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; } } }