mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 10:08:35 +00:00
b2b736abc2
* Fix typos * Remove unneeded using statements * Enforce var style more * Remove redundant qualifiers * Fix some indentation * Disable naming warnings on files with external enum names * Fix build * Mass find & replace for comments with no spacing * Standardize todo capitalization and for/if spacing
219 lines
7.3 KiB
C#
219 lines
7.3 KiB
C#
using Ryujinx.Graphics.Gal;
|
|
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
|
|
using Ryujinx.Graphics.Shader.Decoders;
|
|
using Ryujinx.Graphics.Shader.Instructions;
|
|
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using Ryujinx.Graphics.Shader.StructuredIr;
|
|
using Ryujinx.Graphics.Shader.Translation.Optimizations;
|
|
using System.Collections.Generic;
|
|
|
|
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
|
|
|
namespace Ryujinx.Graphics.Shader.Translation
|
|
{
|
|
public static class Translator
|
|
{
|
|
public static ShaderProgram Translate(IGalMemory memory, ulong address, ShaderConfig config)
|
|
{
|
|
return Translate(memory, address, 0, config);
|
|
}
|
|
|
|
public static ShaderProgram Translate(
|
|
IGalMemory memory,
|
|
ulong address,
|
|
ulong addressB,
|
|
ShaderConfig config)
|
|
{
|
|
Operation[] shaderOps = DecodeShader(memory, address, config.Type);
|
|
|
|
if (addressB != 0)
|
|
{
|
|
// Dual vertex shader.
|
|
Operation[] shaderOpsB = DecodeShader(memory, addressB, config.Type);
|
|
|
|
shaderOps = Combine(shaderOps, shaderOpsB);
|
|
}
|
|
|
|
BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(shaderOps);
|
|
|
|
Dominance.FindDominators(irBlocks[0], irBlocks.Length);
|
|
|
|
Dominance.FindDominanceFrontiers(irBlocks);
|
|
|
|
Ssa.Rename(irBlocks);
|
|
|
|
Optimizer.Optimize(irBlocks);
|
|
|
|
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks);
|
|
|
|
GlslProgram program = GlslGenerator.Generate(sInfo, config);
|
|
|
|
ShaderProgramInfo spInfo = new ShaderProgramInfo(
|
|
program.CBufferDescriptors,
|
|
program.TextureDescriptors);
|
|
|
|
return new ShaderProgram(spInfo, program.Code);
|
|
}
|
|
|
|
private static Operation[] DecodeShader(IGalMemory memory, ulong address, GalShaderType shaderType)
|
|
{
|
|
ShaderHeader header = new ShaderHeader(memory, address);
|
|
|
|
Block[] cfg = Decoder.Decode(memory, address);
|
|
|
|
EmitterContext context = new EmitterContext(shaderType, header);
|
|
|
|
for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
|
|
{
|
|
Block block = cfg[blkIndex];
|
|
|
|
context.CurrBlock = block;
|
|
|
|
context.MarkLabel(context.GetLabel(block.Address));
|
|
|
|
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
|
|
{
|
|
OpCode op = block.OpCodes[opIndex];
|
|
|
|
if (op.NeverExecute)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Operand predSkipLbl = null;
|
|
|
|
bool skipPredicateCheck = op.Emitter == InstEmit.Bra;
|
|
|
|
if (op is OpCodeSync opSync)
|
|
{
|
|
// If the instruction is a SYNC instruction with only one
|
|
// possible target address, then the instruction is basically
|
|
// just a simple branch, we can generate code similar to branch
|
|
// instructions, with the condition check on the branch itself.
|
|
skipPredicateCheck |= opSync.Targets.Count < 2;
|
|
}
|
|
|
|
if (!(op.Predicate.IsPT || skipPredicateCheck))
|
|
{
|
|
Operand label;
|
|
|
|
if (opIndex == block.OpCodes.Count - 1 && block.Next != null)
|
|
{
|
|
label = context.GetLabel(block.Next.Address);
|
|
}
|
|
else
|
|
{
|
|
label = Label();
|
|
|
|
predSkipLbl = label;
|
|
}
|
|
|
|
Operand pred = Register(op.Predicate);
|
|
|
|
if (op.InvertPredicate)
|
|
{
|
|
context.BranchIfTrue(label, pred);
|
|
}
|
|
else
|
|
{
|
|
context.BranchIfFalse(label, pred);
|
|
}
|
|
}
|
|
|
|
context.CurrOp = op;
|
|
|
|
op.Emitter(context);
|
|
|
|
if (predSkipLbl != null)
|
|
{
|
|
context.MarkLabel(predSkipLbl);
|
|
}
|
|
}
|
|
}
|
|
|
|
return context.GetOperations();
|
|
}
|
|
|
|
private static Operation[] Combine(Operation[] a, Operation[] b)
|
|
{
|
|
// Here we combine two shaders.
|
|
// For shader A:
|
|
// - All user attribute stores on shader A are turned into copies to a
|
|
// temporary variable. It's assumed that shader B will consume them.
|
|
// - All return instructions are turned into branch instructions, the
|
|
// branch target being the start of the shader B code.
|
|
// For shader B:
|
|
// - All user attribute loads on shader B are turned into copies from a
|
|
// temporary variable, as long that attribute is written by shader A.
|
|
List<Operation> output = new List<Operation>(a.Length + b.Length);
|
|
|
|
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
|
|
|
|
Operand lblB = Label();
|
|
|
|
for (int index = 0; index < a.Length; index++)
|
|
{
|
|
Operation operation = a[index];
|
|
|
|
if (IsUserAttribute(operation.Dest))
|
|
{
|
|
int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
|
|
|
|
Operand temp = temps[tIndex];
|
|
|
|
if (temp == null)
|
|
{
|
|
temp = Local();
|
|
|
|
temps[tIndex] = temp;
|
|
}
|
|
|
|
operation.Dest = temp;
|
|
}
|
|
|
|
if (operation.Inst == Instruction.Return)
|
|
{
|
|
output.Add(new Operation(Instruction.Branch, lblB));
|
|
}
|
|
else
|
|
{
|
|
output.Add(operation);
|
|
}
|
|
}
|
|
|
|
output.Add(new Operation(Instruction.MarkLabel, lblB));
|
|
|
|
for (int index = 0; index < b.Length; index++)
|
|
{
|
|
Operation operation = b[index];
|
|
|
|
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
|
|
{
|
|
Operand src = operation.GetSource(srcIndex);
|
|
|
|
if (IsUserAttribute(src))
|
|
{
|
|
Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
|
|
|
|
if (temp != null)
|
|
{
|
|
operation.SetSource(srcIndex, temp);
|
|
}
|
|
}
|
|
}
|
|
|
|
output.Add(operation);
|
|
}
|
|
|
|
return output.ToArray();
|
|
}
|
|
|
|
private static bool IsUserAttribute(Operand operand)
|
|
{
|
|
return operand != null &&
|
|
operand.Type == OperandType.Attribute &&
|
|
operand.Value >= AttributeConsts.UserAttributeBase &&
|
|
operand.Value < AttributeConsts.UserAttributeEnd;
|
|
}
|
|
}
|
|
} |