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			400 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			400 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using System.Collections.Generic;
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| 
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| namespace Ryujinx.Graphics.Gal.Shader
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| {
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|     class GlslDecl
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|     {
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|         public const int LayerAttr       = 0x064;
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|         public const int PointSizeAttr   = 0x06c;
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|         public const int PointCoordAttrX = 0x2e0;
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|         public const int PointCoordAttrY = 0x2e4;
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|         public const int TessCoordAttrX  = 0x2f0;
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|         public const int TessCoordAttrY  = 0x2f4;
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|         public const int TessCoordAttrZ  = 0x2f8;
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|         public const int InstanceIdAttr  = 0x2f8;
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|         public const int VertexIdAttr    = 0x2fc;
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|         public const int FaceAttr        = 0x3fc;
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| 
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|         public const int GlPositionVec4Index = 7;
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| 
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|         public const int PositionOutAttrLocation = 15;
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| 
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|         private const int AttrStartIndex = 8;
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|         private const int TexStartIndex  = 8;
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| 
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|         public const string PositionOutAttrName = "position";
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| 
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|         private const string TextureName = "tex";
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|         private const string UniformName = "c";
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| 
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|         private const string AttrName    = "attr";
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|         private const string InAttrName  = "in_"  + AttrName;
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|         private const string OutAttrName = "out_" + AttrName;
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| 
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|         private const string GprName  = "gpr";
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|         private const string PredName = "pred";
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| 
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|         public const string FragmentOutputName = "FragColor";
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| 
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|         public const string ExtraUniformBlockName = "Extra";
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|         public const string FlipUniformName = "flip";
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|         public const string InstanceUniformName = "instance";
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| 
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|         public const string BasicBlockName  = "bb";
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|         public const string BasicBlockAName = BasicBlockName + "_a";
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|         public const string BasicBlockBName = BasicBlockName + "_b";
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| 
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|         public const int SsyStackSize = 16;
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|         public const string SsyStackName = "ssy_stack";
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|         public const string SsyCursorName = "ssy_cursor";
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| 
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|         private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
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| 
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|         private string StagePrefix;
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| 
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|         private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
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| 
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|         private Dictionary<int, ShaderDeclInfo> m_Textures;
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|         private Dictionary<int, ShaderDeclInfo> m_Uniforms;
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| 
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|         private Dictionary<int, ShaderDeclInfo> m_Attributes;
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|         private Dictionary<int, ShaderDeclInfo> m_InAttributes;
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|         private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
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| 
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|         private Dictionary<int, ShaderDeclInfo> m_Gprs;
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|         private Dictionary<int, ShaderDeclInfo> m_GprsHalf;
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|         private Dictionary<int, ShaderDeclInfo> m_Preds;
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| 
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|         public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
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| 
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
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| 
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes    => m_Attributes;
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes  => m_InAttributes;
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
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| 
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs     => m_Gprs;
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> GprsHalf => m_GprsHalf;
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|         public IReadOnlyDictionary<int, ShaderDeclInfo> Preds    => m_Preds;
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| 
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|         public GalShaderType ShaderType { get; private set; }
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| 
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|         private GlslDecl(GalShaderType ShaderType)
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|         {
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|             this.ShaderType = ShaderType;
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| 
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|             m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
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| 
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|             m_Textures = new Dictionary<int, ShaderDeclInfo>();
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|             m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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| 
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|             m_Attributes    = new Dictionary<int, ShaderDeclInfo>();
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|             m_InAttributes  = new Dictionary<int, ShaderDeclInfo>();
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|             m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
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| 
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|             m_Gprs     = new Dictionary<int, ShaderDeclInfo>();
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|             m_GprsHalf = new Dictionary<int, ShaderDeclInfo>();
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|             m_Preds    = new Dictionary<int, ShaderDeclInfo>();
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|         }
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| 
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|         public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType, ShaderHeader Header) : this(ShaderType)
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|         {
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|             StagePrefix = StagePrefixes[(int)ShaderType] + "_";
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| 
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|             if (ShaderType == GalShaderType.Fragment)
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|             {
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|                 int Index = 0;
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| 
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|                 for (int Attachment = 0; Attachment < 8; Attachment++)
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|                 {
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|                     for (int Component = 0; Component < 4; Component++)
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|                     {
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|                         if (Header.OmapTargets[Attachment].ComponentEnabled(Component))
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|                         {
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|                             m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
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| 
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|                             Index++;
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|                         }
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|                     }
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|                 }
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| 
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|                 if (Header.OmapDepth)
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|                 {
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|                     Index = Header.DepthRegister;
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| 
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|                     m_Gprs.TryAdd(Index, new ShaderDeclInfo(GetGprName(Index), Index));
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|                 }
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|             }
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| 
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|             foreach (ShaderIrBlock Block in Blocks)
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|             {
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|                 ShaderIrNode[] Nodes = Block.GetNodes();
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| 
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|                 foreach (ShaderIrNode Node in Nodes)
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|                 {
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|                     Traverse(Nodes, null, Node);
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|                 }
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|             }
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|         }
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| 
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|         public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
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|         {
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|             GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
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| 
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|             Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
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|             Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
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| 
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|             Merge(Combined.m_Attributes,    VpA.m_Attributes,    VpB.m_Attributes);
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|             Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
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| 
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|             Merge(Combined.m_Gprs,     VpA.m_Gprs,     VpB.m_Gprs);
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|             Merge(Combined.m_GprsHalf, VpA.m_GprsHalf, VpB.m_GprsHalf);
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|             Merge(Combined.m_Preds,    VpA.m_Preds,    VpB.m_Preds);
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| 
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|             //Merge input attributes.
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|             foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
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|             {
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|                 Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
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|             }
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| 
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|             foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
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|             {
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|                 //If Vertex Program A already writes to this attribute,
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|                 //then we don't need to add it as an input attribute since
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|                 //Vertex Program A will already have written to it anyway,
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|                 //and there's no guarantee that there is an input attribute
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|                 //for this slot.
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|                 if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
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|                 {
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|                     Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
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|                 }
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|             }
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| 
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|             return Combined;
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|         }
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| 
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|         public static string GetGprName(int Index)
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|         {
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|             return GprName + Index;
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|         }
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| 
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|         private static void Merge(
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|             Dictionary<int, ShaderDeclInfo> C,
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|             Dictionary<int, ShaderDeclInfo> A,
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|             Dictionary<int, ShaderDeclInfo> B)
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|         {
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|             foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
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|             {
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|                 C.TryAdd(KV.Key, KV.Value);
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|             }
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| 
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|             foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
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|             {
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|                 C.TryAdd(KV.Key, KV.Value);
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|             }
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|         }
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| 
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|         private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
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|         {
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|             switch (Node)
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|             {
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|                 case ShaderIrAsg Asg:
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|                 {
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|                     Traverse(Nodes, Asg, Asg.Dst);
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|                     Traverse(Nodes, Asg, Asg.Src);
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| 
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|                     break;
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|                 }
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| 
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|                 case ShaderIrCond Cond:
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|                 {
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|                     Traverse(Nodes, Cond, Cond.Pred);
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|                     Traverse(Nodes, Cond, Cond.Child);
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| 
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|                     break;
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|                 }
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| 
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|                 case ShaderIrOp Op:
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|                 {
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|                     Traverse(Nodes, Op, Op.OperandA);
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|                     Traverse(Nodes, Op, Op.OperandB);
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|                     Traverse(Nodes, Op, Op.OperandC);
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| 
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|                     if (Op.Inst == ShaderIrInst.Texq ||
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|                         Op.Inst == ShaderIrInst.Texs ||
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|                         Op.Inst == ShaderIrInst.Txlf)
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|                     {
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|                         int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
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| 
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|                         int Index = Handle - TexStartIndex;
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| 
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|                         string Name = StagePrefix + TextureName + Index;
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| 
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|                         m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
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|                     }
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|                     else if (Op.Inst == ShaderIrInst.Texb)
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|                     {
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|                         ShaderIrNode HandleSrc = null;
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| 
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|                         int Index = Array.IndexOf(Nodes, Parent) - 1;
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| 
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|                         for (; Index >= 0; Index--)
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|                         {
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|                             ShaderIrNode Curr = Nodes[Index];
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| 
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|                             if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
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|                             {
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|                                 if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
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|                                 {
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|                                     HandleSrc = Asg.Src;
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| 
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|                                     break;
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|                                 }
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|                             }
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|                         }
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| 
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|                         if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
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|                         {
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|                             string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
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| 
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|                             m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
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|                         }
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|                         else
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|                         {
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|                             throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
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|                         }
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|                     }
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|                     break;
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|                 }
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| 
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|                 case ShaderIrOperCbuf Cbuf:
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|                 {
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|                     if (!m_Uniforms.ContainsKey(Cbuf.Index))
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|                     {
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|                         string Name = StagePrefix + UniformName + Cbuf.Index;
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| 
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|                         ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
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| 
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|                         m_Uniforms.Add(Cbuf.Index, DeclInfo);
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|                     }
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|                     break;
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|                 }
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| 
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|                 case ShaderIrOperAbuf Abuf:
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|                 {
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|                     //This is a built-in variable.
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|                     if (Abuf.Offs == LayerAttr       ||
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|                         Abuf.Offs == PointSizeAttr   ||
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|                         Abuf.Offs == PointCoordAttrX ||
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|                         Abuf.Offs == PointCoordAttrY ||
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|                         Abuf.Offs == VertexIdAttr    ||
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|                         Abuf.Offs == InstanceIdAttr  ||
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|                         Abuf.Offs == FaceAttr)
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|                     {
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|                         break;
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|                     }
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| 
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|                     int Index =  Abuf.Offs >> 4;
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|                     int Elem  = (Abuf.Offs >> 2) & 3;
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| 
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|                     int GlslIndex = Index - AttrStartIndex;
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| 
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|                     if (GlslIndex < 0)
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|                     {
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|                         return;
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|                     }
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| 
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|                     ShaderDeclInfo DeclInfo;
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| 
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|                     if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
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|                     {
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|                         if (!m_OutAttributes.TryGetValue(Index, out DeclInfo))
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|                         {
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|                             DeclInfo = new ShaderDeclInfo(OutAttrName + GlslIndex, GlslIndex);
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| 
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|                             m_OutAttributes.Add(Index, DeclInfo);
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|                         }
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|                     }
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|                     else
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|                     {
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|                         if (!m_InAttributes.TryGetValue(Index, out DeclInfo))
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|                         {
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|                             DeclInfo = new ShaderDeclInfo(InAttrName + GlslIndex, GlslIndex);
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| 
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|                             m_InAttributes.Add(Index, DeclInfo);
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|                         }
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|                     }
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| 
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|                     DeclInfo.Enlarge(Elem + 1);
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| 
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|                     if (!m_Attributes.ContainsKey(Index))
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|                     {
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|                         DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
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| 
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|                         m_Attributes.Add(Index, DeclInfo);
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|                     }
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| 
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|                     Traverse(Nodes, Abuf, Abuf.Vertex);
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| 
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|                     break;
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|                 }
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| 
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|                 case ShaderIrOperGpr Gpr:
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|                 {
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|                     if (!Gpr.IsConst)
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|                     {
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|                         string Name = GetGprName(Gpr.Index);
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| 
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|                         if (Gpr.RegisterSize == ShaderRegisterSize.Single)
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|                         {
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|                             m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
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|                         }
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|                         else if (Gpr.RegisterSize == ShaderRegisterSize.Half)
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|                         {
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|                             Name += "_h" + Gpr.HalfPart;
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| 
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|                             m_GprsHalf.TryAdd((Gpr.Index << 1) | Gpr.HalfPart, new ShaderDeclInfo(Name, Gpr.Index));
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|                         }
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|                         else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
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|                         {
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|                             throw new NotImplementedException("Double types are not supported.");
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|                         }
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|                     }
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|                     break;
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|                 }
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| 
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|                 case ShaderIrOperPred Pred:
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|                 {
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|                     if (!Pred.IsConst && !HasName(m_Preds, Pred.Index))
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|                     {
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|                         string Name = PredName + Pred.Index;
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| 
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|                         m_Preds.TryAdd(Pred.Index, new ShaderDeclInfo(Name, Pred.Index));
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|                     }
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|                     break;
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|                 }
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|             }
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|         }
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| 
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|         private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
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|         {
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|             //This is used to check if the dictionary already contains
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|             //a entry for a vector at a given index position.
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|             //Used to enable turning gprs into vectors.
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|             int VecIndex = Index & ~3;
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| 
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|             if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
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|             {
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|                 if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
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|                 {
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|                     return true;
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|                 }
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|             }
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| 
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|             return Decls.ContainsKey(Index);
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|         }
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|     }
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| }
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