Add dual vertex shader support
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2 changed files with 119 additions and 13 deletions
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@ -61,8 +61,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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ShaderDumper.Dump(memory, position, type, "a");
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ShaderDumper.Dump(memory, position, type, "a");
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ShaderDumper.Dump(memory, positionB, type, "b");
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ShaderDumper.Dump(memory, positionB, type, "b");
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//TODO: Dual vertex programs support.
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program = Translator.Translate(memory, (ulong)position, (ulong)positionB, type);
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program = Translator.Translate(memory, (ulong)position, type);
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}
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}
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else
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else
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{
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{
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@ -5,6 +5,7 @@ using Ryujinx.Graphics.Shader.Instructions;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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@ -13,6 +14,48 @@ namespace Ryujinx.Graphics.Shader.Translation
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public static class Translator
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public static class Translator
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{
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{
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public static ShaderProgram Translate(IGalMemory memory, ulong address, GalShaderType shaderType)
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public static ShaderProgram Translate(IGalMemory memory, ulong address, GalShaderType shaderType)
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{
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return Translate(memory, address, 0, shaderType);
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}
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public static ShaderProgram Translate(
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IGalMemory memory,
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ulong address,
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ulong addressB,
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GalShaderType shaderType)
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{
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Operation[] shaderOps = DecodeShader(memory, address, shaderType);
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if (addressB != 0)
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{
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//Dual vertex shader.
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Operation[] shaderOpsB = DecodeShader(memory, addressB, shaderType);
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shaderOps = Combine(shaderOps, shaderOpsB);
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}
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BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(shaderOps);
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Dominance.FindDominators(irBlocks[0], irBlocks.Length);
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Dominance.FindDominanceFrontiers(irBlocks);
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Ssa.Rename(irBlocks);
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Optimizer.Optimize(irBlocks);
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StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
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GlslProgram program = GlslGenerator.Generate(sInfo, shaderType);
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ShaderProgramInfo spInfo = new ShaderProgramInfo(
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program.CBufferDescriptors,
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program.TextureDescriptors);
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return new ShaderProgram(spInfo, program.Code);
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}
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private static Operation[] DecodeShader(IGalMemory memory, ulong address, GalShaderType shaderType)
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{
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{
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ShaderHeader header = new ShaderHeader(memory, address);
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ShaderHeader header = new ShaderHeader(memory, address);
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@ -88,25 +131,89 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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}
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}
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BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(context.GetOperations());
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return context.GetOperations();
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}
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Dominance.FindDominators(irBlocks[0], irBlocks.Length);
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private static Operation[] Combine(Operation[] a, Operation[] b)
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{
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//Here we combine two shaders.
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//For shader A:
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//- All user attribute stores on shader A are turned into copies to a
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//temporary variable. It's assumed that shader B will consume them.
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//- All return instructions are turned into branch instructions, the
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//branch target being the start of the shader B code.
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//For shader B:
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//- All user attribute loads on shader B are turned into copies from a
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//temporary variable, as long that attribute is written by shader A.
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List<Operation> output = new List<Operation>(a.Length + b.Length);
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Dominance.FindDominanceFrontiers(irBlocks);
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Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
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Ssa.Rename(irBlocks);
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Operand lblB = Label();
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Optimizer.Optimize(irBlocks);
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for (int index = 0; index < a.Length; index++)
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{
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Operation operation = a[index];
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StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
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if (IsUserAttribute(operation.Dest))
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{
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int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
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GlslProgram program = GlslGenerator.Generate(sInfo, shaderType);
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Operand temp = temps[tIndex];
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ShaderProgramInfo spInfo = new ShaderProgramInfo(
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if (temp == null)
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program.CBufferDescriptors,
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{
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program.TextureDescriptors);
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temp = Local();
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return new ShaderProgram(spInfo, program.Code);
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temps[tIndex] = temp;
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}
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operation.Dest = temp;
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}
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if (operation.Inst == Instruction.Return)
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{
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output.Add(new Operation(Instruction.Branch, lblB));
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}
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else
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{
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output.Add(operation);
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}
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}
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output.Add(new Operation(Instruction.MarkLabel, lblB));
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for (int index = 0; index < b.Length; index++)
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{
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Operation operation = b[index];
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for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
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{
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Operand src = operation.GetSource(srcIndex);
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if (IsUserAttribute(src))
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{
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Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
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if (temp != null)
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{
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operation.SetSource(srcIndex, temp);
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}
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}
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}
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output.Add(operation);
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}
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return output.ToArray();
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}
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private static bool IsUserAttribute(Operand operand)
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{
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return operand != null &&
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operand.Type == OperandType.Attribute &&
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operand.Value >= AttributeConsts.UserAttributeBase &&
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operand.Value < AttributeConsts.UserAttributeEnd;
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}
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}
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}
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}
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}
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}
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