using Ryujinx.Graphics.Shader.CodeGen.Glsl; using Ryujinx.Graphics.Shader.Decoders; using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.StructuredIr; using Ryujinx.Graphics.Shader.Translation.Optimizations; using System; using System.Collections.Generic; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; namespace Ryujinx.Graphics.Shader.Translation { public static class Translator { private const int HeaderSize = 0x50; public static ShaderProgram Translate(ulong address, IGpuAccessor gpuAccessor, TranslationFlags flags) { Operation[] ops = DecodeShader(address, gpuAccessor, flags, out ShaderConfig config, out int size, out FeatureFlags featureFlags); config.UsedFeatures = featureFlags; return Translate(ops, config, size); } public static ShaderProgram Translate(ulong addressA, ulong addressB, IGpuAccessor gpuAccessor, TranslationFlags flags) { Operation[] opsA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, out _, out int sizeA, out FeatureFlags featureFlagsA); Operation[] opsB = DecodeShader(addressB, gpuAccessor, flags, out ShaderConfig config, out int sizeB, out FeatureFlags featureFlagsB); config.UsedFeatures = featureFlagsA | featureFlagsB; return Translate(Combine(opsA, opsB), config, sizeB, sizeA); } private static ShaderProgram Translate(Operation[] ops, ShaderConfig config, int size, int sizeA = 0) { BasicBlock[] blocks = ControlFlowGraph.MakeCfg(ops); if (blocks.Length > 0) { Dominance.FindDominators(blocks[0], blocks.Length); Dominance.FindDominanceFrontiers(blocks); Ssa.Rename(blocks); Optimizer.RunPass(blocks, config); Lowering.RunPass(blocks, config); } StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(blocks, config); GlslProgram program = GlslGenerator.Generate(sInfo, config); ShaderProgramInfo spInfo = new ShaderProgramInfo( program.CBufferDescriptors, program.SBufferDescriptors, program.TextureDescriptors, program.ImageDescriptors, sInfo.UsesInstanceId); string glslCode = program.Code; return new ShaderProgram(spInfo, config.Stage, glslCode, size, sizeA); } private static Operation[] DecodeShader( ulong address, IGpuAccessor gpuAccessor, TranslationFlags flags, out ShaderConfig config, out int size, out FeatureFlags featureFlags) { Block[] cfg; if ((flags & TranslationFlags.Compute) != 0) { config = new ShaderConfig(gpuAccessor, flags); cfg = Decoder.Decode(gpuAccessor, address); } else { config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, flags); cfg = Decoder.Decode(gpuAccessor, address + HeaderSize); } if (cfg == null) { gpuAccessor.Log("Invalid branch detected, failed to build CFG."); size = 0; featureFlags = FeatureFlags.None; return Array.Empty(); } EmitterContext context = new EmitterContext(config); ulong maxEndAddress = 0; for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++) { Block block = cfg[blkIndex]; if (maxEndAddress < block.EndAddress) { maxEndAddress = block.EndAddress; } context.CurrBlock = block; context.MarkLabel(context.GetLabel(block.Address)); for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++) { OpCode op = block.OpCodes[opIndex]; if ((flags & TranslationFlags.DebugMode) != 0) { string instName; if (op.Emitter != null) { instName = op.Emitter.Method.Name; } else { instName = "???"; gpuAccessor.Log($"Invalid instruction at 0x{op.Address:X6} (0x{op.RawOpCode:X16})."); } string dbgComment = $"0x{op.Address:X6}: 0x{op.RawOpCode:X16} {instName}"; context.Add(new CommentNode(dbgComment)); } if (op.NeverExecute) { continue; } Operand predSkipLbl = null; bool skipPredicateCheck = op is OpCodeBranch opBranch && !opBranch.PushTarget; if (op is OpCodeBranchPop opBranchPop) { // If the instruction is a SYNC or BRK instruction with only one // possible target address, then the instruction is basically // just a simple branch, we can generate code similar to branch // instructions, with the condition check on the branch itself. skipPredicateCheck = opBranchPop.Targets.Count < 2; } if (!(op.Predicate.IsPT || skipPredicateCheck)) { Operand label; if (opIndex == block.OpCodes.Count - 1 && block.Next != null) { label = context.GetLabel(block.Next.Address); } else { label = Label(); predSkipLbl = label; } Operand pred = Register(op.Predicate); if (op.InvertPredicate) { context.BranchIfTrue(label, pred); } else { context.BranchIfFalse(label, pred); } } context.CurrOp = op; op.Emitter?.Invoke(context); if (predSkipLbl != null) { context.MarkLabel(predSkipLbl); } } } size = (int)maxEndAddress + (((flags & TranslationFlags.Compute) != 0) ? 0 : HeaderSize); featureFlags = context.UsedFeatures; return context.GetOperations(); } private static Operation[] Combine(Operation[] a, Operation[] b) { // Here we combine two shaders. // For shader A: // - All user attribute stores on shader A are turned into copies to a // temporary variable. It's assumed that shader B will consume them. // - All return instructions are turned into branch instructions, the // branch target being the start of the shader B code. // For shader B: // - All user attribute loads on shader B are turned into copies from a // temporary variable, as long that attribute is written by shader A. List output = new List(a.Length + b.Length); Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4]; Operand lblB = Label(); for (int index = 0; index < a.Length; index++) { Operation operation = a[index]; if (IsUserAttribute(operation.Dest)) { int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4; Operand temp = temps[tIndex]; if (temp == null) { temp = Local(); temps[tIndex] = temp; } operation.Dest = temp; } if (operation.Inst == Instruction.Return) { output.Add(new Operation(Instruction.Branch, lblB)); } else { output.Add(operation); } } output.Add(new Operation(Instruction.MarkLabel, lblB)); for (int index = 0; index < b.Length; index++) { Operation operation = b[index]; for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++) { Operand src = operation.GetSource(srcIndex); if (IsUserAttribute(src)) { Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4]; if (temp != null) { operation.SetSource(srcIndex, temp); } } } output.Add(operation); } return output.ToArray(); } private static bool IsUserAttribute(Operand operand) { return operand != null && operand.Type == OperandType.Attribute && operand.Value >= AttributeConsts.UserAttributeBase && operand.Value < AttributeConsts.UserAttributeEnd; } } }