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
239
Ryujinx.Graphics/Shader/CodeGen/Glsl/OperandManager.cs
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239
Ryujinx.Graphics/Shader/CodeGen/Glsl/OperandManager.cs
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using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using System;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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class OperandManager
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{
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private static string[] _stagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
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private struct BuiltInAttribute
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{
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public string Name { get; }
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public VariableType Type { get; }
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public BuiltInAttribute(string name, VariableType type)
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{
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Name = name;
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Type = type;
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}
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}
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private static Dictionary<int, BuiltInAttribute> _builtInAttributes =
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new Dictionary<int, BuiltInAttribute>()
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{
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{ AttributeConsts.Layer, new BuiltInAttribute("gl_Layer", VariableType.S32) },
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{ AttributeConsts.PointSize, new BuiltInAttribute("gl_PointSize", VariableType.F32) },
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{ AttributeConsts.PositionX, new BuiltInAttribute("gl_Position.x", VariableType.F32) },
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{ AttributeConsts.PositionY, new BuiltInAttribute("gl_Position.y", VariableType.F32) },
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{ AttributeConsts.PositionZ, new BuiltInAttribute("gl_Position.z", VariableType.F32) },
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{ AttributeConsts.PositionW, new BuiltInAttribute("gl_Position.w", VariableType.F32) },
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{ AttributeConsts.PointCoordX, new BuiltInAttribute("gl_PointCoord.x", VariableType.F32) },
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{ AttributeConsts.PointCoordY, new BuiltInAttribute("gl_PointCoord.y", VariableType.F32) },
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{ AttributeConsts.TessCoordX, new BuiltInAttribute("gl_TessCoord.x", VariableType.F32) },
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{ AttributeConsts.TessCoordY, new BuiltInAttribute("gl_TessCoord.y", VariableType.F32) },
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{ AttributeConsts.InstanceId, new BuiltInAttribute("instance", VariableType.S32) },
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{ AttributeConsts.VertexId, new BuiltInAttribute("gl_VertexID", VariableType.S32) },
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{ AttributeConsts.FrontFacing, new BuiltInAttribute("gl_FrontFacing", VariableType.Bool) },
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{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) }
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};
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private Dictionary<AstOperand, string> _locals;
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public OperandManager()
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{
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_locals = new Dictionary<AstOperand, string>();
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}
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public string DeclareLocal(AstOperand operand)
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{
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string name = $"{DefaultNames.LocalNamePrefix}_{_locals.Count}";
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_locals.Add(operand, name);
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return name;
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}
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public string GetExpression(AstOperand operand, GalShaderType shaderType)
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{
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switch (operand.Type)
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{
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case OperandType.Attribute:
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return GetAttributeName(operand, shaderType);
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case OperandType.Constant:
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return NumberFormatter.FormatInt(operand.Value);
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case OperandType.ConstantBuffer:
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return GetConstantBufferName(operand, shaderType);
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case OperandType.LocalVariable:
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return _locals[operand];
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case OperandType.Undefined:
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return DefaultNames.UndefinedName;
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}
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throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
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}
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public static string GetConstantBufferName(AstOperand cbuf, GalShaderType shaderType)
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{
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string ubName = GetUbName(shaderType, cbuf.CbufSlot);
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ubName += "[" + (cbuf.CbufOffset >> 2) + "]";
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return ubName + "." + GetSwizzleMask(cbuf.CbufOffset & 3);
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}
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public static string GetConstantBufferName(IAstNode slot, string offsetExpr, GalShaderType shaderType)
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{
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//Non-constant slots are not supported.
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//It is expected that upstream stages are never going to generate non-constant
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//slot access.
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AstOperand operand = (AstOperand)slot;
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string ubName = GetUbName(shaderType, operand.Value);
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string index0 = "[" + offsetExpr + " >> 4]";
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string index1 = "[" + offsetExpr + " >> 2 & 3]";
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return ubName + index0 + index1;
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}
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public static string GetOutAttributeName(AstOperand attr, GalShaderType shaderType)
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{
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return GetAttributeName(attr, shaderType, isOutAttr: true);
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}
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private static string GetAttributeName(AstOperand attr, GalShaderType shaderType, bool isOutAttr = false)
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{
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int value = attr.Value;
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string swzMask = GetSwizzleMask((value >> 2) & 3);
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if (value >= AttributeConsts.UserAttributeBase &&
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value < AttributeConsts.UserAttributeEnd)
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{
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value -= AttributeConsts.UserAttributeBase;
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string prefix = isOutAttr
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? DefaultNames.OAttributePrefix
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: DefaultNames.IAttributePrefix;
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string name = $"{prefix}{(value >> 4)}";
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if (shaderType == GalShaderType.Geometry && !isOutAttr)
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{
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name += "[0]";
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}
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name += "." + swzMask;
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return name;
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}
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else
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{
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if (value >= AttributeConsts.FragmentOutputColorBase &&
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value < AttributeConsts.FragmentOutputColorEnd)
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{
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value -= AttributeConsts.FragmentOutputColorBase;
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return $"{DefaultNames.OAttributePrefix}{(value >> 4)}.{swzMask}";
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}
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else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
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{
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//TODO: There must be a better way to handle this...
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if (shaderType == GalShaderType.Fragment)
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{
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switch (value & ~3)
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{
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case AttributeConsts.PositionX: return "gl_FragCoord.x";
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case AttributeConsts.PositionY: return "gl_FragCoord.y";
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case AttributeConsts.PositionZ: return "gl_FragCoord.z";
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case AttributeConsts.PositionW: return "1.0";
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}
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}
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string name = builtInAttr.Name;
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if (shaderType == GalShaderType.Geometry && !isOutAttr)
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{
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name = "gl_in[0]." + name;
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}
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return name;
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}
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}
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return DefaultNames.UndefinedName;
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}
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public static string GetUbName(GalShaderType shaderType, int slot)
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{
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string ubName = OperandManager.GetShaderStagePrefix(shaderType);
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ubName += "_" + DefaultNames.UniformNamePrefix + slot;
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return ubName + "_" + DefaultNames.UniformNameSuffix;
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}
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public static string GetSamplerName(GalShaderType shaderType, AstTextureOperation texOp)
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{
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string suffix;
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if ((texOp.Flags & TextureFlags.Bindless) != 0)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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suffix = "_cb" + operand.CbufSlot + "_" + operand.CbufOffset;
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}
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else
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{
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suffix = (texOp.Handle - 8).ToString();
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}
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return GetShaderStagePrefix(shaderType) + "_" + DefaultNames.SamplerNamePrefix + suffix;
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}
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public static string GetShaderStagePrefix(GalShaderType shaderType)
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{
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return _stagePrefixes[(int)shaderType];
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}
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private static string GetSwizzleMask(int value)
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{
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return "xyzw".Substring(value, 1);
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}
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public static VariableType GetNodeDestType(IAstNode node)
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{
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if (node is AstOperation operation)
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{
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return GetDestVarType(operation.Inst);
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}
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else if (node is AstOperand operand)
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{
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if (operand.Type == OperandType.Attribute)
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{
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if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr))
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{
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return builtInAttr.Type;
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}
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}
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return OperandInfo.GetVarType(operand);
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}
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else
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{
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throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");
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}
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}
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}
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}
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