6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
291 lines
No EOL
9.3 KiB
C#
291 lines
No EOL
9.3 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OglShader : IGalShader
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{
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public const int ReservedCbufCount = 1;
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private const int ExtraDataSize = 4;
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public OglShaderProgram Current;
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private ConcurrentDictionary<long, OglShaderStage> _stages;
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private Dictionary<OglShaderProgram, int> _programs;
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public int CurrentProgramHandle { get; private set; }
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private OglConstBuffer _buffer;
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private int _extraUboHandle;
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public OglShader(OglConstBuffer buffer)
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{
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_buffer = buffer;
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_stages = new ConcurrentDictionary<long, OglShaderStage>();
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_programs = new Dictionary<OglShaderProgram, int>();
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}
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public void Create(IGalMemory memory, long key, GalShaderType type)
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{
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_stages.GetOrAdd(key, (stage) => ShaderStageFactory(memory, key, 0, false, type));
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}
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public void Create(IGalMemory memory, long vpAPos, long key, GalShaderType type)
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{
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_stages.GetOrAdd(key, (stage) => ShaderStageFactory(memory, vpAPos, key, true, type));
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}
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private OglShaderStage ShaderStageFactory(
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IGalMemory memory,
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long position,
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long positionB,
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bool isDualVp,
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GalShaderType type)
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{
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ShaderConfig config = new ShaderConfig(type, OglLimit.MaxUboSize);
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ShaderProgram program;
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if (isDualVp)
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{
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ShaderDumper.Dump(memory, position, type, "a");
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ShaderDumper.Dump(memory, positionB, type, "b");
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program = Translator.Translate(memory, (ulong)position, (ulong)positionB, config);
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}
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else
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{
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ShaderDumper.Dump(memory, position, type);
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program = Translator.Translate(memory, (ulong)position, config);
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}
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string code = program.Code;
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if (ShaderDumper.IsDumpEnabled())
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{
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int shaderDumpIndex = ShaderDumper.DumpIndex;
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code = "//Shader " + shaderDumpIndex + Environment.NewLine + code;
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}
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return new OglShaderStage(type, code, program.Info.CBuffers, program.Info.Textures);
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}
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public IEnumerable<CBufferDescriptor> GetConstBufferUsage(long key)
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{
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if (_stages.TryGetValue(key, out OglShaderStage stage))
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{
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return stage.ConstBufferUsage;
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}
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return Enumerable.Empty<CBufferDescriptor>();
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}
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public IEnumerable<TextureDescriptor> GetTextureUsage(long key)
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{
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if (_stages.TryGetValue(key, out OglShaderStage stage))
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{
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return stage.TextureUsage;
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}
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return Enumerable.Empty<TextureDescriptor>();
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}
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public unsafe void SetExtraData(float flipX, float flipY, int instance)
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{
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BindProgram();
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EnsureExtraBlock();
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GL.BindBuffer(BufferTarget.UniformBuffer, _extraUboHandle);
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float* data = stackalloc float[ExtraDataSize];
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data[0] = flipX;
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data[1] = flipY;
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data[2] = BitConverter.Int32BitsToSingle(instance);
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//Invalidate buffer
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GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)data);
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}
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public void Bind(long key)
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{
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if (_stages.TryGetValue(key, out OglShaderStage stage))
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{
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Bind(stage);
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}
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}
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private void Bind(OglShaderStage stage)
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{
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switch (stage.Type)
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{
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case GalShaderType.Vertex: Current.Vertex = stage; break;
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case GalShaderType.TessControl: Current.TessControl = stage; break;
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case GalShaderType.TessEvaluation: Current.TessEvaluation = stage; break;
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case GalShaderType.Geometry: Current.Geometry = stage; break;
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case GalShaderType.Fragment: Current.Fragment = stage; break;
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}
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}
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public void Unbind(GalShaderType type)
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{
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switch (type)
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{
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case GalShaderType.Vertex: Current.Vertex = null; break;
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case GalShaderType.TessControl: Current.TessControl = null; break;
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case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
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case GalShaderType.Geometry: Current.Geometry = null; break;
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case GalShaderType.Fragment: Current.Fragment = null; break;
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}
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}
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public void BindProgram()
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{
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if (Current.Vertex == null ||
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Current.Fragment == null)
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{
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return;
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}
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if (!_programs.TryGetValue(Current, out int handle))
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{
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handle = GL.CreateProgram();
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AttachIfNotNull(handle, Current.Vertex);
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AttachIfNotNull(handle, Current.TessControl);
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AttachIfNotNull(handle, Current.TessEvaluation);
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AttachIfNotNull(handle, Current.Geometry);
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AttachIfNotNull(handle, Current.Fragment);
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GL.LinkProgram(handle);
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CheckProgramLink(handle);
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BindUniformBlocks(handle);
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BindTextureLocations(handle);
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_programs.Add(Current, handle);
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}
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GL.UseProgram(handle);
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CurrentProgramHandle = handle;
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}
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private void EnsureExtraBlock()
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{
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if (_extraUboHandle == 0)
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{
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_extraUboHandle = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.UniformBuffer, _extraUboHandle);
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GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _extraUboHandle);
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}
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}
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private void AttachIfNotNull(int programHandle, OglShaderStage stage)
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{
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if (stage != null)
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{
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stage.Compile();
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GL.AttachShader(programHandle, stage.Handle);
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}
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}
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private void BindUniformBlocks(int programHandle)
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{
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int extraBlockindex = GL.GetUniformBlockIndex(programHandle, "Extra");
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GL.UniformBlockBinding(programHandle, extraBlockindex, 0);
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int freeBinding = ReservedCbufCount;
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void BindUniformBlocksIfNotNull(OglShaderStage stage)
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{
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if (stage != null)
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{
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foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
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{
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int blockIndex = GL.GetUniformBlockIndex(programHandle, desc.Name);
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if (blockIndex < 0)
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{
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//This may be fine, the compiler may optimize away unused uniform buffers,
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//and in this case the above call would return -1 as the buffer has been
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//optimized away.
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continue;
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}
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GL.UniformBlockBinding(programHandle, blockIndex, freeBinding);
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freeBinding++;
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}
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}
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}
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BindUniformBlocksIfNotNull(Current.Vertex);
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BindUniformBlocksIfNotNull(Current.TessControl);
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BindUniformBlocksIfNotNull(Current.TessEvaluation);
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BindUniformBlocksIfNotNull(Current.Geometry);
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BindUniformBlocksIfNotNull(Current.Fragment);
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}
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private void BindTextureLocations(int programHandle)
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{
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int index = 0;
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void BindTexturesIfNotNull(OglShaderStage stage)
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{
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if (stage != null)
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{
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foreach (TextureDescriptor desc in stage.TextureUsage)
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{
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int location = GL.GetUniformLocation(programHandle, desc.Name);
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GL.Uniform1(location, index);
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index++;
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}
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}
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}
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GL.UseProgram(programHandle);
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BindTexturesIfNotNull(Current.Vertex);
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BindTexturesIfNotNull(Current.TessControl);
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BindTexturesIfNotNull(Current.TessEvaluation);
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BindTexturesIfNotNull(Current.Geometry);
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BindTexturesIfNotNull(Current.Fragment);
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}
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private static void CheckProgramLink(int handle)
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{
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int status = 0;
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GL.GetProgram(handle, GetProgramParameterName.LinkStatus, out status);
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if (status == 0)
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{
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throw new ShaderException(GL.GetProgramInfoLog(handle));
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}
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}
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}
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} |