Implement CAL and RET shader instructions (#1618)

* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
This commit is contained in:
gdkchan 2020-10-25 17:00:44 -03:00 committed by GitHub
parent 973a615d40
commit 49f970d5bd
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 1337 additions and 401 deletions

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@ -10,13 +10,32 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
static class GlslGenerator
{
private const string MainFunctionName = "main";
public static GlslProgram Generate(StructuredProgramInfo info, ShaderConfig config)
{
CodeGenContext context = new CodeGenContext(config, info.UsesCbIndexing);
CodeGenContext context = new CodeGenContext(info, config);
Declarations.Declare(context, info);
PrintMainBlock(context, info);
if (info.Functions.Count != 0)
{
for (int i = 1; i < info.Functions.Count; i++)
{
context.AppendLine($"{GetFunctionSignature(info.Functions[i])};");
}
context.AppendLine();
for (int i = 1; i < info.Functions.Count; i++)
{
PrintFunction(context, info, info.Functions[i]);
context.AppendLine();
}
}
PrintFunction(context, info, info.Functions[0], MainFunctionName);
return new GlslProgram(
context.CBufferDescriptors.ToArray(),
@ -26,55 +45,78 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
context.GetCode());
}
private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
private static void PrintFunction(CodeGenContext context, StructuredProgramInfo info, StructuredFunction function, string funcName = null)
{
context.AppendLine("void main()");
context.CurrentFunction = function;
context.AppendLine(GetFunctionSignature(function, funcName));
context.EnterScope();
Declarations.DeclareLocals(context, info);
Declarations.DeclareLocals(context, function);
// Some games will leave some elements of gl_Position uninitialized,
// in those cases, the elements will contain undefined values according
// to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
// so we do explicit initialization to avoid UB on non-NVIDIA gpus.
if (context.Config.Stage == ShaderStage.Vertex)
if (funcName == MainFunctionName)
{
context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
}
// Ensure that unused attributes are set, otherwise the downstream
// compiler may eliminate them.
// (Not needed for fragment shader as it is the last stage).
if (context.Config.Stage != ShaderStage.Compute &&
context.Config.Stage != ShaderStage.Fragment)
{
for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
// Some games will leave some elements of gl_Position uninitialized,
// in those cases, the elements will contain undefined values according
// to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
// so we do explicit initialization to avoid UB on non-NVIDIA gpus.
if (context.Config.Stage == ShaderStage.Vertex)
{
if (info.OAttributes.Contains(attr))
{
continue;
}
context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
}
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
// Ensure that unused attributes are set, otherwise the downstream
// compiler may eliminate them.
// (Not needed for fragment shader as it is the last stage).
if (context.Config.Stage != ShaderStage.Compute &&
context.Config.Stage != ShaderStage.Fragment)
{
for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
{
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
}
else
{
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
if (info.OAttributes.Contains(attr))
{
continue;
}
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
{
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
}
else
{
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
}
}
}
}
PrintBlock(context, info.MainBlock);
PrintBlock(context, function.MainBlock);
context.LeaveScope();
}
private static string GetFunctionSignature(StructuredFunction function, string funcName = null)
{
string[] args = new string[function.InArguments.Length + function.OutArguments.Length];
for (int i = 0; i < function.InArguments.Length; i++)
{
args[i] = $"{Declarations.GetVarTypeName(function.InArguments[i])} {OperandManager.GetArgumentName(i)}";
}
for (int i = 0; i < function.OutArguments.Length; i++)
{
int j = i + function.InArguments.Length;
args[j] = $"out {Declarations.GetVarTypeName(function.OutArguments[i])} {OperandManager.GetArgumentName(j)}";
}
return $"{Declarations.GetVarTypeName(function.ReturnType)} {funcName ?? function.Name}({string.Join(", ", args)})";
}
private static void PrintBlock(CodeGenContext context, AstBlock block)
{
AstBlockVisitor visitor = new AstBlockVisitor(block);
@ -123,8 +165,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
}
else if (node is AstAssignment assignment)
{
VariableType srcType = OperandManager.GetNodeDestType(assignment.Source);
VariableType dstType = OperandManager.GetNodeDestType(assignment.Destination);
VariableType srcType = OperandManager.GetNodeDestType(context, assignment.Source);
VariableType dstType = OperandManager.GetNodeDestType(context, assignment.Destination);
string dest;
@ -154,7 +196,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
private static string GetCondExpr(CodeGenContext context, IAstNode cond)
{
VariableType srcType = OperandManager.GetNodeDestType(cond);
VariableType srcType = OperandManager.GetNodeDestType(context, cond);
return ReinterpretCast(context, cond, srcType, VariableType.Bool);
}