New shader translator implementation (#654)
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
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207 changed files with 11514 additions and 6311 deletions
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@ -1,5 +1,6 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Gal.Shader;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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@ -51,54 +52,54 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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bool isDualVp,
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GalShaderType type)
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{
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GlslProgram program;
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ShaderConfig config = new ShaderConfig(type, OglLimit.MaxUboSize);
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GlslDecompiler decompiler = new GlslDecompiler(OglLimit.MaxUboSize, OglExtension.NvidiaDriver);
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int shaderDumpIndex = ShaderDumper.DumpIndex;
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ShaderProgram program;
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if (isDualVp)
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{
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ShaderDumper.Dump(memory, position, type, "a");
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ShaderDumper.Dump(memory, positionB, type, "b");
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program = decompiler.Decompile(memory, position, positionB, type);
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program = Translator.Translate(memory, (ulong)position, (ulong)positionB, config);
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}
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else
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{
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ShaderDumper.Dump(memory, position, type);
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program = decompiler.Decompile(memory, position, type);
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program = Translator.Translate(memory, (ulong)position, config);
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}
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string code = program.Code;
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if (ShaderDumper.IsDumpEnabled())
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{
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int shaderDumpIndex = ShaderDumper.DumpIndex;
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code = "//Shader " + shaderDumpIndex + Environment.NewLine + code;
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}
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return new OglShaderStage(type, code, program.Uniforms, program.Textures);
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return new OglShaderStage(type, code, program.Info.CBuffers, program.Info.Textures);
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}
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public IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long key)
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public IEnumerable<CBufferDescriptor> GetConstBufferUsage(long key)
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{
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if (_stages.TryGetValue(key, out OglShaderStage stage))
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{
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return stage.ConstBufferUsage;
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}
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return Enumerable.Empty<ShaderDeclInfo>();
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return Enumerable.Empty<CBufferDescriptor>();
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long key)
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public IEnumerable<TextureDescriptor> GetTextureUsage(long key)
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{
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if (_stages.TryGetValue(key, out OglShaderStage stage))
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{
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return stage.TextureUsage;
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}
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return Enumerable.Empty<ShaderDeclInfo>();
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return Enumerable.Empty<TextureDescriptor>();
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}
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public unsafe void SetExtraData(float flipX, float flipY, int instance)
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@ -130,16 +131,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private void Bind(OglShaderStage stage)
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{
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if (stage.Type == GalShaderType.Geometry)
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{
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//Enhanced layouts are required for Geometry shaders
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//skip this stage if current driver has no ARB_enhanced_layouts
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if (!OglExtension.EnhancedLayouts)
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{
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return;
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}
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}
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switch (stage.Type)
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{
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case GalShaderType.Vertex: Current.Vertex = stage; break;
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@ -221,7 +212,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private void BindUniformBlocks(int programHandle)
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{
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int extraBlockindex = GL.GetUniformBlockIndex(programHandle, GlslDecl.ExtraUniformBlockName);
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int extraBlockindex = GL.GetUniformBlockIndex(programHandle, "Extra");
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GL.UniformBlockBinding(programHandle, extraBlockindex, 0);
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@ -231,14 +222,16 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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if (stage != null)
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{
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foreach (ShaderDeclInfo declInfo in stage.ConstBufferUsage)
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foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
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{
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int blockIndex = GL.GetUniformBlockIndex(programHandle, declInfo.Name);
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int blockIndex = GL.GetUniformBlockIndex(programHandle, desc.Name);
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if (blockIndex < 0)
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{
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//It is expected that its found, if it's not then driver might be in a malfunction
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throw new InvalidOperationException();
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//This may be fine, the compiler may optimize away unused uniform buffers,
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//and in this case the above call would return -1 as the buffer has been
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//optimized away.
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continue;
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}
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GL.UniformBlockBinding(programHandle, blockIndex, freeBinding);
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@ -263,9 +256,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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if (stage != null)
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{
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foreach (ShaderDeclInfo decl in stage.TextureUsage)
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foreach (TextureDescriptor desc in stage.TextureUsage)
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{
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int location = GL.GetUniformLocation(programHandle, decl.Name);
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int location = GL.GetUniformLocation(programHandle, desc.Name);
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GL.Uniform1(location, index);
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