Support texture rectangle targets (non-normalized coords)
This commit is contained in:
parent
2eccc7023a
commit
9d7a142a48
23 changed files with 473 additions and 356 deletions
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@ -35,23 +35,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Config.Stage == ShaderStage.Geometry)
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{
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string inPrimitive = "points";
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if ((context.Config.Flags & TranslationFlags.Unspecialized) != 0)
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{
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inPrimitive = DefineNames.InputTopologyName;
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}
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string inPrimitive = ((InputTopology)context.Config.QueryInfo(QueryInfoName.PrimitiveTopology)).ToGlslString();
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context.AppendLine($"layout ({inPrimitive}) in;");
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string outPrimitive = "triangle_strip";
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switch (context.Config.OutputTopology)
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{
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case OutputTopology.LineStrip: outPrimitive = "line_strip"; break;
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case OutputTopology.PointList: outPrimitive = "points"; break;
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case OutputTopology.TriangleStrip: outPrimitive = "triangle_strip"; break;
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}
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string outPrimitive = context.Config.OutputTopology.ToGlslString();
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int maxOutputVertices = context.Config.MaxOutputVertices;
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@ -75,16 +63,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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if (context.Config.Stage == ShaderStage.Compute)
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{
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string size;
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if ((context.Config.Flags & TranslationFlags.Unspecialized) != 0)
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{
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size = DefineNames.SharedMemorySize;
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}
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else
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{
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size = NumberFormatter.FormatInt(context.Config.Capabilities.MaximumComputeSharedMemorySize / 4);
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}
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string size = NumberFormatter.FormatInt(BitUtils.DivRoundUp(context.Config.QueryInfo(QueryInfoName.ComputeSharedMemorySize), 4));
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context.AppendLine($"shared uint {DefaultNames.SharedMemoryName}[{size}];");
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context.AppendLine();
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@ -136,19 +115,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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else
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{
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string localSizeX = "1";
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string localSizeY = "1";
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string localSizeZ = "1";
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if ((context.Config.Flags & TranslationFlags.Unspecialized) != 0)
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{
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localSizeX = DefineNames.LocalSizeX;
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localSizeY = DefineNames.LocalSizeY;
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localSizeZ = DefineNames.LocalSizeZ;
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}
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string localSizeX = NumberFormatter.FormatInt(context.Config.QueryInfo(QueryInfoName.ComputeLocalSizeX));
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string localSizeY = NumberFormatter.FormatInt(context.Config.QueryInfo(QueryInfoName.ComputeLocalSizeY));
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string localSizeZ = NumberFormatter.FormatInt(context.Config.QueryInfo(QueryInfoName.ComputeLocalSizeZ));
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context.AppendLine(
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$"layout (" +
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"layout (" +
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$"local_size_x = {localSizeX}, " +
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$"local_size_y = {localSizeY}, " +
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$"local_size_z = {localSizeZ}) in;");
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@ -2,14 +2,6 @@ namespace Ryujinx.Graphics.Shader
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{
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public static class DefineNames
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{
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public const string InputTopologyName = "S_INPUT_TOPOLOGY";
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public const string OutQualifierPrefixName = "S_OUT_QUALIFIER";
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public const string SharedMemorySize = "S_SHARED_MEMORY_SIZE";
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public const string LocalSizeX = "S_LOCAL_SIZE_X";
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public const string LocalSizeY = "S_LOCAL_SIZE_Y";
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public const string LocalSizeZ = "S_LOCAL_SIZE_Z";
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}
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}
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28
Ryujinx.Graphics.Shader/InputTopology.cs
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28
Ryujinx.Graphics.Shader/InputTopology.cs
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@ -0,0 +1,28 @@
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namespace Ryujinx.Graphics.Shader
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{
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public enum InputTopology
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{
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Points,
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Lines,
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LinesAdjacency,
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Triangles,
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TrianglesAdjacency
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}
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static class InputTopologyExtensions
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{
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public static string ToGlslString(this InputTopology topology)
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{
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switch (topology)
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{
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case InputTopology.Points: return "points";
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case InputTopology.Lines: return "lines";
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case InputTopology.LinesAdjacency: return "lines_adjacency";
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case InputTopology.Triangles: return "triangles";
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case InputTopology.TrianglesAdjacency: return "triangles_adjacency";
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}
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return "points";
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}
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}
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}
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@ -6,4 +6,19 @@ namespace Ryujinx.Graphics.Shader
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LineStrip = 6,
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TriangleStrip = 7
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}
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static class OutputTopologyExtensions
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{
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public static string ToGlslString(this OutputTopology topology)
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{
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switch (topology)
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{
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case OutputTopology.LineStrip: return "line_strip";
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case OutputTopology.PointList: return "points";
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case OutputTopology.TriangleStrip: return "triangle_strip";
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}
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return "points";
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}
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}
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}
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4
Ryujinx.Graphics.Shader/QueryInfoCallback.cs
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4
Ryujinx.Graphics.Shader/QueryInfoCallback.cs
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@ -0,0 +1,4 @@
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namespace Ryujinx.Graphics.Shader
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{
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public delegate int QueryInfoCallback(QueryInfoName info, int index);
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}
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17
Ryujinx.Graphics.Shader/QueryInfoName.cs
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17
Ryujinx.Graphics.Shader/QueryInfoName.cs
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@ -0,0 +1,17 @@
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namespace Ryujinx.Graphics.Shader
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{
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public enum QueryInfoName
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{
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ComputeLocalSizeX,
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ComputeLocalSizeY,
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ComputeLocalSizeZ,
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ComputeSharedMemorySize,
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IsTextureBuffer,
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IsTextureRectangle,
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MaximumViewportDimensions,
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PrimitiveTopology,
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StorageBufferOffsetAlignment,
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SupportsNonConstantTextureOffset,
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ViewportTransformEnable
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}
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}
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@ -1,27 +0,0 @@
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namespace Ryujinx.Graphics.Shader
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{
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public struct ShaderCapabilities
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{
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// Initialize with default values for Maxwell.
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private static readonly ShaderCapabilities _default = new ShaderCapabilities(0x8000, 0xc000, 16, true);
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public static ShaderCapabilities Default => _default;
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public int MaximumViewportDimensions { get; }
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public int MaximumComputeSharedMemorySize { get; }
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public int StorageBufferOffsetAlignment { get; }
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public bool SupportsNonConstantTextureOffset { get; }
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public ShaderCapabilities(
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int maximumViewportDimensions,
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int maximumComputeSharedMemorySize,
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int storageBufferOffsetAlignment,
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bool supportsNonConstantTextureOffset)
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{
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MaximumViewportDimensions = maximumViewportDimensions;
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MaximumComputeSharedMemorySize = maximumComputeSharedMemorySize;
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StorageBufferOffsetAlignment = storageBufferOffsetAlignment;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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}
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}
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}
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@ -1,4 +1,5 @@
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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namespace Ryujinx.Graphics.Shader
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{
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@ -6,26 +7,100 @@ namespace Ryujinx.Graphics.Shader
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{
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public ShaderStage Stage { get; }
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public ShaderCapabilities Capabilities { get; }
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public TranslationFlags Flags { get; }
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public OutputTopology OutputTopology { get; }
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public int MaxOutputVertices { get; }
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public OutputTopology OutputTopology { 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 ShaderConfig(
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ShaderStage stage,
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ShaderCapabilities capabilities,
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TranslationFlags flags,
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int maxOutputVertices,
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OutputTopology outputTopology)
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public TranslationFlags Flags { get; }
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private QueryInfoCallback _queryInfoCallback;
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public ShaderConfig(TranslationFlags flags, QueryInfoCallback queryInfoCallback)
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{
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Stage = stage;
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Capabilities = capabilities;
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Flags = flags;
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MaxOutputVertices = maxOutputVertices;
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OutputTopology = outputTopology;
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Stage = ShaderStage.Compute;
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OutputTopology = OutputTopology.PointList;
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MaxOutputVertices = 0;
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OmapTargets = null;
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OmapSampleMask = false;
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OmapDepth = false;
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Flags = flags;
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_queryInfoCallback = queryInfoCallback;
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}
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public ShaderConfig(ShaderHeader header, TranslationFlags flags, QueryInfoCallback queryInfoCallback)
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{
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Stage = header.Stage;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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Flags = flags;
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_queryInfoCallback = queryInfoCallback;
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}
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public int GetDepthRegister()
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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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// The depth register is always two registers after the last color output.
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return count + 1;
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}
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public bool QueryInfoBool(QueryInfoName info, int index = 0)
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{
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return Convert.ToBoolean(QueryInfo(info, index));
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}
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public int QueryInfo(QueryInfoName info, int index = 0)
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{
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if (_queryInfoCallback != null)
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{
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return _queryInfoCallback(info, index);
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}
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else
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{
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switch (info)
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{
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case QueryInfoName.ComputeLocalSizeX:
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case QueryInfoName.ComputeLocalSizeY:
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case QueryInfoName.ComputeLocalSizeZ:
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return 1;
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case QueryInfoName.ComputeSharedMemorySize:
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return 0xc000;
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case QueryInfoName.IsTextureBuffer:
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return Convert.ToInt32(false);
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case QueryInfoName.IsTextureRectangle:
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return Convert.ToInt32(false);
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case QueryInfoName.MaximumViewportDimensions:
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return 0x8000;
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case QueryInfoName.PrimitiveTopology:
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return (int)InputTopology.Points;
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case QueryInfoName.StorageBufferOffsetAlignment:
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return 16;
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case QueryInfoName.SupportsNonConstantTextureOffset:
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return Convert.ToInt32(true);
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case QueryInfoName.ViewportTransformEnable:
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return Convert.ToInt32(true);
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}
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}
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return 0;
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}
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}
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}
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@ -76,28 +76,6 @@ namespace Ryujinx.Graphics.Shader
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public bool OmapSampleMask { get; }
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public bool OmapDepth { get; }
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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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// Depth register is always two registers after the last color output.
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return count + 1;
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}
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}
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public ShaderHeader(Span<byte> code)
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{
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Span<int> header = MemoryMarshal.Cast<byte, int>(code);
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@ -11,25 +11,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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public Block CurrBlock { get; set; }
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public OpCode CurrOp { get; set; }
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private ShaderStage _stage;
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private ShaderHeader _header;
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private ShaderCapabilities _capabilities;
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private TranslationFlags _flags;
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private ShaderConfig _config;
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private List<Operation> _operations;
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private Dictionary<ulong, Operand> _labels;
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public EmitterContext(
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ShaderStage stage,
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ShaderHeader header,
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ShaderCapabilities capabilities,
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TranslationFlags flags)
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public EmitterContext(ShaderConfig config)
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{
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_stage = stage;
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_header = header;
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_capabilities = capabilities;
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_flags = flags;
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_config = config;
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_operations = new List<Operation>();
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@ -69,24 +59,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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public void PrepareForReturn()
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{
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if (_stage == ShaderStage.Vertex)
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if (_config.Stage == ShaderStage.Vertex)
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{
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if ((_flags & TranslationFlags.DividePosXY) != 0)
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if (!_config.QueryInfoBool(QueryInfoName.ViewportTransformEnable))
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{
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Operand posX = Attribute(AttributeConsts.PositionX);
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Operand posY = Attribute(AttributeConsts.PositionY);
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this.Copy(posX, this.FPDivide(posX, ConstF(_capabilities.MaximumViewportDimensions / 2)));
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this.Copy(posY, this.FPDivide(posY, ConstF(_capabilities.MaximumViewportDimensions / 2)));
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this.Copy(posX, this.FPDivide(posX, ConstF(_config.QueryInfo(QueryInfoName.MaximumViewportDimensions) / 2)));
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this.Copy(posY, this.FPDivide(posY, ConstF(_config.QueryInfo(QueryInfoName.MaximumViewportDimensions) / 2)));
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}
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}
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else if (_stage == ShaderStage.Fragment)
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else if (_config.Stage == ShaderStage.Fragment)
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{
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if (_header.OmapDepth)
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if (_config.OmapDepth)
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{
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Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
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Operand src = Register(_header.DepthRegister, RegisterType.Gpr);
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Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr);
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this.Copy(dest, src);
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}
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@ -95,7 +85,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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for (int attachment = 0; attachment < 8; attachment++)
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{
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OutputMapTarget target = _header.OmapTargets[attachment];
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OutputMapTarget target = _config.OmapTargets[attachment];
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for (int component = 0; component < 4; component++)
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{
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@ -27,9 +27,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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node = RewriteGlobalAccess(node, config);
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}
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if (!config.Capabilities.SupportsNonConstantTextureOffset && operation.Inst == Instruction.TextureSample)
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if (operation.Inst == Instruction.TextureSample)
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{
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node = RewriteTextureSample(node);
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node = RewriteTextureSample(node, config);
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}
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}
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}
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@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
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Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, Const(-64));
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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@ -124,23 +124,18 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
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{
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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TextureOperation texOp = (TextureOperation)node.Value;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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if (!(hasOffset || hasOffsets))
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.QueryInfoBool(QueryInfoName.SupportsNonConstantTextureOffset);
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bool isRect = config.QueryInfoBool(QueryInfoName.IsTextureRectangle, texOp.Handle);
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if (!(hasInvalidOffset || isRect))
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{
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return node;
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}
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@ -159,14 +154,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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int coordsCount = texOp.Type.GetDimensions();
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int offsetsCount = coordsCount * (hasOffsets ? 4 : 1);
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int offsetsCount;
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if (hasOffsets)
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{
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offsetsCount = coordsCount * 4;
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}
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else if (hasOffset)
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{
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offsetsCount = coordsCount;
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}
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else
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{
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offsetsCount = 0;
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}
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Operand[] offsets = new Operand[offsetsCount];
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Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
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int srcIndex = 0;
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int dstIndex = 0;
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int copyCount = 0;
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if (isBindless || isIndexed)
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@ -207,6 +212,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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copyCount++;
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}
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int srcIndex = 0;
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int dstIndex = 0;
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for (int index = 0; index < copyCount; index++)
|
||||
{
|
||||
sources[dstIndex++] = texOp.GetSource(srcIndex++);
|
||||
|
@ -223,7 +231,9 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
offsets[index] = offset;
|
||||
}
|
||||
|
||||
if (areAllOffsetsConstant)
|
||||
hasInvalidOffset &= !areAllOffsetsConstant;
|
||||
|
||||
if (!(hasInvalidOffset || isRect))
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
@ -240,50 +250,32 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
int coordsIndex = isBindless || isIndexed ? 1 : 0;
|
||||
|
||||
if (intCoords)
|
||||
int componentIndex = texOp.Index;
|
||||
|
||||
Operand Int(Operand value)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand source = sources[coordsIndex + index];
|
||||
Operand res = Local();
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
else
|
||||
|
||||
Operand Float(Operand value)
|
||||
{
|
||||
Operand lod = Local();
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.Lod,
|
||||
texOp.Type,
|
||||
texOp.Flags,
|
||||
texOp.Handle,
|
||||
1,
|
||||
lod,
|
||||
lodSources));
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
|
||||
|
||||
Operand Int(Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
Operand Float(Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
// Emulate texture rectangle by normalizing the coordinates on the shader.
|
||||
// When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
|
||||
// and otherwise, it is expected to be in the [0, 1] range.
|
||||
// We normalize by dividing the coords by the texture size.
|
||||
if (isRect && !intCoords)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
|
@ -292,11 +284,11 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { sources[0], Int(lod) };
|
||||
texSizeSources = new Operand[] { sources[0], Const(0) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Int(lod) };
|
||||
texSizeSources = new Operand[] { Const(0) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
|
@ -308,35 +300,101 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
coordSize,
|
||||
texSizeSources));
|
||||
|
||||
Operand offset = Local();
|
||||
|
||||
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
Operand coordNormalized = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, coordNormalized, source, Float(coordSize)));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
sources[coordsIndex + index] = coordNormalized;
|
||||
}
|
||||
}
|
||||
|
||||
int componentIndex;
|
||||
|
||||
if (isGather && !isShadow)
|
||||
// Technically, non-constant texture offsets are not allowed (according to the spec),
|
||||
// however some GPUs does support that.
|
||||
// For GPUs where it is not supported, we can replace the instruction with the following:
|
||||
// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
|
||||
// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
|
||||
// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
|
||||
// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
|
||||
// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
|
||||
// for each pixel.
|
||||
if (hasInvalidOffset)
|
||||
{
|
||||
Operand gatherComponent = sources[dstIndex - 1];
|
||||
if (intCoords)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Debug.Assert(gatherComponent.Type == OperandType.Constant);
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
componentIndex = gatherComponent.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
componentIndex = texOp.Index;
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Operand lod = Local();
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.Lod,
|
||||
texOp.Type,
|
||||
texOp.Flags,
|
||||
texOp.Handle,
|
||||
1,
|
||||
lod,
|
||||
lodSources));
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand coordSize = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (isBindless || isIndexed)
|
||||
{
|
||||
texSizeSources = new Operand[] { sources[0], Int(lod) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Int(lod) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Flags,
|
||||
texOp.Handle,
|
||||
index,
|
||||
coordSize,
|
||||
texSizeSources));
|
||||
|
||||
Operand offset = Local();
|
||||
|
||||
Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
|
||||
if (isGather && !isShadow)
|
||||
{
|
||||
Operand gatherComponent = sources[dstIndex - 1];
|
||||
|
||||
Debug.Assert(gatherComponent.Type == OperandType.Constant);
|
||||
|
||||
componentIndex = gatherComponent.Value;
|
||||
}
|
||||
}
|
||||
|
||||
TextureOperation newTexOp = new TextureOperation(
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
|||
|
||||
Operand baseAddrTrunc = Local();
|
||||
|
||||
Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
|
||||
Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
|
||||
|
||||
Operation andOp = new Operation(Instruction.BitwiseAnd, baseAddrTrunc, baseAddrLow, alignMask);
|
||||
|
||||
|
|
|
@ -4,9 +4,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
{
|
||||
None = 0,
|
||||
|
||||
Compute = 1 << 0,
|
||||
DebugMode = 1 << 1,
|
||||
Unspecialized = 1 << 2,
|
||||
DividePosXY = 1 << 3
|
||||
Compute = 1 << 0,
|
||||
DebugMode = 1 << 1
|
||||
}
|
||||
}
|
|
@ -16,14 +16,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
public static Span<byte> ExtractCode(Span<byte> code, bool compute, out int headerSize)
|
||||
{
|
||||
if (compute)
|
||||
{
|
||||
headerSize = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
headerSize = HeaderSize;
|
||||
}
|
||||
headerSize = compute ? 0 : HeaderSize;
|
||||
|
||||
Block[] cfg = Decoder.Decode(code, (ulong)headerSize);
|
||||
|
||||
|
@ -47,56 +40,21 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return code.Slice(0, headerSize + (int)endAddress);
|
||||
}
|
||||
|
||||
public static ShaderProgram Translate(Span<byte> code, ShaderCapabilities capabilities, TranslationFlags flags)
|
||||
public static ShaderProgram Translate(Span<byte> code, QueryInfoCallback queryInfoCallback, TranslationFlags flags)
|
||||
{
|
||||
bool compute = (flags & TranslationFlags.Compute) != 0;
|
||||
|
||||
Operation[] ops = DecodeShader(code, capabilities, flags, out ShaderHeader header, out int size);
|
||||
|
||||
ShaderStage stage;
|
||||
|
||||
if (compute)
|
||||
{
|
||||
stage = ShaderStage.Compute;
|
||||
}
|
||||
else
|
||||
{
|
||||
stage = header.Stage;
|
||||
}
|
||||
|
||||
int maxOutputVertexCount = 0;
|
||||
|
||||
OutputTopology outputTopology = OutputTopology.LineStrip;
|
||||
|
||||
if (!compute)
|
||||
{
|
||||
maxOutputVertexCount = header.MaxOutputVertexCount;
|
||||
outputTopology = header.OutputTopology;
|
||||
}
|
||||
|
||||
ShaderConfig config = new ShaderConfig(
|
||||
stage,
|
||||
capabilities,
|
||||
flags,
|
||||
maxOutputVertexCount,
|
||||
outputTopology);
|
||||
Operation[] ops = DecodeShader(code, queryInfoCallback, flags, out ShaderConfig config, out int size);
|
||||
|
||||
return Translate(ops, config, size);
|
||||
}
|
||||
|
||||
public static ShaderProgram Translate(Span<byte> vpACode, Span<byte> vpBCode, ShaderCapabilities capabilities, TranslationFlags flags)
|
||||
public static ShaderProgram Translate(Span<byte> vpACode, Span<byte> vpBCode, QueryInfoCallback queryInfoCallback, TranslationFlags flags)
|
||||
{
|
||||
bool debugMode = (flags & TranslationFlags.DebugMode) != 0;
|
||||
|
||||
Operation[] vpAOps = DecodeShader(vpACode, capabilities, flags, out _, out _);
|
||||
Operation[] vpBOps = DecodeShader(vpBCode, capabilities, flags, out ShaderHeader header, out int sizeB);
|
||||
|
||||
ShaderConfig config = new ShaderConfig(
|
||||
header.Stage,
|
||||
capabilities,
|
||||
flags,
|
||||
header.MaxOutputVertexCount,
|
||||
header.OutputTopology);
|
||||
Operation[] vpAOps = DecodeShader(vpACode, queryInfoCallback, flags, out _, out _);
|
||||
Operation[] vpBOps = DecodeShader(vpBCode, queryInfoCallback, flags, out ShaderConfig config, out int sizeB);
|
||||
|
||||
return Translate(Combine(vpAOps, vpBOps), config, sizeB);
|
||||
}
|
||||
|
@ -136,31 +94,25 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
}
|
||||
|
||||
private static Operation[] DecodeShader(
|
||||
Span<byte> code,
|
||||
ShaderCapabilities capabilities,
|
||||
TranslationFlags flags,
|
||||
out ShaderHeader header,
|
||||
out int size)
|
||||
Span<byte> code,
|
||||
QueryInfoCallback queryInfoCallback,
|
||||
TranslationFlags flags,
|
||||
out ShaderConfig config,
|
||||
out int size)
|
||||
{
|
||||
Block[] cfg;
|
||||
|
||||
EmitterContext context;
|
||||
|
||||
if ((flags & TranslationFlags.Compute) != 0)
|
||||
{
|
||||
header = null;
|
||||
config = new ShaderConfig(flags, queryInfoCallback);
|
||||
|
||||
cfg = Decoder.Decode(code, 0);
|
||||
|
||||
context = new EmitterContext(ShaderStage.Compute, header, capabilities, flags);
|
||||
}
|
||||
else
|
||||
{
|
||||
header = new ShaderHeader(code);
|
||||
config = new ShaderConfig(new ShaderHeader(code), flags, queryInfoCallback);
|
||||
|
||||
cfg = Decoder.Decode(code, HeaderSize);
|
||||
|
||||
context = new EmitterContext(header.Stage, header, capabilities, flags);
|
||||
}
|
||||
|
||||
if (cfg == null)
|
||||
|
@ -172,6 +124,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
return new Operation[0];
|
||||
}
|
||||
|
||||
EmitterContext context = new EmitterContext(config);
|
||||
|
||||
ulong maxEndAddress = 0;
|
||||
|
||||
for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue