChString;
}
return "textureLod(" + Sampler + ", " + Coords + ", 0.0)" + ChString;
}
else if ((Suffix & TextureInstructionSuffix.LB) != 0)
{
if ((Suffix & TextureInstructionSuffix.AOffI) != 0 && IsNvidiaDriver)
{
string Offset = GetTextureOffset(Meta, "floatBitsToInt((" + GetOperExpr(Op, Meta.Offset) + "))");
return "textureOffset(" + Sampler + ", " + Coords + ", " + Offset + ", " + GetOperExpr(Op, Meta.LevelOfDetail) + ")" + ChString;
}
return "texture(" + Sampler + ", " + Coords + ", " + GetOperExpr(Op, Meta.LevelOfDetail) + ")" + ChString;
}
else if ((Suffix & TextureInstructionSuffix.LL) != 0)
{
if ((Suffix & TextureInstructionSuffix.AOffI) != 0 && IsNvidiaDriver)
{
string Offset = GetTextureOffset(Meta, "floatBitsToInt((" + GetOperExpr(Op, Meta.Offset) + "))");
return "textureLodOffset(" + Sampler + ", " + Coords + ", " + GetOperExpr(Op, Meta.LevelOfDetail) + ", " + Offset + ")" + ChString;
}
return "textureLod(" + Sampler + ", " + Coords + ", " + GetOperExpr(Op, Meta.LevelOfDetail) + ")" + ChString;
}
else if ((Suffix & TextureInstructionSuffix.AOffI) != 0 && IsNvidiaDriver)
{
string Offset = GetTextureOffset(Meta, "floatBitsToInt((" + GetOperExpr(Op, Meta.Offset) + "))");
return "textureOffset(" + Sampler + ", " + Coords + ", " + Offset + ")" + ChString;
}
else
{
return "texture(" + Sampler + ", " + Coords + ")" + ChString;
}
throw new NotImplementedException($"Texture Suffix {Meta.TextureInstructionSuffix} is not implemented");
}
private string GetITexSamplerCoords(ShaderIrOp Op)
{
Initial non 2D textures support (#525) * Initial non 2D textures support - Shaders still need to be changed - Some types aren't yet implemented * Start implementing texture instructions suffixes Fix wrong texture type with cube and TEXS Also support array textures in TEX and TEX.B Clean up TEX and TEXS coords managment Fix TEXS.LL with non-2d textures Implement TEX.AOFFI Get the right arguments for TEX, TEXS and TLDS Also, store suffix operands in appropriate values to support multiple suffix combinaisons * Support depth in read/writeTexture Also support WrapR and detect mipmap * Proper cube map textures support + fix TEXS.LZ * Implement depth compare * some code clean up * Implement CubeMap textures in OGLTexture.Create * Implement TLD4 and TLD4S * Add Texture 1D support * updates comments * fix some code style issues * Fix some nits + rename some things to be less confusing * Remove GetSuffix local functions * AOFFI => AOffI * TextureType => GalTextureTarget * finish renaming TextureType to TextureTarget * Disable LL, LZ and LB support in the decompiler This needs more work at the GL level (GLSL implementation should be right) * Revert "Disable LL, LZ and LB support in the decompiler" This reverts commit 64536c3d9f673645faff3152838d1413c3203395. * Fix TEXS ARRAY_2D index * ImageFormat depth should be 1 for all image format * Fix shader build issues with sampler1DShadow and texture * Fix DC & AOFFI combinaison with TEX/TEXS * Support AOFFI with TLD4 and TLD4S * Fix shader compilation error for TLD4.AOFFI with no DC * Fix binding isuses on the 2d copy engine TODO: support 2d array copy * Support 2D array copy operation in the 2D engine This make every copy right in the GPU side. Thie CPU copy probably needs to be updated * Implement GetGpuSize + fix somes issues with 2d engine copies TODO: mipmap level in it * Don't throw an exception in the layer handling * Fix because of rebase * Reject 2d layers of non textures in 2d copy engine * Add 3D textures and mipmap support on BlockLinearSwizzle * Fix naming on new BitUtils methods * gpu cache: Make sure to invalidate textures that doesn't have the same target * Add the concept of layer count for array instead of using depth Also cleanup GetGpuSize as Swizzle can compute the size with mipmap * Support multi layer with mip map in ReadTexture * Add more check for cache invalidation & remove cubemap and cubemap array code for now Also fix compressed 2d array * Fix texelFetchOffset shader build error * Start looking into cube map again Also add some way to log write in register in engines * fix write register log levles * Remove debug logs in WriteRegister * Disable AOFFI support on non NVIDIA drivers * Fix code align
2019-02-28 01:12:24 +00:00
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
switch (ImageUtils.GetCoordsCountTextureTarget(Meta.TextureTarget))
{
case 1:
return GetOperExpr(Op, Meta.Coordinates[0]);
case 2:
return "ivec2(" + GetOperExpr(Op, Meta.Coordinates[0]) + ", " + GetOperExpr(Op, Meta.Coordinates[1]) + ")";
case 3:
return "ivec3(" + GetOperExpr(Op, Meta.Coordinates[0]) + ", " + GetOperExpr(Op, Meta.Coordinates[1]) + ", " + GetOperExpr(Op, Meta.Coordinates[2]) + ")";
default:
throw new InvalidOperationException();
}
}
private string GetOperExpr(ShaderIrOp Op, ShaderIrNode Oper)
{
return GetExprWithCast(Op, Oper, GetSrcExpr(Oper));
}
private static string GetExprWithCast(ShaderIrNode Dst, ShaderIrNode Src, string Expr)
{
//Note: The "DstType" (of the cast) is the type that the operation
//uses on the source operands, while the "SrcType" is the destination
//type of the operand result (if it is a operation) or just the type
//of the variable for registers/uniforms/attributes.
OperType DstType = GetSrcNodeType(Dst);
OperType SrcType = GetDstNodeType(Src);
if (DstType != SrcType)
{
//Check for invalid casts
//(like bool to int/float and others).
if (SrcType != OperType.F32 &&
SrcType != OperType.I32)
{
throw new InvalidOperationException();
}
switch (Src)
{
case ShaderIrOperGpr Gpr:
{
//When the Gpr is ZR, just return the 0 value directly,
//since the float encoding for 0 is 0.
if (Gpr.IsConst)
{
return "0";
}
break;
}
}
switch (DstType)
{
case OperType.F32: Expr = "intBitsToFloat(" + Expr + ")"; break;
case OperType.I32: Expr = "floatBitsToInt(" + Expr + ")"; break;
}
}
return Expr;
}
private static string GetIntConst(int Value)
{
string Expr = Value.ToString(CultureInfo.InvariantCulture);
return Value < 0 ? "(" + Expr + ")" : Expr;
}
private static string GetFloatConst(float Value)
{
string Expr = Value.ToString(CultureInfo.InvariantCulture);
return Value < 0 ? "(" + Expr + ")" : Expr;
}
private static OperType GetDstNodeType(ShaderIrNode Node)
{
//Special case instructions with the result type different
//from the input types (like integer <-> float conversion) here.
if (Node is ShaderIrOp Op)
{
switch (Op.Inst)
{
case ShaderIrInst.Stof:
case ShaderIrInst.Txlf:
case ShaderIrInst.Utof:
return OperType.F32;
case ShaderIrInst.Ftos:
case ShaderIrInst.Ftou:
return OperType.I32;
}
}
return GetSrcNodeType(Node);
}
private static OperType GetSrcNodeType(ShaderIrNode Node)
{
switch (Node)
{
case ShaderIrOperAbuf Abuf:
return Abuf.Offs == GlslDecl.LayerAttr ||
Abuf.Offs == GlslDecl.InstanceIdAttr ||
Abuf.Offs == GlslDecl.VertexIdAttr ||
Abuf.Offs == GlslDecl.FaceAttr
? OperType.I32
: OperType.F32;
case ShaderIrOperCbuf Cbuf: return OperType.F32;
case ShaderIrOperGpr Gpr: return OperType.F32;
case ShaderIrOperImm Imm: return OperType.I32;
case ShaderIrOperImmf Immf: return OperType.F32;
case ShaderIrOperPred Pred: return OperType.Bool;
case ShaderIrOp Op:
if (Op.Inst > ShaderIrInst.B_Start &&
Op.Inst < ShaderIrInst.B_End)
{
return OperType.Bool;
}
else if (Op.Inst > ShaderIrInst.F_Start &&
Op.Inst < ShaderIrInst.F_End)
{
return OperType.F32;
}
else if (Op.Inst > ShaderIrInst.I_Start &&
Op.Inst < ShaderIrInst.I_End)
{
return OperType.I32;
}
break;
}
throw new ArgumentException(nameof(Node));
}
private static string GetBlockPosition(ShaderIrBlock Block)
{
if (Block != null)
{
return "0x" + Block.Position.ToString("x8") + "u";
}
else
{
return "0u";
}
}
}
}