mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-18 21:05:54 +01:00
6b23a2c125
* 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
166 lines
4.7 KiB
C#
166 lines
4.7 KiB
C#
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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//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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}
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} |