mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-05-20 18:34:58 +00:00
Tessellation (#1528)
* shader_recompiler: Tessellation WIP * fix compiler errors after merge DONT MERGE set log file to /dev/null DONT MERGE linux pthread bb fix save work DONT MERGE dump ir save more work fix mistake with ES shader skip list add input patch control points dynamic state random stuff * WIP Tessellation partial implementation. Squash commits * test: make local/tcs use attr arrays * attr arrays in TCS/TES * dont define empty attr arrays * switch to special opcodes for tess tcs/tes reads and tcs writes * impl tcs/tes read attr insts * rebase fix * save some work * save work probably broken and slow * put Vertex LogicalStage after TCS and TES to fix bindings * more refactors * refactor pattern matching and optimize modulos (disabled) * enable modulo opt * copyright * rebase fixes * remove some prints * remove some stuff * Add TCS/TES support for shader patching and use LogicalStage * refactor and handle wider DS instructions * get rid of GetAttributes for special tess constants reads. Immediately replace some upon seeing readconstbuffer. Gets rid of some extra passes over IR * stop relying on GNMX HsConstants struct. Change runtime_info.hs_info and some regs * delete some more stuff * update comments for current implementation * some cleanup * uint error * more cleanup * remove patch control points dynamic state (because runtime_info already depends on it) * fix potential problem with determining passthrough --------- Co-authored-by: IndecisiveTurtle <47210458+raphaelthegreat@users.noreply.github.com>
This commit is contained in:
parent
3e22622508
commit
3c0c921ef5
54 changed files with 2146 additions and 189 deletions
|
@ -8,6 +8,8 @@
|
|||
#include "shader_recompiler/frontend/fetch_shader.h"
|
||||
#include "shader_recompiler/frontend/translate/translate.h"
|
||||
#include "shader_recompiler/info.h"
|
||||
#include "shader_recompiler/ir/attribute.h"
|
||||
#include "shader_recompiler/ir/reg.h"
|
||||
#include "shader_recompiler/runtime_info.h"
|
||||
#include "video_core/amdgpu/resource.h"
|
||||
#include "video_core/amdgpu/types.h"
|
||||
|
@ -34,9 +36,8 @@ void Translator::EmitPrologue() {
|
|||
}
|
||||
|
||||
IR::VectorReg dst_vreg = IR::VectorReg::V0;
|
||||
switch (info.stage) {
|
||||
case Stage::Vertex:
|
||||
case Stage::Export:
|
||||
switch (info.l_stage) {
|
||||
case LogicalStage::Vertex:
|
||||
// v0: vertex ID, always present
|
||||
ir.SetVectorReg(dst_vreg++, ir.GetAttributeU32(IR::Attribute::VertexId));
|
||||
// v1: instance ID, step rate 0
|
||||
|
@ -52,7 +53,7 @@ void Translator::EmitPrologue() {
|
|||
ir.SetVectorReg(dst_vreg++, ir.GetAttributeU32(IR::Attribute::InstanceId));
|
||||
}
|
||||
break;
|
||||
case Stage::Fragment:
|
||||
case LogicalStage::Fragment:
|
||||
dst_vreg = IR::VectorReg::V0;
|
||||
if (runtime_info.fs_info.addr_flags.persp_sample_ena) {
|
||||
++dst_vreg; // I
|
||||
|
@ -122,7 +123,30 @@ void Translator::EmitPrologue() {
|
|||
}
|
||||
}
|
||||
break;
|
||||
case Stage::Compute:
|
||||
case LogicalStage::TessellationControl: {
|
||||
// Should be laid out like:
|
||||
// [0:8]: patch id within VGT
|
||||
// [8:12]: output control point id
|
||||
ir.SetVectorReg(IR::VectorReg::V1,
|
||||
ir.GetAttributeU32(IR::Attribute::PackedHullInvocationInfo));
|
||||
// TODO PrimitiveId is probably V2 but haven't seen it yet
|
||||
break;
|
||||
}
|
||||
case LogicalStage::TessellationEval:
|
||||
ir.SetVectorReg(IR::VectorReg::V0,
|
||||
ir.GetAttribute(IR::Attribute::TessellationEvaluationPointU));
|
||||
ir.SetVectorReg(IR::VectorReg::V1,
|
||||
ir.GetAttribute(IR::Attribute::TessellationEvaluationPointV));
|
||||
// V2 is similar to PrimitiveID but not the same. It seems to only be used in
|
||||
// compiler-generated address calculations. Its probably the patch id within the
|
||||
// patches running locally on a given VGT (or CU, whichever is the granularity of LDS
|
||||
// memory)
|
||||
// Set to 0. See explanation in comment describing hull/domain passes
|
||||
ir.SetVectorReg(IR::VectorReg::V2, ir.Imm32(0u));
|
||||
// V3 is the actual PrimitiveID as intended by the shader author.
|
||||
ir.SetVectorReg(IR::VectorReg::V3, ir.GetAttributeU32(IR::Attribute::PrimitiveId));
|
||||
break;
|
||||
case LogicalStage::Compute:
|
||||
ir.SetVectorReg(dst_vreg++, ir.GetAttributeU32(IR::Attribute::LocalInvocationId, 0));
|
||||
ir.SetVectorReg(dst_vreg++, ir.GetAttributeU32(IR::Attribute::LocalInvocationId, 1));
|
||||
ir.SetVectorReg(dst_vreg++, ir.GetAttributeU32(IR::Attribute::LocalInvocationId, 2));
|
||||
|
@ -137,7 +161,7 @@ void Translator::EmitPrologue() {
|
|||
ir.SetScalarReg(dst_sreg++, ir.GetAttributeU32(IR::Attribute::WorkgroupId, 2));
|
||||
}
|
||||
break;
|
||||
case Stage::Geometry:
|
||||
case LogicalStage::Geometry:
|
||||
switch (runtime_info.gs_info.out_primitive[0]) {
|
||||
case AmdGpu::GsOutputPrimitiveType::TriangleStrip:
|
||||
ir.SetVectorReg(IR::VectorReg::V3, ir.Imm32(2u)); // vertex 2
|
||||
|
@ -152,7 +176,7 @@ void Translator::EmitPrologue() {
|
|||
ir.SetVectorReg(IR::VectorReg::V2, ir.GetAttributeU32(IR::Attribute::PrimitiveId));
|
||||
break;
|
||||
default:
|
||||
throw NotImplementedException("Unknown shader stage");
|
||||
UNREACHABLE_MSG("Unknown shader stage");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -503,7 +527,8 @@ void Translate(IR::Block* block, u32 pc, std::span<const GcnInst> inst_list, Inf
|
|||
|
||||
// Special case for emitting fetch shader.
|
||||
if (inst.opcode == Opcode::S_SWAPPC_B64) {
|
||||
ASSERT(info.stage == Stage::Vertex || info.stage == Stage::Export);
|
||||
ASSERT(info.stage == Stage::Vertex || info.stage == Stage::Export ||
|
||||
info.stage == Stage::Local);
|
||||
translator.EmitFetch(inst);
|
||||
continue;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue