Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
This commit is contained in:
parent
8edfb2bc7b
commit
b423197619
68 changed files with 2653 additions and 2407 deletions
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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class DrawParametersReplace : ITransformPass
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{
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public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
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{
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return stage == ShaderStage.Vertex;
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}
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public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
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{
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Operation operation = (Operation)node.Value;
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if (context.GpuAccessor.QueryHasConstantBufferDrawParameters())
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{
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if (ReplaceConstantBufferWithDrawParameters(node, operation))
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{
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context.UsedFeatures |= FeatureFlags.DrawParameters;
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}
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}
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else if (HasConstantBufferDrawParameters(operation))
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{
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context.UsedFeatures |= FeatureFlags.DrawParameters;
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}
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return node;
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}
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private static bool ReplaceConstantBufferWithDrawParameters(LinkedListNode<INode> node, Operation operation)
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{
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Operand GenerateLoad(IoVariable ioVariable)
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{
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Operand value = Local();
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node.List.AddBefore(node, new Operation(Instruction.Load, StorageKind.Input, value, Const((int)ioVariable)));
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return value;
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}
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bool modified = false;
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for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
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{
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Operand src = operation.GetSource(srcIndex);
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if (src.Type == OperandType.ConstantBuffer && src.GetCbufSlot() == 0)
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{
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switch (src.GetCbufOffset())
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{
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case Constants.NvnBaseVertexByteOffset / 4:
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operation.SetSource(srcIndex, GenerateLoad(IoVariable.BaseVertex));
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modified = true;
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break;
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case Constants.NvnBaseInstanceByteOffset / 4:
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operation.SetSource(srcIndex, GenerateLoad(IoVariable.BaseInstance));
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modified = true;
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break;
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case Constants.NvnDrawIndexByteOffset / 4:
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operation.SetSource(srcIndex, GenerateLoad(IoVariable.DrawIndex));
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modified = true;
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break;
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}
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}
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}
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return modified;
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}
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private static bool HasConstantBufferDrawParameters(Operation operation)
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{
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for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
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{
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Operand src = operation.GetSource(srcIndex);
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if (src.Type == OperandType.ConstantBuffer && src.GetCbufSlot() == 0)
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{
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switch (src.GetCbufOffset())
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{
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case Constants.NvnBaseVertexByteOffset / 4:
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case Constants.NvnBaseInstanceByteOffset / 4:
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case Constants.NvnDrawIndexByteOffset / 4:
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return true;
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}
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}
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}
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return false;
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}
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}
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}
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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class ForcePreciseEnable : ITransformPass
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{
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public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
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{
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return stage == ShaderStage.Fragment && gpuAccessor.QueryHostReducedPrecision();
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}
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public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
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{
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// There are some cases where a small bias is added to values to prevent division by zero.
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// When operating with reduced precision, it is possible for this bias to get rounded to 0
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// and cause a division by zero.
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// To prevent that, we force those operations to be precise even if the host wants
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// imprecise operations for performance.
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Operation operation = (Operation)node.Value;
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if (operation.Inst == (Instruction.FP32 | Instruction.Divide) &&
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operation.GetSource(0).Type == OperandType.Constant &&
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operation.GetSource(0).AsFloat() == 1f &&
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operation.GetSource(1).AsgOp is Operation addOp &&
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addOp.Inst == (Instruction.FP32 | Instruction.Add) &&
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addOp.GetSource(1).Type == OperandType.Constant)
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{
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addOp.ForcePrecise = true;
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}
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return node;
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}
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}
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}
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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interface ITransformPass
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{
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abstract static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures);
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abstract static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node);
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}
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}
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System.Collections.Generic;
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using System.Diagnostics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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class SharedAtomicSignedCas : ITransformPass
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{
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public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
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{
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return targetLanguage != TargetLanguage.Spirv && stage == ShaderStage.Compute && usedFeatures.HasFlag(FeatureFlags.SharedMemory);
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}
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public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
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{
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Operation operation = (Operation)node.Value;
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HelperFunctionName name;
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if (operation.Inst == Instruction.AtomicMaxS32)
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{
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name = HelperFunctionName.SharedAtomicMaxS32;
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}
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else if (operation.Inst == Instruction.AtomicMinS32)
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{
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name = HelperFunctionName.SharedAtomicMinS32;
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}
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else
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{
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return node;
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}
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if (operation.StorageKind != StorageKind.SharedMemory)
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{
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return node;
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}
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Operand result = operation.Dest;
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Operand memoryId = operation.GetSource(0);
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Operand byteOffset = operation.GetSource(1);
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Operand value = operation.GetSource(2);
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Debug.Assert(memoryId.Type == OperandType.Constant);
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int functionId = context.Hfm.GetOrCreateFunctionId(name, memoryId.Value);
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Operand[] callArgs = new Operand[] { Const(functionId), byteOffset, value };
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LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, result, callArgs));
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Utils.DeleteNode(node, operation);
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return newNode;
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}
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}
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}
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System.Collections.Generic;
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using System.Diagnostics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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class SharedStoreSmallIntCas : ITransformPass
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{
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public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
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{
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return stage == ShaderStage.Compute && usedFeatures.HasFlag(FeatureFlags.SharedMemory);
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}
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public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
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{
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Operation operation = (Operation)node.Value;
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HelperFunctionName name;
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if (operation.StorageKind == StorageKind.SharedMemory8)
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{
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name = HelperFunctionName.SharedStore8;
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}
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else if (operation.StorageKind == StorageKind.SharedMemory16)
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{
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name = HelperFunctionName.SharedStore16;
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}
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else
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{
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return node;
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}
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if (operation.Inst != Instruction.Store)
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{
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return node;
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}
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Operand memoryId = operation.GetSource(0);
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Operand byteOffset = operation.GetSource(1);
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Operand value = operation.GetSource(2);
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Debug.Assert(memoryId.Type == OperandType.Constant);
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int functionId = context.Hfm.GetOrCreateFunctionId(name, memoryId.Value);
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Operand[] callArgs = new Operand[] { Const(functionId), byteOffset, value };
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LinkedListNode<INode> newNode = node.List.AddBefore(node, new Operation(Instruction.Call, 0, (Operand)null, callArgs));
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Utils.DeleteNode(node, operation);
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return newNode;
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}
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}
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}
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@ -0,0 +1,702 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Transforms
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{
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class TexturePass : ITransformPass
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{
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public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
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{
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return true;
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}
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public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
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{
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if (node.Value is TextureOperation texOp)
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{
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node = InsertTexelFetchScale(context.Hfm, node, context.ResourceManager, context.Stage);
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node = InsertTextureSizeUnscale(context.Hfm, node, context.ResourceManager, context.Stage);
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if (texOp.Inst == Instruction.TextureSample)
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{
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node = InsertCoordNormalization(context.Hfm, node, context.ResourceManager, context.GpuAccessor, context.Stage);
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node = InsertCoordGatherBias(node, context.ResourceManager, context.GpuAccessor);
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node = InsertConstOffsets(node, context.ResourceManager, context.GpuAccessor);
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if (texOp.Type == SamplerType.TextureBuffer && !context.GpuAccessor.QueryHostSupportsSnormBufferTextureFormat())
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{
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node = InsertSnormNormalization(node, context.ResourceManager, context.GpuAccessor);
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}
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}
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}
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return node;
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}
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private static LinkedListNode<INode> InsertTexelFetchScale(
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HelperFunctionManager hfm,
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LinkedListNode<INode> node,
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ResourceManager resourceManager,
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ShaderStage stage)
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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int coordsCount = texOp.Type.GetDimensions();
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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bool isImage = IsImageInstructionWithScale(texOp.Inst);
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if ((texOp.Inst == Instruction.TextureSample || isImage) &&
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(intCoords || isImage) &&
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!isBindless &&
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!isIndexed &&
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stage.SupportsRenderScale() &&
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TypeSupportsScale(texOp.Type))
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{
|
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int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TexelFetchScale);
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int samplerIndex = isImage
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? resourceManager.GetTextureDescriptors().Length + resourceManager.FindImageDescriptorIndex(texOp.Binding)
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: resourceManager.FindTextureDescriptorIndex(texOp.Binding);
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|
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for (int index = 0; index < coordsCount; index++)
|
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{
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Operand scaledCoord = Local();
|
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Operand[] callArgs;
|
||||
|
||||
if (stage == ShaderStage.Fragment)
|
||||
{
|
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callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex), Const(index) };
|
||||
}
|
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else
|
||||
{
|
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callArgs = new Operand[] { Const(functionId), texOp.GetSource(coordsIndex + index), Const(samplerIndex) };
|
||||
}
|
||||
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node.List.AddBefore(node, new Operation(Instruction.Call, 0, scaledCoord, callArgs));
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||||
|
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texOp.SetSource(coordsIndex + index, scaledCoord);
|
||||
}
|
||||
}
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||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertTextureSizeUnscale(
|
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HelperFunctionManager hfm,
|
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LinkedListNode<INode> node,
|
||||
ResourceManager resourceManager,
|
||||
ShaderStage stage)
|
||||
{
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
|
||||
if (texOp.Inst == Instruction.TextureSize &&
|
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texOp.Index < 2 &&
|
||||
!isBindless &&
|
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!isIndexed &&
|
||||
stage.SupportsRenderScale() &&
|
||||
TypeSupportsScale(texOp.Type))
|
||||
{
|
||||
int functionId = hfm.GetOrCreateFunctionId(HelperFunctionName.TextureSizeUnscale);
|
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int samplerIndex = resourceManager.FindTextureDescriptorIndex(texOp.Binding);
|
||||
|
||||
for (int index = texOp.DestsCount - 1; index >= 0; index--)
|
||||
{
|
||||
Operand dest = texOp.GetDest(index);
|
||||
|
||||
Operand unscaledSize = Local();
|
||||
|
||||
// Replace all uses with the unscaled size value.
|
||||
// This must be done before the call is added, since it also is a use of the original size.
|
||||
foreach (INode useOp in dest.UseOps)
|
||||
{
|
||||
for (int srcIndex = 0; srcIndex < useOp.SourcesCount; srcIndex++)
|
||||
{
|
||||
if (useOp.GetSource(srcIndex) == dest)
|
||||
{
|
||||
useOp.SetSource(srcIndex, unscaledSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Operand[] callArgs = new Operand[] { Const(functionId), dest, Const(samplerIndex) };
|
||||
|
||||
node.List.AddAfter(node, new Operation(Instruction.Call, 0, unscaledSize, callArgs));
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertCoordNormalization(
|
||||
HelperFunctionManager hfm,
|
||||
LinkedListNode<INode> node,
|
||||
ResourceManager resourceManager,
|
||||
IGpuAccessor gpuAccessor,
|
||||
ShaderStage stage)
|
||||
{
|
||||
// Emulate non-normalized coordinates by normalizing the coordinates on the shader.
|
||||
// Without normalization, the coordinates are expected to the in the [0, W or H] range,
|
||||
// and otherwise, it is expected to be in the [0, 1] range.
|
||||
// We normalize by dividing the coords by the texture size.
|
||||
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
|
||||
if (isBindless)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
||||
|
||||
(int cbufSlot, int handle) = resourceManager.GetCbufSlotAndHandleForTexture(texOp.Binding);
|
||||
|
||||
bool isCoordNormalized = gpuAccessor.QueryTextureCoordNormalized(handle, cbufSlot);
|
||||
|
||||
if (isCoordNormalized || intCoords)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
|
||||
int coordsCount = texOp.Type.GetDimensions();
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
||||
|
||||
for (int index = 0; index < normCoordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Const(0) };
|
||||
}
|
||||
|
||||
LinkedListNode<INode> textureSizeNode = node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.Binding,
|
||||
index,
|
||||
new[] { coordSize },
|
||||
texSizeSources));
|
||||
|
||||
resourceManager.SetUsageFlagsForTextureQuery(texOp.Binding, texOp.Type);
|
||||
|
||||
Operand source = texOp.GetSource(coordsIndex + index);
|
||||
|
||||
Operand coordNormalized = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, GenerateI2f(node, coordSize)));
|
||||
|
||||
texOp.SetSource(coordsIndex + index, coordNormalized);
|
||||
|
||||
InsertTextureSizeUnscale(hfm, textureSizeNode, resourceManager, stage);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertCoordGatherBias(LinkedListNode<INode> node, ResourceManager resourceManager, IGpuAccessor gpuAccessor)
|
||||
{
|
||||
// The gather behavior when the coordinate sits right in the middle of two texels is not well defined.
|
||||
// To ensure the correct texel is sampled, we add a small bias value to the coordinate.
|
||||
// This value is calculated as the minimum value required to change the texel it will sample from,
|
||||
// and is 0 if the host does not require the bias.
|
||||
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
|
||||
|
||||
int gatherBiasPrecision = gpuAccessor.QueryHostGatherBiasPrecision();
|
||||
|
||||
if (!isGather || gatherBiasPrecision == 0)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
|
||||
int coordsCount = texOp.Type.GetDimensions();
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
|
||||
|
||||
for (int index = 0; index < normCoordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
Operand scaledSize = Local();
|
||||
Operand bias = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { texOp.GetSource(0), Const(0) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Const(0) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.Binding,
|
||||
index,
|
||||
new[] { coordSize },
|
||||
texSizeSources));
|
||||
|
||||
node.List.AddBefore(node, new Operation(
|
||||
Instruction.FP32 | Instruction.Multiply,
|
||||
scaledSize,
|
||||
GenerateI2f(node, coordSize),
|
||||
ConstF((float)(1 << (gatherBiasPrecision + 1)))));
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, bias, ConstF(1f), scaledSize));
|
||||
|
||||
Operand source = texOp.GetSource(coordsIndex + index);
|
||||
|
||||
Operand coordBiased = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordBiased, source, bias));
|
||||
|
||||
texOp.SetSource(coordsIndex + index, coordBiased);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertConstOffsets(LinkedListNode<INode> node, ResourceManager resourceManager, IGpuAccessor gpuAccessor)
|
||||
{
|
||||
// Non-constant texture offsets are not allowed (according to the spec),
|
||||
// however some GPUs does support that.
|
||||
// For GPUs where it is not supported, we can replace the instruction with the following:
|
||||
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
|
||||
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
|
||||
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
|
||||
// For textureGatherOffset, we split the operation into up to 4 operations, one for each component
|
||||
// that is accessed, where each textureGather operation has a different offset for each pixel.
|
||||
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
||||
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
|
||||
|
||||
bool hasInvalidOffset = (hasOffset || hasOffsets) && !gpuAccessor.QueryHostSupportsNonConstantTextureOffset();
|
||||
|
||||
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
||||
|
||||
if (!hasInvalidOffset)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
|
||||
bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
|
||||
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
||||
bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
|
||||
bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
|
||||
|
||||
bool isArray = (texOp.Type & SamplerType.Array) != 0;
|
||||
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
||||
bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
|
||||
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
|
||||
|
||||
int coordsCount = texOp.Type.GetDimensions();
|
||||
|
||||
int offsetsCount;
|
||||
|
||||
if (hasOffsets)
|
||||
{
|
||||
offsetsCount = coordsCount * 4;
|
||||
}
|
||||
else if (hasOffset)
|
||||
{
|
||||
offsetsCount = coordsCount;
|
||||
}
|
||||
else
|
||||
{
|
||||
offsetsCount = 0;
|
||||
}
|
||||
|
||||
Operand[] offsets = new Operand[offsetsCount];
|
||||
Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
|
||||
|
||||
int copyCount = 0;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
copyCount++;
|
||||
}
|
||||
|
||||
Operand[] lodSources = new Operand[copyCount + coordsCount];
|
||||
|
||||
for (int index = 0; index < lodSources.Length; index++)
|
||||
{
|
||||
lodSources[index] = texOp.GetSource(index);
|
||||
}
|
||||
|
||||
copyCount += coordsCount;
|
||||
|
||||
if (isArray)
|
||||
{
|
||||
copyCount++;
|
||||
}
|
||||
|
||||
if (isShadow)
|
||||
{
|
||||
copyCount++;
|
||||
}
|
||||
|
||||
if (hasDerivatives)
|
||||
{
|
||||
copyCount += coordsCount * 2;
|
||||
}
|
||||
|
||||
if (isMultisample)
|
||||
{
|
||||
copyCount++;
|
||||
}
|
||||
else if (hasLodLevel)
|
||||
{
|
||||
copyCount++;
|
||||
}
|
||||
|
||||
int srcIndex = 0;
|
||||
int dstIndex = 0;
|
||||
|
||||
for (int index = 0; index < copyCount; index++)
|
||||
{
|
||||
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
||||
}
|
||||
|
||||
bool areAllOffsetsConstant = true;
|
||||
|
||||
for (int index = 0; index < offsetsCount; index++)
|
||||
{
|
||||
Operand offset = texOp.GetSource(srcIndex++);
|
||||
|
||||
areAllOffsetsConstant &= offset.Type == OperandType.Constant;
|
||||
|
||||
offsets[index] = offset;
|
||||
}
|
||||
|
||||
hasInvalidOffset &= !areAllOffsetsConstant;
|
||||
|
||||
if (!hasInvalidOffset)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
if (hasLodBias)
|
||||
{
|
||||
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
||||
}
|
||||
|
||||
if (isGather && !isShadow)
|
||||
{
|
||||
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
||||
}
|
||||
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
int componentIndex = texOp.Index;
|
||||
|
||||
Operand[] dests = new Operand[texOp.DestsCount];
|
||||
|
||||
for (int i = 0; i < texOp.DestsCount; i++)
|
||||
{
|
||||
dests[i] = texOp.GetDest(i);
|
||||
}
|
||||
|
||||
Operand bindlessHandle = isBindless || isIndexed ? sources[0] : null;
|
||||
|
||||
LinkedListNode<INode> oldNode = node;
|
||||
|
||||
if (isGather && !isShadow)
|
||||
{
|
||||
Operand[] newSources = new Operand[sources.Length];
|
||||
|
||||
sources.CopyTo(newSources, 0);
|
||||
|
||||
Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
|
||||
|
||||
int destIndex = 0;
|
||||
|
||||
for (int compIndex = 0; compIndex < 4; compIndex++)
|
||||
{
|
||||
if (((texOp.Index >> compIndex) & 1) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand offset = Local();
|
||||
|
||||
Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
|
||||
|
||||
node.List.AddBefore(node, new Operation(
|
||||
Instruction.FP32 | Instruction.Divide,
|
||||
offset,
|
||||
GenerateI2f(node, intOffset),
|
||||
GenerateI2f(node, texSizes[index])));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
||||
|
||||
newSources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
|
||||
TextureOperation newTexOp = new(
|
||||
Instruction.TextureSample,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
|
||||
texOp.Binding,
|
||||
1,
|
||||
new[] { dests[destIndex++] },
|
||||
newSources);
|
||||
|
||||
node = node.List.AddBefore(node, newTexOp);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (intCoords)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Operand[] texSizes = InsertTextureLod(node, texOp, lodSources, bindlessHandle, coordsCount);
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand offset = Local();
|
||||
|
||||
Operand intOffset = offsets[index];
|
||||
|
||||
node.List.AddBefore(node, new Operation(
|
||||
Instruction.FP32 | Instruction.Divide,
|
||||
offset,
|
||||
GenerateI2f(node, intOffset),
|
||||
GenerateI2f(node, texSizes[index])));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
|
||||
TextureOperation newTexOp = new(
|
||||
Instruction.TextureSample,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
|
||||
texOp.Binding,
|
||||
componentIndex,
|
||||
dests,
|
||||
sources);
|
||||
|
||||
node = node.List.AddBefore(node, newTexOp);
|
||||
}
|
||||
|
||||
node.List.Remove(oldNode);
|
||||
|
||||
for (int index = 0; index < texOp.SourcesCount; index++)
|
||||
{
|
||||
texOp.SetSource(index, null);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static Operand[] InsertTextureLod(
|
||||
LinkedListNode<INode> node,
|
||||
TextureOperation texOp,
|
||||
Operand[] lodSources,
|
||||
Operand bindlessHandle,
|
||||
int coordsCount)
|
||||
{
|
||||
Operand[] texSizes = new Operand[coordsCount];
|
||||
|
||||
Operand lod = Local();
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.Lod,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.Binding,
|
||||
0,
|
||||
new[] { lod },
|
||||
lodSources));
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
texSizes[index] = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (bindlessHandle != null)
|
||||
{
|
||||
texSizeSources = new Operand[] { bindlessHandle, GenerateF2i(node, lod) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { GenerateF2i(node, lod) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.Binding,
|
||||
index,
|
||||
new[] { texSizes[index] },
|
||||
texSizeSources));
|
||||
}
|
||||
|
||||
return texSizes;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ResourceManager resourceManager, IGpuAccessor gpuAccessor)
|
||||
{
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
// We can't query the format of a bindless texture,
|
||||
// because the handle is unknown, it can have any format.
|
||||
if (texOp.Flags.HasFlag(TextureFlags.Bindless))
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
(int cbufSlot, int handle) = resourceManager.GetCbufSlotAndHandleForTexture(texOp.Binding);
|
||||
|
||||
TextureFormat format = gpuAccessor.QueryTextureFormat(handle, cbufSlot);
|
||||
|
||||
int maxPositive = format switch
|
||||
{
|
||||
TextureFormat.R8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R8G8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R16Snorm => short.MaxValue,
|
||||
TextureFormat.R16G16Snorm => short.MaxValue,
|
||||
TextureFormat.R16G16B16A16Snorm => short.MaxValue,
|
||||
_ => 0,
|
||||
};
|
||||
|
||||
// The value being 0 means that the format is not a SNORM format,
|
||||
// so there's nothing to do here.
|
||||
if (maxPositive == 0)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
// Do normalization. We assume SINT formats are being used
|
||||
// as replacement for SNORM (which is not supported).
|
||||
for (int i = 0; i < texOp.DestsCount; i++)
|
||||
{
|
||||
Operand dest = texOp.GetDest(i);
|
||||
|
||||
INode[] uses = dest.UseOps.ToArray();
|
||||
|
||||
Operation convOp = new(Instruction.ConvertS32ToFP32, Local(), dest);
|
||||
Operation normOp = new(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
|
||||
|
||||
node = node.List.AddAfter(node, convOp);
|
||||
node = node.List.AddAfter(node, normOp);
|
||||
|
||||
foreach (INode useOp in uses)
|
||||
{
|
||||
if (useOp is not Operation op)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Replace all uses of the texture pixel value with the normalized value.
|
||||
for (int index = 0; index < op.SourcesCount; index++)
|
||||
{
|
||||
if (op.GetSource(index) == dest)
|
||||
{
|
||||
op.SetSource(index, normOp.Dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static Operand GenerateI2f(LinkedListNode<INode> node, Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
private static Operand GenerateF2i(LinkedListNode<INode> node, Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
private static bool IsImageInstructionWithScale(Instruction inst)
|
||||
{
|
||||
// Currently, we don't support scaling images that are modified,
|
||||
// so we only need to care about the load instruction.
|
||||
return inst == Instruction.ImageLoad;
|
||||
}
|
||||
|
||||
private static bool TypeSupportsScale(SamplerType type)
|
||||
{
|
||||
return (type & SamplerType.Mask) == SamplerType.Texture2D;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,41 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.Translation.Transforms
|
||||
{
|
||||
static class TransformPasses
|
||||
{
|
||||
public static void RunPass(TransformContext context)
|
||||
{
|
||||
RunPass<DrawParametersReplace>(context);
|
||||
RunPass<ForcePreciseEnable>(context);
|
||||
RunPass<VectorComponentSelect>(context);
|
||||
RunPass<TexturePass>(context);
|
||||
RunPass<SharedStoreSmallIntCas>(context);
|
||||
RunPass<SharedAtomicSignedCas>(context);
|
||||
}
|
||||
|
||||
private static void RunPass<T>(TransformContext context) where T : ITransformPass
|
||||
{
|
||||
if (!T.IsEnabled(context.GpuAccessor, context.Stage, context.TargetLanguage, context.UsedFeatures))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int blkIndex = 0; blkIndex < context.Blocks.Length; blkIndex++)
|
||||
{
|
||||
BasicBlock block = context.Blocks[blkIndex];
|
||||
|
||||
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
|
||||
{
|
||||
if (node.Value is not Operation)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
node = T.RunPass(context, node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,96 @@
|
|||
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
||||
using Ryujinx.Graphics.Shader.StructuredIr;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader.Translation.Transforms
|
||||
{
|
||||
class VectorComponentSelect : ITransformPass
|
||||
{
|
||||
public static bool IsEnabled(IGpuAccessor gpuAccessor, ShaderStage stage, TargetLanguage targetLanguage, FeatureFlags usedFeatures)
|
||||
{
|
||||
return gpuAccessor.QueryHostHasVectorIndexingBug();
|
||||
}
|
||||
|
||||
public static LinkedListNode<INode> RunPass(TransformContext context, LinkedListNode<INode> node)
|
||||
{
|
||||
Operation operation = (Operation)node.Value;
|
||||
|
||||
if (operation.Inst != Instruction.Load ||
|
||||
operation.StorageKind != StorageKind.ConstantBuffer ||
|
||||
operation.SourcesCount < 3)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
Operand bindingIndex = operation.GetSource(0);
|
||||
Operand fieldIndex = operation.GetSource(1);
|
||||
Operand elemIndex = operation.GetSource(operation.SourcesCount - 1);
|
||||
|
||||
if (bindingIndex.Type != OperandType.Constant ||
|
||||
fieldIndex.Type != OperandType.Constant ||
|
||||
elemIndex.Type == OperandType.Constant)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
BufferDefinition buffer = context.ResourceManager.Properties.ConstantBuffers[bindingIndex.Value];
|
||||
StructureField field = buffer.Type.Fields[fieldIndex.Value];
|
||||
|
||||
int elemCount = (field.Type & AggregateType.ElementCountMask) switch
|
||||
{
|
||||
AggregateType.Vector2 => 2,
|
||||
AggregateType.Vector3 => 3,
|
||||
AggregateType.Vector4 => 4,
|
||||
_ => 1
|
||||
};
|
||||
|
||||
if (elemCount == 1)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
Operand result = null;
|
||||
|
||||
for (int i = 0; i < elemCount; i++)
|
||||
{
|
||||
Operand value = Local();
|
||||
Operand[] inputs = new Operand[operation.SourcesCount];
|
||||
|
||||
for (int srcIndex = 0; srcIndex < inputs.Length - 1; srcIndex++)
|
||||
{
|
||||
inputs[srcIndex] = operation.GetSource(srcIndex);
|
||||
}
|
||||
|
||||
inputs[^1] = Const(i);
|
||||
|
||||
Operation loadOp = new(Instruction.Load, StorageKind.ConstantBuffer, value, inputs);
|
||||
|
||||
node.List.AddBefore(node, loadOp);
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
result = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
Operand isCurrentIndex = Local();
|
||||
Operand selection = Local();
|
||||
|
||||
Operation compareOp = new(Instruction.CompareEqual, isCurrentIndex, new Operand[] { elemIndex, Const(i) });
|
||||
Operation selectOp = new(Instruction.ConditionalSelect, selection, new Operand[] { isCurrentIndex, value, result });
|
||||
|
||||
node.List.AddBefore(node, compareOp);
|
||||
node.List.AddBefore(node, selectOp);
|
||||
|
||||
result = selection;
|
||||
}
|
||||
}
|
||||
|
||||
operation.TurnIntoCopy(result);
|
||||
|
||||
return node;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue