Ryujinx/Ryujinx.Graphics.Shader/Translation/ShaderConfig.cs
gdkchan cedd200745
Move gl_Layer to vertex shader if geometry is not supported (#4368)
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else

* Shader cache version bump

* PR feedback

* Fix typo
2023-02-25 10:39:51 +00:00

744 lines
25 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Ryujinx.Graphics.Shader.Translation
{
class ShaderConfig
{
// TODO: Non-hardcoded array size.
public const int SamplerArraySize = 4;
private const int ThreadsPerWarp = 32;
public ShaderStage Stage { get; }
public bool GpPassthrough { get; }
public bool LastInPipeline { get; private set; }
public bool LastInVertexPipeline { get; private set; }
public bool HasLayerInputAttribute { get; private set; }
public int GpLayerInputAttribute { get; private set; }
public int ThreadsPerInputPrimitive { get; }
public OutputTopology OutputTopology { get; }
public int MaxOutputVertices { get; }
public int LocalMemorySize { get; }
public ImapPixelType[] ImapTypes { get; }
public int OmapTargets { get; }
public bool OmapSampleMask { get; }
public bool OmapDepth { get; }
public IGpuAccessor GpuAccessor { get; }
public TranslationOptions Options { get; }
public bool TransformFeedbackEnabled { get; }
public int Size { get; private set; }
public byte ClipDistancesWritten { get; private set; }
public FeatureFlags UsedFeatures { get; private set; }
public int Cb1DataSize { get; private set; }
public bool LayerOutputWritten { get; private set; }
public int LayerOutputAttribute { get; private set; }
public bool NextUsesFixedFuncAttributes { get; private set; }
public int UsedInputAttributes { get; private set; }
public int UsedOutputAttributes { get; private set; }
public HashSet<int> UsedInputAttributesPerPatch { get; }
public HashSet<int> UsedOutputAttributesPerPatch { get; }
public HashSet<int> NextUsedInputAttributesPerPatch { get; private set; }
public int PassthroughAttributes { get; private set; }
private int _nextUsedInputAttributes;
private int _thisUsedInputAttributes;
private Dictionary<int, int> _perPatchAttributeLocations;
public UInt128 NextInputAttributesComponents { get; private set; }
public UInt128 ThisInputAttributesComponents { get; private set; }
public int AccessibleStorageBuffersMask { get; private set; }
public int AccessibleConstantBuffersMask { get; private set; }
private int _usedConstantBuffers;
private int _usedStorageBuffers;
private int _usedStorageBuffersWrite;
private readonly record struct TextureInfo(int CbufSlot, int Handle, bool Indexed, TextureFormat Format);
private struct TextureMeta
{
public bool AccurateType;
public SamplerType Type;
public TextureUsageFlags UsageFlags;
}
private readonly Dictionary<TextureInfo, TextureMeta> _usedTextures;
private readonly Dictionary<TextureInfo, TextureMeta> _usedImages;
private BufferDescriptor[] _cachedConstantBufferDescriptors;
private BufferDescriptor[] _cachedStorageBufferDescriptors;
private TextureDescriptor[] _cachedTextureDescriptors;
private TextureDescriptor[] _cachedImageDescriptors;
private int _firstConstantBufferBinding;
private int _firstStorageBufferBinding;
public int FirstConstantBufferBinding => _firstConstantBufferBinding;
public int FirstStorageBufferBinding => _firstStorageBufferBinding;
public ShaderConfig(IGpuAccessor gpuAccessor, TranslationOptions options)
{
Stage = ShaderStage.Compute;
GpuAccessor = gpuAccessor;
Options = options;
AccessibleStorageBuffersMask = (1 << GlobalMemory.StorageMaxCount) - 1;
AccessibleConstantBuffersMask = (1 << GlobalMemory.UbeMaxCount) - 1;
UsedInputAttributesPerPatch = new HashSet<int>();
UsedOutputAttributesPerPatch = new HashSet<int>();
_usedTextures = new Dictionary<TextureInfo, TextureMeta>();
_usedImages = new Dictionary<TextureInfo, TextureMeta>();
}
public ShaderConfig(
ShaderStage stage,
OutputTopology outputTopology,
int maxOutputVertices,
IGpuAccessor gpuAccessor,
TranslationOptions options) : this(gpuAccessor, options)
{
Stage = stage;
ThreadsPerInputPrimitive = 1;
OutputTopology = outputTopology;
MaxOutputVertices = maxOutputVertices;
TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
if (Stage != ShaderStage.Compute)
{
AccessibleConstantBuffersMask = 0;
}
}
public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationOptions options) : this(gpuAccessor, options)
{
Stage = header.Stage;
GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
ThreadsPerInputPrimitive = header.ThreadsPerInputPrimitive;
OutputTopology = header.OutputTopology;
MaxOutputVertices = header.MaxOutputVertexCount;
LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize + (header.ShaderLocalMemoryCrsSize / ThreadsPerWarp);
ImapTypes = header.ImapTypes;
OmapTargets = header.OmapTargets;
OmapSampleMask = header.OmapSampleMask;
OmapDepth = header.OmapDepth;
TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
LastInPipeline = true;
LastInVertexPipeline = header.Stage < ShaderStage.Fragment;
}
public int GetDepthRegister()
{
// The depth register is always two registers after the last color output.
return BitOperations.PopCount((uint)OmapTargets) + 1;
}
public uint ConstantBuffer1Read(int offset)
{
if (Cb1DataSize < offset + 4)
{
Cb1DataSize = offset + 4;
}
return GpuAccessor.ConstantBuffer1Read(offset);
}
public TextureFormat GetTextureFormat(int handle, int cbufSlot = -1)
{
// When the formatted load extension is supported, we don't need to
// specify a format, we can just declare it without a format and the GPU will handle it.
if (GpuAccessor.QueryHostSupportsImageLoadFormatted())
{
return TextureFormat.Unknown;
}
var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (format == TextureFormat.Unknown)
{
GpuAccessor.Log($"Unknown format for texture {handle}.");
format = TextureFormat.R8G8B8A8Unorm;
}
return format;
}
private bool FormatSupportsAtomic(TextureFormat format)
{
return format == TextureFormat.R32Sint || format == TextureFormat.R32Uint;
}
public TextureFormat GetTextureFormatAtomic(int handle, int cbufSlot = -1)
{
// Atomic image instructions do not support GL_EXT_shader_image_load_formatted,
// and must have a type specified. Default to R32Sint if not available.
var format = GpuAccessor.QueryTextureFormat(handle, cbufSlot);
if (!FormatSupportsAtomic(format))
{
GpuAccessor.Log($"Unsupported format for texture {handle}: {format}.");
format = TextureFormat.R32Sint;
}
return format;
}
public void SizeAdd(int size)
{
Size += size;
}
public void InheritFrom(ShaderConfig other)
{
ClipDistancesWritten |= other.ClipDistancesWritten;
UsedFeatures |= other.UsedFeatures;
UsedInputAttributes |= other.UsedInputAttributes;
UsedOutputAttributes |= other.UsedOutputAttributes;
_usedConstantBuffers |= other._usedConstantBuffers;
_usedStorageBuffers |= other._usedStorageBuffers;
_usedStorageBuffersWrite |= other._usedStorageBuffersWrite;
foreach (var kv in other._usedTextures)
{
if (!_usedTextures.TryAdd(kv.Key, kv.Value))
{
_usedTextures[kv.Key] = MergeTextureMeta(kv.Value, _usedTextures[kv.Key]);
}
}
foreach (var kv in other._usedImages)
{
if (!_usedImages.TryAdd(kv.Key, kv.Value))
{
_usedImages[kv.Key] = MergeTextureMeta(kv.Value, _usedImages[kv.Key]);
}
}
}
public void SetLayerOutputAttribute(int attr)
{
LayerOutputWritten = true;
LayerOutputAttribute = attr;
}
public void SetGeometryShaderLayerInputAttribute(int attr)
{
HasLayerInputAttribute = true;
GpLayerInputAttribute = attr;
}
public void SetLastInVertexPipeline(bool hasFragment)
{
if (!hasFragment)
{
LastInPipeline = true;
}
LastInVertexPipeline = true;
}
public void SetInputUserAttributeFixedFunc(int index)
{
UsedInputAttributes |= 1 << index;
}
public void SetOutputUserAttributeFixedFunc(int index)
{
UsedOutputAttributes |= 1 << index;
}
public void SetInputUserAttribute(int index, int component)
{
int mask = 1 << index;
UsedInputAttributes |= mask;
_thisUsedInputAttributes |= mask;
ThisInputAttributesComponents |= UInt128.One << (index * 4 + component);
}
public void SetInputUserAttributePerPatch(int index)
{
UsedInputAttributesPerPatch.Add(index);
}
public void SetOutputUserAttribute(int index)
{
UsedOutputAttributes |= 1 << index;
}
public void SetOutputUserAttributePerPatch(int index)
{
UsedOutputAttributesPerPatch.Add(index);
}
public void MergeFromtNextStage(ShaderConfig config)
{
NextInputAttributesComponents = config.ThisInputAttributesComponents;
NextUsedInputAttributesPerPatch = config.UsedInputAttributesPerPatch;
NextUsesFixedFuncAttributes = config.UsedFeatures.HasFlag(FeatureFlags.FixedFuncAttr);
MergeOutputUserAttributes(config.UsedInputAttributes, config.UsedInputAttributesPerPatch);
if (UsedOutputAttributesPerPatch.Count != 0)
{
// Regular and per-patch input/output locations can't overlap,
// so we must assign on our location using unused regular input/output locations.
Dictionary<int, int> locationsMap = new Dictionary<int, int>();
int freeMask = ~UsedOutputAttributes;
foreach (int attr in UsedOutputAttributesPerPatch)
{
int location = BitOperations.TrailingZeroCount(freeMask);
if (location == 32)
{
config.GpuAccessor.Log($"No enough free locations for patch input/output 0x{attr:X}.");
break;
}
locationsMap.Add(attr, location);
freeMask &= ~(1 << location);
}
// Both stages must agree on the locations, so use the same "map" for both.
_perPatchAttributeLocations = locationsMap;
config._perPatchAttributeLocations = locationsMap;
}
LastInPipeline = false;
// We don't consider geometry shaders using the geometry shader passthrough feature
// as being the last because when this feature is used, it can't actually modify any of the outputs,
// so the stage that comes before it is the last one that can do modifications.
if (config.Stage != ShaderStage.Fragment && (config.Stage != ShaderStage.Geometry || !config.GpPassthrough))
{
LastInVertexPipeline = false;
}
}
public void MergeOutputUserAttributes(int mask, IEnumerable<int> perPatch)
{
_nextUsedInputAttributes = mask;
if (GpPassthrough)
{
PassthroughAttributes = mask & ~UsedOutputAttributes;
}
else
{
UsedOutputAttributes |= mask;
UsedOutputAttributesPerPatch.UnionWith(perPatch);
}
}
public int GetPerPatchAttributeLocation(int index)
{
if (_perPatchAttributeLocations == null || !_perPatchAttributeLocations.TryGetValue(index, out int location))
{
return index;
}
return location;
}
public bool IsUsedOutputAttribute(int attr)
{
// The check for fixed function attributes on the next stage is conservative,
// returning false if the output is just not used by the next stage is also valid.
if (NextUsesFixedFuncAttributes &&
attr >= AttributeConsts.UserAttributeBase &&
attr < AttributeConsts.UserAttributeEnd)
{
int index = (attr - AttributeConsts.UserAttributeBase) >> 4;
return (_nextUsedInputAttributes & (1 << index)) != 0;
}
return true;
}
public int GetFreeUserAttribute(bool isOutput, int index)
{
int useMask = isOutput ? _nextUsedInputAttributes : _thisUsedInputAttributes;
int bit = -1;
while (useMask != -1)
{
bit = BitOperations.TrailingZeroCount(~useMask);
if (bit == 32)
{
bit = -1;
break;
}
else if (index < 1)
{
break;
}
useMask |= 1 << bit;
index--;
}
return bit;
}
public void SetAllInputUserAttributes()
{
UsedInputAttributes |= Constants.AllAttributesMask;
ThisInputAttributesComponents |= ~UInt128.Zero >> (128 - Constants.MaxAttributes * 4);
}
public void SetAllOutputUserAttributes()
{
UsedOutputAttributes |= Constants.AllAttributesMask;
}
public void SetClipDistanceWritten(int index)
{
ClipDistancesWritten |= (byte)(1 << index);
}
public void SetUsedFeature(FeatureFlags flags)
{
UsedFeatures |= flags;
}
public void SetAccessibleBufferMasks(int sbMask, int ubeMask)
{
AccessibleStorageBuffersMask = sbMask;
AccessibleConstantBuffersMask = ubeMask;
}
public void SetUsedConstantBuffer(int slot)
{
_usedConstantBuffers |= 1 << slot;
}
public void SetUsedStorageBuffer(int slot, bool write)
{
int mask = 1 << slot;
_usedStorageBuffers |= mask;
if (write)
{
_usedStorageBuffersWrite |= mask;
}
}
public void SetUsedTexture(
Instruction inst,
SamplerType type,
TextureFormat format,
TextureFlags flags,
int cbufSlot,
int handle)
{
inst &= Instruction.Mask;
bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
bool isWrite = inst == Instruction.ImageStore || inst == Instruction.ImageAtomic;
bool accurateType = inst != Instruction.Lod && inst != Instruction.TextureSize;
bool coherent = flags.HasFlag(TextureFlags.Coherent);
if (isImage)
{
SetUsedTextureOrImage(_usedImages, cbufSlot, handle, type, format, true, isWrite, false, coherent);
}
else
{
bool intCoords = flags.HasFlag(TextureFlags.IntCoords) || inst == Instruction.TextureSize;
SetUsedTextureOrImage(_usedTextures, cbufSlot, handle, type, TextureFormat.Unknown, intCoords, false, accurateType, coherent);
}
GpuAccessor.RegisterTexture(handle, cbufSlot);
}
private void SetUsedTextureOrImage(
Dictionary<TextureInfo, TextureMeta> dict,
int cbufSlot,
int handle,
SamplerType type,
TextureFormat format,
bool intCoords,
bool write,
bool accurateType,
bool coherent)
{
var dimensions = type.GetDimensions();
var isIndexed = type.HasFlag(SamplerType.Indexed);
var usageFlags = TextureUsageFlags.None;
if (intCoords)
{
usageFlags |= TextureUsageFlags.NeedsScaleValue;
var canScale = Stage.SupportsRenderScale() && !isIndexed && !write && dimensions == 2;
if (!canScale)
{
// Resolution scaling cannot be applied to this texture right now.
// Flag so that we know to blacklist scaling on related textures when binding them.
usageFlags |= TextureUsageFlags.ResScaleUnsupported;
}
}
if (write)
{
usageFlags |= TextureUsageFlags.ImageStore;
}
if (coherent)
{
usageFlags |= TextureUsageFlags.ImageCoherent;
}
int arraySize = isIndexed ? SamplerArraySize : 1;
for (int layer = 0; layer < arraySize; layer++)
{
var info = new TextureInfo(cbufSlot, handle + layer * 2, isIndexed, format);
var meta = new TextureMeta()
{
AccurateType = accurateType,
Type = type,
UsageFlags = usageFlags
};
if (dict.TryGetValue(info, out var existingMeta))
{
dict[info] = MergeTextureMeta(meta, existingMeta);
}
else
{
dict.Add(info, meta);
}
}
}
private static TextureMeta MergeTextureMeta(TextureMeta meta, TextureMeta existingMeta)
{
meta.UsageFlags |= existingMeta.UsageFlags;
// If the texture we have has inaccurate type information, then
// we prefer the most accurate one.
if (existingMeta.AccurateType)
{
meta.AccurateType = true;
meta.Type = existingMeta.Type;
}
return meta;
}
public BufferDescriptor[] GetConstantBufferDescriptors()
{
if (_cachedConstantBufferDescriptors != null)
{
return _cachedConstantBufferDescriptors;
}
int usedMask = _usedConstantBuffers;
if (UsedFeatures.HasFlag(FeatureFlags.CbIndexing))
{
usedMask |= (int)GpuAccessor.QueryConstantBufferUse();
}
return _cachedConstantBufferDescriptors = GetBufferDescriptors(
usedMask,
0,
UsedFeatures.HasFlag(FeatureFlags.CbIndexing),
out _firstConstantBufferBinding,
GpuAccessor.QueryBindingConstantBuffer);
}
public BufferDescriptor[] GetStorageBufferDescriptors()
{
if (_cachedStorageBufferDescriptors != null)
{
return _cachedStorageBufferDescriptors;
}
return _cachedStorageBufferDescriptors = GetBufferDescriptors(
_usedStorageBuffers,
_usedStorageBuffersWrite,
true,
out _firstStorageBufferBinding,
GpuAccessor.QueryBindingStorageBuffer);
}
private static BufferDescriptor[] GetBufferDescriptors(
int usedMask,
int writtenMask,
bool isArray,
out int firstBinding,
Func<int, int> getBindingCallback)
{
firstBinding = 0;
bool hasFirstBinding = false;
var descriptors = new BufferDescriptor[BitOperations.PopCount((uint)usedMask)];
int lastSlot = -1;
for (int i = 0; i < descriptors.Length; i++)
{
int slot = BitOperations.TrailingZeroCount(usedMask);
if (isArray)
{
// The next array entries also consumes bindings, even if they are unused.
for (int j = lastSlot + 1; j < slot; j++)
{
int binding = getBindingCallback(j);
if (!hasFirstBinding)
{
firstBinding = binding;
hasFirstBinding = true;
}
}
}
lastSlot = slot;
descriptors[i] = new BufferDescriptor(getBindingCallback(slot), slot);
if (!hasFirstBinding)
{
firstBinding = descriptors[i].Binding;
hasFirstBinding = true;
}
if ((writtenMask & (1 << slot)) != 0)
{
descriptors[i].SetFlag(BufferUsageFlags.Write);
}
usedMask &= ~(1 << slot);
}
return descriptors;
}
public TextureDescriptor[] GetTextureDescriptors()
{
return _cachedTextureDescriptors ??= GetTextureOrImageDescriptors(_usedTextures, GpuAccessor.QueryBindingTexture);
}
public TextureDescriptor[] GetImageDescriptors()
{
return _cachedImageDescriptors ??= GetTextureOrImageDescriptors(_usedImages, GpuAccessor.QueryBindingImage);
}
private static TextureDescriptor[] GetTextureOrImageDescriptors(Dictionary<TextureInfo, TextureMeta> dict, Func<int, bool, int> getBindingCallback)
{
var descriptors = new TextureDescriptor[dict.Count];
int i = 0;
foreach (var kv in dict.OrderBy(x => x.Key.Indexed).OrderBy(x => x.Key.Handle))
{
var info = kv.Key;
var meta = kv.Value;
bool isBuffer = (meta.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
int binding = getBindingCallback(i, isBuffer);
descriptors[i] = new TextureDescriptor(binding, meta.Type, info.Format, info.CbufSlot, info.Handle);
descriptors[i].SetFlag(meta.UsageFlags);
i++;
}
return descriptors;
}
public (TextureDescriptor, int) FindTextureDescriptor(AstTextureOperation texOp)
{
TextureDescriptor[] descriptors = GetTextureDescriptors();
for (int i = 0; i < descriptors.Length; i++)
{
var descriptor = descriptors[i];
if (descriptor.CbufSlot == texOp.CbufSlot &&
descriptor.HandleIndex == texOp.Handle &&
descriptor.Format == texOp.Format)
{
return (descriptor, i);
}
}
return (default, -1);
}
private static int FindDescriptorIndex(TextureDescriptor[] array, AstTextureOperation texOp)
{
for (int i = 0; i < array.Length; i++)
{
var descriptor = array[i];
if (descriptor.Type == texOp.Type &&
descriptor.CbufSlot == texOp.CbufSlot &&
descriptor.HandleIndex == texOp.Handle &&
descriptor.Format == texOp.Format)
{
return i;
}
}
return -1;
}
public int FindTextureDescriptorIndex(AstTextureOperation texOp)
{
return FindDescriptorIndex(GetTextureDescriptors(), texOp);
}
public int FindImageDescriptorIndex(AstTextureOperation texOp)
{
return FindDescriptorIndex(GetImageDescriptors(), texOp);
}
public ShaderProgramInfo CreateProgramInfo(ShaderIdentification identification = ShaderIdentification.None)
{
return new ShaderProgramInfo(
GetConstantBufferDescriptors(),
GetStorageBufferDescriptors(),
GetTextureDescriptors(),
GetImageDescriptors(),
identification,
GpLayerInputAttribute,
Stage,
UsedFeatures.HasFlag(FeatureFlags.InstanceId),
UsedFeatures.HasFlag(FeatureFlags.DrawParameters),
UsedFeatures.HasFlag(FeatureFlags.RtLayer),
ClipDistancesWritten,
OmapTargets);
}
}
}