mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 18:48:36 +00:00
9f12e50a54
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
351 lines
16 KiB
C#
351 lines
16 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Instructions
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{
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static class AttributeMap
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{
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private enum StagesMask : byte
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{
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None = 0,
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Compute = 1 << (int)ShaderStage.Compute,
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Vertex = 1 << (int)ShaderStage.Vertex,
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TessellationControl = 1 << (int)ShaderStage.TessellationControl,
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TessellationEvaluation = 1 << (int)ShaderStage.TessellationEvaluation,
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Geometry = 1 << (int)ShaderStage.Geometry,
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Fragment = 1 << (int)ShaderStage.Fragment,
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Tessellation = TessellationControl | TessellationEvaluation,
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VertexTessellationGeometry = Vertex | Tessellation | Geometry,
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TessellationGeometryFragment = Tessellation | Geometry | Fragment,
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AllGraphics = Vertex | Tessellation | Geometry | Fragment
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}
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private struct AttributeEntry
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{
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public int BaseOffset { get; }
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public AggregateType Type { get; }
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public IoVariable IoVariable { get; }
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public StagesMask InputMask { get; }
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public StagesMask OutputMask { get; }
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public AttributeEntry(
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int baseOffset,
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AggregateType type,
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IoVariable ioVariable,
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StagesMask inputMask,
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StagesMask outputMask)
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{
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BaseOffset = baseOffset;
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Type = type;
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IoVariable = ioVariable;
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InputMask = inputMask;
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OutputMask = outputMask;
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}
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}
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private static readonly IReadOnlyDictionary<int, AttributeEntry> _attributes;
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private static readonly IReadOnlyDictionary<int, AttributeEntry> _attributesPerPatch;
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static AttributeMap()
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{
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_attributes = CreateMap();
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_attributesPerPatch = CreatePerPatchMap();
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}
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private static IReadOnlyDictionary<int, AttributeEntry> CreateMap()
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{
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var map = new Dictionary<int, AttributeEntry>();
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Add(map, 0x060, AggregateType.S32, IoVariable.PrimitiveId, StagesMask.TessellationGeometryFragment, StagesMask.Geometry);
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Add(map, 0x064, AggregateType.S32, IoVariable.Layer, StagesMask.Fragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x068, AggregateType.S32, IoVariable.ViewportIndex, StagesMask.Fragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x06c, AggregateType.FP32, IoVariable.PointSize, StagesMask.None, StagesMask.VertexTessellationGeometry);
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Add(map, 0x070, AggregateType.Vector4 | AggregateType.FP32, IoVariable.Position, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x080, AggregateType.Vector4 | AggregateType.FP32, IoVariable.UserDefined, StagesMask.AllGraphics, StagesMask.VertexTessellationGeometry, 32);
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Add(map, 0x280, AggregateType.Vector4 | AggregateType.FP32, IoVariable.FrontColorDiffuse, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x290, AggregateType.Vector4 | AggregateType.FP32, IoVariable.FrontColorSpecular, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x2a0, AggregateType.Vector4 | AggregateType.FP32, IoVariable.BackColorDiffuse, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x2b0, AggregateType.Vector4 | AggregateType.FP32, IoVariable.BackColorSpecular, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x2c0, AggregateType.Array | AggregateType.FP32, IoVariable.ClipDistance, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry, 8);
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Add(map, 0x2e0, AggregateType.Vector2 | AggregateType.FP32, IoVariable.PointCoord, StagesMask.Fragment, StagesMask.None);
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Add(map, 0x2e8, AggregateType.FP32, IoVariable.FogCoord, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x2f0, AggregateType.Vector2 | AggregateType.FP32, IoVariable.TessellationCoord, StagesMask.TessellationEvaluation, StagesMask.None);
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Add(map, 0x2f8, AggregateType.S32, IoVariable.InstanceId, StagesMask.Vertex, StagesMask.None);
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Add(map, 0x2fc, AggregateType.S32, IoVariable.VertexId, StagesMask.Vertex, StagesMask.None);
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Add(map, 0x300, AggregateType.Vector4 | AggregateType.FP32, IoVariable.TextureCoord, StagesMask.TessellationGeometryFragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x3a0, AggregateType.Array | AggregateType.S32, IoVariable.ViewportMask, StagesMask.Fragment, StagesMask.VertexTessellationGeometry);
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Add(map, 0x3fc, AggregateType.Bool, IoVariable.FrontFacing, StagesMask.Fragment, StagesMask.None);
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return map;
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}
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private static IReadOnlyDictionary<int, AttributeEntry> CreatePerPatchMap()
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{
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var map = new Dictionary<int, AttributeEntry>();
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Add(map, 0x000, AggregateType.Vector4 | AggregateType.FP32, IoVariable.TessellationLevelOuter, StagesMask.TessellationEvaluation, StagesMask.TessellationControl);
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Add(map, 0x010, AggregateType.Vector2 | AggregateType.FP32, IoVariable.TessellationLevelInner, StagesMask.TessellationEvaluation, StagesMask.TessellationControl);
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Add(map, 0x018, AggregateType.Vector4 | AggregateType.FP32, IoVariable.UserDefined, StagesMask.TessellationEvaluation, StagesMask.TessellationControl, 31, 0x200);
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return map;
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}
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private static void Add(
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Dictionary<int, AttributeEntry> attributes,
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int offset,
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AggregateType type,
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IoVariable ioVariable,
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StagesMask inputMask,
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StagesMask outputMask,
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int count = 1,
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int upperBound = 0x400)
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{
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int baseOffset = offset;
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int elementsCount = GetElementCount(type);
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for (int index = 0; index < count; index++)
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{
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for (int elementIndex = 0; elementIndex < elementsCount; elementIndex++)
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{
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attributes.Add(offset, new AttributeEntry(baseOffset, type, ioVariable, inputMask, outputMask));
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offset += 4;
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if (offset >= upperBound)
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{
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return;
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}
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}
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}
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}
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public static Operand GenerateAttributeLoad(EmitterContext context, Operand primVertex, int offset, bool isOutput, bool isPerPatch)
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{
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if (!(isPerPatch ? _attributesPerPatch : _attributes).TryGetValue(offset, out AttributeEntry entry))
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{
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context.Config.GpuAccessor.Log($"Attribute offset 0x{offset:X} is not valid.");
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return Const(0);
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}
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StagesMask validUseMask = isOutput ? entry.OutputMask : entry.InputMask;
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if (((StagesMask)(1 << (int)context.Config.Stage) & validUseMask) == StagesMask.None)
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{
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context.Config.GpuAccessor.Log($"Attribute offset 0x{offset:X} ({entry.IoVariable}) is not valid for stage {context.Config.Stage}.");
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return Const(0);
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}
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if (!IsSupportedByHost(context.Config.GpuAccessor, context.Config.Stage, entry.IoVariable))
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{
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context.Config.GpuAccessor.Log($"Attribute offset 0x{offset:X} ({entry.IoVariable}) is not supported by the host for stage {context.Config.Stage}.");
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return Const(0);
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}
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if (HasInvocationId(context.Config.Stage, isOutput) && !isPerPatch)
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{
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primVertex = context.Load(StorageKind.Input, IoVariable.InvocationId);
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}
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int innerOffset = offset - entry.BaseOffset;
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int innerIndex = innerOffset / 4;
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StorageKind storageKind = isPerPatch
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? (isOutput ? StorageKind.OutputPerPatch : StorageKind.InputPerPatch)
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: (isOutput ? StorageKind.Output : StorageKind.Input);
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IoVariable ioVariable = GetIoVariable(context.Config.Stage, in entry);
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AggregateType type = GetType(context.Config, isOutput, innerIndex, in entry);
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int elementCount = GetElementCount(type);
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bool isArray = type.HasFlag(AggregateType.Array);
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bool hasArrayIndex = isArray || context.Config.HasPerLocationInputOrOutput(ioVariable, isOutput);
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bool hasElementIndex = elementCount > 1;
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if (hasArrayIndex && hasElementIndex)
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{
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int arrayIndex = innerIndex / elementCount;
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int elementIndex = innerIndex - (arrayIndex * elementCount);
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return primVertex == null || isArray
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? context.Load(storageKind, ioVariable, primVertex, Const(arrayIndex), Const(elementIndex))
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: context.Load(storageKind, ioVariable, Const(arrayIndex), primVertex, Const(elementIndex));
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}
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else if (hasArrayIndex || hasElementIndex)
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{
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return primVertex == null || isArray || !hasArrayIndex
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? context.Load(storageKind, ioVariable, primVertex, Const(innerIndex))
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: context.Load(storageKind, ioVariable, Const(innerIndex), primVertex);
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}
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else
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{
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return context.Load(storageKind, ioVariable, primVertex);
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}
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}
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public static void GenerateAttributeStore(EmitterContext context, int offset, bool isPerPatch, Operand value)
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{
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if (!(isPerPatch ? _attributesPerPatch : _attributes).TryGetValue(offset, out AttributeEntry entry))
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{
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context.Config.GpuAccessor.Log($"Attribute offset 0x{offset:X} is not valid.");
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return;
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}
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if (((StagesMask)(1 << (int)context.Config.Stage) & entry.OutputMask) == StagesMask.None)
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{
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context.Config.GpuAccessor.Log($"Attribute offset 0x{offset:X} ({entry.IoVariable}) is not valid for stage {context.Config.Stage}.");
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return;
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}
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if (!IsSupportedByHost(context.Config.GpuAccessor, context.Config.Stage, entry.IoVariable))
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{
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context.Config.GpuAccessor.Log($"Attribute offset 0x{offset:X} ({entry.IoVariable}) is not supported by the host for stage {context.Config.Stage}.");
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return;
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}
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Operand invocationId = null;
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if (HasInvocationId(context.Config.Stage, isOutput: true) && !isPerPatch)
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{
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invocationId = context.Load(StorageKind.Input, IoVariable.InvocationId);
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}
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int innerOffset = offset - entry.BaseOffset;
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int innerIndex = innerOffset / 4;
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StorageKind storageKind = isPerPatch ? StorageKind.OutputPerPatch : StorageKind.Output;
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IoVariable ioVariable = GetIoVariable(context.Config.Stage, in entry);
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AggregateType type = GetType(context.Config, isOutput: true, innerIndex, in entry);
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int elementCount = GetElementCount(type);
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bool isArray = type.HasFlag(AggregateType.Array);
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bool hasArrayIndex = isArray || context.Config.HasPerLocationInputOrOutput(ioVariable, isOutput: true);
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bool hasElementIndex = elementCount > 1;
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if (hasArrayIndex && hasElementIndex)
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{
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int arrayIndex = innerIndex / elementCount;
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int elementIndex = innerIndex - (arrayIndex * elementCount);
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if (invocationId == null || isArray)
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{
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context.Store(storageKind, ioVariable, invocationId, Const(arrayIndex), Const(elementIndex), value);
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}
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else
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{
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context.Store(storageKind, ioVariable, Const(arrayIndex), invocationId, Const(elementIndex), value);
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}
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}
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else if (hasArrayIndex || hasElementIndex)
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{
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if (invocationId == null || isArray || !hasArrayIndex)
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{
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context.Store(storageKind, ioVariable, invocationId, Const(innerIndex), value);
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}
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else
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{
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context.Store(storageKind, ioVariable, Const(innerIndex), invocationId, value);
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}
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}
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else
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{
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context.Store(storageKind, ioVariable, invocationId, value);
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}
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}
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private static bool IsSupportedByHost(IGpuAccessor gpuAccessor, ShaderStage stage, IoVariable ioVariable)
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{
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if (ioVariable == IoVariable.ViewportIndex && stage != ShaderStage.Geometry && stage != ShaderStage.Fragment)
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{
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return gpuAccessor.QueryHostSupportsViewportIndexVertexTessellation();
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}
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else if (ioVariable == IoVariable.ViewportMask)
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{
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return gpuAccessor.QueryHostSupportsViewportMask();
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}
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return true;
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}
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public static IoVariable GetIoVariable(ShaderConfig config, int offset, out int location)
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{
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location = 0;
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if (!_attributes.TryGetValue(offset, out AttributeEntry entry))
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{
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return IoVariable.Invalid;
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}
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if (((StagesMask)(1 << (int)config.Stage) & entry.OutputMask) == StagesMask.None)
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{
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return IoVariable.Invalid;
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}
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if (config.HasPerLocationInputOrOutput(entry.IoVariable, isOutput: true))
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{
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location = (offset - entry.BaseOffset) / 16;
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}
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return GetIoVariable(config.Stage, in entry);
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}
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private static IoVariable GetIoVariable(ShaderStage stage, in AttributeEntry entry)
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{
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if (entry.IoVariable == IoVariable.Position && stage == ShaderStage.Fragment)
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{
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return IoVariable.FragmentCoord;
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}
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return entry.IoVariable;
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}
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private static AggregateType GetType(ShaderConfig config, bool isOutput, int innerIndex, in AttributeEntry entry)
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{
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AggregateType type = entry.Type;
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if (entry.IoVariable == IoVariable.UserDefined)
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{
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type = config.GetUserDefinedType(innerIndex / 4, isOutput);
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}
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else if (entry.IoVariable == IoVariable.FragmentOutputColor)
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{
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type = config.GetFragmentOutputColorType(innerIndex / 4);
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}
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return type;
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}
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public static bool HasPrimitiveVertex(ShaderStage stage, bool isOutput)
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{
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if (isOutput)
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{
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return false;
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}
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return stage == ShaderStage.TessellationControl ||
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stage == ShaderStage.TessellationEvaluation ||
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stage == ShaderStage.Geometry;
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}
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public static bool HasInvocationId(ShaderStage stage, bool isOutput)
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{
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return isOutput && stage == ShaderStage.TessellationControl;
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}
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private static int GetElementCount(AggregateType type)
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{
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return (type & AggregateType.ElementCountMask) switch
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{
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AggregateType.Vector2 => 2,
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AggregateType.Vector3 => 3,
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AggregateType.Vector4 => 4,
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_ => 1
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};
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}
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}
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} |