diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2019-04-17 20:57:08 -0300 |
|---|---|---|
| committer | jduncanator <1518948+jduncanator@users.noreply.github.com> | 2019-04-18 09:57:08 +1000 |
| commit | 6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch) | |
| tree | 69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslGenerator.cs | |
| parent | b2e88b04a85b41cc60af3485d88c90429e84a218 (diff) | |
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
Diffstat (limited to 'Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslGenerator.cs')
| -rw-r--r-- | Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslGenerator.cs | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslGenerator.cs b/Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslGenerator.cs new file mode 100644 index 00000000..4edbda8b --- /dev/null +++ b/Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslGenerator.cs @@ -0,0 +1,133 @@ +using Ryujinx.Graphics.Gal; +using Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions; +using Ryujinx.Graphics.Shader.IntermediateRepresentation; +using Ryujinx.Graphics.Shader.StructuredIr; +using System; + +using static Ryujinx.Graphics.Shader.CodeGen.Glsl.TypeConversion; + +namespace Ryujinx.Graphics.Shader.CodeGen.Glsl +{ + static class GlslGenerator + { + public static GlslProgram Generate(StructuredProgramInfo info, ShaderConfig config) + { + CodeGenContext context = new CodeGenContext(config); + + Declarations.Declare(context, info); + + PrintMainBlock(context, info); + + return new GlslProgram( + context.CBufferDescriptors.ToArray(), + context.TextureDescriptors.ToArray(), + context.GetCode()); + } + + private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info) + { + context.AppendLine("void main()"); + + context.EnterScope(); + + Declarations.DeclareLocals(context, info); + + PrintBlock(context, info.MainBlock); + + context.LeaveScope(); + } + + private static void PrintBlock(CodeGenContext context, AstBlock block) + { + AstBlockVisitor visitor = new AstBlockVisitor(block); + + visitor.BlockEntered += (sender, e) => + { + switch (e.Block.Type) + { + case AstBlockType.DoWhile: + context.AppendLine("do"); + break; + + case AstBlockType.Else: + context.AppendLine("else"); + break; + + case AstBlockType.ElseIf: + context.AppendLine($"else if ({GetCondExpr(context, e.Block.Condition)})"); + break; + + case AstBlockType.If: + context.AppendLine($"if ({GetCondExpr(context, e.Block.Condition)})"); + break; + + default: throw new InvalidOperationException($"Found unexpected block type \"{e.Block.Type}\"."); + } + + context.EnterScope(); + }; + + visitor.BlockLeft += (sender, e) => + { + context.LeaveScope(); + + if (e.Block.Type == AstBlockType.DoWhile) + { + context.AppendLine($"while ({GetCondExpr(context, e.Block.Condition)});"); + } + }; + + foreach (IAstNode node in visitor.Visit()) + { + if (node is AstOperation operation) + { + if (operation.Inst == Instruction.Return) + { + PrepareForReturn(context); + } + + context.AppendLine(InstGen.GetExpression(context, operation) + ";"); + } + else if (node is AstAssignment assignment) + { + VariableType srcType = OperandManager.GetNodeDestType(assignment.Source); + VariableType dstType = OperandManager.GetNodeDestType(assignment.Destination); + + string dest; + + if (assignment.Destination is AstOperand operand && operand.Type == OperandType.Attribute) + { + dest = OperandManager.GetOutAttributeName(operand, context.Config.Type); + } + else + { + dest = InstGen.GetExpression(context, assignment.Destination); + } + + string src = ReinterpretCast(context, assignment.Source, srcType, dstType); + + context.AppendLine(dest + " = " + src + ";"); + } + else + { + throw new InvalidOperationException($"Found unexpected node type \"{node?.GetType().Name ?? "null"}\"."); + } + } + } + + private static string GetCondExpr(CodeGenContext context, IAstNode cond) + { + VariableType srcType = OperandManager.GetNodeDestType(cond); + + return ReinterpretCast(context, cond, srcType, VariableType.Bool); + } + + private static void PrepareForReturn(CodeGenContext context) + { + if (context.Config.Type == GalShaderType.Vertex) + { + context.AppendLine("gl_Position.xy *= flip;"); + } + } + } +}
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