New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
using Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions;
|
|
|
|
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
|
|
using Ryujinx.Graphics.Shader.StructuredIr;
|
2019-12-29 17:41:50 +00:00
|
|
|
using Ryujinx.Graphics.Shader.Translation;
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
using System;
|
|
|
|
|
|
|
|
using static Ryujinx.Graphics.Shader.CodeGen.Glsl.TypeConversion;
|
|
|
|
|
|
|
|
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
|
|
|
|
{
|
|
|
|
static class GlslGenerator
|
|
|
|
{
|
|
|
|
public static GlslProgram Generate(StructuredProgramInfo info, ShaderConfig config)
|
|
|
|
{
|
2020-10-13 00:40:50 +00:00
|
|
|
CodeGenContext context = new CodeGenContext(config, info.UsesCbIndexing);
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
|
|
|
|
Declarations.Declare(context, info);
|
|
|
|
|
|
|
|
PrintMainBlock(context, info);
|
|
|
|
|
|
|
|
return new GlslProgram(
|
|
|
|
context.CBufferDescriptors.ToArray(),
|
2019-10-13 06:02:07 +00:00
|
|
|
context.SBufferDescriptors.ToArray(),
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
context.TextureDescriptors.ToArray(),
|
2019-10-18 02:41:18 +00:00
|
|
|
context.ImageDescriptors.ToArray(),
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
context.GetCode());
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
|
|
|
|
{
|
|
|
|
context.AppendLine("void main()");
|
|
|
|
|
|
|
|
context.EnterScope();
|
|
|
|
|
|
|
|
Declarations.DeclareLocals(context, info);
|
|
|
|
|
2019-10-31 03:29:22 +00:00
|
|
|
// Some games will leave some elements of gl_Position uninitialized,
|
|
|
|
// in those cases, the elements will contain undefined values according
|
|
|
|
// to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
|
|
|
|
// so we do explicit initialization to avoid UB on non-NVIDIA gpus.
|
|
|
|
if (context.Config.Stage == ShaderStage.Vertex)
|
|
|
|
{
|
|
|
|
context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
|
|
|
|
}
|
|
|
|
|
2019-10-13 06:02:07 +00:00
|
|
|
// Ensure that unused attributes are set, otherwise the downstream
|
|
|
|
// compiler may eliminate them.
|
|
|
|
// (Not needed for fragment shader as it is the last stage).
|
|
|
|
if (context.Config.Stage != ShaderStage.Compute &&
|
|
|
|
context.Config.Stage != ShaderStage.Fragment)
|
|
|
|
{
|
|
|
|
for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
|
|
|
|
{
|
|
|
|
if (info.OAttributes.Contains(attr))
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2020-07-28 22:01:11 +00:00
|
|
|
if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
|
|
|
|
{
|
|
|
|
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
|
|
|
|
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
|
|
|
|
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
|
|
|
|
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0);");
|
|
|
|
}
|
2019-10-13 06:02:07 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
PrintBlock(context, info.MainBlock);
|
|
|
|
|
|
|
|
context.LeaveScope();
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void PrintBlock(CodeGenContext context, AstBlock block)
|
|
|
|
{
|
|
|
|
AstBlockVisitor visitor = new AstBlockVisitor(block);
|
|
|
|
|
|
|
|
visitor.BlockEntered += (sender, e) =>
|
|
|
|
{
|
|
|
|
switch (e.Block.Type)
|
|
|
|
{
|
|
|
|
case AstBlockType.DoWhile:
|
|
|
|
context.AppendLine("do");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case AstBlockType.Else:
|
|
|
|
context.AppendLine("else");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case AstBlockType.ElseIf:
|
|
|
|
context.AppendLine($"else if ({GetCondExpr(context, e.Block.Condition)})");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case AstBlockType.If:
|
|
|
|
context.AppendLine($"if ({GetCondExpr(context, e.Block.Condition)})");
|
|
|
|
break;
|
|
|
|
|
|
|
|
default: throw new InvalidOperationException($"Found unexpected block type \"{e.Block.Type}\".");
|
|
|
|
}
|
|
|
|
|
|
|
|
context.EnterScope();
|
|
|
|
};
|
|
|
|
|
|
|
|
visitor.BlockLeft += (sender, e) =>
|
|
|
|
{
|
|
|
|
context.LeaveScope();
|
|
|
|
|
|
|
|
if (e.Block.Type == AstBlockType.DoWhile)
|
|
|
|
{
|
|
|
|
context.AppendLine($"while ({GetCondExpr(context, e.Block.Condition)});");
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
foreach (IAstNode node in visitor.Visit())
|
|
|
|
{
|
|
|
|
if (node is AstOperation operation)
|
|
|
|
{
|
|
|
|
context.AppendLine(InstGen.GetExpression(context, operation) + ";");
|
|
|
|
}
|
|
|
|
else if (node is AstAssignment assignment)
|
|
|
|
{
|
|
|
|
VariableType srcType = OperandManager.GetNodeDestType(assignment.Source);
|
|
|
|
VariableType dstType = OperandManager.GetNodeDestType(assignment.Destination);
|
|
|
|
|
|
|
|
string dest;
|
|
|
|
|
|
|
|
if (assignment.Destination is AstOperand operand && operand.Type == OperandType.Attribute)
|
|
|
|
{
|
2020-07-28 22:01:11 +00:00
|
|
|
dest = OperandManager.GetOutAttributeName(operand, context.Config);
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dest = InstGen.GetExpression(context, assignment.Destination);
|
|
|
|
}
|
|
|
|
|
|
|
|
string src = ReinterpretCast(context, assignment.Source, srcType, dstType);
|
|
|
|
|
|
|
|
context.AppendLine(dest + " = " + src + ";");
|
|
|
|
}
|
2019-10-13 06:02:07 +00:00
|
|
|
else if (node is AstComment comment)
|
|
|
|
{
|
|
|
|
context.AppendLine("// " + comment.Comment);
|
|
|
|
}
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
throw new InvalidOperationException($"Found unexpected node type \"{node?.GetType().Name ?? "null"}\".");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static string GetCondExpr(CodeGenContext context, IAstNode cond)
|
|
|
|
{
|
|
|
|
VariableType srcType = OperandManager.GetNodeDestType(cond);
|
|
|
|
|
|
|
|
return ReinterpretCast(context, cond, srcType, VariableType.Bool);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|