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
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class InstructionInfo
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{
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private struct InstInfo
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{
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public VariableType DestType { get; }
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public VariableType[] SrcTypes { get; }
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public InstInfo(VariableType destType, params VariableType[] srcTypes)
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{
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DestType = destType;
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SrcTypes = srcTypes;
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}
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}
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private static InstInfo[] _infoTbl;
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static InstructionInfo()
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{
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_infoTbl = new InstInfo[(int)Instruction.Count];
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2019-10-13 06:02:07 +00:00
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// Inst Destination type Source 1 type Source 2 type Source 3 type Source 4 type
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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
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Add(Instruction.Absolute, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Add, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.BitfieldExtractS32, VariableType.S32, VariableType.S32, VariableType.S32, VariableType.S32);
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Add(Instruction.BitfieldExtractU32, VariableType.U32, VariableType.U32, VariableType.S32, VariableType.S32);
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Add(Instruction.BitfieldInsert, VariableType.Int, VariableType.Int, VariableType.Int, VariableType.S32, VariableType.S32);
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Add(Instruction.BitfieldReverse, VariableType.Int, VariableType.Int);
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Add(Instruction.BitwiseAnd, VariableType.Int, VariableType.Int, VariableType.Int);
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Add(Instruction.BitwiseExclusiveOr, VariableType.Int, VariableType.Int, VariableType.Int);
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Add(Instruction.BitwiseNot, VariableType.Int, VariableType.Int);
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Add(Instruction.BitwiseOr, VariableType.Int, VariableType.Int, VariableType.Int);
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Add(Instruction.BranchIfTrue, VariableType.None, VariableType.Bool);
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Add(Instruction.BranchIfFalse, VariableType.None, VariableType.Bool);
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Add(Instruction.Ceiling, VariableType.F32, VariableType.F32, VariableType.F32);
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Add(Instruction.Clamp, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ClampU32, VariableType.U32, VariableType.U32, VariableType.U32, VariableType.U32);
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Add(Instruction.CompareEqual, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.CompareGreater, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.CompareGreaterOrEqual, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.CompareGreaterOrEqualU32, VariableType.Bool, VariableType.U32, VariableType.U32);
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Add(Instruction.CompareGreaterU32, VariableType.Bool, VariableType.U32, VariableType.U32);
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Add(Instruction.CompareLess, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.CompareLessOrEqual, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.CompareLessOrEqualU32, VariableType.Bool, VariableType.U32, VariableType.U32);
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Add(Instruction.CompareLessU32, VariableType.Bool, VariableType.U32, VariableType.U32);
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Add(Instruction.CompareNotEqual, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ConditionalSelect, VariableType.Scalar, VariableType.Bool, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ConvertFPToS32, VariableType.S32, VariableType.F32);
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Add(Instruction.ConvertS32ToFP, VariableType.F32, VariableType.S32);
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Add(Instruction.ConvertU32ToFP, VariableType.F32, VariableType.U32);
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Add(Instruction.Cosine, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Divide, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.ExponentB2, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Floor, VariableType.F32, VariableType.F32);
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Add(Instruction.FusedMultiplyAdd, VariableType.F32, VariableType.F32, VariableType.F32, VariableType.F32);
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Add(Instruction.IsNan, VariableType.Bool, VariableType.F32);
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2019-10-13 06:02:07 +00:00
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Add(Instruction.LoadAttribute, VariableType.F32, VariableType.S32, VariableType.S32);
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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
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Add(Instruction.LoadConstant, VariableType.F32, VariableType.S32, VariableType.S32);
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2019-10-13 06:02:07 +00:00
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Add(Instruction.LoadGlobal, VariableType.F32, VariableType.S32, VariableType.S32);
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Add(Instruction.LoadLocal, VariableType.F32, VariableType.S32);
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Add(Instruction.LoadStorage, VariableType.F32, VariableType.S32, VariableType.S32);
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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
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Add(Instruction.LogarithmB2, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.LogicalAnd, VariableType.Bool, VariableType.Bool, VariableType.Bool);
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Add(Instruction.LogicalExclusiveOr, VariableType.Bool, VariableType.Bool, VariableType.Bool);
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Add(Instruction.LogicalNot, VariableType.Bool, VariableType.Bool);
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Add(Instruction.LogicalOr, VariableType.Bool, VariableType.Bool, VariableType.Bool);
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Add(Instruction.ShiftLeft, VariableType.Int, VariableType.Int, VariableType.Int);
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Add(Instruction.ShiftRightS32, VariableType.S32, VariableType.S32, VariableType.Int);
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Add(Instruction.ShiftRightU32, VariableType.U32, VariableType.U32, VariableType.Int);
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Add(Instruction.Maximum, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.MaximumU32, VariableType.U32, VariableType.U32, VariableType.U32);
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Add(Instruction.Minimum, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.MinimumU32, VariableType.U32, VariableType.U32, VariableType.U32);
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Add(Instruction.Multiply, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Negate, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.PackHalf2x16, VariableType.U32, VariableType.F32, VariableType.F32);
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Add(Instruction.ReciprocalSquareRoot, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.Sine, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.SquareRoot, VariableType.Scalar, VariableType.Scalar);
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2019-10-13 06:02:07 +00:00
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Add(Instruction.StoreGlobal, VariableType.None, VariableType.S32, VariableType.S32, VariableType.F32);
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Add(Instruction.StoreLocal, VariableType.None, VariableType.S32, VariableType.F32);
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Add(Instruction.StoreStorage, VariableType.None, VariableType.S32, VariableType.S32, VariableType.F32);
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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
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Add(Instruction.Subtract, VariableType.Scalar, VariableType.Scalar, VariableType.Scalar);
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Add(Instruction.TextureSample, VariableType.F32);
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Add(Instruction.TextureSize, VariableType.S32, VariableType.S32, VariableType.S32);
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Add(Instruction.Truncate, VariableType.F32, VariableType.F32);
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Add(Instruction.UnpackHalf2x16, VariableType.F32, VariableType.U32);
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}
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private static void Add(Instruction inst, VariableType destType, params VariableType[] srcTypes)
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{
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_infoTbl[(int)inst] = new InstInfo(destType, srcTypes);
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}
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public static VariableType GetDestVarType(Instruction inst)
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{
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return GetFinalVarType(_infoTbl[(int)(inst & Instruction.Mask)].DestType, inst);
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}
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public static VariableType GetSrcVarType(Instruction inst, int index)
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{
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if (inst == Instruction.TextureSample)
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{
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return VariableType.F32;
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}
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return GetFinalVarType(_infoTbl[(int)(inst & Instruction.Mask)].SrcTypes[index], inst);
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}
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private static VariableType GetFinalVarType(VariableType type, Instruction inst)
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{
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if (type == VariableType.Scalar)
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{
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return (inst & Instruction.FP) != 0
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? VariableType.F32
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: VariableType.S32;
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}
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else if (type == VariableType.Int)
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{
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return VariableType.S32;
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}
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else if (type == VariableType.None)
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{
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throw new ArgumentException($"Invalid operand for instruction \"{inst}\".");
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}
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return type;
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}
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public static bool IsUnary(Instruction inst)
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{
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if (inst == Instruction.Copy)
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{
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return true;
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}
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else if (inst == Instruction.TextureSample)
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{
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return false;
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}
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return _infoTbl[(int)(inst & Instruction.Mask)].SrcTypes.Length == 1;
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}
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}
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}
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