Merge pull request #2441 from ReinUsesLisp/al2p

shader: Implement AL2P and ALD.PHYS
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bunnei 2019-05-19 14:02:58 -04:00 committed by GitHub
commit d49efbfb4a
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 311 additions and 158 deletions

View file

@ -21,9 +21,18 @@ T GetInteger(GLenum pname) {
Device::Device() {
uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
has_variable_aoffi = TestVariableAoffi();
}
Device::Device(std::nullptr_t) {
uniform_buffer_alignment = 0;
max_vertex_attributes = 16;
max_varyings = 15;
has_variable_aoffi = true;
}
bool Device::TestVariableAoffi() {
const GLchar* AOFFI_TEST = R"(#version 430 core
uniform sampler2D tex;

View file

@ -5,17 +5,27 @@
#pragma once
#include <cstddef>
#include "common/common_types.h"
namespace OpenGL {
class Device {
public:
Device();
explicit Device();
explicit Device(std::nullptr_t);
std::size_t GetUniformBufferAlignment() const {
return uniform_buffer_alignment;
}
u32 GetMaxVertexAttributes() const {
return max_vertex_attributes;
}
u32 GetMaxVaryings() const {
return max_varyings;
}
bool HasVariableAoffi() const {
return has_variable_aoffi;
}
@ -24,6 +34,8 @@ private:
static bool TestVariableAoffi();
std::size_t uniform_buffer_alignment{};
u32 max_vertex_attributes{};
u32 max_varyings{};
bool has_variable_aoffi{};
};

View file

@ -134,6 +134,19 @@ bool IsPrecise(Node node) {
return false;
}
constexpr bool IsGenericAttribute(Attribute::Index index) {
return index >= Attribute::Index::Attribute_0 && index <= Attribute::Index::Attribute_31;
}
constexpr Attribute::Index ToGenericAttribute(u32 value) {
return static_cast<Attribute::Index>(value + static_cast<u32>(Attribute::Index::Attribute_0));
}
u32 GetGenericAttributeIndex(Attribute::Index index) {
ASSERT(IsGenericAttribute(index));
return static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
}
class GLSLDecompiler final {
public:
explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ShaderStage stage,
@ -152,6 +165,7 @@ public:
DeclareConstantBuffers();
DeclareGlobalMemory();
DeclareSamplers();
DeclarePhysicalAttributeReader();
code.AddLine("void execute_" + suffix + "() {");
++code.scope;
@ -296,76 +310,95 @@ private:
}
std::string GetInputFlags(AttributeUse attribute) {
std::string out;
switch (attribute) {
case AttributeUse::Constant:
out += "flat ";
break;
case AttributeUse::ScreenLinear:
out += "noperspective ";
break;
case AttributeUse::Perspective:
// Default, Smooth
break;
return {};
case AttributeUse::Constant:
return "flat ";
case AttributeUse::ScreenLinear:
return "noperspective ";
default:
LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
UNREACHABLE();
case AttributeUse::Unused:
UNREACHABLE_MSG("Unused attribute being fetched");
return {};
UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute));
return {};
}
return out;
}
void DeclareInputAttributes() {
if (ir.HasPhysicalAttributes()) {
const u32 num_inputs{GetNumPhysicalInputAttributes()};
for (u32 i = 0; i < num_inputs; ++i) {
DeclareInputAttribute(ToGenericAttribute(i), true);
}
code.AddNewLine();
return;
}
const auto& attributes = ir.GetInputAttributes();
for (const auto element : attributes) {
const Attribute::Index index = element.first;
if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
// Skip when it's not a generic attribute
continue;
for (const auto index : attributes) {
if (IsGenericAttribute(index)) {
DeclareInputAttribute(index, false);
}
// TODO(bunnei): Use proper number of elements for these
u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
if (stage != ShaderStage::Vertex) {
// If inputs are varyings, add an offset
idx += GENERIC_VARYING_START_LOCATION;
}
std::string attr = GetInputAttribute(index);
if (stage == ShaderStage::Geometry) {
attr = "gs_" + attr + "[]";
}
std::string suffix;
if (stage == ShaderStage::Fragment) {
const auto input_mode =
header.ps.GetAttributeUse(idx - GENERIC_VARYING_START_LOCATION);
suffix = GetInputFlags(input_mode);
}
code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " +
attr + ';');
}
if (!attributes.empty())
code.AddNewLine();
}
void DeclareInputAttribute(Attribute::Index index, bool skip_unused) {
const u32 generic_index{GetGenericAttributeIndex(index)};
std::string name{GetInputAttribute(index)};
if (stage == ShaderStage::Geometry) {
name = "gs_" + name + "[]";
}
std::string suffix;
if (stage == ShaderStage::Fragment) {
const auto input_mode{header.ps.GetAttributeUse(generic_index)};
if (skip_unused && input_mode == AttributeUse::Unused) {
return;
}
suffix = GetInputFlags(input_mode);
}
u32 location = generic_index;
if (stage != ShaderStage::Vertex) {
// If inputs are varyings, add an offset
location += GENERIC_VARYING_START_LOCATION;
}
code.AddLine("layout (location = " + std::to_string(location) + ") " + suffix + "in vec4 " +
name + ';');
}
void DeclareOutputAttributes() {
if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
DeclareOutputAttribute(ToGenericAttribute(i));
}
code.AddNewLine();
return;
}
const auto& attributes = ir.GetOutputAttributes();
for (const auto index : attributes) {
if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
// Skip when it's not a generic attribute
continue;
if (IsGenericAttribute(index)) {
DeclareOutputAttribute(index);
}
// TODO(bunnei): Use proper number of elements for these
const auto idx = static_cast<u32>(index) -
static_cast<u32>(Attribute::Index::Attribute_0) +
GENERIC_VARYING_START_LOCATION;
code.AddLine("layout (location = " + std::to_string(idx) + ") out vec4 " +
GetOutputAttribute(index) + ';');
}
if (!attributes.empty())
code.AddNewLine();
}
void DeclareOutputAttribute(Attribute::Index index) {
const u32 location{GetGenericAttributeIndex(index) + GENERIC_VARYING_START_LOCATION};
code.AddLine("layout (location = " + std::to_string(location) + ") out vec4 " +
GetOutputAttribute(index) + ';');
}
void DeclareConstantBuffers() {
for (const auto& entry : ir.GetConstantBuffers()) {
const auto [index, size] = entry;
@ -429,6 +462,39 @@ private:
code.AddNewLine();
}
void DeclarePhysicalAttributeReader() {
if (!ir.HasPhysicalAttributes()) {
return;
}
code.AddLine("float readPhysicalAttribute(uint physical_address) {");
++code.scope;
code.AddLine("switch (physical_address) {");
// Just declare generic attributes for now.
const auto num_attributes{static_cast<u32>(GetNumPhysicalInputAttributes())};
for (u32 index = 0; index < num_attributes; ++index) {
const auto attribute{ToGenericAttribute(index)};
for (u32 element = 0; element < 4; ++element) {
constexpr u32 generic_base{0x80};
constexpr u32 generic_stride{16};
constexpr u32 element_stride{4};
const u32 address{generic_base + index * generic_stride + element * element_stride};
const bool declared{stage != ShaderStage::Fragment ||
header.ps.GetAttributeUse(index) != AttributeUse::Unused};
const std::string value{declared ? ReadAttribute(attribute, element) : "0"};
code.AddLine(fmt::format("case 0x{:x}: return {};", address, value));
}
}
code.AddLine("default: return 0;");
code.AddLine('}');
--code.scope;
code.AddLine('}');
code.AddNewLine();
}
void VisitBlock(const NodeBlock& bb) {
for (const Node node : bb) {
if (const std::string expr = Visit(node); !expr.empty()) {
@ -483,70 +549,12 @@ private:
return value;
} else if (const auto abuf = std::get_if<AbufNode>(node)) {
const auto attribute = abuf->GetIndex();
const auto element = abuf->GetElement();
const auto GeometryPass = [&](const std::string& name) {
if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
// set an 0x80000000 index for those and the shader fails to build. Find out why
// this happens and what's its intent.
return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
") % MAX_VERTEX_INPUT]";
}
return name;
};
switch (attribute) {
case Attribute::Index::Position:
if (stage != ShaderStage::Fragment) {
return GeometryPass("position") + GetSwizzle(element);
} else {
return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
}
case Attribute::Index::PointCoord:
switch (element) {
case 0:
return "gl_PointCoord.x";
case 1:
return "gl_PointCoord.y";
case 2:
case 3:
return "0";
}
UNREACHABLE();
return "0";
case Attribute::Index::TessCoordInstanceIDVertexID:
// TODO(Subv): Find out what the values are for the first two elements when inside a
// vertex shader, and what's the value of the fourth element when inside a Tess Eval
// shader.
ASSERT(stage == ShaderStage::Vertex);
switch (element) {
case 2:
// Config pack's first value is instance_id.
return "uintBitsToFloat(config_pack[0])";
case 3:
return "uintBitsToFloat(gl_VertexID)";
}
UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
return "0";
case Attribute::Index::FrontFacing:
// TODO(Subv): Find out what the values are for the other elements.
ASSERT(stage == ShaderStage::Fragment);
switch (element) {
case 3:
return "itof(gl_FrontFacing ? -1 : 0)";
}
UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
return "0";
default:
if (attribute >= Attribute::Index::Attribute_0 &&
attribute <= Attribute::Index::Attribute_31) {
return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
}
break;
UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
"Physical attributes in geometry shaders are not implemented");
if (abuf->IsPhysicalBuffer()) {
return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))";
}
UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer());
} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
const Node offset = cbuf->GetOffset();
@ -598,6 +606,69 @@ private:
return {};
}
std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) {
const auto GeometryPass = [&](std::string name) {
if (stage == ShaderStage::Geometry && buffer) {
// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
// set an 0x80000000 index for those and the shader fails to build. Find out why
// this happens and what's its intent.
return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]";
}
return name;
};
switch (attribute) {
case Attribute::Index::Position:
if (stage != ShaderStage::Fragment) {
return GeometryPass("position") + GetSwizzle(element);
} else {
return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
}
case Attribute::Index::PointCoord:
switch (element) {
case 0:
return "gl_PointCoord.x";
case 1:
return "gl_PointCoord.y";
case 2:
case 3:
return "0";
}
UNREACHABLE();
return "0";
case Attribute::Index::TessCoordInstanceIDVertexID:
// TODO(Subv): Find out what the values are for the first two elements when inside a
// vertex shader, and what's the value of the fourth element when inside a Tess Eval
// shader.
ASSERT(stage == ShaderStage::Vertex);
switch (element) {
case 2:
// Config pack's first value is instance_id.
return "uintBitsToFloat(config_pack[0])";
case 3:
return "uintBitsToFloat(gl_VertexID)";
}
UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
return "0";
case Attribute::Index::FrontFacing:
// TODO(Subv): Find out what the values are for the other elements.
ASSERT(stage == ShaderStage::Fragment);
switch (element) {
case 3:
return "itof(gl_FrontFacing ? -1 : 0)";
}
UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
return "0";
default:
if (IsGenericAttribute(attribute)) {
return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
}
break;
}
UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
return "0";
}
std::string ApplyPrecise(Operation operation, const std::string& value) {
if (!IsPrecise(operation)) {
return value;
@ -833,6 +904,8 @@ private:
target = GetRegister(gpr->GetIndex());
} else if (const auto abuf = std::get_if<AbufNode>(dest)) {
UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
target = [&]() -> std::string {
switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
case Attribute::Index::Position:
@ -844,8 +917,7 @@ private:
case Attribute::Index::ClipDistances4567:
return "gl_ClipDistance[" + std::to_string(abuf->GetElement() + 4) + ']';
default:
if (attribute >= Attribute::Index::Attribute_0 &&
attribute <= Attribute::Index::Attribute_31) {
if (IsGenericAttribute(attribute)) {
return GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement());
}
UNIMPLEMENTED_MSG("Unhandled output attribute: {}",
@ -1591,15 +1663,11 @@ private:
}
std::string GetInputAttribute(Attribute::Index attribute) const {
const auto index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
return GetDeclarationWithSuffix(index, "input_attr");
return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "input_attr");
}
std::string GetOutputAttribute(Attribute::Index attribute) const {
const auto index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
return GetDeclarationWithSuffix(index, "output_attr");
return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "output_attr");
}
std::string GetConstBuffer(u32 index) const {
@ -1640,6 +1708,19 @@ private:
return name + '_' + std::to_string(index) + '_' + suffix;
}
u32 GetNumPhysicalInputAttributes() const {
return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
}
u32 GetNumPhysicalAttributes() const {
return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
}
u32 GetNumPhysicalVaryings() const {
return std::min<u32>(device.GetMaxVaryings() - GENERIC_VARYING_START_LOCATION,
Maxwell::NumVaryings);
}
const Device& device;
const ShaderIR& ir;
const ShaderStage stage;