* check for too bix texture bindings * implement lod query * print shader stage name * always have fragment input * resolve merge conflicts * fix: lod query * fix: casting texture coords * support non-array memories * use structure types for buffers * implement compute pipeline cache * compute dispatch * improve error message * rebind compute state * bind compute textures * pass local size as an argument to dispatch * implement texture buffers * hack: change vertex index to vertex id * pass support buffer as an argument to every function * return at the end of function * fix: certain missing compute bindings * implement texture base * improve texture binding system * remove useless exception * move texture handle to texture base * fix: segfault when using disposed textures --------- Co-authored-by: Samuliak <samuliak77@gmail.com> Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
268 lines
11 KiB
C#
268 lines
11 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions;
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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.Linq;
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using static Ryujinx.Graphics.Shader.CodeGen.Msl.TypeConversion;
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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static class MslGenerator
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{
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public static string Generate(StructuredProgramInfo info, CodeGenParameters parameters)
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{
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if (parameters.Definitions.Stage is not (ShaderStage.Vertex or ShaderStage.Fragment or ShaderStage.Compute))
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{
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Logger.Warning?.Print(LogClass.Gpu, $"Attempted to generate unsupported shader type {parameters.Definitions.Stage}!");
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return "";
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}
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CodeGenContext context = new(info, parameters);
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Declarations.Declare(context, info);
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if (info.Functions.Count != 0)
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{
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for (int i = 1; i < info.Functions.Count; i++)
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{
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PrintFunction(context, info.Functions[i], parameters.Definitions.Stage);
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context.AppendLine();
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}
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}
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PrintFunction(context, info.Functions[0], parameters.Definitions.Stage, true);
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return context.GetCode();
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}
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private static void PrintFunction(CodeGenContext context, StructuredFunction function, ShaderStage stage, bool isMainFunc = false)
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{
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context.CurrentFunction = function;
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context.AppendLine(GetFunctionSignature(context, function, stage, isMainFunc));
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context.EnterScope();
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Declarations.DeclareLocals(context, function, stage);
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PrintBlock(context, function.MainBlock, isMainFunc);
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// In case the shader hasn't returned, return
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if (isMainFunc && stage != ShaderStage.Compute)
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{
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context.AppendLine("return out;");
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}
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context.LeaveScope();
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}
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private static string GetFunctionSignature(
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CodeGenContext context,
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StructuredFunction function,
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ShaderStage stage,
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bool isMainFunc = false)
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{
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int additionalArgCount = isMainFunc ? 0 : CodeGenContext.additionalArgCount;
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string[] args = new string[additionalArgCount + function.InArguments.Length + function.OutArguments.Length];
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// All non-main functions need to be able to access the support_buffer as well
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if (!isMainFunc)
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{
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args[0] = "constant Struct_support_buffer* support_buffer";
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}
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int argIndex = additionalArgCount;
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for (int i = 0; i < function.InArguments.Length; i++)
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{
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args[argIndex++] = $"{Declarations.GetVarTypeName(context, function.InArguments[i])} {OperandManager.GetArgumentName(i)}";
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}
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for (int i = 0; i < function.OutArguments.Length; i++)
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{
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int j = i + function.InArguments.Length;
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// Likely need to be made into pointers
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args[argIndex++] = $"out {Declarations.GetVarTypeName(context, function.OutArguments[i])} {OperandManager.GetArgumentName(j)}";
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}
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string funcKeyword = "inline";
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string funcName = null;
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string returnType = Declarations.GetVarTypeName(context, function.ReturnType);
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if (isMainFunc)
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{
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if (stage == ShaderStage.Vertex)
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{
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funcKeyword = "vertex";
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funcName = "vertexMain";
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returnType = "VertexOut";
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}
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else if (stage == ShaderStage.Fragment)
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{
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funcKeyword = "fragment";
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funcName = "fragmentMain";
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returnType = "FragmentOut";
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}
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else if (stage == ShaderStage.Compute)
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{
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funcKeyword = "kernel";
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funcName = "kernelMain";
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returnType = "void";
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}
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if (stage == ShaderStage.Vertex)
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{
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if (context.AttributeUsage.UsedInputAttributes != 0)
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{
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args = args.Prepend("VertexIn in [[stage_in]]").ToArray();
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}
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}
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else if (stage == ShaderStage.Fragment)
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{
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args = args.Prepend("FragmentIn in [[stage_in]]").ToArray();
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}
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// TODO: add these only if they are used
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if (stage == ShaderStage.Vertex)
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{
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args = args.Append("uint vertex_id [[vertex_id]]").ToArray();
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args = args.Append("uint instance_id [[instance_id]]").ToArray();
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}
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else if (stage == ShaderStage.Compute)
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{
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args = args.Append("uint3 threadgroup_position_in_grid [[threadgroup_position_in_grid]]").ToArray();
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args = args.Append("uint3 thread_position_in_grid [[thread_position_in_grid]]").ToArray();
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args = args.Append("uint3 thread_position_in_threadgroup [[thread_position_in_threadgroup]]").ToArray();
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}
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foreach (var constantBuffer in context.Properties.ConstantBuffers.Values)
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{
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args = args.Append($"constant Struct_{constantBuffer.Name}* {constantBuffer.Name} [[buffer({constantBuffer.Binding})]]").ToArray();
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}
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foreach (var storageBuffers in context.Properties.StorageBuffers.Values)
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{
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// Offset the binding by 15 to avoid clashing with the constant buffers
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args = args.Append($"device Struct_{storageBuffers.Name}* {storageBuffers.Name} [[buffer({storageBuffers.Binding + 15})]]").ToArray();
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}
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foreach (var texture in context.Properties.Textures.Values)
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{
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var textureTypeName = texture.Type.ToMslTextureType();
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args = args.Append($"{textureTypeName} tex_{texture.Name} [[texture({texture.Binding})]]").ToArray();
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// If the texture is not separate, we need to declare a sampler
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if (!texture.Separate)
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{
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args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray();
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}
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}
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}
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return $"{funcKeyword} {returnType} {funcName ?? function.Name}({string.Join(", ", args)})";
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}
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private static void PrintBlock(CodeGenContext context, AstBlock block, bool isMainFunction)
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{
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AstBlockVisitor visitor = new(block);
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visitor.BlockEntered += (sender, e) =>
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{
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switch (e.Block.Type)
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{
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case AstBlockType.DoWhile:
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context.AppendLine("do");
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break;
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case AstBlockType.Else:
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context.AppendLine("else");
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break;
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case AstBlockType.ElseIf:
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context.AppendLine($"else if ({GetCondExpr(context, e.Block.Condition)})");
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break;
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case AstBlockType.If:
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context.AppendLine($"if ({GetCondExpr(context, e.Block.Condition)})");
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break;
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default:
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throw new InvalidOperationException($"Found unexpected block type \"{e.Block.Type}\".");
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}
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context.EnterScope();
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};
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visitor.BlockLeft += (sender, e) =>
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{
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context.LeaveScope();
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if (e.Block.Type == AstBlockType.DoWhile)
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{
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context.AppendLine($"while ({GetCondExpr(context, e.Block.Condition)});");
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}
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};
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bool supportsBarrierDivergence = context.HostCapabilities.SupportsShaderBarrierDivergence;
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bool mayHaveReturned = false;
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foreach (IAstNode node in visitor.Visit())
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{
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if (node is AstOperation operation)
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{
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if (!supportsBarrierDivergence)
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{
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if (operation.Inst == IntermediateRepresentation.Instruction.Barrier)
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{
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// Barrier on divergent control flow paths may cause the GPU to hang,
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// so skip emitting the barrier for those cases.
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if (visitor.Block.Type != AstBlockType.Main || mayHaveReturned || !isMainFunction)
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{
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context.Logger.Log($"Shader has barrier on potentially divergent block, the barrier will be removed.");
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continue;
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}
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}
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else if (operation.Inst == IntermediateRepresentation.Instruction.Return)
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{
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mayHaveReturned = true;
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}
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}
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string expr = InstGen.GetExpression(context, operation);
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if (expr != null)
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{
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context.AppendLine(expr + ";");
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}
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}
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else if (node is AstAssignment assignment)
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{
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AggregateType dstType = OperandManager.GetNodeDestType(context, assignment.Destination);
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AggregateType srcType = OperandManager.GetNodeDestType(context, assignment.Source);
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string dest = InstGen.GetExpression(context, assignment.Destination);
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string src = ReinterpretCast(context, assignment.Source, srcType, dstType);
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context.AppendLine(dest + " = " + src + ";");
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}
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else if (node is AstComment comment)
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{
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context.AppendLine("// " + comment.Comment);
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}
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else
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{
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throw new InvalidOperationException($"Found unexpected node type \"{node?.GetType().Name ?? "null"}\".");
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}
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}
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}
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private static string GetCondExpr(CodeGenContext context, IAstNode cond)
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{
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AggregateType srcType = OperandManager.GetNodeDestType(context, cond);
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return ReinterpretCast(context, cond, srcType, AggregateType.Bool);
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}
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}
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}
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