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https://github.com/shadps4-emu/shadPS4.git
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222 lines
8 KiB
C++
222 lines
8 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <bitset>
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#include "common/types.h"
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#include "frontend/fetch_shader.h"
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/info.h"
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namespace Shader {
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struct VsAttribSpecialization {
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AmdGpu::NumberClass num_class{};
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auto operator<=>(const VsAttribSpecialization&) const = default;
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};
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struct BufferSpecialization {
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u16 stride : 14;
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u16 is_storage : 1;
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u32 size = 0;
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bool operator==(const BufferSpecialization& other) const {
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return stride == other.stride && is_storage == other.is_storage &&
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(size >= other.is_storage || is_storage);
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}
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};
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struct TextureBufferSpecialization {
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bool is_integer = false;
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u32 dst_select = 0;
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auto operator<=>(const TextureBufferSpecialization&) const = default;
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};
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struct ImageSpecialization {
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AmdGpu::ImageType type = AmdGpu::ImageType::Color2D;
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bool is_integer = false;
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bool is_storage = false;
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u32 dst_select = 0;
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bool operator==(const ImageSpecialization& other) const {
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return type == other.type && is_integer == other.is_integer &&
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is_storage == other.is_storage &&
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(dst_select != 0 ? dst_select == other.dst_select : true);
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}
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};
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struct FMaskSpecialization {
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u32 width;
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u32 height;
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auto operator<=>(const FMaskSpecialization&) const = default;
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};
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struct SamplerSpecialization {
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bool force_unnormalized = false;
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auto operator<=>(const SamplerSpecialization&) const = default;
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};
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/**
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* Alongside runtime information, this structure also checks bound resources
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* for compatibility. Can be used as a key for storing shader permutations.
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* Is separate from runtime information, because resource layout can only be deduced
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* after the first compilation of a module.
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*/
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struct StageSpecialization {
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static constexpr size_t MaxStageResources = 64;
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const Shader::Info* info;
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RuntimeInfo runtime_info;
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std::optional<Gcn::FetchShaderData> fetch_shader_data{};
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boost::container::small_vector<VsAttribSpecialization, 32> vs_attribs;
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std::bitset<MaxStageResources> bitset{};
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boost::container::small_vector<BufferSpecialization, 16> buffers;
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boost::container::small_vector<TextureBufferSpecialization, 8> tex_buffers;
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boost::container::small_vector<ImageSpecialization, 16> images;
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boost::container::small_vector<FMaskSpecialization, 8> fmasks;
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boost::container::small_vector<SamplerSpecialization, 16> samplers;
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Backend::Bindings start{};
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explicit StageSpecialization(const Info& info_, RuntimeInfo runtime_info_,
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const Profile& profile_, Backend::Bindings start_)
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: info{&info_}, runtime_info{runtime_info_}, start{start_} {
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fetch_shader_data = Gcn::ParseFetchShader(info_);
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if (info_.stage == Stage::Vertex && fetch_shader_data &&
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!profile_.support_legacy_vertex_attributes) {
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// Specialize shader on VS input number types to follow spec.
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ForEachSharp(vs_attribs, fetch_shader_data->attributes,
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[](auto& spec, const auto& desc, AmdGpu::Buffer sharp) {
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spec.num_class = AmdGpu::GetNumberClass(sharp.GetNumberFmt());
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});
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}
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u32 binding{};
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if (info->has_readconst) {
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binding++;
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}
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ForEachSharp(binding, buffers, info->buffers,
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[](auto& spec, const auto& desc, AmdGpu::Buffer sharp) {
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spec.stride = sharp.GetStride();
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spec.is_storage = desc.IsStorage(sharp);
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if (!spec.is_storage) {
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spec.size = sharp.GetSize();
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}
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});
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ForEachSharp(binding, tex_buffers, info->texture_buffers,
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[](auto& spec, const auto& desc, AmdGpu::Buffer sharp) {
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spec.is_integer = AmdGpu::IsInteger(sharp.GetNumberFmt());
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spec.dst_select = sharp.DstSelect();
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});
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ForEachSharp(binding, images, info->images,
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[](auto& spec, const auto& desc, AmdGpu::Image sharp) {
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spec.type = sharp.GetBoundType();
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spec.is_integer = AmdGpu::IsInteger(sharp.GetNumberFmt());
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spec.is_storage = desc.IsStorage(sharp);
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if (spec.is_storage) {
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spec.dst_select = sharp.DstSelect();
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}
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});
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ForEachSharp(binding, fmasks, info->fmasks,
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[](auto& spec, const auto& desc, AmdGpu::Image sharp) {
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spec.width = sharp.width;
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spec.height = sharp.height;
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});
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ForEachSharp(samplers, info->samplers,
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[](auto& spec, const auto& desc, AmdGpu::Sampler sharp) {
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spec.force_unnormalized = sharp.force_unnormalized;
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});
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// Initialize runtime_info fields that rely on analysis in tessellation passes
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if (info->l_stage == LogicalStage::TessellationControl ||
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info->l_stage == LogicalStage::TessellationEval) {
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Shader::TessellationDataConstantBuffer tess_constants;
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info->ReadTessConstantBuffer(tess_constants);
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if (info->l_stage == LogicalStage::TessellationControl) {
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runtime_info.hs_info.InitFromTessConstants(tess_constants);
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} else {
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runtime_info.vs_info.InitFromTessConstants(tess_constants);
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}
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}
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}
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void ForEachSharp(auto& spec_list, auto& desc_list, auto&& func) {
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for (const auto& desc : desc_list) {
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auto& spec = spec_list.emplace_back();
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const auto sharp = desc.GetSharp(*info);
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if (!sharp) {
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continue;
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}
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func(spec, desc, sharp);
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}
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}
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void ForEachSharp(u32& binding, auto& spec_list, auto& desc_list, auto&& func) {
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for (const auto& desc : desc_list) {
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auto& spec = spec_list.emplace_back();
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const auto sharp = desc.GetSharp(*info);
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if (!sharp) {
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binding++;
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continue;
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}
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bitset.set(binding++);
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func(spec, desc, sharp);
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}
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}
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bool operator==(const StageSpecialization& other) const {
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if (start != other.start) {
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return false;
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}
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if (runtime_info != other.runtime_info) {
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return false;
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}
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if (fetch_shader_data != other.fetch_shader_data) {
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return false;
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}
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for (u32 i = 0; i < vs_attribs.size(); i++) {
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if (vs_attribs[i] != other.vs_attribs[i]) {
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return false;
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}
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}
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u32 binding{};
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if (info->has_readconst != other.info->has_readconst) {
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return false;
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}
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if (info->has_readconst) {
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binding++;
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}
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for (u32 i = 0; i < buffers.size(); i++) {
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if (other.bitset[binding++] && buffers[i] != other.buffers[i]) {
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return false;
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}
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}
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for (u32 i = 0; i < tex_buffers.size(); i++) {
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if (other.bitset[binding++] && tex_buffers[i] != other.tex_buffers[i]) {
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return false;
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}
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}
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for (u32 i = 0; i < images.size(); i++) {
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if (other.bitset[binding++] && images[i] != other.images[i]) {
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return false;
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}
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}
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for (u32 i = 0; i < fmasks.size(); i++) {
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if (other.bitset[binding++] && fmasks[i] != other.fmasks[i]) {
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return false;
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}
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}
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for (u32 i = 0; i < samplers.size(); i++) {
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if (samplers[i] != other.samplers[i]) {
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return false;
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}
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}
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return true;
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}
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};
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} // namespace Shader
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