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authorgdkchan <gab.dark.100@gmail.com>2020-10-25 17:00:44 -0300
committerGitHub <noreply@github.com>2020-10-25 17:00:44 -0300
commit49f970d5bd9163e2b4e26a33ef8f84529174d5de (patch)
treeeceaf9c0454d27413ca77689c06a24b47467d1a0 /Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs
parent973a615d405a83d5fc2f6a11ad12ba63c2a76465 (diff)
Implement CAL and RET shader instructions (#1618)
* Add support for CAL and RET shader instructions * Remove unused stuff * Fix a bug that could cause the wrong values to be passed to a function * Avoid repopulating function id dictionary every time * PR feedback * Fix vertex shader A/B merge
Diffstat (limited to 'Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs')
-rw-r--r--Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs116
1 files changed, 79 insertions, 37 deletions
diff --git a/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs b/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs
index 00a32262..276544fc 100644
--- a/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs
+++ b/Ryujinx.Graphics.Shader/CodeGen/Glsl/GlslGenerator.cs
@@ -10,13 +10,32 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
static class GlslGenerator
{
+ private const string MainFunctionName = "main";
+
public static GlslProgram Generate(StructuredProgramInfo info, ShaderConfig config)
{
- CodeGenContext context = new CodeGenContext(config, info.UsesCbIndexing);
+ CodeGenContext context = new CodeGenContext(info, config);
Declarations.Declare(context, info);
- PrintMainBlock(context, info);
+ if (info.Functions.Count != 0)
+ {
+ for (int i = 1; i < info.Functions.Count; i++)
+ {
+ context.AppendLine($"{GetFunctionSignature(info.Functions[i])};");
+ }
+
+ context.AppendLine();
+
+ for (int i = 1; i < info.Functions.Count; i++)
+ {
+ PrintFunction(context, info, info.Functions[i]);
+
+ context.AppendLine();
+ }
+ }
+
+ PrintFunction(context, info, info.Functions[0], MainFunctionName);
return new GlslProgram(
context.CBufferDescriptors.ToArray(),
@@ -26,55 +45,78 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
context.GetCode());
}
- private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
+ private static void PrintFunction(CodeGenContext context, StructuredProgramInfo info, StructuredFunction function, string funcName = null)
{
- context.AppendLine("void main()");
+ context.CurrentFunction = function;
+ context.AppendLine(GetFunctionSignature(function, funcName));
context.EnterScope();
- Declarations.DeclareLocals(context, info);
-
- // Some games will leave some elements of gl_Position uninitialized,
- // in those cases, the elements will contain undefined values according
- // to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
- // so we do explicit initialization to avoid UB on non-NVIDIA gpus.
- if (context.Config.Stage == ShaderStage.Vertex)
- {
- context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
- }
+ Declarations.DeclareLocals(context, function);
- // Ensure that unused attributes are set, otherwise the downstream
- // compiler may eliminate them.
- // (Not needed for fragment shader as it is the last stage).
- if (context.Config.Stage != ShaderStage.Compute &&
- context.Config.Stage != ShaderStage.Fragment)
+ if (funcName == MainFunctionName)
{
- for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
+ // Some games will leave some elements of gl_Position uninitialized,
+ // in those cases, the elements will contain undefined values according
+ // to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
+ // so we do explicit initialization to avoid UB on non-NVIDIA gpus.
+ if (context.Config.Stage == ShaderStage.Vertex)
{
- if (info.OAttributes.Contains(attr))
- {
- continue;
- }
+ context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
+ }
- if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
- {
- context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
- context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
- context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
- context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
- }
- else
+ // Ensure that unused attributes are set, otherwise the downstream
+ // compiler may eliminate them.
+ // (Not needed for fragment shader as it is the last stage).
+ if (context.Config.Stage != ShaderStage.Compute &&
+ context.Config.Stage != ShaderStage.Fragment)
+ {
+ for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
{
- context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
+ if (info.OAttributes.Contains(attr))
+ {
+ continue;
+ }
+
+ if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
+ {
+ context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
+ context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
+ context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
+ context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
+ }
+ else
+ {
+ context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
+ }
}
}
}
- PrintBlock(context, info.MainBlock);
+ PrintBlock(context, function.MainBlock);
context.LeaveScope();
}
+ private static string GetFunctionSignature(StructuredFunction function, string funcName = null)
+ {
+ string[] args = new string[function.InArguments.Length + function.OutArguments.Length];
+
+ for (int i = 0; i < function.InArguments.Length; i++)
+ {
+ args[i] = $"{Declarations.GetVarTypeName(function.InArguments[i])} {OperandManager.GetArgumentName(i)}";
+ }
+
+ for (int i = 0; i < function.OutArguments.Length; i++)
+ {
+ int j = i + function.InArguments.Length;
+
+ args[j] = $"out {Declarations.GetVarTypeName(function.OutArguments[i])} {OperandManager.GetArgumentName(j)}";
+ }
+
+ return $"{Declarations.GetVarTypeName(function.ReturnType)} {funcName ?? function.Name}({string.Join(", ", args)})";
+ }
+
private static void PrintBlock(CodeGenContext context, AstBlock block)
{
AstBlockVisitor visitor = new AstBlockVisitor(block);
@@ -123,8 +165,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
}
else if (node is AstAssignment assignment)
{
- VariableType srcType = OperandManager.GetNodeDestType(assignment.Source);
- VariableType dstType = OperandManager.GetNodeDestType(assignment.Destination);
+ VariableType srcType = OperandManager.GetNodeDestType(context, assignment.Source);
+ VariableType dstType = OperandManager.GetNodeDestType(context, assignment.Destination);
string dest;
@@ -154,7 +196,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
private static string GetCondExpr(CodeGenContext context, IAstNode cond)
{
- VariableType srcType = OperandManager.GetNodeDestType(cond);
+ VariableType srcType = OperandManager.GetNodeDestType(context, cond);
return ReinterpretCast(context, cond, srcType, VariableType.Bool);
}