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authorgdkchan <gab.dark.100@gmail.com>2019-04-17 20:57:08 -0300
committerjduncanator <1518948+jduncanator@users.noreply.github.com>2019-04-18 09:57:08 +1000
commit6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch)
tree69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs
parentb2e88b04a85b41cc60af3485d88c90429e84a218 (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/Instructions/InstGenMemory.cs')
-rw-r--r--Ryujinx.Graphics/Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs244
1 files changed, 244 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs b/Ryujinx.Graphics/Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs
new file mode 100644
index 00000000..79f80057
--- /dev/null
+++ b/Ryujinx.Graphics/Shader/CodeGen/Glsl/Instructions/InstGenMemory.cs
@@ -0,0 +1,244 @@
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using Ryujinx.Graphics.Shader.StructuredIr;
+
+using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
+using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
+
+namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
+{
+ static class InstGenMemory
+ {
+ public static string LoadConstant(CodeGenContext context, AstOperation operation)
+ {
+ IAstNode src1 = operation.GetSource(1);
+
+ string offsetExpr = GetSoureExpr(context, src1, GetSrcVarType(operation.Inst, 1));
+
+ offsetExpr = Enclose(offsetExpr, src1, Instruction.ShiftRightS32, isLhs: true);
+
+ return OperandManager.GetConstantBufferName(operation.GetSource(0), offsetExpr, context.Config.Type);
+ }
+
+ public static string TextureSample(CodeGenContext context, AstOperation operation)
+ {
+ AstTextureOperation texOp = (AstTextureOperation)operation;
+
+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
+ bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
+ bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
+ bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
+ bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
+ bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
+ bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
+ bool isArray = (texOp.Type & TextureType.Array) != 0;
+ bool isMultisample = (texOp.Type & TextureType.Multisample) != 0;
+ bool isShadow = (texOp.Type & TextureType.Shadow) != 0;
+
+ string texCall = intCoords ? "texelFetch" : "texture";
+
+ if (isGather)
+ {
+ texCall += "Gather";
+ }
+ else if (hasLodLevel && !intCoords)
+ {
+ texCall += "Lod";
+ }
+
+ if (hasOffset)
+ {
+ texCall += "Offset";
+ }
+ else if (hasOffsets)
+ {
+ texCall += "Offsets";
+ }
+
+ string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp);
+
+ texCall += "(" + samplerName;
+
+ int coordsCount = texOp.Type.GetCoordsCount();
+
+ int pCount = coordsCount;
+
+ int arrayIndexElem = -1;
+
+ if (isArray)
+ {
+ arrayIndexElem = pCount++;
+ }
+
+ //The sampler 1D shadow overload expects a
+ //dummy value on the middle of the vector, who knows why...
+ bool hasDummy1DShadowElem = texOp.Type == (TextureType.Texture1D | TextureType.Shadow);
+
+ if (hasDummy1DShadowElem)
+ {
+ pCount++;
+ }
+
+ if (isShadow && !isGather)
+ {
+ pCount++;
+ }
+
+ //On textureGather*, the comparison value is
+ //always specified as an extra argument.
+ bool hasExtraCompareArg = isShadow && isGather;
+
+ if (pCount == 5)
+ {
+ pCount = 4;
+
+ hasExtraCompareArg = true;
+ }
+
+ int srcIndex = isBindless ? 1 : 0;
+
+ string Src(VariableType type)
+ {
+ return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
+ }
+
+ void Append(string str)
+ {
+ texCall += ", " + str;
+ }
+
+ VariableType coordType = intCoords ? VariableType.S32 : VariableType.F32;
+
+ string AssemblePVector(int count)
+ {
+ if (count > 1)
+ {
+ string[] elems = new string[count];
+
+ for (int index = 0; index < count; index++)
+ {
+ if (arrayIndexElem == index)
+ {
+ elems[index] = Src(VariableType.S32);
+
+ if (!intCoords)
+ {
+ elems[index] = "float(" + elems[index] + ")";
+ }
+ }
+ else if (index == 1 && hasDummy1DShadowElem)
+ {
+ elems[index] = NumberFormatter.FormatFloat(0);
+ }
+ else
+ {
+ elems[index] = Src(coordType);
+ }
+ }
+
+ string prefix = intCoords ? "i" : string.Empty;
+
+ return prefix + "vec" + count + "(" + string.Join(", ", elems) + ")";
+ }
+ else
+ {
+ return Src(coordType);
+ }
+ }
+
+ Append(AssemblePVector(pCount));
+
+ if (hasExtraCompareArg)
+ {
+ Append(Src(VariableType.F32));
+ }
+
+ if (isMultisample)
+ {
+ Append(Src(VariableType.S32));
+ }
+ else if (hasLodLevel)
+ {
+ Append(Src(coordType));
+ }
+
+ string AssembleOffsetVector(int count)
+ {
+ if (count > 1)
+ {
+ string[] elems = new string[count];
+
+ for (int index = 0; index < count; index++)
+ {
+ elems[index] = Src(VariableType.S32);
+ }
+
+ return "ivec" + count + "(" + string.Join(", ", elems) + ")";
+ }
+ else
+ {
+ return Src(VariableType.S32);
+ }
+ }
+
+ if (hasOffset)
+ {
+ Append(AssembleOffsetVector(coordsCount));
+ }
+ else if (hasOffsets)
+ {
+ texCall += $", ivec{coordsCount}[4](";
+
+ texCall += AssembleOffsetVector(coordsCount) + ", ";
+ texCall += AssembleOffsetVector(coordsCount) + ", ";
+ texCall += AssembleOffsetVector(coordsCount) + ", ";
+ texCall += AssembleOffsetVector(coordsCount) + ")";
+ }
+
+ if (hasLodBias)
+ {
+ Append(Src(VariableType.F32));
+ }
+
+ //textureGather* optional extra component index,
+ //not needed for shadow samplers.
+ if (isGather && !isShadow)
+ {
+ Append(Src(VariableType.S32));
+ }
+
+ texCall += ")" + (isGather || !isShadow ? GetMask(texOp.ComponentMask) : "");
+
+ return texCall;
+ }
+
+ public static string TextureSize(CodeGenContext context, AstOperation operation)
+ {
+ AstTextureOperation texOp = (AstTextureOperation)operation;
+
+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
+
+ string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp);
+
+ IAstNode src0 = operation.GetSource(isBindless ? 1 : 0);
+
+ string src0Expr = GetSoureExpr(context, src0, GetSrcVarType(operation.Inst, 0));
+
+ return $"textureSize({samplerName}, {src0Expr}){GetMask(texOp.ComponentMask)}";
+ }
+
+ private static string GetMask(int compMask)
+ {
+ string mask = ".";
+
+ for (int index = 0; index < 4; index++)
+ {
+ if ((compMask & (1 << index)) != 0)
+ {
+ mask += "rgba".Substring(index, 1);
+ }
+ }
+
+ return mask;
+ }
+ }
+} \ No newline at end of file