Ryujinx/Ryujinx.Graphics/Gal/Shader/GlslDecl.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

420 lines
16 KiB
C#

using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.Shader
{
class GlslDecl
{
public const int LayerAttr = 0x064;
public const int PointSizeAttr = 0x06c;
public const int PointCoordAttrX = 0x2e0;
public const int PointCoordAttrY = 0x2e4;
public const int TessCoordAttrX = 0x2f0;
public const int TessCoordAttrY = 0x2f4;
public const int TessCoordAttrZ = 0x2f8;
public const int InstanceIdAttr = 0x2f8;
public const int VertexIdAttr = 0x2fc;
public const int FaceAttr = 0x3fc;
public const int GlPositionVec4Index = 7;
public const int PositionOutAttrLocation = 15;
private const int AttrStartIndex = 8;
private const int TexStartIndex = 8;
public const string PositionOutAttrName = "position";
private const string TextureName = "tex";
private const string UniformName = "c";
private const string AttrName = "attr";
private const string InAttrName = "in_" + AttrName;
private const string OutAttrName = "out_" + AttrName;
private const string GprName = "gpr";
private const string PredName = "pred";
public const string FragmentOutputName = "FragColor";
public const string ExtraUniformBlockName = "Extra";
public const string FlipUniformName = "flip";
public const string InstanceUniformName = "instance";
public const string BasicBlockName = "bb";
public const string BasicBlockAName = BasicBlockName + "_a";
public const string BasicBlockBName = BasicBlockName + "_b";
public const int SsyStackSize = 16;
public const string SsyStackName = "ssy_stack";
public const string SsyCursorName = "ssy_cursor";
private string[] _stagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string _stagePrefix;
private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
private Dictionary<int, ShaderDeclInfo> m_Textures;
private Dictionary<int, ShaderDeclInfo> m_Uniforms;
private Dictionary<int, ShaderDeclInfo> m_Attributes;
private Dictionary<int, ShaderDeclInfo> m_InAttributes;
private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
private Dictionary<int, ShaderDeclInfo> m_Gprs;
private Dictionary<int, ShaderDeclInfo> m_GprsHalf;
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;
public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
public IReadOnlyDictionary<int, ShaderDeclInfo> GprsHalf => m_GprsHalf;
public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
public GalShaderType ShaderType { get; private set; }
private GlslDecl(GalShaderType shaderType)
{
ShaderType = shaderType;
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>();
m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
m_Gprs = new Dictionary<int, ShaderDeclInfo>();
m_GprsHalf = new Dictionary<int, ShaderDeclInfo>();
m_Preds = new Dictionary<int, ShaderDeclInfo>();
}
public GlslDecl(ShaderIrBlock[] blocks, GalShaderType shaderType, ShaderHeader header) : this(shaderType)
{
_stagePrefix = _stagePrefixes[(int)shaderType] + "_";
if (shaderType == GalShaderType.Fragment)
{
int index = 0;
for (int attachment = 0; attachment < 8; attachment++)
{
for (int component = 0; component < 4; component++)
{
if (header.OmapTargets[attachment].ComponentEnabled(component))
{
m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
index++;
}
}
}
if (header.OmapDepth)
{
index = header.DepthRegister;
m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
}
}
foreach (ShaderIrBlock block in blocks)
{
ShaderIrNode[] nodes = block.GetNodes();
foreach (ShaderIrNode node in nodes)
{
Traverse(nodes, null, node);
}
}
}
public static GlslDecl Merge(GlslDecl vpA, GlslDecl vpB)
{
GlslDecl combined = new GlslDecl(GalShaderType.Vertex);
Merge(combined.m_Textures, vpA.m_Textures, vpB.m_Textures);
Merge(combined.m_Uniforms, vpA.m_Uniforms, vpB.m_Uniforms);
Merge(combined.m_Attributes, vpA.m_Attributes, vpB.m_Attributes);
Merge(combined.m_OutAttributes, vpA.m_OutAttributes, vpB.m_OutAttributes);
Merge(combined.m_Gprs, vpA.m_Gprs, vpB.m_Gprs);
Merge(combined.m_GprsHalf, vpA.m_GprsHalf, vpB.m_GprsHalf);
Merge(combined.m_Preds, vpA.m_Preds, vpB.m_Preds);
//Merge input attributes.
foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpA.m_InAttributes)
{
combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpB.m_InAttributes)
{
//If Vertex Program A already writes to this attribute,
//then we don't need to add it as an input attribute since
//Vertex Program A will already have written to it anyway,
//and there's no guarantee that there is an input attribute
//for this slot.
if (!vpA.m_OutAttributes.ContainsKey(kv.Key))
{
combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
}
}
return combined;
}
public static string GetGprName(int index)
{
return GprName + index;
}
private static void Merge(
Dictionary<int, ShaderDeclInfo> c,
Dictionary<int, ShaderDeclInfo> a,
Dictionary<int, ShaderDeclInfo> b)
{
foreach (KeyValuePair<int, ShaderDeclInfo> kv in a)
{
c.TryAdd(kv.Key, kv.Value);
}
foreach (KeyValuePair<int, ShaderDeclInfo> kv in b)
{
c.TryAdd(kv.Key, kv.Value);
}
}
private void Traverse(ShaderIrNode[] nodes, ShaderIrNode parent, ShaderIrNode node)
{
switch (node)
{
case ShaderIrAsg asg:
{
Traverse(nodes, asg, asg.Dst);
Traverse(nodes, asg, asg.Src);
break;
}
case ShaderIrCond cond:
{
Traverse(nodes, cond, cond.Pred);
Traverse(nodes, cond, cond.Child);
break;
}
case ShaderIrOp op:
{
Traverse(nodes, op, op.OperandA);
Traverse(nodes, op, op.OperandB);
Traverse(nodes, op, op.OperandC);
if (op.Inst == ShaderIrInst.Texq ||
op.Inst == ShaderIrInst.Texs ||
op.Inst == ShaderIrInst.Tld4 ||
op.Inst == ShaderIrInst.Txlf)
{
int handle = ((ShaderIrOperImm)op.OperandC).Value;
int index = handle - TexStartIndex;
string name = _stagePrefix + TextureName + index;
GalTextureTarget textureTarget;
TextureInstructionSuffix textureInstructionSuffix;
// TODO: Non 2D texture type for TEXQ?
if (op.Inst == ShaderIrInst.Texq)
{
textureTarget = GalTextureTarget.TwoD;
textureInstructionSuffix = TextureInstructionSuffix.None;
}
else
{
ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
textureTarget = meta.TextureTarget;
textureInstructionSuffix = meta.TextureInstructionSuffix;
}
m_Textures.TryAdd(handle, new ShaderDeclInfo(name, handle, false, 0, 1, textureTarget, textureInstructionSuffix));
}
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)
{
ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
string name = _stagePrefix + TextureName + "_cb" + cbuf.Index + "_" + cbuf.Pos;
m_CbTextures.Add(op, new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index, 1, meta.TextureTarget, meta.TextureInstructionSuffix));
}
else
{
throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
}
}
break;
}
case ShaderIrOperCbuf cbuf:
{
if (!m_Uniforms.ContainsKey(cbuf.Index))
{
string name = _stagePrefix + UniformName + cbuf.Index;
ShaderDeclInfo declInfo = new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index);
m_Uniforms.Add(cbuf.Index, declInfo);
}
break;
}
case ShaderIrOperAbuf abuf:
{
//This is a built-in variable.
if (abuf.Offs == LayerAttr ||
abuf.Offs == PointSizeAttr ||
abuf.Offs == PointCoordAttrX ||
abuf.Offs == PointCoordAttrY ||
abuf.Offs == VertexIdAttr ||
abuf.Offs == InstanceIdAttr ||
abuf.Offs == FaceAttr)
{
break;
}
int index = abuf.Offs >> 4;
int elem = (abuf.Offs >> 2) & 3;
int glslIndex = index - AttrStartIndex;
if (glslIndex < 0)
{
return;
}
ShaderDeclInfo declInfo;
if (parent is ShaderIrAsg asg && asg.Dst == node)
{
if (!m_OutAttributes.TryGetValue(index, out declInfo))
{
declInfo = new ShaderDeclInfo(OutAttrName + glslIndex, glslIndex);
m_OutAttributes.Add(index, declInfo);
}
}
else
{
if (!m_InAttributes.TryGetValue(index, out declInfo))
{
declInfo = new ShaderDeclInfo(InAttrName + glslIndex, glslIndex);
m_InAttributes.Add(index, declInfo);
}
}
declInfo.Enlarge(elem + 1);
if (!m_Attributes.ContainsKey(index))
{
declInfo = new ShaderDeclInfo(AttrName + glslIndex, glslIndex, false, 0, 4);
m_Attributes.Add(index, declInfo);
}
Traverse(nodes, abuf, abuf.Vertex);
break;
}
case ShaderIrOperGpr gpr:
{
if (!gpr.IsConst)
{
string name = GetGprName(gpr.Index);
if (gpr.RegisterSize == ShaderRegisterSize.Single)
{
m_Gprs.TryAdd(gpr.Index, new ShaderDeclInfo(name, gpr.Index));
}
else if (gpr.RegisterSize == ShaderRegisterSize.Half)
{
name += "_h" + gpr.HalfPart;
m_GprsHalf.TryAdd((gpr.Index << 1) | gpr.HalfPart, new ShaderDeclInfo(name, gpr.Index));
}
else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
{
throw new NotImplementedException("Double types are not supported.");
}
}
break;
}
case ShaderIrOperPred pred:
{
if (!pred.IsConst && !HasName(m_Preds, pred.Index))
{
string name = PredName + pred.Index;
m_Preds.TryAdd(pred.Index, new ShaderDeclInfo(name, pred.Index));
}
break;
}
}
}
private bool HasName(Dictionary<int, ShaderDeclInfo> decls, int index)
{
//This is used to check if the dictionary already contains
//a entry for a vector at a given index position.
//Used to enable turning gprs into vectors.
int vecIndex = index & ~3;
if (decls.TryGetValue(vecIndex, out ShaderDeclInfo declInfo))
{
if (declInfo.Size > 1 && index < vecIndex + declInfo.Size)
{
return true;
}
}
return decls.ContainsKey(index);
}
}
}