From 6b23a2c125b9c48b5ebea92716004ef68698bb0f Mon Sep 17 00:00:00 2001 From: gdkchan Date: Wed, 17 Apr 2019 20:57:08 -0300 Subject: 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 --- .../Shader/CodeGen/Glsl/Declarations.cs | 206 +++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 Ryujinx.Graphics/Shader/CodeGen/Glsl/Declarations.cs (limited to 'Ryujinx.Graphics/Shader/CodeGen/Glsl/Declarations.cs') diff --git a/Ryujinx.Graphics/Shader/CodeGen/Glsl/Declarations.cs b/Ryujinx.Graphics/Shader/CodeGen/Glsl/Declarations.cs new file mode 100644 index 00000000..5412d872 --- /dev/null +++ b/Ryujinx.Graphics/Shader/CodeGen/Glsl/Declarations.cs @@ -0,0 +1,206 @@ +using Ryujinx.Graphics.Gal; +using Ryujinx.Graphics.Shader.IntermediateRepresentation; +using Ryujinx.Graphics.Shader.StructuredIr; +using System; +using System.Collections.Generic; +using System.Linq; + +namespace Ryujinx.Graphics.Shader.CodeGen.Glsl +{ + static class Declarations + { + public static void Declare(CodeGenContext context, StructuredProgramInfo info) + { + context.AppendLine("#version 420 core"); + + context.AppendLine(); + + context.AppendLine($"const int {DefaultNames.UndefinedName} = 0;"); + + context.AppendLine(); + + if (context.Config.Type == GalShaderType.Geometry) + { + context.AppendLine("layout (points) in;"); + context.AppendLine("layout (triangle_strip, max_vertices = 4) out;"); + + context.AppendLine(); + } + + context.AppendLine("layout (std140) uniform Extra"); + + context.EnterScope(); + + context.AppendLine("vec2 flip;"); + context.AppendLine("int instance;"); + + context.LeaveScope(";"); + + context.AppendLine(); + + if (info.CBuffers.Count != 0) + { + DeclareUniforms(context, info); + + context.AppendLine(); + } + + if (info.Samplers.Count != 0) + { + DeclareSamplers(context, info); + + context.AppendLine(); + } + + if (info.IAttributes.Count != 0) + { + DeclareInputAttributes(context, info); + + context.AppendLine(); + } + + if (info.OAttributes.Count != 0) + { + DeclareOutputAttributes(context, info); + + context.AppendLine(); + } + } + + public static void DeclareLocals(CodeGenContext context, StructuredProgramInfo info) + { + foreach (AstOperand decl in info.Locals) + { + string name = context.OperandManager.DeclareLocal(decl); + + context.AppendLine(GetVarTypeName(decl.VarType) + " " + name + ";"); + } + } + + private static string GetVarTypeName(VariableType type) + { + switch (type) + { + case VariableType.Bool: return "bool"; + case VariableType.F32: return "float"; + case VariableType.S32: return "int"; + case VariableType.U32: return "uint"; + } + + throw new ArgumentException($"Invalid variable type \"{type}\"."); + } + + private static void DeclareUniforms(CodeGenContext context, StructuredProgramInfo info) + { + foreach (int cbufSlot in info.CBuffers.OrderBy(x => x)) + { + string ubName = OperandManager.GetShaderStagePrefix(context.Config.Type); + + ubName += "_" + DefaultNames.UniformNamePrefix + cbufSlot; + + context.CBufferDescriptors.Add(new CBufferDescriptor(ubName, cbufSlot)); + + context.AppendLine("layout (std140) uniform " + ubName); + + context.EnterScope(); + + string ubSize = "[" + NumberFormatter.FormatInt(context.Config.MaxCBufferSize / 16) + "]"; + + context.AppendLine("vec4 " + OperandManager.GetUbName(context.Config.Type, cbufSlot) + ubSize + ";"); + + context.LeaveScope(";"); + } + } + + private static void DeclareSamplers(CodeGenContext context, StructuredProgramInfo info) + { + Dictionary samplers = new Dictionary(); + + foreach (AstTextureOperation texOp in info.Samplers.OrderBy(x => x.Handle)) + { + string samplerName = OperandManager.GetSamplerName(context.Config.Type, texOp); + + if (!samplers.TryAdd(samplerName, texOp)) + { + continue; + } + + string samplerTypeName = GetSamplerTypeName(texOp.Type); + + context.AppendLine("uniform " + samplerTypeName + " " + samplerName + ";"); + } + + foreach (KeyValuePair kv in samplers) + { + string samplerName = kv.Key; + + AstTextureOperation texOp = kv.Value; + + TextureDescriptor desc; + + if ((texOp.Flags & TextureFlags.Bindless) != 0) + { + AstOperand operand = texOp.GetSource(0) as AstOperand; + + desc = new TextureDescriptor(samplerName, operand.CbufSlot, operand.CbufOffset); + } + else + { + desc = new TextureDescriptor(samplerName, texOp.Handle); + } + + context.TextureDescriptors.Add(desc); + } + } + + private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info) + { + string suffix = context.Config.Type == GalShaderType.Geometry ? "[]" : string.Empty; + + foreach (int attr in info.IAttributes.OrderBy(x => x)) + { + context.AppendLine($"layout (location = {attr}) in vec4 {DefaultNames.IAttributePrefix}{attr}{suffix};"); + } + } + + private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info) + { + foreach (int attr in info.OAttributes.OrderBy(x => x)) + { + context.AppendLine($"layout (location = {attr}) out vec4 {DefaultNames.OAttributePrefix}{attr};"); + } + } + + private static string GetSamplerTypeName(TextureType type) + { + string typeName; + + switch (type & TextureType.Mask) + { + case TextureType.Texture1D: typeName = "sampler1D"; break; + case TextureType.Texture2D: typeName = "sampler2D"; break; + case TextureType.Texture3D: typeName = "sampler3D"; break; + case TextureType.TextureCube: typeName = "samplerCube"; break; + + default: throw new ArgumentException($"Invalid sampler type \"{type}\"."); + } + + if ((type & TextureType.Multisample) != 0) + { + typeName += "MS"; + } + + if ((type & TextureType.Array) != 0) + { + typeName += "Array"; + } + + if ((type & TextureType.Shadow) != 0) + { + typeName += "Shadow"; + } + + return typeName; + } + } +} \ No newline at end of file -- cgit v1.2.3