Remove the old shader translator
This commit is contained in:
parent
9c162befb3
commit
33390035c4
54 changed files with 234 additions and 6282 deletions
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@ -1,3 +1,4 @@
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using Ryujinx.Graphics.Shader;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal
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@ -8,8 +9,8 @@ namespace Ryujinx.Graphics.Gal
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void Create(IGalMemory memory, long vpAPos, long key, GalShaderType type);
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IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long key);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long key);
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IEnumerable<CBufferDescriptor> GetConstBufferUsage(long key);
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IEnumerable<TextureDescriptor> GetTextureUsage(long key);
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void Bind(long key);
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@ -1,4 +1,5 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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@ -529,9 +530,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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if (stage != null)
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{
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foreach (ShaderDeclInfo declInfo in stage.ConstBufferUsage)
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foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
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{
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long key = New.ConstBufferKeys[(int)stage.Type][declInfo.Cbuf];
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long key = New.ConstBufferKeys[(int)stage.Type][desc.Slot];
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if (key != 0 && _buffer.TryGetUbo(key, out int uboHandle))
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{
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@ -1,5 +1,6 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Gal.Shader;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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@ -51,9 +52,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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bool isDualVp,
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GalShaderType type)
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{
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GlslProgram program;
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GlslDecompiler decompiler = new GlslDecompiler(OglLimit.MaxUboSize, OglExtension.NvidiaDriver);
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ShaderProgram program;
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int shaderDumpIndex = ShaderDumper.DumpIndex;
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@ -62,13 +61,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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ShaderDumper.Dump(memory, position, type, "a");
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ShaderDumper.Dump(memory, positionB, type, "b");
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program = decompiler.Decompile(memory, position, positionB, type);
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//TODO: Dual vertex programs support.
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program = Translator.Translate(memory, (ulong)position, type);
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}
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else
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{
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ShaderDumper.Dump(memory, position, type);
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program = decompiler.Decompile(memory, position, type);
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program = Translator.Translate(memory, (ulong)position, type);
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}
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string code = program.Code;
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@ -78,27 +78,27 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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code = "//Shader " + shaderDumpIndex + Environment.NewLine + code;
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}
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return new OglShaderStage(type, code, program.Uniforms, program.Textures);
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return new OglShaderStage(type, code, program.Info.CBuffers, program.Info.Textures);
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}
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public IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long key)
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public IEnumerable<CBufferDescriptor> GetConstBufferUsage(long key)
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{
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if (_stages.TryGetValue(key, out OglShaderStage stage))
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{
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return stage.ConstBufferUsage;
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}
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return Enumerable.Empty<ShaderDeclInfo>();
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return Enumerable.Empty<CBufferDescriptor>();
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long key)
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public IEnumerable<TextureDescriptor> GetTextureUsage(long key)
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{
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if (_stages.TryGetValue(key, out OglShaderStage stage))
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{
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return stage.TextureUsage;
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}
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return Enumerable.Empty<ShaderDeclInfo>();
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return Enumerable.Empty<TextureDescriptor>();
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}
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public unsafe void SetExtraData(float flipX, float flipY, int instance)
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@ -211,7 +211,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private void BindUniformBlocks(int programHandle)
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{
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int extraBlockindex = GL.GetUniformBlockIndex(programHandle, GlslDecl.ExtraUniformBlockName);
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int extraBlockindex = GL.GetUniformBlockIndex(programHandle, "Extra");
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GL.UniformBlockBinding(programHandle, extraBlockindex, 0);
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@ -221,14 +221,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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if (stage != null)
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{
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foreach (ShaderDeclInfo declInfo in stage.ConstBufferUsage)
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foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
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{
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int blockIndex = GL.GetUniformBlockIndex(programHandle, declInfo.Name);
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int blockIndex = GL.GetUniformBlockIndex(programHandle, desc.Name);
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if (blockIndex < 0)
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{
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//This may be fine, the compiler may optimize away unused uniform buffers,
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//and in this case the above call would return -1 as the buffer has been
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//optimized away.
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continue;
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//It is expected that its found, if it's not then driver might be in a malfunction
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throw new InvalidOperationException();
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//throw new InvalidOperationException();
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}
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GL.UniformBlockBinding(programHandle, blockIndex, freeBinding);
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@ -253,9 +258,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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if (stage != null)
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{
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foreach (ShaderDeclInfo decl in stage.TextureUsage)
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foreach (TextureDescriptor desc in stage.TextureUsage)
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{
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int location = GL.GetUniformLocation(programHandle, decl.Name);
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int location = GL.GetUniformLocation(programHandle, desc.Name);
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GL.Uniform1(location, index);
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@ -1,4 +1,5 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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@ -23,14 +24,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public string Code { get; private set; }
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public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
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public IEnumerable<CBufferDescriptor> ConstBufferUsage { get; private set; }
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public IEnumerable<TextureDescriptor> TextureUsage { get; private set; }
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public OglShaderStage(
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GalShaderType type,
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string code,
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IEnumerable<ShaderDeclInfo> constBufferUsage,
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IEnumerable<ShaderDeclInfo> textureUsage)
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GalShaderType type,
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string code,
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IEnumerable<CBufferDescriptor> constBufferUsage,
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IEnumerable<TextureDescriptor> textureUsage)
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{
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Type = type;
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Code = code;
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@ -1,420 +0,0 @@
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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class GlslDecl
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{
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public const int LayerAttr = 0x064;
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public const int PointSizeAttr = 0x06c;
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public const int PointCoordAttrX = 0x2e0;
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public const int PointCoordAttrY = 0x2e4;
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public const int TessCoordAttrX = 0x2f0;
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public const int TessCoordAttrY = 0x2f4;
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public const int TessCoordAttrZ = 0x2f8;
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public const int InstanceIdAttr = 0x2f8;
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public const int VertexIdAttr = 0x2fc;
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public const int FaceAttr = 0x3fc;
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public const int GlPositionVec4Index = 7;
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public const int PositionOutAttrLocation = 15;
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private const int AttrStartIndex = 8;
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private const int TexStartIndex = 8;
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public const string PositionOutAttrName = "position";
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private const string TextureName = "tex";
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private const string UniformName = "c";
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private const string AttrName = "attr";
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private const string InAttrName = "in_" + AttrName;
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private const string OutAttrName = "out_" + AttrName;
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private const string GprName = "gpr";
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private const string PredName = "pred";
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public const string FragmentOutputName = "FragColor";
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public const string ExtraUniformBlockName = "Extra";
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public const string FlipUniformName = "flip";
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public const string InstanceUniformName = "instance";
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public const string BasicBlockName = "bb";
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public const string BasicBlockAName = BasicBlockName + "_a";
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public const string BasicBlockBName = BasicBlockName + "_b";
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public const int SsyStackSize = 16;
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public const string SsyStackName = "ssy_stack";
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public const string SsyCursorName = "ssy_cursor";
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private string[] _stagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
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private string _stagePrefix;
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private Dictionary<ShaderIrOp, ShaderDeclInfo> m_CbTextures;
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private Dictionary<int, ShaderDeclInfo> m_Textures;
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private Dictionary<int, ShaderDeclInfo> m_Uniforms;
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private Dictionary<int, ShaderDeclInfo> m_Attributes;
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private Dictionary<int, ShaderDeclInfo> m_InAttributes;
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private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
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private Dictionary<int, ShaderDeclInfo> m_Gprs;
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private Dictionary<int, ShaderDeclInfo> m_GprsHalf;
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private Dictionary<int, ShaderDeclInfo> m_Preds;
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public IReadOnlyDictionary<ShaderIrOp, ShaderDeclInfo> CbTextures => m_CbTextures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Gprs => m_Gprs;
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public IReadOnlyDictionary<int, ShaderDeclInfo> GprsHalf => m_GprsHalf;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Preds => m_Preds;
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public GalShaderType ShaderType { get; private set; }
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private GlslDecl(GalShaderType shaderType)
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{
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ShaderType = shaderType;
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m_CbTextures = new Dictionary<ShaderIrOp, ShaderDeclInfo>();
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m_Textures = new Dictionary<int, ShaderDeclInfo>();
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m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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m_Attributes = new Dictionary<int, ShaderDeclInfo>();
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m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
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m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
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m_Gprs = new Dictionary<int, ShaderDeclInfo>();
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m_GprsHalf = new Dictionary<int, ShaderDeclInfo>();
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m_Preds = new Dictionary<int, ShaderDeclInfo>();
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}
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public GlslDecl(ShaderIrBlock[] blocks, GalShaderType shaderType, ShaderHeader header) : this(shaderType)
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{
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_stagePrefix = _stagePrefixes[(int)shaderType] + "_";
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if (shaderType == GalShaderType.Fragment)
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{
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int index = 0;
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for (int attachment = 0; attachment < 8; attachment++)
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{
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for (int component = 0; component < 4; component++)
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{
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if (header.OmapTargets[attachment].ComponentEnabled(component))
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{
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m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
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index++;
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}
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}
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}
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if (header.OmapDepth)
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{
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index = header.DepthRegister;
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m_Gprs.TryAdd(index, new ShaderDeclInfo(GetGprName(index), index));
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}
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}
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foreach (ShaderIrBlock block in blocks)
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{
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ShaderIrNode[] nodes = block.GetNodes();
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foreach (ShaderIrNode node in nodes)
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{
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Traverse(nodes, null, node);
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}
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}
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}
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public static GlslDecl Merge(GlslDecl vpA, GlslDecl vpB)
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{
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GlslDecl combined = new GlslDecl(GalShaderType.Vertex);
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Merge(combined.m_Textures, vpA.m_Textures, vpB.m_Textures);
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Merge(combined.m_Uniforms, vpA.m_Uniforms, vpB.m_Uniforms);
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Merge(combined.m_Attributes, vpA.m_Attributes, vpB.m_Attributes);
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Merge(combined.m_OutAttributes, vpA.m_OutAttributes, vpB.m_OutAttributes);
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Merge(combined.m_Gprs, vpA.m_Gprs, vpB.m_Gprs);
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Merge(combined.m_GprsHalf, vpA.m_GprsHalf, vpB.m_GprsHalf);
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Merge(combined.m_Preds, vpA.m_Preds, vpB.m_Preds);
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//Merge input attributes.
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foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpA.m_InAttributes)
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{
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combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> kv in vpB.m_InAttributes)
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{
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//If Vertex Program A already writes to this attribute,
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//then we don't need to add it as an input attribute since
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//Vertex Program A will already have written to it anyway,
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//and there's no guarantee that there is an input attribute
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//for this slot.
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if (!vpA.m_OutAttributes.ContainsKey(kv.Key))
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{
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combined.m_InAttributes.TryAdd(kv.Key, kv.Value);
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}
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}
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return combined;
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}
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public static string GetGprName(int index)
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{
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return GprName + index;
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}
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private static void Merge(
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Dictionary<int, ShaderDeclInfo> c,
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Dictionary<int, ShaderDeclInfo> a,
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Dictionary<int, ShaderDeclInfo> b)
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{
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foreach (KeyValuePair<int, ShaderDeclInfo> kv in a)
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{
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c.TryAdd(kv.Key, kv.Value);
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> kv in b)
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{
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c.TryAdd(kv.Key, kv.Value);
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}
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}
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private void Traverse(ShaderIrNode[] nodes, ShaderIrNode parent, ShaderIrNode node)
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{
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switch (node)
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{
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case ShaderIrAsg asg:
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{
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Traverse(nodes, asg, asg.Dst);
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Traverse(nodes, asg, asg.Src);
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break;
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}
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case ShaderIrCond cond:
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{
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Traverse(nodes, cond, cond.Pred);
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Traverse(nodes, cond, cond.Child);
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break;
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}
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case ShaderIrOp op:
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{
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Traverse(nodes, op, op.OperandA);
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Traverse(nodes, op, op.OperandB);
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Traverse(nodes, op, op.OperandC);
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if (op.Inst == ShaderIrInst.Texq ||
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op.Inst == ShaderIrInst.Texs ||
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op.Inst == ShaderIrInst.Tld4 ||
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op.Inst == ShaderIrInst.Txlf)
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{
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int handle = ((ShaderIrOperImm)op.OperandC).Value;
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int index = handle - TexStartIndex;
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string name = _stagePrefix + TextureName + index;
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GalTextureTarget textureTarget;
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TextureInstructionSuffix textureInstructionSuffix;
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// TODO: Non 2D texture type for TEXQ?
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if (op.Inst == ShaderIrInst.Texq)
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{
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textureTarget = GalTextureTarget.TwoD;
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textureInstructionSuffix = TextureInstructionSuffix.None;
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}
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else
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{
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ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
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textureTarget = meta.TextureTarget;
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textureInstructionSuffix = meta.TextureInstructionSuffix;
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}
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m_Textures.TryAdd(handle, new ShaderDeclInfo(name, handle, false, 0, 1, textureTarget, textureInstructionSuffix));
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}
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else if (op.Inst == ShaderIrInst.Texb)
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{
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ShaderIrNode handleSrc = null;
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int index = Array.IndexOf(nodes, parent) - 1;
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for (; index >= 0; index--)
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{
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ShaderIrNode curr = nodes[index];
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if (curr is ShaderIrAsg asg && asg.Dst is ShaderIrOperGpr gpr)
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{
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if (gpr.Index == ((ShaderIrOperGpr)op.OperandC).Index)
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{
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handleSrc = asg.Src;
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break;
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}
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}
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}
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if (handleSrc != null && handleSrc is ShaderIrOperCbuf cbuf)
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{
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ShaderIrMetaTex meta = ((ShaderIrMetaTex)op.MetaData);
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string name = _stagePrefix + TextureName + "_cb" + cbuf.Index + "_" + cbuf.Pos;
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m_CbTextures.Add(op, new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index, 1, meta.TextureTarget, meta.TextureInstructionSuffix));
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}
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else
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{
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throw new NotImplementedException("Shader TEX.B instruction is not fully supported!");
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}
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}
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break;
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}
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case ShaderIrOperCbuf cbuf:
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{
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if (!m_Uniforms.ContainsKey(cbuf.Index))
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{
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string name = _stagePrefix + UniformName + cbuf.Index;
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ShaderDeclInfo declInfo = new ShaderDeclInfo(name, cbuf.Pos, true, cbuf.Index);
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m_Uniforms.Add(cbuf.Index, declInfo);
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}
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break;
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}
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case ShaderIrOperAbuf abuf:
|
||||
{
|
||||
//This is a built-in variable.
|
||||
if (abuf.Offs == LayerAttr ||
|
||||
abuf.Offs == PointSizeAttr ||
|
||||
abuf.Offs == PointCoordAttrX ||
|
||||
abuf.Offs == PointCoordAttrY ||
|
||||
abuf.Offs == VertexIdAttr ||
|
||||
abuf.Offs == InstanceIdAttr ||
|
||||
abuf.Offs == FaceAttr)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
int index = abuf.Offs >> 4;
|
||||
int elem = (abuf.Offs >> 2) & 3;
|
||||
|
||||
int glslIndex = index - AttrStartIndex;
|
||||
|
||||
if (glslIndex < 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ShaderDeclInfo declInfo;
|
||||
|
||||
if (parent is ShaderIrAsg asg && asg.Dst == node)
|
||||
{
|
||||
if (!m_OutAttributes.TryGetValue(index, out declInfo))
|
||||
{
|
||||
declInfo = new ShaderDeclInfo(OutAttrName + glslIndex, glslIndex);
|
||||
|
||||
m_OutAttributes.Add(index, declInfo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!m_InAttributes.TryGetValue(index, out declInfo))
|
||||
{
|
||||
declInfo = new ShaderDeclInfo(InAttrName + glslIndex, glslIndex);
|
||||
|
||||
m_InAttributes.Add(index, declInfo);
|
||||
}
|
||||
}
|
||||
|
||||
declInfo.Enlarge(elem + 1);
|
||||
|
||||
if (!m_Attributes.ContainsKey(index))
|
||||
{
|
||||
declInfo = new ShaderDeclInfo(AttrName + glslIndex, glslIndex, false, 0, 4);
|
||||
|
||||
m_Attributes.Add(index, declInfo);
|
||||
}
|
||||
|
||||
Traverse(nodes, abuf, abuf.Vertex);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ShaderIrOperGpr gpr:
|
||||
{
|
||||
if (!gpr.IsConst)
|
||||
{
|
||||
string name = GetGprName(gpr.Index);
|
||||
|
||||
if (gpr.RegisterSize == ShaderRegisterSize.Single)
|
||||
{
|
||||
m_Gprs.TryAdd(gpr.Index, new ShaderDeclInfo(name, gpr.Index));
|
||||
}
|
||||
else if (gpr.RegisterSize == ShaderRegisterSize.Half)
|
||||
{
|
||||
name += "_h" + gpr.HalfPart;
|
||||
|
||||
m_GprsHalf.TryAdd((gpr.Index << 1) | gpr.HalfPart, new ShaderDeclInfo(name, gpr.Index));
|
||||
}
|
||||
else /* if (Gpr.RegisterSize == ShaderRegisterSize.Double) */
|
||||
{
|
||||
throw new NotImplementedException("Double types are not supported.");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ShaderIrOperPred pred:
|
||||
{
|
||||
if (!pred.IsConst && !HasName(m_Preds, pred.Index))
|
||||
{
|
||||
string name = PredName + pred.Index;
|
||||
|
||||
m_Preds.TryAdd(pred.Index, new ShaderDeclInfo(name, pred.Index));
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasName(Dictionary<int, ShaderDeclInfo> decls, int index)
|
||||
{
|
||||
//This is used to check if the dictionary already contains
|
||||
//a entry for a vector at a given index position.
|
||||
//Used to enable turning gprs into vectors.
|
||||
int vecIndex = index & ~3;
|
||||
|
||||
if (decls.TryGetValue(vecIndex, out ShaderDeclInfo declInfo))
|
||||
{
|
||||
if (declInfo.Size > 1 && index < vecIndex + declInfo.Size)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return decls.ContainsKey(index);
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load diff
|
@ -1,22 +0,0 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
public struct GlslProgram
|
||||
{
|
||||
public string Code { get; private set; }
|
||||
|
||||
public IEnumerable<ShaderDeclInfo> Textures { get; private set; }
|
||||
public IEnumerable<ShaderDeclInfo> Uniforms { get; private set; }
|
||||
|
||||
public GlslProgram(
|
||||
string code,
|
||||
IEnumerable<ShaderDeclInfo> textures,
|
||||
IEnumerable<ShaderDeclInfo> uniforms)
|
||||
{
|
||||
Code = code;
|
||||
Textures = textures;
|
||||
Uniforms = uniforms;
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load diff
|
@ -1,57 +0,0 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
public static void Bra(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
if ((opCode & 0x20) != 0)
|
||||
{
|
||||
//This reads the target offset from the constant buffer.
|
||||
//Almost impossible to support with GLSL.
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, imm)));
|
||||
}
|
||||
|
||||
public static void Exit(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
int cCode = (int)opCode & 0x1f;
|
||||
|
||||
//TODO: Figure out what the other condition codes mean...
|
||||
if (cCode == 0xf)
|
||||
{
|
||||
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
|
||||
}
|
||||
}
|
||||
|
||||
public static void Kil(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
|
||||
}
|
||||
|
||||
public static void Ssy(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
if ((opCode & 0x20) != 0)
|
||||
{
|
||||
//This reads the target offset from the constant buffer.
|
||||
//Almost impossible to support with GLSL.
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
|
||||
|
||||
block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, imm));
|
||||
}
|
||||
|
||||
public static void Sync(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
//TODO: Implement Sync condition codes
|
||||
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
delegate void ShaderDecodeFunc(ShaderIrBlock block, long opCode, int position);
|
||||
}
|
|
@ -1,78 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static class ShaderDecodeHelper
|
||||
{
|
||||
private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
|
||||
private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
|
||||
|
||||
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode node, bool abs, bool neg)
|
||||
{
|
||||
return GetAluFneg(GetAluFabs(node, abs), neg);
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetAluFabs(ShaderIrNode node, bool abs)
|
||||
{
|
||||
return abs ? new ShaderIrOp(ShaderIrInst.Fabs, node) : node;
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetAluFneg(ShaderIrNode node, bool neg)
|
||||
{
|
||||
return neg ? new ShaderIrOp(ShaderIrInst.Fneg, node) : node;
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetAluFsat(ShaderIrNode node, bool sat)
|
||||
{
|
||||
return sat ? new ShaderIrOp(ShaderIrInst.Fclamp, node, ImmfZero, ImmfOne) : node;
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode node, bool abs, bool neg)
|
||||
{
|
||||
return GetAluIneg(GetAluIabs(node, abs), neg);
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetAluIabs(ShaderIrNode node, bool abs)
|
||||
{
|
||||
return abs ? new ShaderIrOp(ShaderIrInst.Abs, node) : node;
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetAluIneg(ShaderIrNode node, bool neg)
|
||||
{
|
||||
return neg ? new ShaderIrOp(ShaderIrInst.Neg, node) : node;
|
||||
}
|
||||
|
||||
public static ShaderIrNode GetAluNot(ShaderIrNode node, bool not)
|
||||
{
|
||||
return not ? new ShaderIrOp(ShaderIrInst.Not, node) : node;
|
||||
}
|
||||
|
||||
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, int size)
|
||||
{
|
||||
int shift = 32 - size;
|
||||
|
||||
ShaderIrInst rightShift = signed
|
||||
? ShaderIrInst.Asr
|
||||
: ShaderIrInst.Lsr;
|
||||
|
||||
node = new ShaderIrOp(ShaderIrInst.Lsl, node, new ShaderIrOperImm(shift));
|
||||
node = new ShaderIrOp(rightShift, node, new ShaderIrOperImm(shift));
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, ShaderIrNode size)
|
||||
{
|
||||
ShaderIrOperImm wordSize = new ShaderIrOperImm(32);
|
||||
|
||||
ShaderIrOp shift = new ShaderIrOp(ShaderIrInst.Sub, wordSize, size);
|
||||
|
||||
ShaderIrInst rightShift = signed
|
||||
? ShaderIrInst.Asr
|
||||
: ShaderIrInst.Lsr;
|
||||
|
||||
node = new ShaderIrOp(ShaderIrInst.Lsl, node, shift);
|
||||
node = new ShaderIrOp(rightShift, node, shift);
|
||||
|
||||
return node;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,878 +0,0 @@
|
|||
using Ryujinx.Graphics.Texture;
|
||||
using System;
|
||||
|
||||
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
// ReSharper disable InconsistentNaming
|
||||
private const int ____ = 0x0;
|
||||
private const int R___ = 0x1;
|
||||
private const int _G__ = 0x2;
|
||||
private const int RG__ = 0x3;
|
||||
private const int __B_ = 0x4;
|
||||
private const int RGB_ = 0x7;
|
||||
private const int ___A = 0x8;
|
||||
private const int R__A = 0x9;
|
||||
private const int _G_A = 0xa;
|
||||
private const int RG_A = 0xb;
|
||||
private const int __BA = 0xc;
|
||||
private const int R_BA = 0xd;
|
||||
private const int _GBA = 0xe;
|
||||
private const int RGBA = 0xf;
|
||||
// ReSharper restore InconsistentNaming
|
||||
|
||||
private static int[,] _maskLut = new int[,]
|
||||
{
|
||||
{ ____, ____, ____, ____, ____, ____, ____, ____ },
|
||||
{ R___, _G__, __B_, ___A, RG__, R__A, _G_A, __BA },
|
||||
{ R___, _G__, __B_, ___A, RG__, ____, ____, ____ },
|
||||
{ RGB_, RG_A, R_BA, _GBA, RGBA, ____, ____, ____ }
|
||||
};
|
||||
|
||||
private static GalTextureTarget TexToTextureTarget(int texType, bool isArray)
|
||||
{
|
||||
switch (texType)
|
||||
{
|
||||
case 0:
|
||||
return isArray ? GalTextureTarget.OneDArray : GalTextureTarget.OneD;
|
||||
case 2:
|
||||
return isArray ? GalTextureTarget.TwoDArray : GalTextureTarget.TwoD;
|
||||
case 4:
|
||||
if (isArray)
|
||||
throw new InvalidOperationException("ARRAY bit set on a TEX with 3D texture!");
|
||||
return GalTextureTarget.ThreeD;
|
||||
case 6:
|
||||
return isArray ? GalTextureTarget.CubeArray : GalTextureTarget.CubeMap;
|
||||
default:
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
|
||||
private static GalTextureTarget TexsToTextureTarget(int texType)
|
||||
{
|
||||
switch (texType)
|
||||
{
|
||||
case 0:
|
||||
return GalTextureTarget.OneD;
|
||||
case 2:
|
||||
case 4:
|
||||
case 6:
|
||||
case 8:
|
||||
case 0xa:
|
||||
case 0xc:
|
||||
return GalTextureTarget.TwoD;
|
||||
case 0xe:
|
||||
case 0x10:
|
||||
case 0x12:
|
||||
return GalTextureTarget.TwoDArray;
|
||||
case 0x14:
|
||||
case 0x16:
|
||||
return GalTextureTarget.ThreeD;
|
||||
case 0x18:
|
||||
case 0x1a:
|
||||
return GalTextureTarget.CubeMap;
|
||||
default:
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
|
||||
public static GalTextureTarget TldsToTextureTarget(int texType)
|
||||
{
|
||||
switch (texType)
|
||||
{
|
||||
case 0:
|
||||
case 2:
|
||||
return GalTextureTarget.OneD;
|
||||
case 4:
|
||||
case 8:
|
||||
case 0xa:
|
||||
case 0xc:
|
||||
case 0x18:
|
||||
return GalTextureTarget.TwoD;
|
||||
case 0x10:
|
||||
return GalTextureTarget.TwoDArray;
|
||||
case 0xe:
|
||||
return GalTextureTarget.ThreeD;
|
||||
default:
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Ld_A(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
ShaderIrNode[] opers = opCode.Abuf20();
|
||||
|
||||
//Used by GS
|
||||
ShaderIrOperGpr vertex = opCode.Gpr39();
|
||||
|
||||
int index = 0;
|
||||
|
||||
foreach (ShaderIrNode operA in opers)
|
||||
{
|
||||
ShaderIrOperGpr operD = opCode.Gpr0();
|
||||
|
||||
operD.Index += index++;
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(operD, operA)));
|
||||
}
|
||||
}
|
||||
|
||||
public static void Ld_C(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
int cbufPos = opCode.Read(22, 0x3fff);
|
||||
int cbufIndex = opCode.Read(36, 0x1f);
|
||||
int type = opCode.Read(48, 7);
|
||||
|
||||
if (type > 5)
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
ShaderIrOperGpr temp = ShaderIrOperGpr.MakeTemporary();
|
||||
|
||||
block.AddNode(new ShaderIrAsg(temp, opCode.Gpr8()));
|
||||
|
||||
int count = type == 5 ? 2 : 1;
|
||||
|
||||
for (int index = 0; index < count; index++)
|
||||
{
|
||||
ShaderIrOperCbuf operA = new ShaderIrOperCbuf(cbufIndex, cbufPos, temp);
|
||||
|
||||
ShaderIrOperGpr operD = opCode.Gpr0();
|
||||
|
||||
operA.Pos += index;
|
||||
operD.Index += index;
|
||||
|
||||
if (!operD.IsValidRegister)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
ShaderIrNode node = operA;
|
||||
|
||||
if (type < 4)
|
||||
{
|
||||
//This is a 8 or 16 bits type.
|
||||
bool signed = (type & 1) != 0;
|
||||
|
||||
int size = 8 << (type >> 1);
|
||||
|
||||
node = ExtendTo32(node, signed, size);
|
||||
}
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(operD, node)));
|
||||
}
|
||||
}
|
||||
|
||||
public static void St_A(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
ShaderIrNode[] opers = opCode.Abuf20();
|
||||
|
||||
int index = 0;
|
||||
|
||||
foreach (ShaderIrNode operA in opers)
|
||||
{
|
||||
ShaderIrOperGpr operD = opCode.Gpr0();
|
||||
|
||||
operD.Index += index++;
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(operA, operD)));
|
||||
}
|
||||
}
|
||||
|
||||
public static void Texq(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
ShaderIrNode operD = opCode.Gpr0();
|
||||
ShaderIrNode operA = opCode.Gpr8();
|
||||
|
||||
ShaderTexqInfo info = (ShaderTexqInfo)(opCode.Read(22, 0x1f));
|
||||
|
||||
ShaderIrMetaTexq meta0 = new ShaderIrMetaTexq(info, 0);
|
||||
ShaderIrMetaTexq meta1 = new ShaderIrMetaTexq(info, 1);
|
||||
|
||||
ShaderIrNode operC = opCode.Imm13_36();
|
||||
|
||||
ShaderIrOp op0 = new ShaderIrOp(ShaderIrInst.Texq, operA, null, operC, meta0);
|
||||
ShaderIrOp op1 = new ShaderIrOp(ShaderIrInst.Texq, operA, null, operC, meta1);
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(operD, op0)));
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(operA, op1))); //Is this right?
|
||||
}
|
||||
|
||||
public static void Tex(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
TextureInstructionSuffix suffix;
|
||||
|
||||
int rawSuffix = opCode.Read(0x34, 0x38);
|
||||
|
||||
switch (rawSuffix)
|
||||
{
|
||||
case 0:
|
||||
suffix = TextureInstructionSuffix.None;
|
||||
break;
|
||||
case 0x8:
|
||||
suffix = TextureInstructionSuffix.Lz;
|
||||
break;
|
||||
case 0x10:
|
||||
suffix = TextureInstructionSuffix.Lb;
|
||||
break;
|
||||
case 0x18:
|
||||
suffix = TextureInstructionSuffix.Ll;
|
||||
break;
|
||||
case 0x30:
|
||||
suffix = TextureInstructionSuffix.Lba;
|
||||
break;
|
||||
case 0x38:
|
||||
suffix = TextureInstructionSuffix.Lla;
|
||||
break;
|
||||
default:
|
||||
throw new InvalidOperationException($"Invalid Suffix for TEX instruction {rawSuffix}");
|
||||
}
|
||||
|
||||
bool isOffset = opCode.Read(0x36);
|
||||
|
||||
if (isOffset)
|
||||
suffix |= TextureInstructionSuffix.AOffI;
|
||||
|
||||
EmitTex(block, opCode, suffix, gprHandle: false);
|
||||
}
|
||||
|
||||
public static void Tex_B(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
TextureInstructionSuffix suffix;
|
||||
|
||||
int rawSuffix = opCode.Read(0x24, 0xe);
|
||||
|
||||
switch (rawSuffix)
|
||||
{
|
||||
case 0:
|
||||
suffix = TextureInstructionSuffix.None;
|
||||
break;
|
||||
case 0x2:
|
||||
suffix = TextureInstructionSuffix.Lz;
|
||||
break;
|
||||
case 0x4:
|
||||
suffix = TextureInstructionSuffix.Lb;
|
||||
break;
|
||||
case 0x6:
|
||||
suffix = TextureInstructionSuffix.Ll;
|
||||
break;
|
||||
case 0xc:
|
||||
suffix = TextureInstructionSuffix.Lba;
|
||||
break;
|
||||
case 0xe:
|
||||
suffix = TextureInstructionSuffix.Lla;
|
||||
break;
|
||||
default:
|
||||
throw new InvalidOperationException($"Invalid Suffix for TEX.B instruction {rawSuffix}");
|
||||
}
|
||||
|
||||
bool isOffset = opCode.Read(0x23);
|
||||
|
||||
if (isOffset)
|
||||
suffix |= TextureInstructionSuffix.AOffI;
|
||||
|
||||
EmitTex(block, opCode, suffix, gprHandle: true);
|
||||
}
|
||||
|
||||
private static void EmitTex(ShaderIrBlock block, long opCode, TextureInstructionSuffix textureInstructionSuffix, bool gprHandle)
|
||||
{
|
||||
bool isArray = opCode.HasArray();
|
||||
|
||||
GalTextureTarget textureTarget = TexToTextureTarget(opCode.Read(28, 6), isArray);
|
||||
|
||||
bool hasDepthCompare = opCode.Read(0x32);
|
||||
|
||||
if (hasDepthCompare)
|
||||
{
|
||||
textureInstructionSuffix |= TextureInstructionSuffix.Dc;
|
||||
}
|
||||
|
||||
ShaderIrOperGpr[] coords = new ShaderIrOperGpr[ImageUtils.GetCoordsCountTextureTarget(textureTarget)];
|
||||
|
||||
int indexExtraCoord = 0;
|
||||
|
||||
if (isArray)
|
||||
{
|
||||
indexExtraCoord++;
|
||||
|
||||
coords[coords.Length - 1] = opCode.Gpr8();
|
||||
}
|
||||
|
||||
|
||||
for (int index = 0; index < coords.Length - indexExtraCoord; index++)
|
||||
{
|
||||
ShaderIrOperGpr coordReg = opCode.Gpr8();
|
||||
|
||||
coordReg.Index += index;
|
||||
|
||||
coordReg.Index += indexExtraCoord;
|
||||
|
||||
if (!coordReg.IsValidRegister)
|
||||
{
|
||||
coordReg.Index = ShaderIrOperGpr.ZrIndex;
|
||||
}
|
||||
|
||||
coords[index] = coordReg;
|
||||
}
|
||||
|
||||
int chMask = opCode.Read(31, 0xf);
|
||||
|
||||
ShaderIrOperGpr levelOfDetail = null;
|
||||
ShaderIrOperGpr offset = null;
|
||||
ShaderIrOperGpr depthCompare = null;
|
||||
|
||||
// TODO: determine first argument when TEX.B is used
|
||||
int operBIndex = gprHandle ? 1 : 0;
|
||||
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.Ll) != 0 ||
|
||||
(textureInstructionSuffix & TextureInstructionSuffix.Lb) != 0 ||
|
||||
(textureInstructionSuffix & TextureInstructionSuffix.Lba) != 0 ||
|
||||
(textureInstructionSuffix & TextureInstructionSuffix.Lla) != 0)
|
||||
{
|
||||
levelOfDetail = opCode.Gpr20();
|
||||
levelOfDetail.Index += operBIndex;
|
||||
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.AOffI) != 0)
|
||||
{
|
||||
offset = opCode.Gpr20();
|
||||
offset.Index += operBIndex;
|
||||
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.Dc) != 0)
|
||||
{
|
||||
depthCompare = opCode.Gpr20();
|
||||
depthCompare.Index += operBIndex;
|
||||
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
// ???
|
||||
ShaderIrNode operC = gprHandle
|
||||
? (ShaderIrNode)opCode.Gpr20()
|
||||
: (ShaderIrNode)opCode.Imm13_36();
|
||||
|
||||
ShaderIrInst inst = gprHandle ? ShaderIrInst.Texb : ShaderIrInst.Texs;
|
||||
|
||||
coords = CoordsRegistersToTempRegisters(block, coords);
|
||||
|
||||
int regInc = 0;
|
||||
|
||||
for (int ch = 0; ch < 4; ch++)
|
||||
{
|
||||
if (!IsChannelUsed(chMask, ch))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ShaderIrOperGpr dst = opCode.Gpr0();
|
||||
|
||||
dst.Index += regInc++;
|
||||
|
||||
if (!dst.IsValidRegister || dst.IsConst)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ShaderIrMetaTex meta = new ShaderIrMetaTex(ch, textureTarget, textureInstructionSuffix, coords)
|
||||
{
|
||||
LevelOfDetail = levelOfDetail,
|
||||
Offset = offset,
|
||||
DepthCompare = depthCompare
|
||||
};
|
||||
|
||||
ShaderIrOp op = new ShaderIrOp(inst, coords[0], coords.Length > 1 ? coords[1] : null, operC, meta);
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(dst, op)));
|
||||
}
|
||||
}
|
||||
|
||||
public static void Texs(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
TextureInstructionSuffix suffix;
|
||||
|
||||
int rawSuffix = opCode.Read(0x34, 0x1e);
|
||||
|
||||
switch (rawSuffix)
|
||||
{
|
||||
case 0:
|
||||
case 0x4:
|
||||
case 0x10:
|
||||
case 0x16:
|
||||
suffix = TextureInstructionSuffix.Lz;
|
||||
break;
|
||||
case 0x6:
|
||||
case 0x1a:
|
||||
suffix = TextureInstructionSuffix.Ll;
|
||||
break;
|
||||
case 0x8:
|
||||
suffix = TextureInstructionSuffix.Dc;
|
||||
break;
|
||||
case 0x2:
|
||||
case 0xe:
|
||||
case 0x14:
|
||||
case 0x18:
|
||||
suffix = TextureInstructionSuffix.None;
|
||||
break;
|
||||
case 0xa:
|
||||
suffix = TextureInstructionSuffix.Ll | TextureInstructionSuffix.Dc;
|
||||
break;
|
||||
case 0xc:
|
||||
case 0x12:
|
||||
suffix = TextureInstructionSuffix.Lz | TextureInstructionSuffix.Dc;
|
||||
break;
|
||||
default:
|
||||
throw new InvalidOperationException($"Invalid Suffix for TEXS instruction {rawSuffix}");
|
||||
}
|
||||
|
||||
GalTextureTarget textureTarget = TexsToTextureTarget(opCode.Read(52, 0x1e));
|
||||
|
||||
EmitTexs(block, opCode, ShaderIrInst.Texs, textureTarget, suffix);
|
||||
}
|
||||
|
||||
public static void Tlds(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
TextureInstructionSuffix suffix;
|
||||
|
||||
int rawSuffix = opCode.Read(0x34, 0x1e);
|
||||
|
||||
switch (rawSuffix)
|
||||
{
|
||||
case 0:
|
||||
case 0x4:
|
||||
case 0x8:
|
||||
suffix = TextureInstructionSuffix.Lz | TextureInstructionSuffix.AOffI;
|
||||
break;
|
||||
case 0xc:
|
||||
suffix = TextureInstructionSuffix.Lz | TextureInstructionSuffix.Mz;
|
||||
break;
|
||||
case 0xe:
|
||||
case 0x10:
|
||||
suffix = TextureInstructionSuffix.Lz;
|
||||
break;
|
||||
case 0x2:
|
||||
case 0xa:
|
||||
suffix = TextureInstructionSuffix.Ll;
|
||||
break;
|
||||
case 0x18:
|
||||
suffix = TextureInstructionSuffix.Ll | TextureInstructionSuffix.AOffI;
|
||||
break;
|
||||
default:
|
||||
throw new InvalidOperationException($"Invalid Suffix for TLDS instruction {rawSuffix}");
|
||||
}
|
||||
|
||||
GalTextureTarget textureTarget = TldsToTextureTarget(opCode.Read(52, 0x1e));
|
||||
|
||||
EmitTexs(block, opCode, ShaderIrInst.Txlf, textureTarget, suffix);
|
||||
}
|
||||
|
||||
public static void Tld4(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
TextureInstructionSuffix suffix;
|
||||
|
||||
int rawSuffix = opCode.Read(0x34, 0xc);
|
||||
|
||||
switch (rawSuffix)
|
||||
{
|
||||
case 0:
|
||||
suffix = TextureInstructionSuffix.None;
|
||||
break;
|
||||
case 0x4:
|
||||
suffix = TextureInstructionSuffix.AOffI;
|
||||
break;
|
||||
case 0x8:
|
||||
suffix = TextureInstructionSuffix.Ptp;
|
||||
break;
|
||||
default:
|
||||
throw new InvalidOperationException($"Invalid Suffix for TLD4 instruction {rawSuffix}");
|
||||
}
|
||||
|
||||
bool isShadow = opCode.Read(0x32);
|
||||
|
||||
bool isArray = opCode.HasArray();
|
||||
int chMask = opCode.Read(31, 0xf);
|
||||
|
||||
GalTextureTarget textureTarget = TexToTextureTarget(opCode.Read(28, 6), isArray);
|
||||
|
||||
if (isShadow)
|
||||
{
|
||||
suffix |= TextureInstructionSuffix.Dc;
|
||||
}
|
||||
|
||||
EmitTld4(block, opCode, textureTarget, suffix, chMask, opCode.Read(0x38, 0x3), false);
|
||||
}
|
||||
|
||||
public static void Tld4S(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
TextureInstructionSuffix suffix = TextureInstructionSuffix.None;
|
||||
|
||||
bool isOffset = opCode.Read(0x33);
|
||||
bool isShadow = opCode.Read(0x32);
|
||||
|
||||
if (isOffset)
|
||||
{
|
||||
suffix |= TextureInstructionSuffix.AOffI;
|
||||
}
|
||||
|
||||
if (isShadow)
|
||||
{
|
||||
suffix |= TextureInstructionSuffix.Dc;
|
||||
}
|
||||
|
||||
// TLD4S seems to only support 2D textures with RGBA mask?
|
||||
EmitTld4(block, opCode, GalTextureTarget.TwoD, suffix, RGBA, opCode.Read(0x34, 0x3), true);
|
||||
}
|
||||
|
||||
private static void EmitTexs(ShaderIrBlock block,
|
||||
long opCode,
|
||||
ShaderIrInst inst,
|
||||
GalTextureTarget textureTarget,
|
||||
TextureInstructionSuffix textureInstructionSuffix)
|
||||
{
|
||||
if (inst == ShaderIrInst.Txlf && textureTarget == GalTextureTarget.CubeArray)
|
||||
{
|
||||
throw new InvalidOperationException("TLDS instructions cannot use CUBE modifier!");
|
||||
}
|
||||
|
||||
bool isArray = ImageUtils.IsArray(textureTarget);
|
||||
|
||||
ShaderIrOperGpr[] coords = new ShaderIrOperGpr[ImageUtils.GetCoordsCountTextureTarget(textureTarget)];
|
||||
|
||||
ShaderIrOperGpr operA = opCode.Gpr8();
|
||||
ShaderIrOperGpr operB = opCode.Gpr20();
|
||||
|
||||
ShaderIrOperGpr suffixExtra = opCode.Gpr20();
|
||||
suffixExtra.Index += 1;
|
||||
|
||||
int coordStartIndex = 0;
|
||||
|
||||
if (isArray)
|
||||
{
|
||||
coordStartIndex++;
|
||||
coords[coords.Length - 1] = opCode.Gpr8();
|
||||
}
|
||||
|
||||
switch (coords.Length - coordStartIndex)
|
||||
{
|
||||
case 1:
|
||||
coords[0] = opCode.Gpr8();
|
||||
|
||||
break;
|
||||
case 2:
|
||||
coords[0] = opCode.Gpr8();
|
||||
coords[0].Index += coordStartIndex;
|
||||
|
||||
break;
|
||||
case 3:
|
||||
coords[0] = opCode.Gpr8();
|
||||
coords[0].Index += coordStartIndex;
|
||||
|
||||
coords[1] = opCode.Gpr8();
|
||||
coords[1].Index += 1 + coordStartIndex;
|
||||
|
||||
break;
|
||||
default:
|
||||
throw new NotSupportedException($"{coords.Length - coordStartIndex} coords textures aren't supported in TEXS");
|
||||
}
|
||||
|
||||
int operBIndex = 0;
|
||||
|
||||
ShaderIrOperGpr levelOfDetail = null;
|
||||
ShaderIrOperGpr offset = null;
|
||||
ShaderIrOperGpr depthCompare = null;
|
||||
|
||||
// OperB is always the last value
|
||||
// Not applicable to 1d textures
|
||||
if (coords.Length - coordStartIndex != 1)
|
||||
{
|
||||
coords[coords.Length - coordStartIndex - 1] = operB;
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
// Encoding of TEXS/TLDS is a bit special and change for 2d textures
|
||||
// NOTE: OperA seems to hold at best two args.
|
||||
// On 2D textures, if no suffix need an additional values, Y is stored in OperB, otherwise coords are in OperA and the additional values is in OperB.
|
||||
if (textureInstructionSuffix != TextureInstructionSuffix.None && textureInstructionSuffix != TextureInstructionSuffix.Lz && textureTarget == GalTextureTarget.TwoD)
|
||||
{
|
||||
coords[coords.Length - coordStartIndex - 1] = opCode.Gpr8();
|
||||
coords[coords.Length - coordStartIndex - 1].Index += coords.Length - coordStartIndex - 1;
|
||||
operBIndex--;
|
||||
}
|
||||
|
||||
// TODO: Find what MZ does and what changes about the encoding (Maybe Multisample?)
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.Ll) != 0)
|
||||
{
|
||||
levelOfDetail = opCode.Gpr20();
|
||||
levelOfDetail.Index += operBIndex;
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.AOffI) != 0)
|
||||
{
|
||||
offset = opCode.Gpr20();
|
||||
offset.Index += operBIndex;
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.Dc) != 0)
|
||||
{
|
||||
depthCompare = opCode.Gpr20();
|
||||
depthCompare.Index += operBIndex;
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
int lutIndex;
|
||||
|
||||
lutIndex = !opCode.Gpr0().IsConst ? 1 : 0;
|
||||
lutIndex |= !opCode.Gpr28().IsConst ? 2 : 0;
|
||||
|
||||
if (lutIndex == 0)
|
||||
{
|
||||
//Both destination registers are RZ, do nothing.
|
||||
return;
|
||||
}
|
||||
|
||||
bool fp16 = !opCode.Read(59);
|
||||
|
||||
int dstIncrement = 0;
|
||||
|
||||
ShaderIrOperGpr GetDst()
|
||||
{
|
||||
ShaderIrOperGpr dst;
|
||||
|
||||
if (fp16)
|
||||
{
|
||||
//FP16 mode, two components are packed on the two
|
||||
//halfs of a 32-bits register, as two half-float values.
|
||||
int halfPart = dstIncrement & 1;
|
||||
|
||||
switch (lutIndex)
|
||||
{
|
||||
case 1: dst = opCode.GprHalf0(halfPart); break;
|
||||
case 2: dst = opCode.GprHalf28(halfPart); break;
|
||||
case 3: dst = (dstIncrement >> 1) != 0
|
||||
? opCode.GprHalf28(halfPart)
|
||||
: opCode.GprHalf0(halfPart); break;
|
||||
|
||||
default: throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//32-bits mode, each component uses one register.
|
||||
//Two components uses two consecutive registers.
|
||||
switch (lutIndex)
|
||||
{
|
||||
case 1: dst = opCode.Gpr0(); break;
|
||||
case 2: dst = opCode.Gpr28(); break;
|
||||
case 3: dst = (dstIncrement >> 1) != 0
|
||||
? opCode.Gpr28()
|
||||
: opCode.Gpr0(); break;
|
||||
|
||||
default: throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
dst.Index += dstIncrement & 1;
|
||||
}
|
||||
|
||||
dstIncrement++;
|
||||
|
||||
return dst;
|
||||
}
|
||||
|
||||
int chMask = _maskLut[lutIndex, opCode.Read(50, 7)];
|
||||
|
||||
if (chMask == 0)
|
||||
{
|
||||
//All channels are disabled, do nothing.
|
||||
return;
|
||||
}
|
||||
|
||||
ShaderIrNode operC = opCode.Imm13_36();
|
||||
coords = CoordsRegistersToTempRegisters(block, coords);
|
||||
|
||||
for (int ch = 0; ch < 4; ch++)
|
||||
{
|
||||
if (!IsChannelUsed(chMask, ch))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ShaderIrMetaTex meta = new ShaderIrMetaTex(ch, textureTarget, textureInstructionSuffix, coords)
|
||||
{
|
||||
LevelOfDetail = levelOfDetail,
|
||||
Offset = offset,
|
||||
DepthCompare = depthCompare
|
||||
};
|
||||
ShaderIrOp op = new ShaderIrOp(inst, operA, operB, operC, meta);
|
||||
|
||||
ShaderIrOperGpr dst = GetDst();
|
||||
|
||||
if (dst.IsValidRegister && !dst.IsConst)
|
||||
{
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(dst, op)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void EmitTld4(ShaderIrBlock block, long opCode, GalTextureTarget textureType, TextureInstructionSuffix textureInstructionSuffix, int chMask, int component, bool scalar)
|
||||
{
|
||||
ShaderIrOperGpr operA = opCode.Gpr8();
|
||||
ShaderIrOperGpr operB = opCode.Gpr20();
|
||||
ShaderIrOperImm operC = opCode.Imm13_36();
|
||||
|
||||
ShaderIrOperGpr[] coords = new ShaderIrOperGpr[ImageUtils.GetCoordsCountTextureTarget(textureType)];
|
||||
|
||||
ShaderIrOperGpr offset = null;
|
||||
ShaderIrOperGpr depthCompare = null;
|
||||
|
||||
bool isArray = ImageUtils.IsArray(textureType);
|
||||
|
||||
int operBIndex = 0;
|
||||
|
||||
if (scalar)
|
||||
{
|
||||
int coordStartIndex = 0;
|
||||
|
||||
if (isArray)
|
||||
{
|
||||
coordStartIndex++;
|
||||
coords[coords.Length - 1] = operB;
|
||||
}
|
||||
|
||||
switch (coords.Length - coordStartIndex)
|
||||
{
|
||||
case 1:
|
||||
coords[0] = opCode.Gpr8();
|
||||
|
||||
break;
|
||||
case 2:
|
||||
coords[0] = opCode.Gpr8();
|
||||
coords[0].Index += coordStartIndex;
|
||||
|
||||
break;
|
||||
case 3:
|
||||
coords[0] = opCode.Gpr8();
|
||||
coords[0].Index += coordStartIndex;
|
||||
|
||||
coords[1] = opCode.Gpr8();
|
||||
coords[1].Index += 1 + coordStartIndex;
|
||||
|
||||
break;
|
||||
default:
|
||||
throw new NotSupportedException($"{coords.Length - coordStartIndex} coords textures aren't supported in TLD4S");
|
||||
}
|
||||
|
||||
if (coords.Length - coordStartIndex != 1)
|
||||
{
|
||||
coords[coords.Length - coordStartIndex - 1] = operB;
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
if (textureInstructionSuffix != TextureInstructionSuffix.None && textureType == GalTextureTarget.TwoD)
|
||||
{
|
||||
coords[coords.Length - coordStartIndex - 1] = opCode.Gpr8();
|
||||
coords[coords.Length - coordStartIndex - 1].Index += coords.Length - coordStartIndex - 1;
|
||||
operBIndex--;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int indexExtraCoord = 0;
|
||||
|
||||
if (isArray)
|
||||
{
|
||||
indexExtraCoord++;
|
||||
|
||||
coords[coords.Length - 1] = opCode.Gpr8();
|
||||
}
|
||||
|
||||
for (int index = 0; index < coords.Length - indexExtraCoord; index++)
|
||||
{
|
||||
coords[index] = opCode.Gpr8();
|
||||
|
||||
coords[index].Index += index;
|
||||
|
||||
coords[index].Index += indexExtraCoord;
|
||||
|
||||
if (coords[index].Index > ShaderIrOperGpr.ZrIndex)
|
||||
{
|
||||
coords[index].Index = ShaderIrOperGpr.ZrIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.AOffI) != 0)
|
||||
{
|
||||
offset = opCode.Gpr20();
|
||||
offset.Index += operBIndex;
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
if ((textureInstructionSuffix & TextureInstructionSuffix.Dc) != 0)
|
||||
{
|
||||
depthCompare = opCode.Gpr20();
|
||||
depthCompare.Index += operBIndex;
|
||||
operBIndex++;
|
||||
}
|
||||
|
||||
coords = CoordsRegistersToTempRegisters(block, coords);
|
||||
|
||||
int regInc = 0;
|
||||
|
||||
for (int ch = 0; ch < 4; ch++)
|
||||
{
|
||||
if (!IsChannelUsed(chMask, ch))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ShaderIrOperGpr dst = opCode.Gpr0();
|
||||
|
||||
dst.Index += regInc++;
|
||||
|
||||
if (!dst.IsValidRegister || dst.IsConst)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ShaderIrMetaTex meta = new ShaderIrMetaTex(ch, textureType, textureInstructionSuffix, coords)
|
||||
{
|
||||
Component = component,
|
||||
Offset = offset,
|
||||
DepthCompare = depthCompare
|
||||
};
|
||||
|
||||
ShaderIrOp op = new ShaderIrOp(ShaderIrInst.Tld4, operA, operB, operC, meta);
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(dst, op)));
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsChannelUsed(int chMask, int ch)
|
||||
{
|
||||
return (chMask & (1 << ch)) != 0;
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr[] CoordsRegistersToTempRegisters(ShaderIrBlock block, params ShaderIrOperGpr[] registers)
|
||||
{
|
||||
ShaderIrOperGpr[] res = new ShaderIrOperGpr[registers.Length];
|
||||
|
||||
for (int index = 0; index < res.Length; index++)
|
||||
{
|
||||
res[index] = ShaderIrOperGpr.MakeTemporary(index);
|
||||
block.AddNode(new ShaderIrAsg(res[index], registers[index]));
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,431 +0,0 @@
|
|||
using System;
|
||||
|
||||
using static Ryujinx.Graphics.Gal.Shader.ShaderDecodeHelper;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
private enum IntType
|
||||
{
|
||||
U8 = 0,
|
||||
U16 = 1,
|
||||
U32 = 2,
|
||||
U64 = 3,
|
||||
S8 = 4,
|
||||
S16 = 5,
|
||||
S32 = 6,
|
||||
S64 = 7
|
||||
}
|
||||
|
||||
private enum FloatType
|
||||
{
|
||||
F16 = 1,
|
||||
F32 = 2,
|
||||
F64 = 3
|
||||
}
|
||||
|
||||
public static void F2f_C(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitF2F(block, opCode, ShaderOper.Cr);
|
||||
}
|
||||
|
||||
public static void F2f_I(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitF2F(block, opCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void F2f_R(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitF2F(block, opCode, ShaderOper.Rr);
|
||||
}
|
||||
|
||||
public static void F2i_C(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitF2I(block, opCode, ShaderOper.Cr);
|
||||
}
|
||||
|
||||
public static void F2i_I(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitF2I(block, opCode, ShaderOper.Immf);
|
||||
}
|
||||
|
||||
public static void F2i_R(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitF2I(block, opCode, ShaderOper.Rr);
|
||||
}
|
||||
|
||||
public static void I2f_C(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitI2F(block, opCode, ShaderOper.Cr);
|
||||
}
|
||||
|
||||
public static void I2f_I(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitI2F(block, opCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void I2f_R(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitI2F(block, opCode, ShaderOper.Rr);
|
||||
}
|
||||
|
||||
public static void I2i_C(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitI2I(block, opCode, ShaderOper.Cr);
|
||||
}
|
||||
|
||||
public static void I2i_I(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitI2I(block, opCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void I2i_R(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitI2I(block, opCode, ShaderOper.Rr);
|
||||
}
|
||||
|
||||
public static void Isberd(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
//This instruction seems to be used to translate from an address to a vertex index in a GS
|
||||
//Stub it as such
|
||||
|
||||
block.AddNode(new ShaderIrCmnt("Stubbed."));
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), opCode.Gpr8())));
|
||||
}
|
||||
|
||||
public static void Mov_C(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
ShaderIrOperCbuf cbuf = opCode.Cbuf34();
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), cbuf)));
|
||||
}
|
||||
|
||||
public static void Mov_I(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
ShaderIrOperImm imm = opCode.Imm19_20();
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
|
||||
}
|
||||
|
||||
public static void Mov_I32(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
ShaderIrOperImm imm = opCode.Imm32_20();
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), imm)));
|
||||
}
|
||||
|
||||
public static void Mov_R(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
ShaderIrOperGpr gpr = opCode.Gpr20();
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), gpr)));
|
||||
}
|
||||
|
||||
public static void Sel_C(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitSel(block, opCode, ShaderOper.Cr);
|
||||
}
|
||||
|
||||
public static void Sel_I(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitSel(block, opCode, ShaderOper.Imm);
|
||||
}
|
||||
|
||||
public static void Sel_R(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
EmitSel(block, opCode, ShaderOper.Rr);
|
||||
}
|
||||
|
||||
public static void Mov_S(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
block.AddNode(new ShaderIrCmnt("Stubbed."));
|
||||
|
||||
//Zero is used as a special number to get a valid "0 * 0 + VertexIndex" in a GS
|
||||
ShaderIrNode source = new ShaderIrOperImm(0);
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), source)));
|
||||
}
|
||||
|
||||
private static void EmitF2F(ShaderIrBlock block, long opCode, ShaderOper oper)
|
||||
{
|
||||
bool negA = opCode.Read(45);
|
||||
bool absA = opCode.Read(49);
|
||||
|
||||
ShaderIrNode operA;
|
||||
|
||||
switch (oper)
|
||||
{
|
||||
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
|
||||
case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
|
||||
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(oper));
|
||||
}
|
||||
|
||||
operA = GetAluFabsFneg(operA, absA, negA);
|
||||
|
||||
ShaderIrInst roundInst = GetRoundInst(opCode);
|
||||
|
||||
if (roundInst != ShaderIrInst.Invalid)
|
||||
{
|
||||
operA = new ShaderIrOp(roundInst, operA);
|
||||
}
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
|
||||
}
|
||||
|
||||
private static void EmitF2I(ShaderIrBlock block, long opCode, ShaderOper oper)
|
||||
{
|
||||
IntType type = GetIntType(opCode);
|
||||
|
||||
if (type == IntType.U64 ||
|
||||
type == IntType.S64)
|
||||
{
|
||||
//TODO: 64-bits support.
|
||||
//Note: GLSL doesn't support 64-bits integers.
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
bool negA = opCode.Read(45);
|
||||
bool absA = opCode.Read(49);
|
||||
|
||||
ShaderIrNode operA;
|
||||
|
||||
switch (oper)
|
||||
{
|
||||
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
|
||||
case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
|
||||
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(oper));
|
||||
}
|
||||
|
||||
operA = GetAluFabsFneg(operA, absA, negA);
|
||||
|
||||
ShaderIrInst roundInst = GetRoundInst(opCode);
|
||||
|
||||
if (roundInst != ShaderIrInst.Invalid)
|
||||
{
|
||||
operA = new ShaderIrOp(roundInst, operA);
|
||||
}
|
||||
|
||||
bool signed = type >= IntType.S8;
|
||||
|
||||
int size = 8 << ((int)type & 3);
|
||||
|
||||
if (size < 32)
|
||||
{
|
||||
uint mask = uint.MaxValue >> (32 - size);
|
||||
|
||||
float cMin = 0;
|
||||
float cMax = mask;
|
||||
|
||||
if (signed)
|
||||
{
|
||||
uint halfMask = mask >> 1;
|
||||
|
||||
cMin -= halfMask + 1;
|
||||
cMax = halfMask;
|
||||
}
|
||||
|
||||
ShaderIrOperImmf min = new ShaderIrOperImmf(cMin);
|
||||
ShaderIrOperImmf max = new ShaderIrOperImmf(cMax);
|
||||
|
||||
operA = new ShaderIrOp(ShaderIrInst.Fclamp, operA, min, max);
|
||||
}
|
||||
|
||||
ShaderIrInst inst = signed
|
||||
? ShaderIrInst.Ftos
|
||||
: ShaderIrInst.Ftou;
|
||||
|
||||
ShaderIrNode op = new ShaderIrOp(inst, operA);
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
|
||||
}
|
||||
|
||||
private static void EmitI2F(ShaderIrBlock block, long opCode, ShaderOper oper)
|
||||
{
|
||||
IntType type = GetIntType(opCode);
|
||||
|
||||
if (type == IntType.U64 ||
|
||||
type == IntType.S64)
|
||||
{
|
||||
//TODO: 64-bits support.
|
||||
//Note: GLSL doesn't support 64-bits integers.
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
int sel = opCode.Read(41, 3);
|
||||
|
||||
bool negA = opCode.Read(45);
|
||||
bool absA = opCode.Read(49);
|
||||
|
||||
ShaderIrNode operA;
|
||||
|
||||
switch (oper)
|
||||
{
|
||||
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
|
||||
case ShaderOper.Imm: operA = opCode.Imm19_20(); break;
|
||||
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(oper));
|
||||
}
|
||||
|
||||
operA = GetAluIabsIneg(operA, absA, negA);
|
||||
|
||||
bool signed = type >= IntType.S8;
|
||||
|
||||
int shift = sel * 8;
|
||||
|
||||
int size = 8 << ((int)type & 3);
|
||||
|
||||
if (shift != 0)
|
||||
{
|
||||
operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
|
||||
}
|
||||
|
||||
if (size < 32)
|
||||
{
|
||||
operA = ExtendTo32(operA, signed, size);
|
||||
}
|
||||
|
||||
ShaderIrInst inst = signed
|
||||
? ShaderIrInst.Stof
|
||||
: ShaderIrInst.Utof;
|
||||
|
||||
ShaderIrNode op = new ShaderIrOp(inst, operA);
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), op)));
|
||||
}
|
||||
|
||||
private static void EmitI2I(ShaderIrBlock block, long opCode, ShaderOper oper)
|
||||
{
|
||||
IntType type = GetIntType(opCode);
|
||||
|
||||
if (type == IntType.U64 ||
|
||||
type == IntType.S64)
|
||||
{
|
||||
//TODO: 64-bits support.
|
||||
//Note: GLSL doesn't support 64-bits integers.
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
int sel = opCode.Read(41, 3);
|
||||
|
||||
bool negA = opCode.Read(45);
|
||||
bool absA = opCode.Read(49);
|
||||
bool satA = opCode.Read(50);
|
||||
|
||||
ShaderIrNode operA;
|
||||
|
||||
switch (oper)
|
||||
{
|
||||
case ShaderOper.Cr: operA = opCode.Cbuf34(); break;
|
||||
case ShaderOper.Immf: operA = opCode.Immf19_20(); break;
|
||||
case ShaderOper.Rr: operA = opCode.Gpr20(); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(oper));
|
||||
}
|
||||
|
||||
operA = GetAluIabsIneg(operA, absA, negA);
|
||||
|
||||
bool signed = type >= IntType.S8;
|
||||
|
||||
int shift = sel * 8;
|
||||
|
||||
int size = 8 << ((int)type & 3);
|
||||
|
||||
if (shift != 0)
|
||||
{
|
||||
operA = new ShaderIrOp(ShaderIrInst.Asr, operA, new ShaderIrOperImm(shift));
|
||||
}
|
||||
|
||||
if (size < 32)
|
||||
{
|
||||
uint mask = uint.MaxValue >> (32 - size);
|
||||
|
||||
if (satA)
|
||||
{
|
||||
uint cMin = 0;
|
||||
uint cMax = mask;
|
||||
|
||||
if (signed)
|
||||
{
|
||||
uint halfMask = mask >> 1;
|
||||
|
||||
cMin -= halfMask + 1;
|
||||
cMax = halfMask;
|
||||
}
|
||||
|
||||
ShaderIrOperImm min = new ShaderIrOperImm((int)cMin);
|
||||
ShaderIrOperImm max = new ShaderIrOperImm((int)cMax);
|
||||
|
||||
operA = new ShaderIrOp(signed
|
||||
? ShaderIrInst.Clamps
|
||||
: ShaderIrInst.Clampu, operA, min, max);
|
||||
}
|
||||
else
|
||||
{
|
||||
operA = ExtendTo32(operA, signed, size);
|
||||
}
|
||||
}
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrAsg(opCode.Gpr0(), operA)));
|
||||
}
|
||||
|
||||
private static void EmitSel(ShaderIrBlock block, long opCode, ShaderOper oper)
|
||||
{
|
||||
ShaderIrOperGpr dst = opCode.Gpr0();
|
||||
ShaderIrNode pred = opCode.Pred39N();
|
||||
|
||||
ShaderIrNode resultA = opCode.Gpr8();
|
||||
ShaderIrNode resultB;
|
||||
|
||||
switch (oper)
|
||||
{
|
||||
case ShaderOper.Cr: resultB = opCode.Cbuf34(); break;
|
||||
case ShaderOper.Imm: resultB = opCode.Imm19_20(); break;
|
||||
case ShaderOper.Rr: resultB = opCode.Gpr20(); break;
|
||||
|
||||
default: throw new ArgumentException(nameof(oper));
|
||||
}
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultA), false)));
|
||||
|
||||
block.AddNode(opCode.PredNode(new ShaderIrCond(pred, new ShaderIrAsg(dst, resultB), true)));
|
||||
}
|
||||
|
||||
private static IntType GetIntType(long opCode)
|
||||
{
|
||||
bool signed = opCode.Read(13);
|
||||
|
||||
IntType type = (IntType)(opCode.Read(10, 3));
|
||||
|
||||
if (signed)
|
||||
{
|
||||
type += (int)IntType.S8;
|
||||
}
|
||||
|
||||
return type;
|
||||
}
|
||||
|
||||
private static FloatType GetFloatType(long opCode)
|
||||
{
|
||||
return (FloatType)(opCode.Read(8, 3));
|
||||
}
|
||||
|
||||
private static ShaderIrInst GetRoundInst(long opCode)
|
||||
{
|
||||
switch (opCode.Read(39, 3))
|
||||
{
|
||||
case 1: return ShaderIrInst.Floor;
|
||||
case 2: return ShaderIrInst.Ceil;
|
||||
case 3: return ShaderIrInst.Trunc;
|
||||
}
|
||||
|
||||
return ShaderIrInst.Invalid;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,313 +0,0 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
private static int Read(this long opCode, int position, int mask)
|
||||
{
|
||||
return (int)(opCode >> position) & mask;
|
||||
}
|
||||
|
||||
private static bool Read(this long opCode, int position)
|
||||
{
|
||||
return ((opCode >> position) & 1) != 0;
|
||||
}
|
||||
|
||||
private static int Branch(this long opCode)
|
||||
{
|
||||
return ((int)(opCode >> 20) << 8) >> 8;
|
||||
}
|
||||
|
||||
private static bool HasArray(this long opCode)
|
||||
{
|
||||
return opCode.Read(0x1c);
|
||||
}
|
||||
|
||||
private static ShaderIrOperAbuf[] Abuf20(this long opCode)
|
||||
{
|
||||
int abuf = opCode.Read(20, 0x3ff);
|
||||
int size = opCode.Read(47, 3);
|
||||
|
||||
ShaderIrOperGpr vertex = opCode.Gpr39();
|
||||
|
||||
ShaderIrOperAbuf[] opers = new ShaderIrOperAbuf[size + 1];
|
||||
|
||||
for (int index = 0; index <= size; index++)
|
||||
{
|
||||
opers[index] = new ShaderIrOperAbuf(abuf + index * 4, vertex);
|
||||
}
|
||||
|
||||
return opers;
|
||||
}
|
||||
|
||||
private static ShaderIrOperAbuf Abuf28(this long opCode)
|
||||
{
|
||||
int abuf = opCode.Read(28, 0x3ff);
|
||||
|
||||
return new ShaderIrOperAbuf(abuf, opCode.Gpr39());
|
||||
}
|
||||
|
||||
private static ShaderIrOperCbuf Cbuf34(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperCbuf(
|
||||
opCode.Read(34, 0x1f),
|
||||
opCode.Read(20, 0x3fff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr Gpr8(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperGpr(opCode.Read(8, 0xff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr Gpr20(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperGpr(opCode.Read(20, 0xff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr Gpr39(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperGpr(opCode.Read(39, 0xff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr Gpr0(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperGpr(opCode.Read(0, 0xff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr Gpr28(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperGpr(opCode.Read(28, 0xff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr[] GprHalfVec8(this long opCode)
|
||||
{
|
||||
return GetGprHalfVec2(opCode.Read(8, 0xff), opCode.Read(47, 3));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr[] GprHalfVec20(this long opCode)
|
||||
{
|
||||
return GetGprHalfVec2(opCode.Read(20, 0xff), opCode.Read(28, 3));
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr[] GetGprHalfVec2(int gpr, int mask)
|
||||
{
|
||||
if (mask == 1)
|
||||
{
|
||||
//This value is used for FP32, the whole 32-bits register
|
||||
//is used as each element on the vector.
|
||||
return new ShaderIrOperGpr[]
|
||||
{
|
||||
new ShaderIrOperGpr(gpr),
|
||||
new ShaderIrOperGpr(gpr)
|
||||
};
|
||||
}
|
||||
|
||||
ShaderIrOperGpr low = new ShaderIrOperGpr(gpr, 0);
|
||||
ShaderIrOperGpr high = new ShaderIrOperGpr(gpr, 1);
|
||||
|
||||
return new ShaderIrOperGpr[]
|
||||
{
|
||||
(mask & 1) != 0 ? high : low,
|
||||
(mask & 2) != 0 ? high : low
|
||||
};
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr GprHalf0(this long opCode, int halfPart)
|
||||
{
|
||||
return new ShaderIrOperGpr(opCode.Read(0, 0xff), halfPart);
|
||||
}
|
||||
|
||||
private static ShaderIrOperGpr GprHalf28(this long opCode, int halfPart)
|
||||
{
|
||||
return new ShaderIrOperGpr(opCode.Read(28, 0xff), halfPart);
|
||||
}
|
||||
|
||||
private static ShaderIrOperImm Imm5_39(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperImm(opCode.Read(39, 0x1f));
|
||||
}
|
||||
|
||||
private static ShaderIrOperImm Imm13_36(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperImm(opCode.Read(36, 0x1fff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperImm Imm32_20(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperImm((int)(opCode >> 20));
|
||||
}
|
||||
|
||||
private static ShaderIrOperImmf Immf32_20(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperImmf(BitConverter.Int32BitsToSingle((int)(opCode >> 20)));
|
||||
}
|
||||
|
||||
private static ShaderIrOperImm ImmU16_20(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperImm(opCode.Read(20, 0xffff));
|
||||
}
|
||||
|
||||
private static ShaderIrOperImm Imm19_20(this long opCode)
|
||||
{
|
||||
int value = opCode.Read(20, 0x7ffff);
|
||||
|
||||
bool neg = opCode.Read(56);
|
||||
|
||||
if (neg)
|
||||
{
|
||||
value = -value;
|
||||
}
|
||||
|
||||
return new ShaderIrOperImm(value);
|
||||
}
|
||||
|
||||
private static ShaderIrOperImmf Immf19_20(this long opCode)
|
||||
{
|
||||
uint imm = (uint)(opCode >> 20) & 0x7ffff;
|
||||
|
||||
bool neg = opCode.Read(56);
|
||||
|
||||
imm <<= 12;
|
||||
|
||||
if (neg)
|
||||
{
|
||||
imm |= 0x80000000;
|
||||
}
|
||||
|
||||
float value = BitConverter.Int32BitsToSingle((int)imm);
|
||||
|
||||
return new ShaderIrOperImmf(value);
|
||||
}
|
||||
|
||||
private static ShaderIrOperPred Pred0(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperPred(opCode.Read(0, 7));
|
||||
}
|
||||
|
||||
private static ShaderIrOperPred Pred3(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperPred(opCode.Read(3, 7));
|
||||
}
|
||||
|
||||
private static ShaderIrOperPred Pred12(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperPred(opCode.Read(12, 7));
|
||||
}
|
||||
|
||||
private static ShaderIrOperPred Pred29(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperPred(opCode.Read(29, 7));
|
||||
}
|
||||
|
||||
private static ShaderIrNode Pred39N(this long opCode)
|
||||
{
|
||||
ShaderIrNode node = opCode.Pred39();
|
||||
|
||||
if (opCode.Read(42))
|
||||
{
|
||||
node = new ShaderIrOp(ShaderIrInst.Bnot, node);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static ShaderIrOperPred Pred39(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperPred(opCode.Read(39, 7));
|
||||
}
|
||||
|
||||
private static ShaderIrOperPred Pred48(this long opCode)
|
||||
{
|
||||
return new ShaderIrOperPred(opCode.Read(48, 7));
|
||||
}
|
||||
|
||||
private static ShaderIrInst Cmp(this long opCode)
|
||||
{
|
||||
switch (opCode.Read(49, 7))
|
||||
{
|
||||
case 1: return ShaderIrInst.Clt;
|
||||
case 2: return ShaderIrInst.Ceq;
|
||||
case 3: return ShaderIrInst.Cle;
|
||||
case 4: return ShaderIrInst.Cgt;
|
||||
case 5: return ShaderIrInst.Cne;
|
||||
case 6: return ShaderIrInst.Cge;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(opCode));
|
||||
}
|
||||
|
||||
private static ShaderIrInst CmpF(this long opCode)
|
||||
{
|
||||
switch (opCode.Read(48, 0xf))
|
||||
{
|
||||
case 0x1: return ShaderIrInst.Fclt;
|
||||
case 0x2: return ShaderIrInst.Fceq;
|
||||
case 0x3: return ShaderIrInst.Fcle;
|
||||
case 0x4: return ShaderIrInst.Fcgt;
|
||||
case 0x5: return ShaderIrInst.Fcne;
|
||||
case 0x6: return ShaderIrInst.Fcge;
|
||||
case 0x7: return ShaderIrInst.Fcnum;
|
||||
case 0x8: return ShaderIrInst.Fcnan;
|
||||
case 0x9: return ShaderIrInst.Fcltu;
|
||||
case 0xa: return ShaderIrInst.Fcequ;
|
||||
case 0xb: return ShaderIrInst.Fcleu;
|
||||
case 0xc: return ShaderIrInst.Fcgtu;
|
||||
case 0xd: return ShaderIrInst.Fcneu;
|
||||
case 0xe: return ShaderIrInst.Fcgeu;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(opCode));
|
||||
}
|
||||
|
||||
private static ShaderIrInst BLop45(this long opCode)
|
||||
{
|
||||
switch (opCode.Read(45, 3))
|
||||
{
|
||||
case 0: return ShaderIrInst.Band;
|
||||
case 1: return ShaderIrInst.Bor;
|
||||
case 2: return ShaderIrInst.Bxor;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(opCode));
|
||||
}
|
||||
|
||||
private static ShaderIrInst BLop24(this long opCode)
|
||||
{
|
||||
switch (opCode.Read(24, 3))
|
||||
{
|
||||
case 0: return ShaderIrInst.Band;
|
||||
case 1: return ShaderIrInst.Bor;
|
||||
case 2: return ShaderIrInst.Bxor;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(opCode));
|
||||
}
|
||||
|
||||
private static ShaderIrNode PredNode(this long opCode, ShaderIrNode node)
|
||||
{
|
||||
ShaderIrOperPred pred = opCode.PredNode();
|
||||
|
||||
if (pred.Index != ShaderIrOperPred.UnusedIndex)
|
||||
{
|
||||
bool inv = opCode.Read(19);
|
||||
|
||||
node = new ShaderIrCond(pred, node, inv);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static ShaderIrOperPred PredNode(this long opCode)
|
||||
{
|
||||
int pred = opCode.Read(16, 0xf);
|
||||
|
||||
if (pred != 0xf)
|
||||
{
|
||||
pred &= 7;
|
||||
}
|
||||
|
||||
return new ShaderIrOperPred(pred);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static partial class ShaderDecode
|
||||
{
|
||||
public static void Out_R(ShaderIrBlock block, long opCode, int position)
|
||||
{
|
||||
//TODO: Those registers have to be used for something
|
||||
ShaderIrOperGpr gpr0 = opCode.Gpr0();
|
||||
ShaderIrOperGpr gpr8 = opCode.Gpr8();
|
||||
ShaderIrOperGpr gpr20 = opCode.Gpr20();
|
||||
|
||||
int type = opCode.Read(39, 3);
|
||||
|
||||
if ((type & 1) != 0)
|
||||
{
|
||||
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Emit)));
|
||||
}
|
||||
|
||||
if ((type & 2) != 0)
|
||||
{
|
||||
block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Cut)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,218 +0,0 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static class ShaderDecoder
|
||||
{
|
||||
private const long HeaderSize = 0x50;
|
||||
|
||||
private const bool AddDbgComments = true;
|
||||
|
||||
public static ShaderIrBlock[] Decode(IGalMemory memory, long start)
|
||||
{
|
||||
Dictionary<int, ShaderIrBlock> visited = new Dictionary<int, ShaderIrBlock>();
|
||||
Dictionary<int, ShaderIrBlock> visitedEnd = new Dictionary<int, ShaderIrBlock>();
|
||||
|
||||
Queue<ShaderIrBlock> blocks = new Queue<ShaderIrBlock>();
|
||||
|
||||
long beginning = start + HeaderSize;
|
||||
|
||||
ShaderIrBlock Enqueue(int position, ShaderIrBlock source = null)
|
||||
{
|
||||
if (!visited.TryGetValue(position, out ShaderIrBlock output))
|
||||
{
|
||||
output = new ShaderIrBlock(position);
|
||||
|
||||
blocks.Enqueue(output);
|
||||
|
||||
visited.Add(position, output);
|
||||
}
|
||||
|
||||
if (source != null)
|
||||
{
|
||||
output.Sources.Add(source);
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
ShaderIrBlock entry = Enqueue(0);
|
||||
|
||||
while (blocks.Count > 0)
|
||||
{
|
||||
ShaderIrBlock current = blocks.Dequeue();
|
||||
|
||||
FillBlock(memory, current, beginning);
|
||||
|
||||
//Set child blocks. "Branch" is the block the branch instruction
|
||||
//points to (when taken), "Next" is the block at the next address,
|
||||
//executed when the branch is not taken. For Unconditional Branches
|
||||
//or end of shader, Next is null.
|
||||
if (current.Nodes.Count > 0)
|
||||
{
|
||||
ShaderIrNode lastNode = current.GetLastNode();
|
||||
|
||||
ShaderIrOp innerOp = GetInnermostOp(lastNode);
|
||||
|
||||
if (innerOp?.Inst == ShaderIrInst.Bra)
|
||||
{
|
||||
int target = ((ShaderIrOperImm)innerOp.OperandA).Value;
|
||||
|
||||
current.Branch = Enqueue(target, current);
|
||||
}
|
||||
|
||||
foreach (ShaderIrNode node in current.Nodes)
|
||||
{
|
||||
innerOp = GetInnermostOp(node);
|
||||
|
||||
if (innerOp is ShaderIrOp currOp && currOp.Inst == ShaderIrInst.Ssy)
|
||||
{
|
||||
int target = ((ShaderIrOperImm)currOp.OperandA).Value;
|
||||
|
||||
Enqueue(target, current);
|
||||
}
|
||||
}
|
||||
|
||||
if (NodeHasNext(lastNode))
|
||||
{
|
||||
current.Next = Enqueue(current.EndPosition);
|
||||
}
|
||||
}
|
||||
|
||||
//If we have on the graph two blocks with the same end position,
|
||||
//then we need to split the bigger block and have two small blocks,
|
||||
//the end position of the bigger "Current" block should then be == to
|
||||
//the position of the "Smaller" block.
|
||||
while (visitedEnd.TryGetValue(current.EndPosition, out ShaderIrBlock smaller))
|
||||
{
|
||||
if (current.Position > smaller.Position)
|
||||
{
|
||||
ShaderIrBlock temp = smaller;
|
||||
|
||||
smaller = current;
|
||||
current = temp;
|
||||
}
|
||||
|
||||
current.EndPosition = smaller.Position;
|
||||
current.Next = smaller;
|
||||
current.Branch = null;
|
||||
|
||||
current.Nodes.RemoveRange(
|
||||
current.Nodes.Count - smaller.Nodes.Count,
|
||||
smaller.Nodes.Count);
|
||||
|
||||
visitedEnd[smaller.EndPosition] = smaller;
|
||||
}
|
||||
|
||||
visitedEnd.Add(current.EndPosition, current);
|
||||
}
|
||||
|
||||
//Make and sort Graph blocks array by position.
|
||||
ShaderIrBlock[] graph = new ShaderIrBlock[visited.Count];
|
||||
|
||||
while (visited.Count > 0)
|
||||
{
|
||||
uint firstPos = uint.MaxValue;
|
||||
|
||||
foreach (ShaderIrBlock block in visited.Values)
|
||||
{
|
||||
if (firstPos > (uint)block.Position)
|
||||
firstPos = (uint)block.Position;
|
||||
}
|
||||
|
||||
ShaderIrBlock current = visited[(int)firstPos];
|
||||
|
||||
do
|
||||
{
|
||||
graph[graph.Length - visited.Count] = current;
|
||||
|
||||
visited.Remove(current.Position);
|
||||
|
||||
current = current.Next;
|
||||
}
|
||||
while (current != null);
|
||||
}
|
||||
|
||||
return graph;
|
||||
}
|
||||
|
||||
private static void FillBlock(IGalMemory memory, ShaderIrBlock block, long beginning)
|
||||
{
|
||||
int position = block.Position;
|
||||
|
||||
do
|
||||
{
|
||||
//Ignore scheduling instructions, which are written every 32 bytes.
|
||||
if ((position & 0x1f) == 0)
|
||||
{
|
||||
position += 8;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
uint word0 = (uint)memory.ReadInt32(position + beginning + 0);
|
||||
uint word1 = (uint)memory.ReadInt32(position + beginning + 4);
|
||||
|
||||
position += 8;
|
||||
|
||||
long opCode = word0 | (long)word1 << 32;
|
||||
|
||||
ShaderDecodeFunc decode = ShaderOpCodeTable.GetDecoder(opCode);
|
||||
|
||||
if (AddDbgComments)
|
||||
{
|
||||
string dbgOpCode = $"0x{(position - 8):x16}: 0x{opCode:x16} ";
|
||||
|
||||
dbgOpCode += (decode?.Method.Name ?? "???");
|
||||
|
||||
if (decode == ShaderDecode.Bra || decode == ShaderDecode.Ssy)
|
||||
{
|
||||
int offset = ((int)(opCode >> 20) << 8) >> 8;
|
||||
|
||||
long target = position + offset;
|
||||
|
||||
dbgOpCode += " (0x" + target.ToString("x16") + ")";
|
||||
}
|
||||
|
||||
block.AddNode(new ShaderIrCmnt(dbgOpCode));
|
||||
}
|
||||
|
||||
if (decode == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
decode(block, opCode, position);
|
||||
}
|
||||
while (!IsFlowChange(block.GetLastNode()));
|
||||
|
||||
block.EndPosition = position;
|
||||
}
|
||||
|
||||
private static bool IsFlowChange(ShaderIrNode node)
|
||||
{
|
||||
return !NodeHasNext(GetInnermostOp(node));
|
||||
}
|
||||
|
||||
private static ShaderIrOp GetInnermostOp(ShaderIrNode node)
|
||||
{
|
||||
if (node is ShaderIrCond cond)
|
||||
{
|
||||
node = cond.Child;
|
||||
}
|
||||
|
||||
return node is ShaderIrOp op ? op : null;
|
||||
}
|
||||
|
||||
private static bool NodeHasNext(ShaderIrNode node)
|
||||
{
|
||||
if (!(node is ShaderIrOp op))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return op.Inst != ShaderIrInst.Exit &&
|
||||
op.Inst != ShaderIrInst.Bra;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,146 +0,0 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
struct OmapTarget
|
||||
{
|
||||
public bool Red;
|
||||
public bool Green;
|
||||
public bool Blue;
|
||||
public bool Alpha;
|
||||
|
||||
public bool Enabled => Red || Green || Blue || Alpha;
|
||||
|
||||
public bool ComponentEnabled(int component)
|
||||
{
|
||||
switch (component)
|
||||
{
|
||||
case 0: return Red;
|
||||
case 1: return Green;
|
||||
case 2: return Blue;
|
||||
case 3: return Alpha;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(component));
|
||||
}
|
||||
}
|
||||
|
||||
class ShaderHeader
|
||||
{
|
||||
public const int PointList = 1;
|
||||
public const int LineStrip = 6;
|
||||
public const int TriangleStrip = 7;
|
||||
|
||||
public int SphType { get; private set; }
|
||||
public int Version { get; private set; }
|
||||
public int ShaderType { get; private set; }
|
||||
public bool MrtEnable { get; private set; }
|
||||
public bool KillsPixels { get; private set; }
|
||||
public bool DoesGlobalStore { get; private set; }
|
||||
public int SassVersion { get; private set; }
|
||||
public bool DoesLoadOrStore { get; private set; }
|
||||
public bool DoesFp64 { get; private set; }
|
||||
public int StreamOutMask { get; private set; }
|
||||
|
||||
public int ShaderLocalMemoryLowSize { get; private set; }
|
||||
public int PerPatchAttributeCount { get; private set; }
|
||||
|
||||
public int ShaderLocalMemoryHighSize { get; private set; }
|
||||
public int ThreadsPerInputPrimitive { get; private set; }
|
||||
|
||||
public int ShaderLocalMemoryCrsSize { get; private set; }
|
||||
public int OutputTopology { get; private set; }
|
||||
|
||||
public int MaxOutputVertexCount { get; private set; }
|
||||
public int StoreReqStart { get; private set; }
|
||||
public int StoreReqEnd { get; private set; }
|
||||
|
||||
public OmapTarget[] OmapTargets { get; private set; }
|
||||
public bool OmapSampleMask { get; private set; }
|
||||
public bool OmapDepth { get; private set; }
|
||||
|
||||
public ShaderHeader(IGalMemory memory, long position)
|
||||
{
|
||||
uint commonWord0 = (uint)memory.ReadInt32(position + 0);
|
||||
uint commonWord1 = (uint)memory.ReadInt32(position + 4);
|
||||
uint commonWord2 = (uint)memory.ReadInt32(position + 8);
|
||||
uint commonWord3 = (uint)memory.ReadInt32(position + 12);
|
||||
uint commonWord4 = (uint)memory.ReadInt32(position + 16);
|
||||
|
||||
SphType = ReadBits(commonWord0, 0, 5);
|
||||
Version = ReadBits(commonWord0, 5, 5);
|
||||
ShaderType = ReadBits(commonWord0, 10, 4);
|
||||
MrtEnable = ReadBits(commonWord0, 14, 1) != 0;
|
||||
KillsPixels = ReadBits(commonWord0, 15, 1) != 0;
|
||||
DoesGlobalStore = ReadBits(commonWord0, 16, 1) != 0;
|
||||
SassVersion = ReadBits(commonWord0, 17, 4);
|
||||
DoesLoadOrStore = ReadBits(commonWord0, 26, 1) != 0;
|
||||
DoesFp64 = ReadBits(commonWord0, 27, 1) != 0;
|
||||
StreamOutMask = ReadBits(commonWord0, 28, 4);
|
||||
|
||||
ShaderLocalMemoryLowSize = ReadBits(commonWord1, 0, 24);
|
||||
PerPatchAttributeCount = ReadBits(commonWord1, 24, 8);
|
||||
|
||||
ShaderLocalMemoryHighSize = ReadBits(commonWord2, 0, 24);
|
||||
ThreadsPerInputPrimitive = ReadBits(commonWord2, 24, 8);
|
||||
|
||||
ShaderLocalMemoryCrsSize = ReadBits(commonWord3, 0, 24);
|
||||
OutputTopology = ReadBits(commonWord3, 24, 4);
|
||||
|
||||
MaxOutputVertexCount = ReadBits(commonWord4, 0, 12);
|
||||
StoreReqStart = ReadBits(commonWord4, 12, 8);
|
||||
StoreReqEnd = ReadBits(commonWord4, 24, 8);
|
||||
|
||||
//Type 2 (fragment?) reading
|
||||
uint type2OmapTarget = (uint)memory.ReadInt32(position + 72);
|
||||
uint type2Omap = (uint)memory.ReadInt32(position + 76);
|
||||
|
||||
OmapTargets = new OmapTarget[8];
|
||||
|
||||
for (int i = 0; i < OmapTargets.Length; i++)
|
||||
{
|
||||
int offset = i * 4;
|
||||
|
||||
OmapTargets[i] = new OmapTarget
|
||||
{
|
||||
Red = ReadBits(type2OmapTarget, offset + 0, 1) != 0,
|
||||
Green = ReadBits(type2OmapTarget, offset + 1, 1) != 0,
|
||||
Blue = ReadBits(type2OmapTarget, offset + 2, 1) != 0,
|
||||
Alpha = ReadBits(type2OmapTarget, offset + 3, 1) != 0
|
||||
};
|
||||
}
|
||||
|
||||
OmapSampleMask = ReadBits(type2Omap, 0, 1) != 0;
|
||||
OmapDepth = ReadBits(type2Omap, 1, 1) != 0;
|
||||
}
|
||||
|
||||
public int DepthRegister
|
||||
{
|
||||
get
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
for (int index = 0; index < OmapTargets.Length; index++)
|
||||
{
|
||||
for (int component = 0; component < 4; component++)
|
||||
{
|
||||
if (OmapTargets[index].ComponentEnabled(component))
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Depth register is always two registers after the last color output
|
||||
return count + 1;
|
||||
}
|
||||
}
|
||||
|
||||
private static int ReadBits(uint word, int offset, int bitWidth)
|
||||
{
|
||||
uint mask = (1u << bitWidth) - 1u;
|
||||
|
||||
return (int)((word >> offset) & mask);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,10 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
enum ShaderIpaMode
|
||||
{
|
||||
Pass = 0,
|
||||
None = 1,
|
||||
Constant = 2,
|
||||
Sc = 3
|
||||
}
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrAsg : ShaderIrNode
|
||||
{
|
||||
public ShaderIrNode Dst { get; set; }
|
||||
public ShaderIrNode Src { get; set; }
|
||||
|
||||
public ShaderIrAsg(ShaderIrNode dst, ShaderIrNode src)
|
||||
{
|
||||
Dst = dst;
|
||||
Src = src;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,46 +0,0 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrBlock
|
||||
{
|
||||
public int Position { get; set; }
|
||||
public int EndPosition { get; set; }
|
||||
|
||||
public ShaderIrBlock Next { get; set; }
|
||||
public ShaderIrBlock Branch { get; set; }
|
||||
|
||||
public List<ShaderIrBlock> Sources { get; private set; }
|
||||
|
||||
public List<ShaderIrNode> Nodes { get; private set; }
|
||||
|
||||
public ShaderIrBlock(int position)
|
||||
{
|
||||
Position = position;
|
||||
|
||||
Sources = new List<ShaderIrBlock>();
|
||||
|
||||
Nodes = new List<ShaderIrNode>();
|
||||
}
|
||||
|
||||
public void AddNode(ShaderIrNode node)
|
||||
{
|
||||
Nodes.Add(node);
|
||||
}
|
||||
|
||||
public ShaderIrNode[] GetNodes()
|
||||
{
|
||||
return Nodes.ToArray();
|
||||
}
|
||||
|
||||
public ShaderIrNode GetLastNode()
|
||||
{
|
||||
if (Nodes.Count > 0)
|
||||
{
|
||||
return Nodes[Nodes.Count - 1];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrCmnt : ShaderIrNode
|
||||
{
|
||||
public string Comment { get; private set; }
|
||||
|
||||
public ShaderIrCmnt(string comment)
|
||||
{
|
||||
Comment = comment;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,17 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrCond : ShaderIrNode
|
||||
{
|
||||
public ShaderIrNode Pred { get; set; }
|
||||
public ShaderIrNode Child { get; set; }
|
||||
|
||||
public bool Not { get; private set; }
|
||||
|
||||
public ShaderIrCond(ShaderIrNode pred, ShaderIrNode child, bool not)
|
||||
{
|
||||
Pred = pred;
|
||||
Child = child;
|
||||
Not = not;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,94 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
enum ShaderIrInst
|
||||
{
|
||||
Invalid,
|
||||
|
||||
B_Start,
|
||||
Band,
|
||||
Bnot,
|
||||
Bor,
|
||||
Bxor,
|
||||
B_End,
|
||||
|
||||
F_Start,
|
||||
Ceil,
|
||||
|
||||
Fabs,
|
||||
Fadd,
|
||||
Fceq,
|
||||
Fcequ,
|
||||
Fcge,
|
||||
Fcgeu,
|
||||
Fcgt,
|
||||
Fcgtu,
|
||||
Fclamp,
|
||||
Fcle,
|
||||
Fcleu,
|
||||
Fclt,
|
||||
Fcltu,
|
||||
Fcnan,
|
||||
Fcne,
|
||||
Fcneu,
|
||||
Fcnum,
|
||||
Fcos,
|
||||
Fex2,
|
||||
Ffma,
|
||||
Flg2,
|
||||
Floor,
|
||||
Fmax,
|
||||
Fmin,
|
||||
Fmul,
|
||||
Fneg,
|
||||
Frcp,
|
||||
Frsq,
|
||||
Fsin,
|
||||
Fsqrt,
|
||||
Ftos,
|
||||
Ftou,
|
||||
Ipa,
|
||||
Texb,
|
||||
Texs,
|
||||
Tld4,
|
||||
Trunc,
|
||||
F_End,
|
||||
|
||||
I_Start,
|
||||
Abs,
|
||||
Add,
|
||||
And,
|
||||
Asr,
|
||||
Ceq,
|
||||
Cge,
|
||||
Cgt,
|
||||
Clamps,
|
||||
Clampu,
|
||||
Cle,
|
||||
Clt,
|
||||
Cne,
|
||||
Lsl,
|
||||
Lsr,
|
||||
Max,
|
||||
Min,
|
||||
Mul,
|
||||
Neg,
|
||||
Not,
|
||||
Or,
|
||||
Stof,
|
||||
Sub,
|
||||
Texq,
|
||||
Txlf,
|
||||
Utof,
|
||||
Xor,
|
||||
I_End,
|
||||
|
||||
Bra,
|
||||
Exit,
|
||||
Kil,
|
||||
Ssy,
|
||||
Sync,
|
||||
|
||||
Emit,
|
||||
Cut
|
||||
}
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrMeta { }
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrMetaIpa : ShaderIrMeta
|
||||
{
|
||||
public ShaderIpaMode Mode { get; private set; }
|
||||
|
||||
public ShaderIrMetaIpa(ShaderIpaMode mode)
|
||||
{
|
||||
Mode = mode;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,24 +0,0 @@
|
|||
using Ryujinx.Graphics.Texture;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrMetaTex : ShaderIrMeta
|
||||
{
|
||||
public int Elem { get; private set; }
|
||||
public GalTextureTarget TextureTarget { get; private set; }
|
||||
public ShaderIrNode[] Coordinates { get; private set; }
|
||||
public TextureInstructionSuffix TextureInstructionSuffix { get; private set; }
|
||||
public ShaderIrOperGpr LevelOfDetail;
|
||||
public ShaderIrOperGpr Offset;
|
||||
public ShaderIrOperGpr DepthCompare;
|
||||
public int Component; // for TLD4(S)
|
||||
|
||||
public ShaderIrMetaTex(int elem, GalTextureTarget textureTarget, TextureInstructionSuffix textureInstructionSuffix, params ShaderIrNode[] coordinates)
|
||||
{
|
||||
Elem = elem;
|
||||
TextureTarget = textureTarget;
|
||||
TextureInstructionSuffix = textureInstructionSuffix;
|
||||
Coordinates = coordinates;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,15 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrMetaTexq : ShaderIrMeta
|
||||
{
|
||||
public ShaderTexqInfo Info { get; private set; }
|
||||
|
||||
public int Elem { get; private set; }
|
||||
|
||||
public ShaderIrMetaTexq(ShaderTexqInfo info, int elem)
|
||||
{
|
||||
Info = info;
|
||||
Elem = elem;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrNode { }
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrOp : ShaderIrNode
|
||||
{
|
||||
public ShaderIrInst Inst { get; private set; }
|
||||
public ShaderIrNode OperandA { get; set; }
|
||||
public ShaderIrNode OperandB { get; set; }
|
||||
public ShaderIrNode OperandC { get; set; }
|
||||
public ShaderIrMeta MetaData { get; set; }
|
||||
|
||||
public ShaderIrOp(
|
||||
ShaderIrInst inst,
|
||||
ShaderIrNode operandA = null,
|
||||
ShaderIrNode operandB = null,
|
||||
ShaderIrNode operandC = null,
|
||||
ShaderIrMeta metaData = null)
|
||||
{
|
||||
Inst = inst;
|
||||
OperandA = operandA;
|
||||
OperandB = operandB;
|
||||
OperandC = operandC;
|
||||
MetaData = metaData;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,15 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrOperAbuf : ShaderIrNode
|
||||
{
|
||||
public int Offs { get; private set; }
|
||||
|
||||
public ShaderIrNode Vertex { get; private set; }
|
||||
|
||||
public ShaderIrOperAbuf(int offs, ShaderIrNode vertex)
|
||||
{
|
||||
Offs = offs;
|
||||
Vertex = vertex;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,17 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrOperCbuf : ShaderIrNode
|
||||
{
|
||||
public int Index { get; private set; }
|
||||
public int Pos { get; set; }
|
||||
|
||||
public ShaderIrNode Offs { get; private set; }
|
||||
|
||||
public ShaderIrOperCbuf(int index, int pos, ShaderIrNode offs = null)
|
||||
{
|
||||
Index = index;
|
||||
Pos = pos;
|
||||
Offs = offs;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrOperGpr : ShaderIrNode
|
||||
{
|
||||
public const int ZrIndex = 0xff;
|
||||
|
||||
public bool IsConst => Index == ZrIndex;
|
||||
|
||||
public bool IsValidRegister => (uint)Index <= ZrIndex;
|
||||
|
||||
public int Index { get; set; }
|
||||
public int HalfPart { get; set; }
|
||||
|
||||
public ShaderRegisterSize RegisterSize { get; private set; }
|
||||
|
||||
public ShaderIrOperGpr(int index)
|
||||
{
|
||||
Index = index;
|
||||
|
||||
RegisterSize = ShaderRegisterSize.Single;
|
||||
}
|
||||
|
||||
public ShaderIrOperGpr(int index, int halfPart)
|
||||
{
|
||||
Index = index;
|
||||
HalfPart = halfPart;
|
||||
|
||||
RegisterSize = ShaderRegisterSize.Half;
|
||||
}
|
||||
|
||||
public static ShaderIrOperGpr MakeTemporary(int index = 0)
|
||||
{
|
||||
return new ShaderIrOperGpr(0x100 + index);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrOperImm : ShaderIrNode
|
||||
{
|
||||
public int Value { get; private set; }
|
||||
|
||||
public ShaderIrOperImm(int value)
|
||||
{
|
||||
Value = value;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrOperImmf : ShaderIrNode
|
||||
{
|
||||
public float Value { get; private set; }
|
||||
|
||||
public ShaderIrOperImmf(float value)
|
||||
{
|
||||
Value = value;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,17 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
class ShaderIrOperPred : ShaderIrNode
|
||||
{
|
||||
public const int UnusedIndex = 0x7;
|
||||
public const int NeverExecute = 0xf;
|
||||
|
||||
public bool IsConst => Index >= UnusedIndex;
|
||||
|
||||
public int Index { get; set; }
|
||||
|
||||
public ShaderIrOperPred(int index)
|
||||
{
|
||||
Index = index;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,190 +0,0 @@
|
|||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
static class ShaderOpCodeTable
|
||||
{
|
||||
private const int EncodingBits = 14;
|
||||
|
||||
private class ShaderDecodeEntry
|
||||
{
|
||||
public ShaderDecodeFunc Func;
|
||||
|
||||
public int XBits;
|
||||
|
||||
public ShaderDecodeEntry(ShaderDecodeFunc func, int xBits)
|
||||
{
|
||||
Func = func;
|
||||
XBits = xBits;
|
||||
}
|
||||
}
|
||||
|
||||
private static ShaderDecodeEntry[] _opCodes;
|
||||
|
||||
static ShaderOpCodeTable()
|
||||
{
|
||||
_opCodes = new ShaderDecodeEntry[1 << EncodingBits];
|
||||
|
||||
#region Instructions
|
||||
Set("0100110000000x", ShaderDecode.Bfe_C);
|
||||
Set("0011100x00000x", ShaderDecode.Bfe_I);
|
||||
Set("0101110000000x", ShaderDecode.Bfe_R);
|
||||
Set("111000100100xx", ShaderDecode.Bra);
|
||||
Set("111000110000xx", ShaderDecode.Exit);
|
||||
Set("0100110010101x", ShaderDecode.F2f_C);
|
||||
Set("0011100x10101x", ShaderDecode.F2f_I);
|
||||
Set("0101110010101x", ShaderDecode.F2f_R);
|
||||
Set("0100110010110x", ShaderDecode.F2i_C);
|
||||
Set("0011100x10110x", ShaderDecode.F2i_I);
|
||||
Set("0101110010110x", ShaderDecode.F2i_R);
|
||||
Set("0100110001011x", ShaderDecode.Fadd_C);
|
||||
Set("0011100x01011x", ShaderDecode.Fadd_I);
|
||||
Set("000010xxxxxxxx", ShaderDecode.Fadd_I32);
|
||||
Set("0101110001011x", ShaderDecode.Fadd_R);
|
||||
Set("010010011xxxxx", ShaderDecode.Ffma_CR);
|
||||
Set("0011001x1xxxxx", ShaderDecode.Ffma_I);
|
||||
Set("010100011xxxxx", ShaderDecode.Ffma_RC);
|
||||
Set("010110011xxxxx", ShaderDecode.Ffma_RR);
|
||||
Set("0100110001101x", ShaderDecode.Fmul_C);
|
||||
Set("0011100x01101x", ShaderDecode.Fmul_I);
|
||||
Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
|
||||
Set("0101110001101x", ShaderDecode.Fmul_R);
|
||||
Set("0100110001100x", ShaderDecode.Fmnmx_C);
|
||||
Set("0011100x01100x", ShaderDecode.Fmnmx_I);
|
||||
Set("0101110001100x", ShaderDecode.Fmnmx_R);
|
||||
Set("0100100xxxxxxx", ShaderDecode.Fset_C);
|
||||
Set("0011000xxxxxxx", ShaderDecode.Fset_I);
|
||||
Set("01011000xxxxxx", ShaderDecode.Fset_R);
|
||||
Set("010010111011xx", ShaderDecode.Fsetp_C);
|
||||
Set("0011011x1011xx", ShaderDecode.Fsetp_I);
|
||||
Set("010110111011xx", ShaderDecode.Fsetp_R);
|
||||
Set("0101110100010x", ShaderDecode.Hadd2_R);
|
||||
Set("0101110100001x", ShaderDecode.Hmul2_R);
|
||||
Set("0100110010111x", ShaderDecode.I2f_C);
|
||||
Set("0011100x10111x", ShaderDecode.I2f_I);
|
||||
Set("0101110010111x", ShaderDecode.I2f_R);
|
||||
Set("0100110011100x", ShaderDecode.I2i_C);
|
||||
Set("0011100x11100x", ShaderDecode.I2i_I);
|
||||
Set("0101110011100x", ShaderDecode.I2i_R);
|
||||
Set("0100110000010x", ShaderDecode.Iadd_C);
|
||||
Set("0011100000010x", ShaderDecode.Iadd_I);
|
||||
Set("0001110x0xxxxx", ShaderDecode.Iadd_I32);
|
||||
Set("0101110000010x", ShaderDecode.Iadd_R);
|
||||
Set("010011001100xx", ShaderDecode.Iadd3_C);
|
||||
Set("001110001100xx", ShaderDecode.Iadd3_I);
|
||||
Set("010111001100xx", ShaderDecode.Iadd3_R);
|
||||
Set("0100110000100x", ShaderDecode.Imnmx_C);
|
||||
Set("0011100x00100x", ShaderDecode.Imnmx_I);
|
||||
Set("0101110000100x", ShaderDecode.Imnmx_R);
|
||||
Set("1110111111010x", ShaderDecode.Isberd);
|
||||
Set("11100000xxxxxx", ShaderDecode.Ipa);
|
||||
Set("0100110000011x", ShaderDecode.Iscadd_C);
|
||||
Set("0011100x00011x", ShaderDecode.Iscadd_I);
|
||||
Set("0101110000011x", ShaderDecode.Iscadd_R);
|
||||
Set("010010110101xx", ShaderDecode.Iset_C);
|
||||
Set("001101100101xx", ShaderDecode.Iset_I);
|
||||
Set("010110110101xx", ShaderDecode.Iset_R);
|
||||
Set("010010110110xx", ShaderDecode.Isetp_C);
|
||||
Set("0011011x0110xx", ShaderDecode.Isetp_I);
|
||||
Set("010110110110xx", ShaderDecode.Isetp_R);
|
||||
Set("111000110011xx", ShaderDecode.Kil);
|
||||
Set("1110111111011x", ShaderDecode.Ld_A);
|
||||
Set("1110111110010x", ShaderDecode.Ld_C);
|
||||
Set("0100110001000x", ShaderDecode.Lop_C);
|
||||
Set("0011100001000x", ShaderDecode.Lop_I);
|
||||
Set("000001xxxxxxxx", ShaderDecode.Lop_I32);
|
||||
Set("0101110001000x", ShaderDecode.Lop_R);
|
||||
Set("0100110010011x", ShaderDecode.Mov_C);
|
||||
Set("0011100x10011x", ShaderDecode.Mov_I);
|
||||
Set("000000010000xx", ShaderDecode.Mov_I32);
|
||||
Set("0101110010011x", ShaderDecode.Mov_R);
|
||||
Set("1111000011001x", ShaderDecode.Mov_S);
|
||||
Set("0101000010000x", ShaderDecode.Mufu);
|
||||
Set("1111101111100x", ShaderDecode.Out_R);
|
||||
Set("0101000010010x", ShaderDecode.Psetp);
|
||||
Set("0100110010010x", ShaderDecode.Rro_C);
|
||||
Set("0011100x10010x", ShaderDecode.Rro_I);
|
||||
Set("0101110010010x", ShaderDecode.Rro_R);
|
||||
Set("0100110010100x", ShaderDecode.Sel_C);
|
||||
Set("0011100010100x", ShaderDecode.Sel_I);
|
||||
Set("0101110010100x", ShaderDecode.Sel_R);
|
||||
Set("0100110001001x", ShaderDecode.Shl_C);
|
||||
Set("0011100x01001x", ShaderDecode.Shl_I);
|
||||
Set("0101110001001x", ShaderDecode.Shl_R);
|
||||
Set("0100110000101x", ShaderDecode.Shr_C);
|
||||
Set("0011100x00101x", ShaderDecode.Shr_I);
|
||||
Set("0101110000101x", ShaderDecode.Shr_R);
|
||||
Set("111000101001xx", ShaderDecode.Ssy);
|
||||
Set("1110111111110x", ShaderDecode.St_A);
|
||||
Set("1111000011111x", ShaderDecode.Sync);
|
||||
Set("110000xxxx111x", ShaderDecode.Tex);
|
||||
Set("1101111010111x", ShaderDecode.Tex_B);
|
||||
Set("1101111101001x", ShaderDecode.Texq);
|
||||
Set("1101x00xxxxxxx", ShaderDecode.Texs);
|
||||
Set("1101101xxxxxxx", ShaderDecode.Tlds);
|
||||
Set("110010xxxx111x", ShaderDecode.Tld4);
|
||||
Set("1101111100xxxx", ShaderDecode.Tld4S);
|
||||
Set("01011111xxxxxx", ShaderDecode.Vmad);
|
||||
Set("0100111xxxxxxx", ShaderDecode.Xmad_CR);
|
||||
Set("0011011x00xxxx", ShaderDecode.Xmad_I);
|
||||
Set("010100010xxxxx", ShaderDecode.Xmad_RC);
|
||||
Set("0101101100xxxx", ShaderDecode.Xmad_RR);
|
||||
#endregion
|
||||
}
|
||||
|
||||
private static void Set(string encoding, ShaderDecodeFunc func)
|
||||
{
|
||||
if (encoding.Length != EncodingBits)
|
||||
{
|
||||
throw new ArgumentException(nameof(encoding));
|
||||
}
|
||||
|
||||
int bit = encoding.Length - 1;
|
||||
int value = 0;
|
||||
int xMask = 0;
|
||||
int xBits = 0;
|
||||
|
||||
int[] xPos = new int[encoding.Length];
|
||||
|
||||
for (int index = 0; index < encoding.Length; index++, bit--)
|
||||
{
|
||||
char chr = encoding[index];
|
||||
|
||||
if (chr == '1')
|
||||
{
|
||||
value |= 1 << bit;
|
||||
}
|
||||
else if (chr == 'x')
|
||||
{
|
||||
xMask |= 1 << bit;
|
||||
|
||||
xPos[xBits++] = bit;
|
||||
}
|
||||
}
|
||||
|
||||
xMask = ~xMask;
|
||||
|
||||
ShaderDecodeEntry entry = new ShaderDecodeEntry(func, xBits);
|
||||
|
||||
for (int index = 0; index < (1 << xBits); index++)
|
||||
{
|
||||
value &= xMask;
|
||||
|
||||
for (int x = 0; x < xBits; x++)
|
||||
{
|
||||
value |= ((index >> x) & 1) << xPos[x];
|
||||
}
|
||||
|
||||
if (_opCodes[value] == null || _opCodes[value].XBits > xBits)
|
||||
{
|
||||
_opCodes[value] = entry;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static ShaderDecodeFunc GetDecoder(long opCode)
|
||||
{
|
||||
return _opCodes[(ulong)opCode >> (64 - EncodingBits)]?.Func;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
enum ShaderOper
|
||||
{
|
||||
Cr,
|
||||
Imm,
|
||||
Immf,
|
||||
Rc,
|
||||
Rr
|
||||
}
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
enum ShaderRegisterSize
|
||||
{
|
||||
Half,
|
||||
Single,
|
||||
Double
|
||||
}
|
||||
}
|
|
@ -1,13 +0,0 @@
|
|||
namespace Ryujinx.Graphics.Gal.Shader
|
||||
{
|
||||
enum ShaderTexqInfo
|
||||
{
|
||||
Dimension = 1,
|
||||
TextureType = 2,
|
||||
SamplePos = 5,
|
||||
Filter = 16,
|
||||
Lod = 18,
|
||||
Wrap = 20,
|
||||
BorderColor = 22
|
||||
}
|
||||
}
|
|
@ -1,6 +1,7 @@
|
|||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.Gal;
|
||||
using Ryujinx.Graphics.Memory;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using Ryujinx.Graphics.Texture;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
@ -626,20 +627,22 @@ namespace Ryujinx.Graphics.Graphics3d
|
|||
|
||||
for (int index = 0; index < keys.Length; index++)
|
||||
{
|
||||
foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetTextureUsage(keys[index]))
|
||||
foreach (TextureDescriptor desc in _gpu.Renderer.Shader.GetTextureUsage(keys[index]))
|
||||
{
|
||||
long position;
|
||||
int textureHandle;
|
||||
|
||||
if (declInfo.IsCb)
|
||||
if (desc.IsBindless)
|
||||
{
|
||||
position = _constBuffers[index][declInfo.Cbuf].Position;
|
||||
long position = _constBuffers[index][desc.CbufSlot].Position;
|
||||
|
||||
textureHandle = vmm.ReadInt32(position + desc.CbufOffset * 4);
|
||||
}
|
||||
else
|
||||
{
|
||||
position = _constBuffers[index][textureCbIndex].Position;
|
||||
}
|
||||
long position = _constBuffers[index][textureCbIndex].Position;
|
||||
|
||||
int textureHandle = vmm.ReadInt32(position + declInfo.Index * 4);
|
||||
textureHandle = vmm.ReadInt32(position + desc.HandleIndex * 4);
|
||||
}
|
||||
|
||||
unboundTextures.Add(UploadTexture(vmm, textureHandle));
|
||||
}
|
||||
|
@ -712,9 +715,9 @@ namespace Ryujinx.Graphics.Graphics3d
|
|||
{
|
||||
for (int stage = 0; stage < keys.Length; stage++)
|
||||
{
|
||||
foreach (ShaderDeclInfo declInfo in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage]))
|
||||
foreach (CBufferDescriptor desc in _gpu.Renderer.Shader.GetConstBufferUsage(keys[stage]))
|
||||
{
|
||||
ConstBuffer cb = _constBuffers[stage][declInfo.Cbuf];
|
||||
ConstBuffer cb = _constBuffers[stage][desc.Slot];
|
||||
|
||||
if (!cb.Enabled)
|
||||
{
|
||||
|
@ -735,7 +738,7 @@ namespace Ryujinx.Graphics.Graphics3d
|
|||
}
|
||||
}
|
||||
|
||||
state.ConstBufferKeys[stage][declInfo.Cbuf] = key;
|
||||
state.ConstBufferKeys[stage][desc.Slot] = key;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
15
Ryujinx.Graphics/Shader/CBufferDescriptor.cs
Normal file
15
Ryujinx.Graphics/Shader/CBufferDescriptor.cs
Normal file
|
@ -0,0 +1,15 @@
|
|||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public struct CBufferDescriptor
|
||||
{
|
||||
public string Name { get; }
|
||||
|
||||
public int Slot { get; }
|
||||
|
||||
public CBufferDescriptor(string name, int slot)
|
||||
{
|
||||
Name = name;
|
||||
Slot = slot;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -9,10 +9,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
{
|
||||
private const string Tab = " ";
|
||||
|
||||
public StructuredProgramInfo Info { get; }
|
||||
|
||||
public GalShaderType ShaderType { get; }
|
||||
|
||||
public List<CBufferDescriptor> CBufferDescriptors { get; }
|
||||
public List<TextureDescriptor> TextureDescriptors { get; }
|
||||
|
||||
private StringBuilder _sb;
|
||||
|
||||
private Dictionary<AstOperand, string> _locals;
|
||||
|
@ -21,11 +22,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
|
||||
private string _identation;
|
||||
|
||||
public CodeGenContext(StructuredProgramInfo info, GalShaderType shaderType)
|
||||
public CodeGenContext(GalShaderType shaderType)
|
||||
{
|
||||
Info = info;
|
||||
ShaderType = shaderType;
|
||||
|
||||
CBufferDescriptors = new List<CBufferDescriptor>();
|
||||
TextureDescriptors = new List<TextureDescriptor>();
|
||||
|
||||
_sb = new StringBuilder();
|
||||
|
||||
_locals = new Dictionary<AstOperand, string>();
|
||||
|
|
|
@ -9,7 +9,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
{
|
||||
static class Declarations
|
||||
{
|
||||
public static void Declare(CodeGenContext context, StructuredProgramInfo prgInfo)
|
||||
public static void Declare(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
context.AppendLine("#version 420 core");
|
||||
|
||||
|
@ -38,38 +38,38 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
|
||||
context.AppendLine();
|
||||
|
||||
if (prgInfo.ConstantBuffers.Count != 0)
|
||||
if (info.CBuffers.Count != 0)
|
||||
{
|
||||
DeclareUniforms(context, prgInfo);
|
||||
DeclareUniforms(context, info);
|
||||
|
||||
context.AppendLine();
|
||||
}
|
||||
|
||||
if (prgInfo.Samplers.Count != 0)
|
||||
if (info.Samplers.Count != 0)
|
||||
{
|
||||
DeclareSamplers(context, prgInfo);
|
||||
DeclareSamplers(context, info);
|
||||
|
||||
context.AppendLine();
|
||||
}
|
||||
|
||||
if (prgInfo.IAttributes.Count != 0)
|
||||
if (info.IAttributes.Count != 0)
|
||||
{
|
||||
DeclareInputAttributes(context, prgInfo);
|
||||
DeclareInputAttributes(context, info);
|
||||
|
||||
context.AppendLine();
|
||||
}
|
||||
|
||||
if (prgInfo.OAttributes.Count != 0)
|
||||
if (info.OAttributes.Count != 0)
|
||||
{
|
||||
DeclareOutputAttributes(context, prgInfo);
|
||||
DeclareOutputAttributes(context, info);
|
||||
|
||||
context.AppendLine();
|
||||
}
|
||||
}
|
||||
|
||||
public static void DeclareLocals(CodeGenContext context, StructuredProgramInfo prgInfo)
|
||||
public static void DeclareLocals(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
foreach (AstOperand decl in prgInfo.Locals)
|
||||
foreach (AstOperand decl in info.Locals)
|
||||
{
|
||||
string name = context.DeclareLocal(decl);
|
||||
|
||||
|
@ -90,14 +90,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
throw new ArgumentException($"Invalid variable type \"{type}\".");
|
||||
}
|
||||
|
||||
private static void DeclareUniforms(CodeGenContext context, StructuredProgramInfo prgInfo)
|
||||
private static void DeclareUniforms(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
foreach (int cbufSlot in prgInfo.ConstantBuffers.OrderBy(x => x))
|
||||
foreach (int cbufSlot in info.CBuffers.OrderBy(x => x))
|
||||
{
|
||||
string ubName = OperandManager.GetShaderStagePrefix(context.ShaderType);
|
||||
|
||||
ubName += "_" + DefaultNames.UniformNamePrefix + cbufSlot;
|
||||
|
||||
context.CBufferDescriptors.Add(new CBufferDescriptor(ubName, cbufSlot));
|
||||
|
||||
context.AppendLine("layout (std140) uniform " + ubName);
|
||||
|
||||
context.EnterScope();
|
||||
|
@ -108,15 +110,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
}
|
||||
}
|
||||
|
||||
private static void DeclareSamplers(CodeGenContext context, StructuredProgramInfo prgInfo)
|
||||
private static void DeclareSamplers(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
HashSet<string> samplerNames = new HashSet<string>();
|
||||
Dictionary<string, AstTextureOperation> samplers = new Dictionary<string, AstTextureOperation>();
|
||||
|
||||
foreach (AstTextureOperation texOp in prgInfo.Samplers.OrderBy(x => x.Handle))
|
||||
foreach (AstTextureOperation texOp in info.Samplers.OrderBy(x => x.Handle))
|
||||
{
|
||||
string samplerName = OperandManager.GetSamplerName(context.ShaderType, texOp);
|
||||
|
||||
if (!samplerNames.Add(samplerName))
|
||||
if (!samplers.TryAdd(samplerName, texOp))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
@ -125,21 +127,43 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
|
||||
context.AppendLine("uniform " + samplerTypeName + " " + samplerName + ";");
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<string, AstTextureOperation> kv in samplers)
|
||||
{
|
||||
string samplerName = kv.Key;
|
||||
|
||||
AstTextureOperation texOp = kv.Value;
|
||||
|
||||
TextureDescriptor desc;
|
||||
|
||||
if ((texOp.Flags & TextureFlags.Bindless) != 0)
|
||||
{
|
||||
AstOperand operand = texOp.GetSource(0) as AstOperand;
|
||||
|
||||
desc = new TextureDescriptor(samplerName, operand.CbufSlot, operand.CbufOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
desc = new TextureDescriptor(samplerName, texOp.Handle);
|
||||
}
|
||||
|
||||
context.TextureDescriptors.Add(desc);
|
||||
}
|
||||
}
|
||||
|
||||
private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo prgInfo)
|
||||
private static void DeclareInputAttributes(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
string suffix = context.ShaderType == GalShaderType.Geometry ? "[]" : string.Empty;
|
||||
|
||||
foreach (int attr in prgInfo.IAttributes.OrderBy(x => x))
|
||||
foreach (int attr in info.IAttributes.OrderBy(x => x))
|
||||
{
|
||||
context.AppendLine($"layout (location = {attr}) in vec4 {DefaultNames.IAttributePrefix}{attr}{suffix};");
|
||||
}
|
||||
}
|
||||
|
||||
private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo prgInfo)
|
||||
private static void DeclareOutputAttributes(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
foreach (int attr in prgInfo.OAttributes.OrderBy(x => x))
|
||||
foreach (int attr in info.OAttributes.OrderBy(x => x))
|
||||
{
|
||||
context.AppendLine($"layout (location = {attr}) out vec4 {DefaultNames.OAttributePrefix}{attr};");
|
||||
}
|
||||
|
|
|
@ -8,20 +8,23 @@ using static Ryujinx.Graphics.Shader.CodeGen.Glsl.TypeConversion;
|
|||
|
||||
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
{
|
||||
class GlslGenerator
|
||||
static class GlslGenerator
|
||||
{
|
||||
public string Generate(StructuredProgramInfo info, GalShaderType shaderType)
|
||||
public static GlslProgram Generate(StructuredProgramInfo info, GalShaderType shaderType)
|
||||
{
|
||||
CodeGenContext context = new CodeGenContext(info, shaderType);
|
||||
CodeGenContext context = new CodeGenContext(shaderType);
|
||||
|
||||
Declarations.Declare(context, info);
|
||||
|
||||
PrintMainBlock(context, info);
|
||||
|
||||
return context.GetCode();
|
||||
return new GlslProgram(
|
||||
context.CBufferDescriptors.ToArray(),
|
||||
context.TextureDescriptors.ToArray(),
|
||||
context.GetCode());
|
||||
}
|
||||
|
||||
private void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
|
||||
private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
|
||||
{
|
||||
context.AppendLine("void main()");
|
||||
|
||||
|
@ -34,7 +37,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|||
context.LeaveScope();
|
||||
}
|
||||
|
||||
private void PrintBlock(CodeGenContext context, AstBlock block)
|
||||
private static void PrintBlock(CodeGenContext context, AstBlock block)
|
||||
{
|
||||
AstBlockVisitor visitor = new AstBlockVisitor(block);
|
||||
|
||||
|
|
20
Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslProgram.cs
Normal file
20
Ryujinx.Graphics/Shader/CodeGen/Glsl/GlslProgram.cs
Normal file
|
@ -0,0 +1,20 @@
|
|||
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
||||
{
|
||||
class GlslProgram
|
||||
{
|
||||
public CBufferDescriptor[] CBufferDescriptors { get; }
|
||||
public TextureDescriptor[] TextureDescriptors { get; }
|
||||
|
||||
public string Code { get; }
|
||||
|
||||
public GlslProgram(
|
||||
CBufferDescriptor[] cBufferDescs,
|
||||
TextureDescriptor[] textureDescs,
|
||||
string code)
|
||||
{
|
||||
CBufferDescriptors = cBufferDescs;
|
||||
TextureDescriptors = textureDescs;
|
||||
Code = code;
|
||||
}
|
||||
}
|
||||
}
|
15
Ryujinx.Graphics/Shader/ShaderProgram.cs
Normal file
15
Ryujinx.Graphics/Shader/ShaderProgram.cs
Normal file
|
@ -0,0 +1,15 @@
|
|||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public class ShaderProgram
|
||||
{
|
||||
public ShaderProgramInfo Info { get; }
|
||||
|
||||
public string Code { get; }
|
||||
|
||||
internal ShaderProgram(ShaderProgramInfo info, string code)
|
||||
{
|
||||
Info = info;
|
||||
Code = code;
|
||||
}
|
||||
}
|
||||
}
|
17
Ryujinx.Graphics/Shader/ShaderProgramInfo.cs
Normal file
17
Ryujinx.Graphics/Shader/ShaderProgramInfo.cs
Normal file
|
@ -0,0 +1,17 @@
|
|||
using System;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public class ShaderProgramInfo
|
||||
{
|
||||
public ReadOnlyCollection<CBufferDescriptor> CBuffers { get; }
|
||||
public ReadOnlyCollection<TextureDescriptor> Textures { get; }
|
||||
|
||||
internal ShaderProgramInfo(CBufferDescriptor[] cBuffers, TextureDescriptor[] textures)
|
||||
{
|
||||
CBuffers = Array.AsReadOnly(cBuffers);
|
||||
Textures = Array.AsReadOnly(textures);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -64,7 +64,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
throw new InvalidOperationException("Found LDC with non-constant constant buffer slot.");
|
||||
}
|
||||
|
||||
context.Info.ConstantBuffers.Add(ldcSource.Value);
|
||||
context.Info.CBuffers.Add(ldcSource.Value);
|
||||
}
|
||||
|
||||
AstAssignment assignment;
|
||||
|
|
|
@ -234,7 +234,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
}
|
||||
else if (operand.Type == OperandType.ConstantBuffer)
|
||||
{
|
||||
Info.ConstantBuffers.Add(operand.GetCbufSlot());
|
||||
Info.CBuffers.Add(operand.GetCbufSlot());
|
||||
}
|
||||
|
||||
return GetOperand(operand);
|
||||
|
|
|
@ -8,13 +8,11 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
|
||||
public HashSet<AstOperand> Locals { get; }
|
||||
|
||||
public HashSet<int> ConstantBuffers { get; }
|
||||
public HashSet<int> CBuffers { get; }
|
||||
|
||||
public HashSet<int> IAttributes { get; }
|
||||
public HashSet<int> OAttributes { get; }
|
||||
|
||||
private HashSet<int> _textureHandles;
|
||||
|
||||
public HashSet<AstTextureOperation> Samplers { get; }
|
||||
|
||||
public StructuredProgramInfo(AstBlock mainBlock)
|
||||
|
@ -23,7 +21,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|||
|
||||
Locals = new HashSet<AstOperand>();
|
||||
|
||||
ConstantBuffers = new HashSet<int>();
|
||||
CBuffers = new HashSet<int>();
|
||||
|
||||
IAttributes = new HashSet<int>();
|
||||
OAttributes = new HashSet<int>();
|
||||
|
|
36
Ryujinx.Graphics/Shader/TextureDescriptor.cs
Normal file
36
Ryujinx.Graphics/Shader/TextureDescriptor.cs
Normal file
|
@ -0,0 +1,36 @@
|
|||
namespace Ryujinx.Graphics.Shader
|
||||
{
|
||||
public struct TextureDescriptor
|
||||
{
|
||||
public string Name { get; }
|
||||
|
||||
public int HandleIndex { get; }
|
||||
|
||||
public bool IsBindless { get; }
|
||||
|
||||
public int CbufSlot { get; }
|
||||
public int CbufOffset { get; }
|
||||
|
||||
public TextureDescriptor(string name, int hIndex)
|
||||
{
|
||||
Name = name;
|
||||
HandleIndex = hIndex;
|
||||
|
||||
IsBindless = false;
|
||||
|
||||
CbufSlot = 0;
|
||||
CbufOffset = 0;
|
||||
}
|
||||
|
||||
public TextureDescriptor(string name, int cbufSlot, int cbufOffset)
|
||||
{
|
||||
Name = name;
|
||||
HandleIndex = 0;
|
||||
|
||||
IsBindless = true;
|
||||
|
||||
CbufSlot = cbufSlot;
|
||||
CbufOffset = cbufOffset;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -12,7 +12,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
{
|
||||
public static class Translator
|
||||
{
|
||||
public static string Translate(IGalMemory memory, ulong address, GalShaderType shaderType)
|
||||
public static ShaderProgram Translate(IGalMemory memory, ulong address, GalShaderType shaderType)
|
||||
{
|
||||
ShaderHeader header = new ShaderHeader(memory, address);
|
||||
|
||||
|
@ -98,13 +98,15 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
Optimizer.Optimize(irBlocks);
|
||||
|
||||
StructuredProgramInfo prgInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
|
||||
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
|
||||
|
||||
GlslGenerator generator = new GlslGenerator();
|
||||
GlslProgram program = GlslGenerator.Generate(sInfo, shaderType);
|
||||
|
||||
string glslProgram = generator.Generate(prgInfo, shaderType);
|
||||
ShaderProgramInfo spInfo = new ShaderProgramInfo(
|
||||
program.CBufferDescriptors,
|
||||
program.TextureDescriptors);
|
||||
|
||||
return glslProgram;
|
||||
return new ShaderProgram(spInfo, program.Code);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -23,4 +23,4 @@ namespace Ryujinx.ShaderTools
|
|||
return Reader.ReadInt32();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,36 +7,28 @@ namespace Ryujinx.ShaderTools
|
|||
{
|
||||
class Program
|
||||
{
|
||||
private static readonly int MaxUboSize = 65536;
|
||||
|
||||
static void Main(string[] args)
|
||||
{
|
||||
if (args.Length == 2)
|
||||
{
|
||||
//GlslDecompiler Decompiler = new GlslDecompiler(MaxUboSize);
|
||||
|
||||
GalShaderType ShaderType = GalShaderType.Vertex;
|
||||
GalShaderType type = GalShaderType.Vertex;
|
||||
|
||||
switch (args[0].ToLower())
|
||||
{
|
||||
case "v": ShaderType = GalShaderType.Vertex; break;
|
||||
case "tc": ShaderType = GalShaderType.TessControl; break;
|
||||
case "te": ShaderType = GalShaderType.TessEvaluation; break;
|
||||
case "g": ShaderType = GalShaderType.Geometry; break;
|
||||
case "f": ShaderType = GalShaderType.Fragment; break;
|
||||
case "v": type = GalShaderType.Vertex; break;
|
||||
case "tc": type = GalShaderType.TessControl; break;
|
||||
case "te": type = GalShaderType.TessEvaluation; break;
|
||||
case "g": type = GalShaderType.Geometry; break;
|
||||
case "f": type = GalShaderType.Fragment; break;
|
||||
}
|
||||
|
||||
using (FileStream FS = new FileStream(args[1], FileMode.Open, FileAccess.Read))
|
||||
using (FileStream fs = new FileStream(args[1], FileMode.Open, FileAccess.Read))
|
||||
{
|
||||
Memory Mem = new Memory(FS);
|
||||
Memory mem = new Memory(fs);
|
||||
|
||||
string code = Translator.Translate(Mem, 0, ShaderType);
|
||||
string code = Translator.Translate(mem, 0, type).Code;
|
||||
|
||||
Console.WriteLine(code);
|
||||
|
||||
//GlslProgram Program = Decompiler.Decompile(Mem, 0, ShaderType);
|
||||
|
||||
//Console.WriteLine(Program.Code);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -45,4 +37,4 @@ namespace Ryujinx.ShaderTools
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Reference in a new issue