Ryujinx/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs
ReinUsesLisp f6ebea82ca Use structures for GLSL input and output attributes
* Better end-of-line styling
2018-06-27 01:55:18 -03:00

1111 lines
No EOL
37 KiB
C#

using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
namespace Ryujinx.Graphics.Gal.Shader
{
public class GlslDecompiler
{
private delegate string GetInstExpr(ShaderIrOp Op);
private Dictionary<ShaderIrInst, GetInstExpr> InstsExpr;
private enum OperType
{
Bool,
F32,
I32
}
private const string IdentationStr = " ";
private static string[] ElemTypes = new string[] { "float", "vec2", "vec3", "vec4" };
private GlslDecl Decl;
private ShaderIrBlock[] Blocks;
private StringBuilder SB;
public GlslDecompiler()
{
InstsExpr = new Dictionary<ShaderIrInst, GetInstExpr>()
{
{ ShaderIrInst.Abs, GetAbsExpr },
{ ShaderIrInst.Add, GetAddExpr },
{ ShaderIrInst.And, GetAndExpr },
{ ShaderIrInst.Asr, GetAsrExpr },
{ ShaderIrInst.Band, GetBandExpr },
{ ShaderIrInst.Bnot, GetBnotExpr },
{ ShaderIrInst.Bor, GetBorExpr },
{ ShaderIrInst.Bxor, GetBxorExpr },
{ ShaderIrInst.Ceil, GetCeilExpr },
{ ShaderIrInst.Ceq, GetCeqExpr },
{ ShaderIrInst.Cge, GetCgeExpr },
{ ShaderIrInst.Cgt, GetCgtExpr },
{ ShaderIrInst.Clamps, GetClampsExpr },
{ ShaderIrInst.Clampu, GetClampuExpr },
{ ShaderIrInst.Cle, GetCleExpr },
{ ShaderIrInst.Clt, GetCltExpr },
{ ShaderIrInst.Cne, GetCneExpr },
{ ShaderIrInst.Exit, GetExitExpr },
{ ShaderIrInst.Fabs, GetAbsExpr },
{ ShaderIrInst.Fadd, GetAddExpr },
{ ShaderIrInst.Fceq, GetCeqExpr },
{ ShaderIrInst.Fcequ, GetCequExpr },
{ ShaderIrInst.Fcge, GetCgeExpr },
{ ShaderIrInst.Fcgeu, GetCgeuExpr },
{ ShaderIrInst.Fcgt, GetCgtExpr },
{ ShaderIrInst.Fcgtu, GetCgtuExpr },
{ ShaderIrInst.Fclamp, GetFclampExpr },
{ ShaderIrInst.Fcle, GetCleExpr },
{ ShaderIrInst.Fcleu, GetCleuExpr },
{ ShaderIrInst.Fclt, GetCltExpr },
{ ShaderIrInst.Fcltu, GetCltuExpr },
{ ShaderIrInst.Fcnan, GetCnanExpr },
{ ShaderIrInst.Fcne, GetCneExpr },
{ ShaderIrInst.Fcneu, GetCneuExpr },
{ ShaderIrInst.Fcnum, GetCnumExpr },
{ ShaderIrInst.Fcos, GetFcosExpr },
{ ShaderIrInst.Fex2, GetFex2Expr },
{ ShaderIrInst.Ffma, GetFfmaExpr },
{ ShaderIrInst.Flg2, GetFlg2Expr },
{ ShaderIrInst.Floor, GetFloorExpr },
{ ShaderIrInst.Fmax, GetMaxExpr },
{ ShaderIrInst.Fmin, GetMinExpr },
{ ShaderIrInst.Fmul, GetMulExpr },
{ ShaderIrInst.Fneg, GetNegExpr },
{ ShaderIrInst.Frcp, GetFrcpExpr },
{ ShaderIrInst.Frsq, GetFrsqExpr },
{ ShaderIrInst.Fsin, GetFsinExpr },
{ ShaderIrInst.Fsqrt, GetFsqrtExpr },
{ ShaderIrInst.Ftos, GetFtosExpr },
{ ShaderIrInst.Ftou, GetFtouExpr },
{ ShaderIrInst.Ipa, GetIpaExpr },
{ ShaderIrInst.Kil, GetKilExpr },
{ ShaderIrInst.Lsl, GetLslExpr },
{ ShaderIrInst.Lsr, GetLsrExpr },
{ ShaderIrInst.Max, GetMaxExpr },
{ ShaderIrInst.Min, GetMinExpr },
{ ShaderIrInst.Mul, GetMulExpr },
{ ShaderIrInst.Neg, GetNegExpr },
{ ShaderIrInst.Not, GetNotExpr },
{ ShaderIrInst.Or, GetOrExpr },
{ ShaderIrInst.Stof, GetStofExpr },
{ ShaderIrInst.Sub, GetSubExpr },
{ ShaderIrInst.Texq, GetTexqExpr },
{ ShaderIrInst.Texs, GetTexsExpr },
{ ShaderIrInst.Trunc, GetTruncExpr },
{ ShaderIrInst.Txlf, GetTxlfExpr },
{ ShaderIrInst.Utof, GetUtofExpr },
{ ShaderIrInst.Xor, GetXorExpr }
};
}
public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
{
Blocks = ShaderDecoder.Decode(Memory, Position);
Decl = new GlslDecl(Blocks, ShaderType);
SB = new StringBuilder();
SB.AppendLine("#version 410 core");
//TODO: Decide if Stage B has to be called
SB.AppendLine("#define HAS_STAGE_B 0" + Environment.NewLine);
PrintDeclTextures();
PrintDeclUniforms();
PrintDeclInAttributes();
PrintDeclOutAttributes();
PrintDeclInStruct();
PrintDeclOutStruct();
PrintDeclGprs();
PrintDeclPreds();
//TODO: Build Stage B here
string StageAFunc = "void " + GlslDecl.StageAFunctionName + "(in Input IN, out Output OUT)";
PrintBlockScope(Blocks[0], null, null, StageAFunc, IdentationStr);
PrintMain();
string GlslCode = SB.ToString();
return new GlslProgram(
GlslCode,
Decl.Textures.Values,
Decl.Uniforms.Values);
}
private void PrintDeclTextures()
{
PrintDecls(Decl.Textures, "uniform sampler2D");
}
private void PrintDeclUniforms()
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
}
foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))
{
SB.AppendLine($"layout (std140) uniform {DeclInfo.Name} {{");
SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{DeclInfo.Index / 4 + 1}];");
SB.AppendLine($"}};");
}
if (Decl.Uniforms.Count > 0)
{
SB.AppendLine();
}
}
private void PrintDeclInAttributes()
{
if (Decl.ShaderType == GalShaderType.Fragment)
{
SB.AppendLine("in vec4 " + GlslDecl.PositionOutAttrName + ";");
}
PrintDeclAttributes(Decl.InAttributes.Values, "in");
}
private void PrintDeclOutAttributes()
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine("out vec4 " + GlslDecl.PositionOutAttrName + ";");
}
PrintDeclAttributes(Decl.OutAttributes.Values, "out");
}
private void PrintDeclAttributes(IEnumerable<ShaderDeclInfo> Decls, string InOut)
{
int Count = 0;
foreach (ShaderDeclInfo DeclInfo in Decls.OrderBy(DeclKeySelector))
{
if (DeclInfo.Index >= 0)
{
SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " " + GetDecl(DeclInfo) + ";");
Count++;
}
}
if (Count > 0)
{
SB.AppendLine();
}
}
private void PrintDeclInStruct()
{
SB.AppendLine("struct Input {");
PrintDeclStructAttributes(Decl.InAttributes.Values);
SB.AppendLine("};" + Environment.NewLine);
}
private void PrintDeclOutStruct()
{
SB.AppendLine("struct Output {");
PrintDeclStructAttributes(Decl.OutAttributes.Values);
SB.AppendLine("};" + Environment.NewLine);
}
private void PrintDeclStructAttributes(IEnumerable<ShaderDeclInfo> Decls)
{
if (Decls.Count() > 0)
{
foreach (ShaderDeclInfo DeclInfo in Decls.OrderBy(DeclKeySelector))
{
SB.AppendLine(IdentationStr + GetDecl(DeclInfo) + ";");
}
}
else
{
//Looks like GLSL doesn't like empty structs
SB.AppendLine(IdentationStr + "float dummy;");
}
}
private void PrintDeclGprs()
{
PrintDecls(Decl.Gprs);
}
private void PrintDeclPreds()
{
PrintDecls(Decl.Preds, "bool");
}
private void PrintDecls(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, string CustomType = null)
{
foreach (ShaderDeclInfo DeclInfo in Dict.Values.OrderBy(DeclKeySelector))
{
string Name;
if (CustomType != null)
{
Name = CustomType + " " + DeclInfo.Name + ";";
}
else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
{
Name = "layout (location = 0) out " + GetDecl(DeclInfo) + ";" + Environment.NewLine;
}
else
{
Name = GetDecl(DeclInfo) + ";";
}
SB.AppendLine(Name);
}
if (Dict.Count > 0)
{
SB.AppendLine();
}
}
private int DeclKeySelector(ShaderDeclInfo DeclInfo)
{
return DeclInfo.Cbuf << 24 | DeclInfo.Index;
}
private string GetDecl(ShaderDeclInfo DeclInfo)
{
return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
}
private void PrintMain()
{
SB.AppendLine("void main() {");
//Build host input attributes
SB.AppendLine(IdentationStr + "Input in_B;");
foreach (ShaderDeclInfo DeclInfo in Decl.InAttributes.Values.OrderBy(DeclKeySelector))
{
SB.AppendLine(IdentationStr + "in_B." + DeclInfo.Name + " = " + DeclInfo.Name + ";");
}
SB.AppendLine();
//Build Stage A input (IN)
SB.AppendLine(IdentationStr + "Input in_A;");
SB.AppendLine("#if HAS_STAGE_B");
SB.AppendLine(IdentationStr + GlslDecl.StageBFunctionName + "(in_B, in_A);");
SB.AppendLine("#else");
SB.AppendLine(IdentationStr + "in_A = in_B;");
SB.AppendLine("#endif" + Environment.NewLine);
//Call Stage A
SB.AppendLine(IdentationStr + "Output out_host;");
SB.AppendLine(IdentationStr + GlslDecl.StageAFunctionName + "(in_A, out_host);");
//Write host output attributes
if (Decl.OutAttributes.Count > 0)
{
SB.AppendLine();
foreach (ShaderDeclInfo DeclInfo in Decl.OutAttributes.Values.OrderBy(DeclKeySelector))
{
SB.AppendLine(IdentationStr + DeclInfo.Name + " = out_host." + DeclInfo.Name + ";");
}
}
//Do end-of-vertex stuff (host specific)
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine();
SB.AppendLine(IdentationStr + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + " = out_host.gl_Position;");
SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + ".w = 1;");
}
SB.AppendLine("}");
}
private void PrintBlockScope(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string ScopeName,
string Identation,
bool IsDoWhile = false)
{
string UpIdent = Identation.Substring(0, Identation.Length - IdentationStr.Length);
if (IsDoWhile)
{
SB.AppendLine(UpIdent + "do {");
}
else
{
SB.AppendLine(UpIdent + ScopeName + " {");
}
while (Block != null && Block != EndBlock)
{
ShaderIrNode[] Nodes = Block.GetNodes();
Block = PrintNodes(Block, EndBlock, LoopBlock, Identation, Nodes);
}
if (IsDoWhile)
{
SB.AppendLine(UpIdent + "} " + ScopeName + ";");
}
else
{
SB.AppendLine(UpIdent + "}");
}
if (EndBlock == null)
{
SB.AppendLine();
}
}
private ShaderIrBlock PrintNodes(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string Identation,
params ShaderIrNode[] Nodes)
{
/*
* Notes about control flow and if-else/loop generation:
* The code assumes that the program has sane control flow,
* that is, there's no jumps to a location after another jump or
* jump target (except for the end of an if-else block), and backwards
* jumps to a location before the last loop dominator.
* Such cases needs to be transformed on a step before the GLSL code
* generation to ensure that we have sane graphs to work with.
* TODO: Such transformation is not yet implemented.
*/
string NewIdent = Identation + IdentationStr;
ShaderIrBlock LoopTail = GetLoopTailBlock(Block);
if (LoopTail != null && LoopBlock != Block)
{
//Shoock! kuma shock! We have a loop here!
//The entire sequence needs to be inside a do-while block.
ShaderIrBlock LoopEnd = GetDownBlock(LoopTail);
PrintBlockScope(Block, LoopEnd, Block, "while (false)", NewIdent, IsDoWhile: true);
return LoopEnd;
}
foreach (ShaderIrNode Node in Nodes)
{
if (Node is ShaderIrCond Cond)
{
string IfExpr = GetSrcExpr(Cond.Pred, true);
if (Cond.Not)
{
IfExpr = "!(" + IfExpr + ")";
}
if (Cond.Child is ShaderIrOp Op && Op.Inst == ShaderIrInst.Bra)
{
//Branch is a loop branch and would result in infinite recursion.
if (Block.Branch.Position <= Block.Position)
{
SB.AppendLine(Identation + "if (" + IfExpr + ") {");
SB.AppendLine(Identation + IdentationStr + "continue;");
SB.AppendLine(Identation + "}");
continue;
}
string SubScopeName = "if (!" + IfExpr + ")";
PrintBlockScope(Block.Next, Block.Branch, LoopBlock, SubScopeName, NewIdent);
ShaderIrBlock IfElseEnd = GetUpBlock(Block.Branch).Branch;
if (IfElseEnd?.Position > Block.Branch.Position)
{
PrintBlockScope(Block.Branch, IfElseEnd, LoopBlock, "else", NewIdent);
return IfElseEnd;
}
return Block.Branch;
}
else
{
SB.AppendLine(Identation + "if (" + IfExpr + ") {");
PrintNodes(Block, EndBlock, LoopBlock, NewIdent, Cond.Child);
SB.AppendLine(Identation + "}");
}
}
else if (Node is ShaderIrAsg Asg)
{
if (IsValidOutOper(Asg.Dst))
{
string Expr = GetSrcExpr(Asg.Src, true);
Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
}
}
else if (Node is ShaderIrOp Op)
{
if (Op.Inst == ShaderIrInst.Bra)
{
if (Block.Branch.Position <= Block.Position)
{
SB.AppendLine(Identation + "continue;");
}
continue;
}
SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
}
else if (Node is ShaderIrCmnt Cmnt)
{
SB.AppendLine(Identation + "// " + Cmnt.Comment);
}
else
{
throw new InvalidOperationException();
}
}
return Block.Next;
}
private ShaderIrBlock GetUpBlock(ShaderIrBlock Block)
{
return Blocks.FirstOrDefault(x => x.EndPosition == Block.Position);
}
private ShaderIrBlock GetDownBlock(ShaderIrBlock Block)
{
return Blocks.FirstOrDefault(x => x.Position == Block.EndPosition);
}
private ShaderIrBlock GetLoopTailBlock(ShaderIrBlock LoopHead)
{
ShaderIrBlock Tail = null;
foreach (ShaderIrBlock Block in LoopHead.Sources)
{
if (Block.Position >= LoopHead.Position)
{
if (Tail == null || Tail.Position < Block.Position)
{
Tail = Block;
}
}
}
return Tail;
}
private bool IsValidOutOper(ShaderIrNode Node)
{
if (Node is ShaderIrOperGpr Gpr && Gpr.IsConst)
{
return false;
}
else if (Node is ShaderIrOperPred Pred && Pred.IsConst)
{
return false;
}
return true;
}
private string GetDstOperName(ShaderIrNode Node)
{
if (Node is ShaderIrOperAbuf Abuf)
{
return GetOutAbufName(Abuf);
}
else if (Node is ShaderIrOperGpr Gpr)
{
return GetName(Gpr);
}
else if (Node is ShaderIrOperPred Pred)
{
return GetName(Pred);
}
throw new ArgumentException(nameof(Node));
}
private string GetSrcExpr(ShaderIrNode Node, bool Entry = false)
{
switch (Node)
{
case ShaderIrOperAbuf Abuf: return GetName (Abuf);
case ShaderIrOperCbuf Cbuf: return GetName (Cbuf);
case ShaderIrOperGpr Gpr: return GetName (Gpr);
case ShaderIrOperImm Imm: return GetValue(Imm);
case ShaderIrOperImmf Immf: return GetValue(Immf);
case ShaderIrOperPred Pred: return GetName (Pred);
case ShaderIrOp Op:
string Expr;
if (InstsExpr.TryGetValue(Op.Inst, out GetInstExpr GetExpr))
{
Expr = GetExpr(Op);
}
else
{
throw new NotImplementedException(Op.Inst.ToString());
}
if (!Entry && NeedsParentheses(Op))
{
Expr = "(" + Expr + ")";
}
return Expr;
default: throw new ArgumentException(nameof(Node));
}
}
private static bool NeedsParentheses(ShaderIrOp Op)
{
switch (Op.Inst)
{
case ShaderIrInst.Frcp:
return true;
case ShaderIrInst.Ipa:
case ShaderIrInst.Texq:
case ShaderIrInst.Texs:
case ShaderIrInst.Txlf:
return false;
}
return Op.OperandB != null ||
Op.OperandC != null;
}
private string GetName(ShaderIrOperCbuf Cbuf)
{
if (!Decl.Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
{
throw new InvalidOperationException();
}
if (Cbuf.Offs != null)
{
string Offset = "floatBitsToInt(" + GetSrcExpr(Cbuf.Offs) + ")";
string Index = "(" + Cbuf.Pos * 4 + " + " + Offset + ")";
return $"{DeclInfo.Name}_data[{Index} / 16][({Index} / 4) % 4]";
}
else
{
return $"{DeclInfo.Name}_data[{Cbuf.Pos / 4}][{Cbuf.Pos % 4}]";
}
}
private string GetOutAbufName(ShaderIrOperAbuf Abuf)
{
return "OUT." + GetName(Decl.OutAttributes, Abuf);
}
private string GetName(ShaderIrOperAbuf Abuf)
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
switch (Abuf.Offs)
{
case GlslDecl.VertexIdAttr: return "gl_VertexID";
case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
}
}
else if (Decl.ShaderType == GalShaderType.TessEvaluation)
{
switch (Abuf.Offs)
{
case GlslDecl.TessCoordAttrX: return "gl_TessCoord.x";
case GlslDecl.TessCoordAttrY: return "gl_TessCoord.y";
case GlslDecl.TessCoordAttrZ: return "gl_TessCoord.z";
}
}
return "IN." + GetName(Decl.InAttributes, Abuf);
}
private string GetName(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, ShaderIrOperAbuf Abuf)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
if (!Dict.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
{
throw new InvalidOperationException();
}
return DeclInfo.Size > 1 ? DeclInfo.Name + "." + GetAttrSwizzle(Elem) : DeclInfo.Name;
}
private string GetName(ShaderIrOperGpr Gpr)
{
return Gpr.IsConst ? "0" : GetNameWithSwizzle(Decl.Gprs, Gpr.Index);
}
private string GetValue(ShaderIrOperImm Imm)
{
//Only use hex is the value is too big and would likely be hard to read as int.
if (Imm.Value > 0xfff ||
Imm.Value < -0xfff)
{
return "0x" + Imm.Value.ToString("x8", CultureInfo.InvariantCulture);
}
else
{
return Imm.Value.ToString(CultureInfo.InvariantCulture);
}
}
private string GetValue(ShaderIrOperImmf Immf)
{
return Immf.Value.ToString(CultureInfo.InvariantCulture);
}
private string GetName(ShaderIrOperPred Pred)
{
return Pred.IsConst ? "true" : GetNameWithSwizzle(Decl.Preds, Pred.Index);
}
private string GetNameWithSwizzle(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, int Index)
{
int VecIndex = Index >> 2;
if (Dict.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
{
if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
{
return DeclInfo.Name + "." + GetAttrSwizzle(Index & 3);
}
}
if (!Dict.TryGetValue(Index, out DeclInfo))
{
throw new InvalidOperationException();
}
return DeclInfo.Name;
}
private string GetAttrSwizzle(int Elem)
{
return "xyzw".Substring(Elem, 1);
}
private string GetAbsExpr(ShaderIrOp Op) => GetUnaryCall(Op, "abs");
private string GetAddExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "+");
private string GetAndExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&");
private string GetAsrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">>");
private string GetBandExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&&");
private string GetBnotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "!");
private string GetBorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "||");
private string GetBxorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^^");
private string GetCeilExpr(ShaderIrOp Op) => GetUnaryCall(Op, "ceil");
private string GetClampsExpr(ShaderIrOp Op)
{
return "clamp(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ", " +
GetOperExpr(Op, Op.OperandC) + ")";
}
private string GetClampuExpr(ShaderIrOp Op)
{
return "int(clamp(uint(" + GetOperExpr(Op, Op.OperandA) + "), " +
"uint(" + GetOperExpr(Op, Op.OperandB) + "), " +
"uint(" + GetOperExpr(Op, Op.OperandC) + ")))";
}
private string GetCeqExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "==");
private string GetCequExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "==");
private string GetCgeExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">=");
private string GetCgeuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">=");
private string GetCgtExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">");
private string GetCgtuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">");
private string GetCleExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<=");
private string GetCleuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<=");
private string GetCltExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<");
private string GetCltuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<");
private string GetCnanExpr(ShaderIrOp Op) => GetUnaryCall(Op, "isnan");
private string GetCneExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "!=");
private string GetCneuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "!=");
private string GetCnumExpr(ShaderIrOp Op) => GetUnaryCall(Op, "!isnan");
private string GetExitExpr(ShaderIrOp Op) => "return";
private string GetFcosExpr(ShaderIrOp Op) => GetUnaryCall(Op, "cos");
private string GetFex2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "exp2");
private string GetFfmaExpr(ShaderIrOp Op) => GetTernaryExpr(Op, "*", "+");
private string GetFclampExpr(ShaderIrOp Op) => GetTernaryCall(Op, "clamp");
private string GetFlg2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "log2");
private string GetFloorExpr(ShaderIrOp Op) => GetUnaryCall(Op, "floor");
private string GetFrcpExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "1 / ");
private string GetFrsqExpr(ShaderIrOp Op) => GetUnaryCall(Op, "inversesqrt");
private string GetFsinExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sin");
private string GetFsqrtExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sqrt");
private string GetFtosExpr(ShaderIrOp Op)
{
return "int(" + GetOperExpr(Op, Op.OperandA) + ")";
}
private string GetFtouExpr(ShaderIrOp Op)
{
return "int(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
}
private string GetIpaExpr(ShaderIrOp Op) => GetSrcExpr(Op.OperandA);
private string GetKilExpr(ShaderIrOp Op) => "discard";
private string GetLslExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<<");
private string GetLsrExpr(ShaderIrOp Op)
{
return "int(uint(" + GetOperExpr(Op, Op.OperandA) + ") >> " +
GetOperExpr(Op, Op.OperandB) + ")";
}
private string GetMaxExpr(ShaderIrOp Op) => GetBinaryCall(Op, "max");
private string GetMinExpr(ShaderIrOp Op) => GetBinaryCall(Op, "min");
private string GetMulExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "*");
private string GetNegExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "-");
private string GetNotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "~");
private string GetOrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "|");
private string GetStofExpr(ShaderIrOp Op)
{
return "float(" + GetOperExpr(Op, Op.OperandA) + ")";
}
private string GetSubExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "-");
private string GetTexqExpr(ShaderIrOp Op)
{
ShaderIrMetaTexq Meta = (ShaderIrMetaTexq)Op.MetaData;
string Ch = "xyzw".Substring(Meta.Elem, 1);
if (Meta.Info == ShaderTexqInfo.Dimension)
{
string Sampler = GetTexSamplerName(Op);
string Lod = GetOperExpr(Op, Op.OperandA); //???
return "textureSize(" + Sampler + ", " + Lod + ")." + Ch;
}
else
{
throw new NotImplementedException(Meta.Info.ToString());
}
}
private string GetTexsExpr(ShaderIrOp Op)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
string Sampler = GetTexSamplerName(Op);
string Coords = GetTexSamplerCoords(Op);
string Ch = "rgba".Substring(Meta.Elem, 1);
return "texture(" + Sampler + ", " + Coords + ")." + Ch;
}
private string GetTxlfExpr(ShaderIrOp Op)
{
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
string Sampler = GetTexSamplerName(Op);
string Coords = GetITexSamplerCoords(Op);
string Ch = "rgba".Substring(Meta.Elem, 1);
return "texelFetch(" + Sampler + ", " + Coords + ", 0)." + Ch;
}
private string GetTruncExpr(ShaderIrOp Op) => GetUnaryCall(Op, "trunc");
private string GetUtofExpr(ShaderIrOp Op)
{
return "float(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
}
private string GetXorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^");
private string GetUnaryCall(ShaderIrOp Op, string FuncName)
{
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ")";
}
private string GetBinaryCall(ShaderIrOp Op, string FuncName)
{
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ")";
}
private string GetTernaryCall(ShaderIrOp Op, string FuncName)
{
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ", " +
GetOperExpr(Op, Op.OperandC) + ")";
}
private string GetUnaryExpr(ShaderIrOp Op, string Opr)
{
return Opr + GetOperExpr(Op, Op.OperandA);
}
private string GetBinaryExpr(ShaderIrOp Op, string Opr)
{
return GetOperExpr(Op, Op.OperandA) + " " + Opr + " " +
GetOperExpr(Op, Op.OperandB);
}
private string GetBinaryExprWithNaN(ShaderIrOp Op, string Opr)
{
string A = GetOperExpr(Op, Op.OperandA);
string B = GetOperExpr(Op, Op.OperandB);
string NaNCheck =
" || isnan(" + A + ")" +
" || isnan(" + B + ")";
return A + " " + Opr + " " + B + NaNCheck;
}
private string GetTernaryExpr(ShaderIrOp Op, string Opr1, string Opr2)
{
return GetOperExpr(Op, Op.OperandA) + " " + Opr1 + " " +
GetOperExpr(Op, Op.OperandB) + " " + Opr2 + " " +
GetOperExpr(Op, Op.OperandC);
}
private string GetTexSamplerName(ShaderIrOp Op)
{
ShaderIrOperImm Node = (ShaderIrOperImm)Op.OperandC;
int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
if (!Decl.Textures.TryGetValue(Handle, out ShaderDeclInfo DeclInfo))
{
throw new InvalidOperationException();
}
return DeclInfo.Name;
}
private string GetTexSamplerCoords(ShaderIrOp Op)
{
return "vec2(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ")";
}
private string GetITexSamplerCoords(ShaderIrOp Op)
{
return "ivec2(" + GetOperExpr(Op, Op.OperandA) + ", " +
GetOperExpr(Op, Op.OperandB) + ")";
}
private string GetOperExpr(ShaderIrOp Op, ShaderIrNode Oper)
{
return GetExprWithCast(Op, Oper, GetSrcExpr(Oper));
}
private static string GetExprWithCast(ShaderIrNode Dst, ShaderIrNode Src, string Expr)
{
//Note: The "DstType" (of the cast) is the type that the operation
//uses on the source operands, while the "SrcType" is the destination
//type of the operand result (if it is a operation) or just the type
//of the variable for registers/uniforms/attributes.
OperType DstType = GetSrcNodeType(Dst);
OperType SrcType = GetDstNodeType(Src);
if (DstType != SrcType)
{
//Check for invalid casts
//(like bool to int/float and others).
if (SrcType != OperType.F32 &&
SrcType != OperType.I32)
{
throw new InvalidOperationException();
}
switch (Src)
{
case ShaderIrOperGpr Gpr:
{
//When the Gpr is ZR, just return the 0 value directly,
//since the float encoding for 0 is 0.
if (Gpr.IsConst)
{
return "0";
}
break;
}
case ShaderIrOperImm Imm:
{
//For integer immediates being used as float,
//it's better (for readability) to just return the float value.
if (DstType == OperType.F32)
{
float Value = BitConverter.Int32BitsToSingle(Imm.Value);
if (!float.IsNaN(Value) && !float.IsInfinity(Value))
{
return Value.ToString(CultureInfo.InvariantCulture);
}
}
break;
}
}
switch (DstType)
{
case OperType.F32: Expr = "intBitsToFloat(" + Expr + ")"; break;
case OperType.I32: Expr = "floatBitsToInt(" + Expr + ")"; break;
}
}
return Expr;
}
private static OperType GetDstNodeType(ShaderIrNode Node)
{
//Special case instructions with the result type different
//from the input types (like integer <-> float conversion) here.
if (Node is ShaderIrOp Op)
{
switch (Op.Inst)
{
case ShaderIrInst.Stof:
case ShaderIrInst.Txlf:
case ShaderIrInst.Utof:
return OperType.F32;
case ShaderIrInst.Ftos:
case ShaderIrInst.Ftou:
return OperType.I32;
}
}
return GetSrcNodeType(Node);
}
private static OperType GetSrcNodeType(ShaderIrNode Node)
{
switch (Node)
{
case ShaderIrOperAbuf Abuf:
return Abuf.Offs == GlslDecl.VertexIdAttr ||
Abuf.Offs == GlslDecl.InstanceIdAttr
? OperType.I32
: OperType.F32;
case ShaderIrOperCbuf Cbuf: return OperType.F32;
case ShaderIrOperGpr Gpr: return OperType.F32;
case ShaderIrOperImm Imm: return OperType.I32;
case ShaderIrOperImmf Immf: return OperType.F32;
case ShaderIrOperPred Pred: return OperType.Bool;
case ShaderIrOp Op:
if (Op.Inst > ShaderIrInst.B_Start &&
Op.Inst < ShaderIrInst.B_End)
{
return OperType.Bool;
}
else if (Op.Inst > ShaderIrInst.F_Start &&
Op.Inst < ShaderIrInst.F_End)
{
return OperType.F32;
}
else if (Op.Inst > ShaderIrInst.I_Start &&
Op.Inst < ShaderIrInst.I_End)
{
return OperType.I32;
}
break;
}
throw new ArgumentException(nameof(Node));
}
}
}