934a78005e
* Simplify logic for bindless texture handling * Nits
484 lines
No EOL
17 KiB
C#
484 lines
No EOL
17 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
|
|
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
|
using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Translation
|
|
{
|
|
static class Rewriter
|
|
{
|
|
public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
|
|
{
|
|
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
|
|
{
|
|
BasicBlock block = blocks[blkIndex];
|
|
|
|
for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
|
|
{
|
|
if (!(node.Value is Operation operation))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (UsesGlobalMemory(operation.Inst))
|
|
{
|
|
node = RewriteGlobalAccess(node, config);
|
|
}
|
|
|
|
if (operation is TextureOperation texOp)
|
|
{
|
|
if (texOp.Inst == Instruction.TextureSample)
|
|
{
|
|
node = RewriteTextureSample(node, config);
|
|
}
|
|
|
|
if (texOp.Type == SamplerType.TextureBuffer)
|
|
{
|
|
node = InsertSnormNormalization(node, config);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
|
|
{
|
|
Operation operation = (Operation)node.Value;
|
|
|
|
Operation storageOp;
|
|
|
|
Operand PrependOperation(Instruction inst, params Operand[] sources)
|
|
{
|
|
Operand local = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(inst, local, sources));
|
|
|
|
return local;
|
|
}
|
|
|
|
Operand addrLow = operation.GetSource(0);
|
|
Operand addrHigh = operation.GetSource(1);
|
|
|
|
Operand sbBaseAddrLow = Const(0);
|
|
Operand sbSlot = Const(0);
|
|
|
|
for (int slot = 0; slot < StorageMaxCount; slot++)
|
|
{
|
|
int cbOffset = GetStorageCbOffset(config.Stage, slot);
|
|
|
|
Operand baseAddrLow = Cbuf(0, cbOffset);
|
|
Operand baseAddrHigh = Cbuf(0, cbOffset + 1);
|
|
Operand size = Cbuf(0, cbOffset + 2);
|
|
|
|
Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow);
|
|
Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow);
|
|
|
|
Operand inRangeLow = PrependOperation(Instruction.CompareLessU32, offset, size);
|
|
|
|
Operand addrHighBorrowed = PrependOperation(Instruction.Add, addrHigh, borrow);
|
|
|
|
Operand inRangeHigh = PrependOperation(Instruction.CompareEqual, addrHighBorrowed, baseAddrHigh);
|
|
|
|
Operand inRange = PrependOperation(Instruction.BitwiseAnd, inRangeLow, inRangeHigh);
|
|
|
|
sbBaseAddrLow = PrependOperation(Instruction.ConditionalSelect, inRange, baseAddrLow, sbBaseAddrLow);
|
|
sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
|
|
}
|
|
|
|
Operand alignMask = Const(-config.GpuAccessor.QueryStorageBufferOffsetAlignment());
|
|
|
|
Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
|
|
Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
|
|
Operand wordOffset = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
|
|
|
|
Operand[] sources = new Operand[operation.SourcesCount];
|
|
|
|
sources[0] = sbSlot;
|
|
sources[1] = wordOffset;
|
|
|
|
for (int index = 2; index < operation.SourcesCount; index++)
|
|
{
|
|
sources[index] = operation.GetSource(index);
|
|
}
|
|
|
|
if (operation.Inst.IsAtomic())
|
|
{
|
|
Instruction inst = (operation.Inst & ~Instruction.MrMask) | Instruction.MrStorage;
|
|
|
|
storageOp = new Operation(inst, operation.Dest, sources);
|
|
}
|
|
else if (operation.Inst == Instruction.LoadGlobal)
|
|
{
|
|
storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
|
|
}
|
|
else
|
|
{
|
|
storageOp = new Operation(Instruction.StoreStorage, null, sources);
|
|
}
|
|
|
|
for (int index = 0; index < operation.SourcesCount; index++)
|
|
{
|
|
operation.SetSource(index, null);
|
|
}
|
|
|
|
LinkedListNode<INode> oldNode = node;
|
|
|
|
node = node.List.AddBefore(node, storageOp);
|
|
|
|
node.List.Remove(oldNode);
|
|
|
|
return node;
|
|
}
|
|
|
|
private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
|
|
{
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
|
|
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
|
|
|
|
bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QuerySupportsNonConstantTextureOffset();
|
|
|
|
bool isRect = config.GpuAccessor.QueryIsTextureRectangle(texOp.Handle);
|
|
|
|
if (!(hasInvalidOffset || isRect))
|
|
{
|
|
return node;
|
|
}
|
|
|
|
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
|
|
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
|
|
bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
|
|
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
|
|
bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
|
|
bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
|
|
|
|
bool isArray = (texOp.Type & SamplerType.Array) != 0;
|
|
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
|
|
bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
|
|
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
|
|
|
|
int coordsCount = texOp.Type.GetDimensions();
|
|
|
|
int offsetsCount;
|
|
|
|
if (hasOffsets)
|
|
{
|
|
offsetsCount = coordsCount * 4;
|
|
}
|
|
else if (hasOffset)
|
|
{
|
|
offsetsCount = coordsCount;
|
|
}
|
|
else
|
|
{
|
|
offsetsCount = 0;
|
|
}
|
|
|
|
Operand[] offsets = new Operand[offsetsCount];
|
|
Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
|
|
|
|
int copyCount = 0;
|
|
|
|
if (isBindless || isIndexed)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
Operand[] lodSources = new Operand[copyCount + coordsCount];
|
|
|
|
for (int index = 0; index < lodSources.Length; index++)
|
|
{
|
|
lodSources[index] = texOp.GetSource(index);
|
|
}
|
|
|
|
copyCount += coordsCount;
|
|
|
|
if (isArray)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
if (isShadow)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
if (hasDerivatives)
|
|
{
|
|
copyCount += coordsCount * 2;
|
|
}
|
|
|
|
if (isMultisample)
|
|
{
|
|
copyCount++;
|
|
}
|
|
else if (hasLodLevel)
|
|
{
|
|
copyCount++;
|
|
}
|
|
|
|
int srcIndex = 0;
|
|
int dstIndex = 0;
|
|
|
|
for (int index = 0; index < copyCount; index++)
|
|
{
|
|
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
|
}
|
|
|
|
bool areAllOffsetsConstant = true;
|
|
|
|
for (int index = 0; index < offsetsCount; index++)
|
|
{
|
|
Operand offset = texOp.GetSource(srcIndex++);
|
|
|
|
areAllOffsetsConstant &= offset.Type == OperandType.Constant;
|
|
|
|
offsets[index] = offset;
|
|
}
|
|
|
|
hasInvalidOffset &= !areAllOffsetsConstant;
|
|
|
|
if (!(hasInvalidOffset || isRect))
|
|
{
|
|
return node;
|
|
}
|
|
|
|
if (hasLodBias)
|
|
{
|
|
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
|
}
|
|
|
|
if (isGather && !isShadow)
|
|
{
|
|
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
|
}
|
|
|
|
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
|
|
|
int componentIndex = texOp.Index;
|
|
|
|
Operand Int(Operand value)
|
|
{
|
|
Operand res = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
|
|
|
|
return res;
|
|
}
|
|
|
|
Operand Float(Operand value)
|
|
{
|
|
Operand res = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
|
|
|
|
return res;
|
|
}
|
|
|
|
// Emulate texture rectangle by normalizing the coordinates on the shader.
|
|
// When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
|
|
// and otherwise, it is expected to be in the [0, 1] range.
|
|
// We normalize by dividing the coords by the texture size.
|
|
if (isRect && !intCoords)
|
|
{
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
Operand coordSize = Local();
|
|
|
|
Operand[] texSizeSources;
|
|
|
|
if (isBindless || isIndexed)
|
|
{
|
|
texSizeSources = new Operand[] { sources[0], Const(0) };
|
|
}
|
|
else
|
|
{
|
|
texSizeSources = new Operand[] { Const(0) };
|
|
}
|
|
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
Instruction.TextureSize,
|
|
texOp.Type,
|
|
texOp.Flags,
|
|
texOp.Handle,
|
|
index,
|
|
coordSize,
|
|
texSizeSources));
|
|
|
|
Operand source = sources[coordsIndex + index];
|
|
|
|
Operand coordNormalized = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
|
|
|
|
sources[coordsIndex + index] = coordNormalized;
|
|
}
|
|
}
|
|
|
|
// Technically, non-constant texture offsets are not allowed (according to the spec),
|
|
// however some GPUs does support that.
|
|
// For GPUs where it is not supported, we can replace the instruction with the following:
|
|
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
|
|
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
|
|
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
|
|
// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
|
|
// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
|
|
// for each pixel.
|
|
if (hasInvalidOffset)
|
|
{
|
|
if (intCoords)
|
|
{
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
Operand source = sources[coordsIndex + index];
|
|
|
|
Operand coordPlusOffset = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
|
|
|
sources[coordsIndex + index] = coordPlusOffset;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Operand lod = Local();
|
|
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
Instruction.Lod,
|
|
texOp.Type,
|
|
texOp.Flags,
|
|
texOp.Handle,
|
|
1,
|
|
lod,
|
|
lodSources));
|
|
|
|
for (int index = 0; index < coordsCount; index++)
|
|
{
|
|
Operand coordSize = Local();
|
|
|
|
Operand[] texSizeSources;
|
|
|
|
if (isBindless || isIndexed)
|
|
{
|
|
texSizeSources = new Operand[] { sources[0], Int(lod) };
|
|
}
|
|
else
|
|
{
|
|
texSizeSources = new Operand[] { Int(lod) };
|
|
}
|
|
|
|
node.List.AddBefore(node, new TextureOperation(
|
|
Instruction.TextureSize,
|
|
texOp.Type,
|
|
texOp.Flags,
|
|
texOp.Handle,
|
|
index,
|
|
coordSize,
|
|
texSizeSources));
|
|
|
|
Operand offset = Local();
|
|
|
|
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
|
|
|
|
Operand source = sources[coordsIndex + index];
|
|
|
|
Operand coordPlusOffset = Local();
|
|
|
|
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
|
|
|
sources[coordsIndex + index] = coordPlusOffset;
|
|
}
|
|
}
|
|
|
|
if (isGather && !isShadow)
|
|
{
|
|
Operand gatherComponent = sources[dstIndex - 1];
|
|
|
|
Debug.Assert(gatherComponent.Type == OperandType.Constant);
|
|
|
|
componentIndex = gatherComponent.Value;
|
|
}
|
|
}
|
|
|
|
TextureOperation newTexOp = new TextureOperation(
|
|
Instruction.TextureSample,
|
|
texOp.Type,
|
|
texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
|
|
texOp.Handle,
|
|
componentIndex,
|
|
texOp.Dest,
|
|
sources);
|
|
|
|
for (int index = 0; index < texOp.SourcesCount; index++)
|
|
{
|
|
texOp.SetSource(index, null);
|
|
}
|
|
|
|
LinkedListNode<INode> oldNode = node;
|
|
|
|
node = node.List.AddBefore(node, newTexOp);
|
|
|
|
node.List.Remove(oldNode);
|
|
|
|
return node;
|
|
}
|
|
|
|
private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
|
|
{
|
|
TextureOperation texOp = (TextureOperation)node.Value;
|
|
|
|
TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle);
|
|
|
|
int maxPositive = format switch
|
|
{
|
|
TextureFormat.R8Snorm => sbyte.MaxValue,
|
|
TextureFormat.R8G8Snorm => sbyte.MaxValue,
|
|
TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
|
|
TextureFormat.R16Snorm => short.MaxValue,
|
|
TextureFormat.R16G16Snorm => short.MaxValue,
|
|
TextureFormat.R16G16B16A16Snorm => short.MaxValue,
|
|
_ => 0
|
|
};
|
|
|
|
// The value being 0 means that the format is not a SNORM format, so there's nothing to do here.
|
|
if (maxPositive == 0)
|
|
{
|
|
return node;
|
|
}
|
|
|
|
// Do normalization. We assume SINT formats are being used as replacement for SNORM (that is not supported).
|
|
INode[] uses = texOp.Dest.UseOps.ToArray();
|
|
|
|
Operation convOp = new Operation(Instruction.ConvertS32ToFP, Local(), texOp.Dest);
|
|
Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
|
|
|
|
node = node.List.AddAfter(node, convOp);
|
|
node = node.List.AddAfter(node, normOp);
|
|
|
|
foreach (INode useOp in uses)
|
|
{
|
|
if (!(useOp is Operation op))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Replace all uses of the texture pixel value with the normalized value.
|
|
for (int index = 0; index < op.SourcesCount; index++)
|
|
{
|
|
if (op.GetSource(index) == texOp.Dest)
|
|
{
|
|
op.SetSource(index, normOp.Dest);
|
|
}
|
|
}
|
|
}
|
|
|
|
return node;
|
|
}
|
|
}
|
|
} |