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
This commit is contained in:
gdkchan 2019-04-17 20:57:08 -03:00 committed by jduncanator
parent b2e88b04a8
commit 6b23a2c125
207 changed files with 11514 additions and 6311 deletions

View file

@ -1,5 +1,6 @@
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Gal.Shader;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.IO;
@ -7,32 +8,30 @@ namespace Ryujinx.ShaderTools
{
class Program
{
private static readonly int MaxUboSize = 65536;
static void Main(string[] args)
{
if (args.Length == 2)
{
GlslDecompiler Decompiler = new GlslDecompiler(MaxUboSize, true);
GalShaderType ShaderType = GalShaderType.Vertex;
GalShaderType type = GalShaderType.Vertex;
switch (args[0].ToLower())
{
case "v": ShaderType = GalShaderType.Vertex; break;
case "tc": ShaderType = GalShaderType.TessControl; break;
case "te": ShaderType = GalShaderType.TessEvaluation; break;
case "g": ShaderType = GalShaderType.Geometry; break;
case "f": ShaderType = GalShaderType.Fragment; break;
case "v": type = GalShaderType.Vertex; break;
case "tc": type = GalShaderType.TessControl; break;
case "te": type = GalShaderType.TessEvaluation; break;
case "g": type = GalShaderType.Geometry; break;
case "f": type = GalShaderType.Fragment; break;
}
using (FileStream FS = new FileStream(args[1], FileMode.Open, FileAccess.Read))
using (FileStream fs = new FileStream(args[1], FileMode.Open, FileAccess.Read))
{
Memory Mem = new Memory(FS);
Memory mem = new Memory(fs);
GlslProgram Program = Decompiler.Decompile(Mem, 0, ShaderType);
ShaderConfig config = new ShaderConfig(type, 65536);
Console.WriteLine(Program.Code);
string code = Translator.Translate(mem, 0, config).Code;
Console.WriteLine(code);
}
}
else
@ -41,4 +40,4 @@ namespace Ryujinx.ShaderTools
}
}
}
}
}