using Ryujinx.Graphics.Shader.IntermediateRepresentation; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; using static Ryujinx.Graphics.Shader.Translation.GlobalMemory; namespace Ryujinx.Graphics.Shader.Translation { static class Rewriter { public static void RunPass(BasicBlock[] blocks, ShaderConfig config) { for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++) { BasicBlock block = blocks[blkIndex]; for (LinkedListNode node = block.Operations.First; node != null; node = node.Next) { if (node.Value is not Operation operation) { continue; } if (UsesGlobalMemory(operation.Inst)) { node = RewriteGlobalAccess(node, config); } if (operation is TextureOperation texOp) { if (texOp.Inst == Instruction.TextureSample) { node = RewriteTextureSample(node, config); if (texOp.Type == SamplerType.TextureBuffer) { node = InsertSnormNormalization(node, config); } } } } } } private static LinkedListNode RewriteGlobalAccess(LinkedListNode node, ShaderConfig config) { Operation operation = (Operation)node.Value; bool isAtomic = operation.Inst.IsAtomic(); bool isStg16Or8 = operation.Inst == Instruction.StoreGlobal16 || operation.Inst == Instruction.StoreGlobal8; bool isWrite = isAtomic || operation.Inst == Instruction.StoreGlobal || isStg16Or8; Operation storageOp; Operand PrependOperation(Instruction inst, params Operand[] sources) { Operand local = Local(); node.List.AddBefore(node, new Operation(inst, local, sources)); return local; } Operand addrLow = operation.GetSource(0); Operand addrHigh = operation.GetSource(1); Operand sbBaseAddrLow = Const(0); Operand sbSlot = Const(0); for (int slot = 0; slot < StorageMaxCount; slot++) { config.SetUsedStorageBuffer(slot, isWrite); int cbOffset = GetStorageCbOffset(config.Stage, slot); Operand baseAddrLow = Cbuf(0, cbOffset); Operand baseAddrHigh = Cbuf(0, cbOffset + 1); Operand size = Cbuf(0, cbOffset + 2); Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow); Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow); Operand inRangeLow = PrependOperation(Instruction.CompareLessU32, offset, size); Operand addrHighBorrowed = PrependOperation(Instruction.Add, addrHigh, borrow); Operand inRangeHigh = PrependOperation(Instruction.CompareEqual, addrHighBorrowed, baseAddrHigh); Operand inRange = PrependOperation(Instruction.BitwiseAnd, inRangeLow, inRangeHigh); sbBaseAddrLow = PrependOperation(Instruction.ConditionalSelect, inRange, baseAddrLow, sbBaseAddrLow); sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot); } Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment()); Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask); Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc); Operand[] sources = new Operand[operation.SourcesCount]; sources[0] = sbSlot; if (isStg16Or8) { sources[1] = byteOffset; } else { sources[1] = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2)); } for (int index = 2; index < operation.SourcesCount; index++) { sources[index] = operation.GetSource(index); } if (isAtomic) { Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage; storageOp = new Operation(inst, operation.Dest, sources); } else if (operation.Inst == Instruction.LoadGlobal) { storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources); } else { Instruction storeInst = operation.Inst switch { Instruction.StoreGlobal16 => Instruction.StoreStorage16, Instruction.StoreGlobal8 => Instruction.StoreStorage8, _ => Instruction.StoreStorage }; storageOp = new Operation(storeInst, null, sources); } for (int index = 0; index < operation.SourcesCount; index++) { operation.SetSource(index, null); } LinkedListNode oldNode = node; node = node.List.AddBefore(node, storageOp); node.List.Remove(oldNode); return node; } private static LinkedListNode RewriteTextureSample(LinkedListNode node, ShaderConfig config) { TextureOperation texOp = (TextureOperation)node.Value; bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0; bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0; bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QueryHostSupportsNonConstantTextureOffset(); bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0; bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot); if (!hasInvalidOffset && isCoordNormalized) { return node; } bool isGather = (texOp.Flags & TextureFlags.Gather) != 0; bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0; bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0; bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0; bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0; bool isArray = (texOp.Type & SamplerType.Array) != 0; bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0; bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0; bool isShadow = (texOp.Type & SamplerType.Shadow) != 0; int coordsCount = texOp.Type.GetDimensions(); int offsetsCount; if (hasOffsets) { offsetsCount = coordsCount * 4; } else if (hasOffset) { offsetsCount = coordsCount; } else { offsetsCount = 0; } Operand[] offsets = new Operand[offsetsCount]; Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount]; int copyCount = 0; if (isBindless || isIndexed) { copyCount++; } Operand[] lodSources = new Operand[copyCount + coordsCount]; for (int index = 0; index < lodSources.Length; index++) { lodSources[index] = texOp.GetSource(index); } copyCount += coordsCount; if (isArray) { copyCount++; } if (isShadow) { copyCount++; } if (hasDerivatives) { copyCount += coordsCount * 2; } if (isMultisample) { copyCount++; } else if (hasLodLevel) { copyCount++; } int srcIndex = 0; int dstIndex = 0; for (int index = 0; index < copyCount; index++) { sources[dstIndex++] = texOp.GetSource(srcIndex++); } bool areAllOffsetsConstant = true; for (int index = 0; index < offsetsCount; index++) { Operand offset = texOp.GetSource(srcIndex++); areAllOffsetsConstant &= offset.Type == OperandType.Constant; offsets[index] = offset; } hasInvalidOffset &= !areAllOffsetsConstant; if (!hasInvalidOffset && isCoordNormalized) { return node; } if (hasLodBias) { sources[dstIndex++] = texOp.GetSource(srcIndex++); } if (isGather && !isShadow) { sources[dstIndex++] = texOp.GetSource(srcIndex++); } int coordsIndex = isBindless || isIndexed ? 1 : 0; int componentIndex = texOp.Index; Operand Int(Operand value) { Operand res = Local(); node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value)); return res; } Operand Float(Operand value) { Operand res = Local(); node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value)); return res; } // Emulate non-normalized coordinates by normalizing the coordinates on the shader. // Without normalization, the coordinates are expected to the in the [0, W or H] range, // and otherwise, it is expected to be in the [0, 1] range. // We normalize by dividing the coords by the texture size. if (!isCoordNormalized && !intCoords) { config.SetUsedFeature(FeatureFlags.IntegerSampling); int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount; for (int index = 0; index < normCoordsCount; index++) { Operand coordSize = Local(); Operand[] texSizeSources; if (isBindless || isIndexed) { texSizeSources = new Operand[] { sources[0], Const(0) }; } else { texSizeSources = new Operand[] { Const(0) }; } node.List.AddBefore(node, new TextureOperation( Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle, index, coordSize, texSizeSources)); config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle); Operand source = sources[coordsIndex + index]; Operand coordNormalized = Local(); node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize))); sources[coordsIndex + index] = coordNormalized; } } // Technically, non-constant texture offsets are not allowed (according to the spec), // however some GPUs does support that. // For GPUs where it is not supported, we can replace the instruction with the following: // For texture*Offset, we replace it by texture*, and add the offset to the P coords. // The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords). // For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly. // For textureGatherOffset, we take advantage of the fact that the operation is already broken down // to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset // for each pixel. if (hasInvalidOffset) { if (intCoords) { for (int index = 0; index < coordsCount; index++) { Operand source = sources[coordsIndex + index]; Operand coordPlusOffset = Local(); node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index])); sources[coordsIndex + index] = coordPlusOffset; } } else { config.SetUsedFeature(FeatureFlags.IntegerSampling); Operand lod = Local(); node.List.AddBefore(node, new TextureOperation( Instruction.Lod, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle, 0, lod, lodSources)); for (int index = 0; index < coordsCount; index++) { Operand coordSize = Local(); Operand[] texSizeSources; if (isBindless || isIndexed) { texSizeSources = new Operand[] { sources[0], Int(lod) }; } else { texSizeSources = new Operand[] { Int(lod) }; } node.List.AddBefore(node, new TextureOperation( Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle, index, coordSize, texSizeSources)); config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle); Operand offset = Local(); Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)]; node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(coordSize))); Operand source = sources[coordsIndex + index]; Operand coordPlusOffset = Local(); node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset)); sources[coordsIndex + index] = coordPlusOffset; } } if (isGather && !isShadow) { Operand gatherComponent = sources[dstIndex - 1]; Debug.Assert(gatherComponent.Type == OperandType.Constant); componentIndex = gatherComponent.Value; } } TextureOperation newTexOp = new TextureOperation( Instruction.TextureSample, texOp.Type, texOp.Format, texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets), texOp.CbufSlot, texOp.Handle, componentIndex, texOp.Dest, sources); for (int index = 0; index < texOp.SourcesCount; index++) { texOp.SetSource(index, null); } LinkedListNode oldNode = node; node = node.List.AddBefore(node, newTexOp); node.List.Remove(oldNode); return node; } private static LinkedListNode InsertSnormNormalization(LinkedListNode node, ShaderConfig config) { TextureOperation texOp = (TextureOperation)node.Value; // We can't query the format of a bindless texture, // because the handle is unknown, it can have any format. if (texOp.Flags.HasFlag(TextureFlags.Bindless)) { return node; } TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle, texOp.CbufSlot); int maxPositive = format switch { TextureFormat.R8Snorm => sbyte.MaxValue, TextureFormat.R8G8Snorm => sbyte.MaxValue, TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue, TextureFormat.R16Snorm => short.MaxValue, TextureFormat.R16G16Snorm => short.MaxValue, TextureFormat.R16G16B16A16Snorm => short.MaxValue, _ => 0 }; // The value being 0 means that the format is not a SNORM format, // so there's nothing to do here. if (maxPositive == 0) { return node; } // Do normalization. We assume SINT formats are being used // as replacement for SNORM (which is not supported). INode[] uses = texOp.Dest.UseOps.ToArray(); Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), texOp.Dest); Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive)); node = node.List.AddAfter(node, convOp); node = node.List.AddAfter(node, normOp); foreach (INode useOp in uses) { if (useOp is not Operation op) { continue; } // Replace all uses of the texture pixel value with the normalized value. for (int index = 0; index < op.SourcesCount; index++) { if (op.GetSource(index) == texOp.Dest) { op.SetSource(index, normOp.Dest); } } } return node; } } }