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
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973a615d40
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49f970d5bd
33 changed files with 1337 additions and 401 deletions
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@ -10,13 +10,32 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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static class GlslGenerator
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{
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private const string MainFunctionName = "main";
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public static GlslProgram Generate(StructuredProgramInfo info, ShaderConfig config)
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{
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CodeGenContext context = new CodeGenContext(config, info.UsesCbIndexing);
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CodeGenContext context = new CodeGenContext(info, config);
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Declarations.Declare(context, info);
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PrintMainBlock(context, info);
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if (info.Functions.Count != 0)
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{
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for (int i = 1; i < info.Functions.Count; i++)
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{
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context.AppendLine($"{GetFunctionSignature(info.Functions[i])};");
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}
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context.AppendLine();
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for (int i = 1; i < info.Functions.Count; i++)
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{
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PrintFunction(context, info, info.Functions[i]);
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context.AppendLine();
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}
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}
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PrintFunction(context, info, info.Functions[0], MainFunctionName);
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return new GlslProgram(
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context.CBufferDescriptors.ToArray(),
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@ -26,55 +45,78 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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context.GetCode());
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}
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private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
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private static void PrintFunction(CodeGenContext context, StructuredProgramInfo info, StructuredFunction function, string funcName = null)
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{
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context.AppendLine("void main()");
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context.CurrentFunction = function;
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context.AppendLine(GetFunctionSignature(function, funcName));
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context.EnterScope();
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Declarations.DeclareLocals(context, info);
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Declarations.DeclareLocals(context, function);
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// Some games will leave some elements of gl_Position uninitialized,
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// in those cases, the elements will contain undefined values according
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// to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
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// so we do explicit initialization to avoid UB on non-NVIDIA gpus.
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if (context.Config.Stage == ShaderStage.Vertex)
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if (funcName == MainFunctionName)
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{
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context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
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}
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// Ensure that unused attributes are set, otherwise the downstream
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// compiler may eliminate them.
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// (Not needed for fragment shader as it is the last stage).
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if (context.Config.Stage != ShaderStage.Compute &&
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context.Config.Stage != ShaderStage.Fragment)
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{
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for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
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// Some games will leave some elements of gl_Position uninitialized,
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// in those cases, the elements will contain undefined values according
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// to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
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// so we do explicit initialization to avoid UB on non-NVIDIA gpus.
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if (context.Config.Stage == ShaderStage.Vertex)
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{
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if (info.OAttributes.Contains(attr))
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{
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continue;
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}
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context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
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}
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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// Ensure that unused attributes are set, otherwise the downstream
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// compiler may eliminate them.
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// (Not needed for fragment shader as it is the last stage).
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if (context.Config.Stage != ShaderStage.Compute &&
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context.Config.Stage != ShaderStage.Fragment)
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{
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for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
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}
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else
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
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if (info.OAttributes.Contains(attr))
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{
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continue;
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}
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if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
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}
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else
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{
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context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
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}
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}
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}
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}
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PrintBlock(context, info.MainBlock);
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PrintBlock(context, function.MainBlock);
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context.LeaveScope();
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}
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private static string GetFunctionSignature(StructuredFunction function, string funcName = null)
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{
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string[] args = new string[function.InArguments.Length + function.OutArguments.Length];
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for (int i = 0; i < function.InArguments.Length; i++)
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{
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args[i] = $"{Declarations.GetVarTypeName(function.InArguments[i])} {OperandManager.GetArgumentName(i)}";
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}
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for (int i = 0; i < function.OutArguments.Length; i++)
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{
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int j = i + function.InArguments.Length;
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args[j] = $"out {Declarations.GetVarTypeName(function.OutArguments[i])} {OperandManager.GetArgumentName(j)}";
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}
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return $"{Declarations.GetVarTypeName(function.ReturnType)} {funcName ?? function.Name}({string.Join(", ", args)})";
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}
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private static void PrintBlock(CodeGenContext context, AstBlock block)
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{
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AstBlockVisitor visitor = new AstBlockVisitor(block);
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@ -123,8 +165,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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else if (node is AstAssignment assignment)
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{
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VariableType srcType = OperandManager.GetNodeDestType(assignment.Source);
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VariableType dstType = OperandManager.GetNodeDestType(assignment.Destination);
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VariableType srcType = OperandManager.GetNodeDestType(context, assignment.Source);
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VariableType dstType = OperandManager.GetNodeDestType(context, assignment.Destination);
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string dest;
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@ -154,7 +196,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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private static string GetCondExpr(CodeGenContext context, IAstNode cond)
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{
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VariableType srcType = OperandManager.GetNodeDestType(cond);
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VariableType srcType = OperandManager.GetNodeDestType(context, cond);
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return ReinterpretCast(context, cond, srcType, VariableType.Bool);
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}
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