Add partial support to the TEX.B shader instruction (#342)

* Add partial support to the TEX.B shader instruction, fix for mixed indexed and non-indexed drawing

* Better exception
This commit is contained in:
gdkchan 2018-08-13 18:22:09 -03:00 committed by GitHub
parent 4518c52c65
commit 09593ae6d8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
7 changed files with 153 additions and 42 deletions

View file

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.Shader
@ -46,6 +47,8 @@ namespace Ryujinx.Graphics.Gal.Shader
private string StagePrefix;
private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
private Dictionary<int, ShaderDeclInfo> m_Textures;
private Dictionary<int, ShaderDeclInfo> m_Uniforms;
@ -56,6 +59,8 @@ namespace Ryujinx.Graphics.Gal.Shader
private Dictionary<int, ShaderDeclInfo> m_Gprs;
private Dictionary<int, ShaderDeclInfo> m_Preds;
public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
@ -72,8 +77,10 @@ namespace Ryujinx.Graphics.Gal.Shader
{
this.ShaderType = ShaderType;
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
m_Textures = new Dictionary<int, ShaderDeclInfo>();
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
m_Attributes = new Dictionary<int, ShaderDeclInfo>();
m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
@ -89,14 +96,16 @@ namespace Ryujinx.Graphics.Gal.Shader
if (ShaderType == GalShaderType.Fragment)
{
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, false, 0, 4));
}
foreach (ShaderIrBlock Block in Blocks)
{
foreach (ShaderIrNode Node in Block.GetNodes())
ShaderIrNode[] Nodes = Block.GetNodes();
foreach (ShaderIrNode Node in Nodes)
{
Traverse(null, Node);
Traverse(Nodes, null, Node);
}
}
}
@ -152,31 +161,31 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
private void Traverse(ShaderIrNode[] Nodes, ShaderIrNode Parent, ShaderIrNode Node)
{
switch (Node)
{
case ShaderIrAsg Asg:
{
Traverse(Asg, Asg.Dst);
Traverse(Asg, Asg.Src);
Traverse(Nodes, Asg, Asg.Dst);
Traverse(Nodes, Asg, Asg.Src);
break;
}
case ShaderIrCond Cond:
{
Traverse(Cond, Cond.Pred);
Traverse(Cond, Cond.Child);
Traverse(Nodes, Cond, Cond.Pred);
Traverse(Nodes, Cond, Cond.Child);
break;
}
case ShaderIrOp Op:
{
Traverse(Op, Op.OperandA);
Traverse(Op, Op.OperandB);
Traverse(Op, Op.OperandC);
Traverse(Nodes, Op, Op.OperandA);
Traverse(Nodes, Op, Op.OperandB);
Traverse(Nodes, Op, Op.OperandC);
if (Op.Inst == ShaderIrInst.Texq ||
Op.Inst == ShaderIrInst.Texs ||
@ -190,6 +199,38 @@ namespace Ryujinx.Graphics.Gal.Shader
m_Textures.TryAdd(Handle, new ShaderDeclInfo(Name, Handle));
}
else if (Op.Inst == ShaderIrInst.Texb)
{
ShaderIrNode HandleSrc = null;
int Index = Array.IndexOf(Nodes, Parent) - 1;
for (; Index >= 0; Index--)
{
ShaderIrNode Curr = Nodes[Index];
if (Curr is ShaderIrAsg Asg && Asg.Dst is ShaderIrOperGpr Gpr)
{
if (Gpr.Index == ((ShaderIrOperGpr)Op.OperandC).Index)
{
HandleSrc = Asg.Src;
break;
}
}
}
if (HandleSrc != null && HandleSrc is ShaderIrOperCbuf Cbuf)
{
string Name = StagePrefix + TextureName + "_cb" + Cbuf.Index + "_" + Cbuf.Pos;
m_CbTextures.Add(Op, new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index));
}
else
{
throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
}
}
break;
}
@ -199,7 +240,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
string Name = StagePrefix + UniformName + Cbuf.Index;
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, true, Cbuf.Index);
m_Uniforms.Add(Cbuf.Index, DeclInfo);
}
@ -252,12 +293,13 @@ namespace Ryujinx.Graphics.Gal.Shader
if (!m_Attributes.ContainsKey(Index))
{
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, false, 0, 4);
m_Attributes.Add(Index, DeclInfo);
}
Traverse(Abuf, Abuf.Vertex);
Traverse(Nodes, Abuf, Abuf.Vertex);
break;
}

View file

@ -98,6 +98,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{ ShaderIrInst.Or, GetOrExpr },
{ ShaderIrInst.Stof, GetStofExpr },
{ ShaderIrInst.Sub, GetSubExpr },
{ ShaderIrInst.Texb, GetTexbExpr },
{ ShaderIrInst.Texq, GetTexqExpr },
{ ShaderIrInst.Texs, GetTexsExpr },
{ ShaderIrInst.Trunc, GetTruncExpr },
@ -174,10 +175,12 @@ namespace Ryujinx.Graphics.Gal.Shader
string GlslCode = SB.ToString();
return new GlslProgram(
GlslCode,
Decl.Textures.Values,
Decl.Uniforms.Values);
List<ShaderDeclInfo> TextureInfo = new List<ShaderDeclInfo>();
TextureInfo.AddRange(Decl.Textures.Values);
TextureInfo.AddRange(IterateCbTextures());
return new GlslProgram(GlslCode, TextureInfo, Decl.Uniforms.Values);
}
private void PrintDeclHeader()
@ -213,9 +216,27 @@ namespace Ryujinx.Graphics.Gal.Shader
private void PrintDeclTextures()
{
foreach (ShaderDeclInfo DeclInfo in IterateCbTextures())
{
SB.AppendLine("uniform sampler2D " + DeclInfo.Name + ";");
}
PrintDecls(Decl.Textures, "uniform sampler2D");
}
private IEnumerable<ShaderDeclInfo> IterateCbTextures()
{
HashSet<string> Names = new HashSet<string>();
foreach (ShaderDeclInfo DeclInfo in Decl.CbTextures.Values.OrderBy(DeclKeySelector))
{
if (Names.Add(DeclInfo.Name))
{
yield return DeclInfo;
}
}
}
private void PrintDeclUniforms()
{
if (Decl.ShaderType == GalShaderType.Vertex)
@ -994,6 +1015,22 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetSubExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "-");
private string GetTexbExpr(ShaderIrOp Op)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
if (!Decl.CbTextures.TryGetValue(Op, out ShaderDeclInfo DeclInfo))
{
throw new InvalidOperationException();
}
string Coords = GetTexSamplerCoords(Op);
string Ch = "rgba".Substring(Meta.Elem, 1);
return "texture(" + DeclInfo.Name + ", " + Coords + ")." + Ch;
}
private string GetTexqExpr(ShaderIrOp Op)
{
ShaderIrMetaTexq Meta = (ShaderIrMetaTexq)Op.MetaData;

View file

@ -121,6 +121,16 @@ namespace Ryujinx.Graphics.Gal.Shader
}
public static void Tex(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, GprHandle: false);
}
public static void Tex_B(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, GprHandle: true);
}
private static void EmitTex(ShaderIrBlock Block, long OpCode, bool GprHandle)
{
//TODO: Support other formats.
ShaderIrOperGpr[] Coords = new ShaderIrOperGpr[2];
@ -139,7 +149,11 @@ namespace Ryujinx.Graphics.Gal.Shader
int ChMask = (int)(OpCode >> 31) & 0xf;
ShaderIrNode OperC = GetOperImm13_36(OpCode);
ShaderIrNode OperC = GprHandle
? (ShaderIrNode)GetOperGpr20 (OpCode)
: (ShaderIrNode)GetOperImm13_36(OpCode);
ShaderIrInst Inst = GprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
for (int Ch = 0; Ch < 4; Ch++)
{
@ -147,7 +161,7 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrMetaTex Meta = new ShaderIrMetaTex(Ch);
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Texs, Coords[0], Coords[1], OperC, Meta);
ShaderIrOp Op = new ShaderIrOp(Inst, Coords[0], Coords[1], OperC, Meta);
Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Op), OpCode));
}
@ -178,15 +192,15 @@ namespace Ryujinx.Graphics.Gal.Shader
public static void Texs(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, ShaderIrInst.Texs);
EmitTexs(Block, OpCode, ShaderIrInst.Texs);
}
public static void Tlds(ShaderIrBlock Block, long OpCode)
{
EmitTex(Block, OpCode, ShaderIrInst.Txlf);
EmitTexs(Block, OpCode, ShaderIrInst.Txlf);
}
private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
private static void EmitTexs(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
{
//TODO: Support other formats.
ShaderIrNode OperA = GetOperGpr8 (OpCode);

View file

@ -47,6 +47,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Ftos,
Ftou,
Ipa,
Texb,
Texs,
Trunc,
F_End,

View file

@ -114,6 +114,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Set("0101110000101x", ShaderDecode.Shr_R);
Set("1110111111110x", ShaderDecode.St_A);
Set("110000xxxx111x", ShaderDecode.Tex);
Set("1101111010111x", ShaderDecode.Tex_B);
Set("1101111101001x", ShaderDecode.Texq);
Set("1101100xxxxxxx", ShaderDecode.Texs);
Set("1101101xxxxxxx", ShaderDecode.Tlds);

View file

@ -5,13 +5,20 @@ namespace Ryujinx.Graphics.Gal
public string Name { get; private set; }
public int Index { get; private set; }
public bool IsCb { get; private set; }
public int Cbuf { get; private set; }
public int Size { get; private set; }
public ShaderDeclInfo(string Name, int Index, int Cbuf = 0, int Size = 1)
public ShaderDeclInfo(
string Name,
int Index,
bool IsCb = false,
int Cbuf = 0,
int Size = 1)
{
this.Name = Name;
this.Index = Index;
this.IsCb = IsCb;
this.Cbuf = Cbuf;
this.Size = Size;
}

View file

@ -364,17 +364,26 @@ namespace Ryujinx.HLE.Gpu.Engines
int TextureCbIndex = ReadRegister(NvGpuEngine3dReg.TextureCbIndex);
//Note: On the emulator renderer, Texture Unit 0 is
//reserved for drawing the frame buffer.
int TexIndex = 1;
int TexIndex = 0;
for (int Index = 0; Index < Keys.Length; Index++)
{
foreach (ShaderDeclInfo DeclInfo in Gpu.Renderer.Shader.GetTextureUsage(Keys[Index]))
{
long Position = ConstBuffers[Index][TextureCbIndex].Position;
long Position;
UploadTexture(Vmm, Position, TexIndex, DeclInfo.Index);
if (DeclInfo.IsCb)
{
Position = ConstBuffers[Index][DeclInfo.Cbuf].Position;
}
else
{
Position = ConstBuffers[Index][TextureCbIndex].Position;
}
int TextureHandle = Vmm.ReadInt32(Position + DeclInfo.Index * 4);
UploadTexture(Vmm, TexIndex, TextureHandle);
Gpu.Renderer.Shader.EnsureTextureBinding(DeclInfo.Name, TexIndex);
@ -383,12 +392,8 @@ namespace Ryujinx.HLE.Gpu.Engines
}
}
private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
private void UploadTexture(NvGpuVmm Vmm, int TexIndex, int TextureHandle)
{
long Position = BasePosition + HndIndex * 4;
int TextureHandle = Vmm.ReadInt32(Position);
if (TextureHandle == 0)
{
//TODO: Is this correct?
@ -601,6 +606,10 @@ namespace Ryujinx.HLE.Gpu.Engines
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}
//Is the GPU really clearing those registers after draw?
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
}
private void QueryControl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)