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
This commit is contained in:
gdkchan 2019-04-17 20:57:08 -03:00 committed by jduncanator
parent b2e88b04a8
commit 6b23a2c125
207 changed files with 11514 additions and 6311 deletions

View file

@ -1,6 +1,7 @@
using Ryujinx.Common;
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Memory;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
@ -464,7 +465,7 @@ namespace Ryujinx.Graphics.Graphics3d
left = _viewportX1 - (left - _viewportX0);
right = _viewportX1 - (right - _viewportX0);
}
// Ensure X is in the right order
if (left > right)
{
@ -626,20 +627,22 @@ namespace Ryujinx.Graphics.Graphics3d
for (int index = 0; index < keys.Length; index++)
{
foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetTextureUsage(keys[index]))
foreach (TextureDescriptor desc in _gpu.Renderer.Shader.GetTextureUsage(keys[index]))
{
long position;
int textureHandle;
if (declInfo.IsCb)
if (desc.IsBindless)
{
position = _constBuffers[index][declInfo.Cbuf].Position;
long position = _constBuffers[index][desc.CbufSlot].Position;
textureHandle = vmm.ReadInt32(position + desc.CbufOffset * 4);
}
else
{
position = _constBuffers[index][textureCbIndex].Position;
}
long position = _constBuffers[index][textureCbIndex].Position;
int textureHandle = vmm.ReadInt32(position + declInfo.Index * 4);
textureHandle = vmm.ReadInt32(position + desc.HandleIndex * 4);
}
unboundTextures.Add(UploadTexture(vmm, textureHandle));
}
@ -712,9 +715,9 @@ namespace Ryujinx.Graphics.Graphics3d
{
for (int stage = 0; stage < keys.Length; stage++)
{
foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage]))
foreach (CBufferDescriptor desc in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage]))
{
ConstBuffer cb = _constBuffers[stage][declInfo.Cbuf];
ConstBuffer cb = _constBuffers[stage][desc.Slot];
if (!cb.Enabled)
{
@ -735,7 +738,7 @@ namespace Ryujinx.Graphics.Graphics3d
}
}
state.ConstBufferKeys[stage][declInfo.Cbuf] = key;
state.ConstBufferKeys[stage][desc.Slot] = key;
}
}
}