484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
315 lines
No EOL
13 KiB
C#
315 lines
No EOL
13 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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class OperandManager
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{
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private static string[] _stagePrefixes = new string[] { "cp", "vp", "tcp", "tep", "gp", "fp" };
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private struct BuiltInAttribute
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{
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public string Name { get; }
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public VariableType Type { get; }
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public BuiltInAttribute(string name, VariableType type)
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{
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Name = name;
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Type = type;
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}
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}
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private static Dictionary<int, BuiltInAttribute> _builtInAttributes =
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new Dictionary<int, BuiltInAttribute>()
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{
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{ AttributeConsts.Layer, new BuiltInAttribute("gl_Layer", VariableType.S32) },
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{ AttributeConsts.PointSize, new BuiltInAttribute("gl_PointSize", VariableType.F32) },
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{ AttributeConsts.PositionX, new BuiltInAttribute("gl_Position.x", VariableType.F32) },
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{ AttributeConsts.PositionY, new BuiltInAttribute("gl_Position.y", VariableType.F32) },
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{ AttributeConsts.PositionZ, new BuiltInAttribute("gl_Position.z", VariableType.F32) },
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{ AttributeConsts.PositionW, new BuiltInAttribute("gl_Position.w", VariableType.F32) },
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{ AttributeConsts.ClipDistance0, new BuiltInAttribute("gl_ClipDistance[0]", VariableType.F32) },
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{ AttributeConsts.ClipDistance1, new BuiltInAttribute("gl_ClipDistance[1]", VariableType.F32) },
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{ AttributeConsts.ClipDistance2, new BuiltInAttribute("gl_ClipDistance[2]", VariableType.F32) },
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{ AttributeConsts.ClipDistance3, new BuiltInAttribute("gl_ClipDistance[3]", VariableType.F32) },
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{ AttributeConsts.ClipDistance4, new BuiltInAttribute("gl_ClipDistance[4]", VariableType.F32) },
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{ AttributeConsts.ClipDistance5, new BuiltInAttribute("gl_ClipDistance[5]", VariableType.F32) },
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{ AttributeConsts.ClipDistance6, new BuiltInAttribute("gl_ClipDistance[6]", VariableType.F32) },
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{ AttributeConsts.ClipDistance7, new BuiltInAttribute("gl_ClipDistance[7]", VariableType.F32) },
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{ AttributeConsts.PointCoordX, new BuiltInAttribute("gl_PointCoord.x", VariableType.F32) },
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{ AttributeConsts.PointCoordY, new BuiltInAttribute("gl_PointCoord.y", VariableType.F32) },
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{ AttributeConsts.TessCoordX, new BuiltInAttribute("gl_TessCoord.x", VariableType.F32) },
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{ AttributeConsts.TessCoordY, new BuiltInAttribute("gl_TessCoord.y", VariableType.F32) },
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{ AttributeConsts.InstanceId, new BuiltInAttribute("gl_InstanceID", VariableType.S32) },
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{ AttributeConsts.VertexId, new BuiltInAttribute("gl_VertexID", VariableType.S32) },
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{ AttributeConsts.FrontFacing, new BuiltInAttribute("gl_FrontFacing", VariableType.Bool) },
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// Special.
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{ AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) },
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{ AttributeConsts.ThreadIdX, new BuiltInAttribute("gl_LocalInvocationID.x", VariableType.U32) },
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{ AttributeConsts.ThreadIdY, new BuiltInAttribute("gl_LocalInvocationID.y", VariableType.U32) },
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{ AttributeConsts.ThreadIdZ, new BuiltInAttribute("gl_LocalInvocationID.z", VariableType.U32) },
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{ AttributeConsts.CtaIdX, new BuiltInAttribute("gl_WorkGroupID.x", VariableType.U32) },
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{ AttributeConsts.CtaIdY, new BuiltInAttribute("gl_WorkGroupID.y", VariableType.U32) },
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{ AttributeConsts.CtaIdZ, new BuiltInAttribute("gl_WorkGroupID.z", VariableType.U32) },
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{ AttributeConsts.LaneId, new BuiltInAttribute("gl_SubGroupInvocationARB", VariableType.U32) },
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{ AttributeConsts.EqMask, new BuiltInAttribute("unpackUint2x32(gl_SubGroupEqMaskARB).x", VariableType.U32) },
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{ AttributeConsts.GeMask, new BuiltInAttribute("unpackUint2x32(gl_SubGroupGeMaskARB).x", VariableType.U32) },
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{ AttributeConsts.GtMask, new BuiltInAttribute("unpackUint2x32(gl_SubGroupGtMaskARB).x", VariableType.U32) },
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{ AttributeConsts.LeMask, new BuiltInAttribute("unpackUint2x32(gl_SubGroupLeMaskARB).x", VariableType.U32) },
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{ AttributeConsts.LtMask, new BuiltInAttribute("unpackUint2x32(gl_SubGroupLtMaskARB).x", VariableType.U32) },
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};
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private Dictionary<AstOperand, string> _locals;
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public OperandManager()
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{
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_locals = new Dictionary<AstOperand, string>();
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}
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public string DeclareLocal(AstOperand operand)
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{
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string name = $"{DefaultNames.LocalNamePrefix}_{_locals.Count}";
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_locals.Add(operand, name);
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return name;
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}
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public string GetExpression(AstOperand operand, ShaderStage stage)
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{
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switch (operand.Type)
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{
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case OperandType.Attribute:
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return GetAttributeName(operand, stage);
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case OperandType.Constant:
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return NumberFormatter.FormatInt(operand.Value);
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case OperandType.ConstantBuffer:
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return GetConstantBufferName(operand.CbufSlot, operand.CbufOffset, stage);
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case OperandType.LocalVariable:
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return _locals[operand];
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case OperandType.Undefined:
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return DefaultNames.UndefinedName;
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}
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throw new ArgumentException($"Invalid operand type \"{operand.Type}\".");
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}
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public static string GetConstantBufferName(int slot, int offset, ShaderStage stage)
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{
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string ubName = GetUbName(stage, slot);
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ubName += "[" + (offset >> 2) + "]";
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return ubName + "." + GetSwizzleMask(offset & 3);
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}
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private static string GetVec4Indexed(string vectorName, string indexExpr)
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{
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string result = $"{vectorName}.x";
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for (int i = 1; i < 4; i++)
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{
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result = $"(({indexExpr}) == {i}) ? ({vectorName}.{GetSwizzleMask(i)}) : ({result})";
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}
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return $"({result})";
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}
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public static string GetConstantBufferName(IAstNode slot, string offsetExpr, ShaderStage stage)
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{
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// Non-constant slots are not supported.
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// It is expected that upstream stages are never going to generate non-constant
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// slot access.
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AstOperand operand = (AstOperand)slot;
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string ubName = GetUbName(stage, operand.Value);
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string index0 = "[" + offsetExpr + " >> 2]";
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return GetVec4Indexed(ubName + index0, offsetExpr + " & 3");
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}
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public static string GetOutAttributeName(AstOperand attr, ShaderStage stage)
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{
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return GetAttributeName(attr, stage, isOutAttr: true);
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}
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public static string GetAttributeName(AstOperand attr, ShaderStage stage, bool isOutAttr = false, string indexExpr = "0")
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{
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int value = attr.Value;
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string swzMask = GetSwizzleMask((value >> 2) & 3);
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if (value >= AttributeConsts.UserAttributeBase &&
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value < AttributeConsts.UserAttributeEnd)
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{
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value -= AttributeConsts.UserAttributeBase;
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string prefix = isOutAttr
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? DefaultNames.OAttributePrefix
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: DefaultNames.IAttributePrefix;
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string name = $"{prefix}{(value >> 4)}";
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if (stage == ShaderStage.Geometry && !isOutAttr)
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{
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name += $"[{indexExpr}]";
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}
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name += "." + swzMask;
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return name;
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}
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else
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{
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if (value >= AttributeConsts.FragmentOutputColorBase &&
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value < AttributeConsts.FragmentOutputColorEnd)
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{
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value -= AttributeConsts.FragmentOutputColorBase;
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return $"{DefaultNames.OAttributePrefix}{(value >> 4)}.{swzMask}";
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}
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else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
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{
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// TODO: There must be a better way to handle this...
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if (stage == ShaderStage.Fragment)
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{
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switch (value & ~3)
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{
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case AttributeConsts.PositionX: return "(gl_FragCoord.x / fp_renderScale[0])";
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case AttributeConsts.PositionY: return "(gl_FragCoord.y / fp_renderScale[0])";
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case AttributeConsts.PositionZ: return "gl_FragCoord.z";
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case AttributeConsts.PositionW: return "gl_FragCoord.w";
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}
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}
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string name = builtInAttr.Name;
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if (stage == ShaderStage.Geometry && !isOutAttr)
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{
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name = $"gl_in[{indexExpr}].{name}";
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}
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return name;
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}
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}
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// TODO: Warn about unknown built-in attribute.
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return isOutAttr ? "// bad_attr0x" + value.ToString("X") : "0.0";
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}
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public static string GetUbName(ShaderStage stage, int slot)
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{
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string ubName = GetShaderStagePrefix(stage);
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ubName += "_" + DefaultNames.UniformNamePrefix + slot;
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return ubName + "_" + DefaultNames.UniformNameSuffix;
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}
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public static string GetSamplerName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
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{
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string suffix;
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if ((texOp.Flags & TextureFlags.Bindless) != 0)
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{
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AstOperand operand = texOp.GetSource(0) as AstOperand;
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suffix = "_cb" + operand.CbufSlot + "_" + operand.CbufOffset;
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}
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else
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{
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suffix = texOp.Handle.ToString("X");
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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suffix += $"a[{indexExpr}]";
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}
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}
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return GetShaderStagePrefix(stage) + "_" + DefaultNames.SamplerNamePrefix + suffix;
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}
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public static string GetImageName(ShaderStage stage, AstTextureOperation texOp, string indexExpr)
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{
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string suffix = texOp.Handle.ToString("X");
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if ((texOp.Type & SamplerType.Indexed) != 0)
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{
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suffix += $"a[{indexExpr}]";
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}
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return GetShaderStagePrefix(stage) + "_" + DefaultNames.ImageNamePrefix + suffix;
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}
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public static string GetShaderStagePrefix(ShaderStage stage)
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{
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int index = (int)stage;
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if ((uint)index >= _stagePrefixes.Length)
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{
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return "invalid";
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}
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return _stagePrefixes[index];
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}
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private static string GetSwizzleMask(int value)
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{
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return "xyzw".Substring(value, 1);
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}
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public static VariableType GetNodeDestType(IAstNode node)
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{
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if (node is AstOperation operation)
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{
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// Load attribute basically just returns the attribute value.
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// Some built-in attributes may have different types, so we need
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// to return the type based on the attribute that is being read.
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if (operation.Inst == Instruction.LoadAttribute)
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{
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return GetOperandVarType((AstOperand)operation.GetSource(0));
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}
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else if (operation is AstTextureOperation texOp &&
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(texOp.Inst == Instruction.ImageLoad ||
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texOp.Inst == Instruction.ImageStore))
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{
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return texOp.Format.GetComponentType();
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}
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return GetDestVarType(operation.Inst);
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}
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else if (node is AstOperand operand)
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{
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return GetOperandVarType(operand);
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}
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else
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{
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throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\".");
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}
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}
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private static VariableType GetOperandVarType(AstOperand operand)
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{
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if (operand.Type == OperandType.Attribute)
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{
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if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr))
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{
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return builtInAttr.Type;
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}
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}
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return OperandInfo.GetVarType(operand);
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}
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}
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} |