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.Gal;
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using Ryujinx.Graphics.Shader.Decoders;
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using System;
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namespace Ryujinx.Graphics.Shader
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{
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struct OutputMapTarget
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{
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public bool Red { get; }
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public bool Green { get; }
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public bool Blue { get; }
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public bool Alpha { get; }
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public bool Enabled => Red || Green || Blue || Alpha;
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public OutputMapTarget(bool red, bool green, bool blue, bool alpha)
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{
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Red = red;
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Green = green;
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Blue = blue;
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Alpha = alpha;
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}
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public bool ComponentEnabled(int component)
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{
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switch (component)
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{
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case 0: return Red;
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case 1: return Green;
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case 2: return Blue;
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case 3: return Alpha;
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}
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throw new ArgumentOutOfRangeException(nameof(component));
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}
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}
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class ShaderHeader
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{
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public int SphType { get; }
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public int Version { get; }
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public int ShaderType { get; }
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public bool MrtEnable { get; }
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public bool KillsPixels { get; }
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public bool DoesGlobalStore { get; }
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public int SassVersion { get; }
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public bool DoesLoadOrStore { get; }
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public bool DoesFp64 { get; }
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public int StreamOutMask{ get; }
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public int ShaderLocalMemoryLowSize { get; }
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public int PerPatchAttributeCount { get; }
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public int ShaderLocalMemoryHighSize { get; }
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public int ThreadsPerInputPrimitive { get; }
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public int ShaderLocalMemoryCrsSize { get; }
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public int OutputTopology { get; }
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public int MaxOutputVertexCount { get; }
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public int StoreReqStart { get; }
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public int StoreReqEnd { get; }
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public OutputMapTarget[] OmapTargets { get; }
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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public ShaderHeader(IGalMemory memory, ulong address)
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{
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int commonWord0 = memory.ReadInt32((long)address + 0);
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int commonWord1 = memory.ReadInt32((long)address + 4);
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int commonWord2 = memory.ReadInt32((long)address + 8);
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int commonWord3 = memory.ReadInt32((long)address + 12);
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int commonWord4 = memory.ReadInt32((long)address + 16);
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SphType = commonWord0.Extract(0, 5);
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Version = commonWord0.Extract(5, 5);
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ShaderType = commonWord0.Extract(10, 4);
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MrtEnable = commonWord0.Extract(14);
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KillsPixels = commonWord0.Extract(15);
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DoesGlobalStore = commonWord0.Extract(16);
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SassVersion = commonWord0.Extract(17, 4);
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DoesLoadOrStore = commonWord0.Extract(26);
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DoesFp64 = commonWord0.Extract(27);
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StreamOutMask = commonWord0.Extract(28, 4);
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ShaderLocalMemoryLowSize = commonWord1.Extract(0, 24);
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PerPatchAttributeCount = commonWord1.Extract(24, 8);
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ShaderLocalMemoryHighSize = commonWord2.Extract(0, 24);
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ThreadsPerInputPrimitive = commonWord2.Extract(24, 8);
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ShaderLocalMemoryCrsSize = commonWord3.Extract(0, 24);
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OutputTopology = commonWord3.Extract(24, 4);
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MaxOutputVertexCount = commonWord4.Extract(0, 12);
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StoreReqStart = commonWord4.Extract(12, 8);
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StoreReqEnd = commonWord4.Extract(24, 8);
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int type2OmapTarget = memory.ReadInt32((long)address + 72);
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int type2Omap = memory.ReadInt32((long)address + 76);
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OmapTargets = new OutputMapTarget[8];
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for (int offset = 0; offset < OmapTargets.Length * 4; offset += 4)
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{
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OmapTargets[offset >> 2] = new OutputMapTarget(
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type2OmapTarget.Extract(offset + 0),
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type2OmapTarget.Extract(offset + 1),
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type2OmapTarget.Extract(offset + 2),
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type2OmapTarget.Extract(offset + 3));
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}
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OmapSampleMask = type2Omap.Extract(0);
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OmapDepth = type2Omap.Extract(1);
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}
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public int DepthRegister
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{
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get
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{
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int count = 0;
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for (int index = 0; index < OmapTargets.Length; index++)
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{
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for (int component = 0; component < 4; component++)
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{
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if (OmapTargets[index].ComponentEnabled(component))
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{
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count++;
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}
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}
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}
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2019-07-02 02:39:22 +00:00
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// Depth register is always two registers after the last color output.
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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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return count + 1;
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}
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}
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}
|
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}
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