Add dual vertex shader support

This commit is contained in:
gdkchan 2019-04-11 23:45:02 -03:00
parent 39bcfde90b
commit 4ffaaf0cd5
2 changed files with 119 additions and 13 deletions

View file

@ -61,8 +61,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
ShaderDumper.Dump(memory, position, type, "a");
ShaderDumper.Dump(memory, positionB, type, "b");
//TODO: Dual vertex programs support.
program = Translator.Translate(memory, (ulong)position, type);
program = Translator.Translate(memory, (ulong)position, (ulong)positionB, type);
}
else
{

View file

@ -5,6 +5,7 @@ using Ryujinx.Graphics.Shader.Instructions;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation.Optimizations;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
@ -13,6 +14,48 @@ namespace Ryujinx.Graphics.Shader.Translation
public static class Translator
{
public static ShaderProgram Translate(IGalMemory memory, ulong address, GalShaderType shaderType)
{
return Translate(memory, address, 0, shaderType);
}
public static ShaderProgram Translate(
IGalMemory memory,
ulong address,
ulong addressB,
GalShaderType shaderType)
{
Operation[] shaderOps = DecodeShader(memory, address, shaderType);
if (addressB != 0)
{
//Dual vertex shader.
Operation[] shaderOpsB = DecodeShader(memory, addressB, shaderType);
shaderOps = Combine(shaderOps, shaderOpsB);
}
BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(shaderOps);
Dominance.FindDominators(irBlocks[0], irBlocks.Length);
Dominance.FindDominanceFrontiers(irBlocks);
Ssa.Rename(irBlocks);
Optimizer.Optimize(irBlocks);
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
GlslProgram program = GlslGenerator.Generate(sInfo, shaderType);
ShaderProgramInfo spInfo = new ShaderProgramInfo(
program.CBufferDescriptors,
program.TextureDescriptors);
return new ShaderProgram(spInfo, program.Code);
}
private static Operation[] DecodeShader(IGalMemory memory, ulong address, GalShaderType shaderType)
{
ShaderHeader header = new ShaderHeader(memory, address);
@ -88,25 +131,89 @@ namespace Ryujinx.Graphics.Shader.Translation
}
}
BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(context.GetOperations());
return context.GetOperations();
}
Dominance.FindDominators(irBlocks[0], irBlocks.Length);
private static Operation[] Combine(Operation[] a, Operation[] b)
{
//Here we combine two shaders.
//For shader A:
//- All user attribute stores on shader A are turned into copies to a
//temporary variable. It's assumed that shader B will consume them.
//- All return instructions are turned into branch instructions, the
//branch target being the start of the shader B code.
//For shader B:
//- All user attribute loads on shader B are turned into copies from a
//temporary variable, as long that attribute is written by shader A.
List<Operation> output = new List<Operation>(a.Length + b.Length);
Dominance.FindDominanceFrontiers(irBlocks);
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
Ssa.Rename(irBlocks);
Operand lblB = Label();
Optimizer.Optimize(irBlocks);
for (int index = 0; index < a.Length; index++)
{
Operation operation = a[index];
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
if (IsUserAttribute(operation.Dest))
{
int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
GlslProgram program = GlslGenerator.Generate(sInfo, shaderType);
Operand temp = temps[tIndex];
ShaderProgramInfo spInfo = new ShaderProgramInfo(
program.CBufferDescriptors,
program.TextureDescriptors);
if (temp == null)
{
temp = Local();
return new ShaderProgram(spInfo, program.Code);
temps[tIndex] = temp;
}
operation.Dest = temp;
}
if (operation.Inst == Instruction.Return)
{
output.Add(new Operation(Instruction.Branch, lblB));
}
else
{
output.Add(operation);
}
}
output.Add(new Operation(Instruction.MarkLabel, lblB));
for (int index = 0; index < b.Length; index++)
{
Operation operation = b[index];
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
{
Operand src = operation.GetSource(srcIndex);
if (IsUserAttribute(src))
{
Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
if (temp != null)
{
operation.SetSource(srcIndex, temp);
}
}
}
output.Add(operation);
}
return output.ToArray();
}
private static bool IsUserAttribute(Operand operand)
{
return operand != null &&
operand.Type == OperandType.Attribute &&
operand.Value >= AttributeConsts.UserAttributeBase &&
operand.Value < AttributeConsts.UserAttributeEnd;
}
}
}