mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-21 06:15:54 +01:00
9dfe81770a
* Change AggregateType to include vector type counts * Replace VariableType uses with AggregateType and delete VariableType * Support new local vector types on SPIR-V and GLSL * Start using vector outputs for texture operations * Use vectors on more texture operations * Use vector output for ImageLoad operations * Replace all uses of single destination texture constructors with multi destination ones * Update textureGatherOffsets replacement to split vector operations * Shader cache version bump Co-authored-by: Ac_K <Acoustik666@gmail.com>
432 lines
16 KiB
C#
432 lines
16 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class StructuredProgram
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{
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public static StructuredProgramInfo MakeStructuredProgram(Function[] functions, ShaderConfig config)
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{
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StructuredProgramContext context = new StructuredProgramContext(config);
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for (int funcIndex = 0; funcIndex < functions.Length; funcIndex++)
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{
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Function function = functions[funcIndex];
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BasicBlock[] blocks = function.Blocks;
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AggregateType returnType = function.ReturnsValue ? AggregateType.S32 : AggregateType.Void;
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AggregateType[] inArguments = new AggregateType[function.InArgumentsCount];
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AggregateType[] outArguments = new AggregateType[function.OutArgumentsCount];
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for (int i = 0; i < inArguments.Length; i++)
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{
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inArguments[i] = AggregateType.S32;
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}
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for (int i = 0; i < outArguments.Length; i++)
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{
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outArguments[i] = AggregateType.S32;
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}
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context.EnterFunction(blocks.Length, function.Name, returnType, inArguments, outArguments);
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PhiFunctions.Remove(blocks);
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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BasicBlock block = blocks[blkIndex];
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context.EnterBlock(block);
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for (LinkedListNode<INode> opNode = block.Operations.First; opNode != null; opNode = opNode.Next)
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{
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Operation operation = (Operation)opNode.Value;
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if (IsBranchInst(operation.Inst))
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{
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context.LeaveBlock(block, operation);
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}
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else
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{
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AddOperation(context, operation);
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}
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}
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}
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GotoElimination.Eliminate(context.GetGotos());
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AstOptimizer.Optimize(context);
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context.LeaveFunction();
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}
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if (config.TransformFeedbackEnabled && config.LastInVertexPipeline)
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{
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for (int tfbIndex = 0; tfbIndex < 4; tfbIndex++)
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{
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var locations = config.GpuAccessor.QueryTransformFeedbackVaryingLocations(tfbIndex);
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var stride = config.GpuAccessor.QueryTransformFeedbackStride(tfbIndex);
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for (int i = 0; i < locations.Length; i++)
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{
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byte location = locations[i];
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if (location < 0xc0)
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{
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context.Info.TransformFeedbackOutputs[location] = new TransformFeedbackOutput(tfbIndex, i * 4, stride);
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}
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}
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}
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}
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return context.Info;
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}
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private static void AddOperation(StructuredProgramContext context, Operation operation)
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{
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Instruction inst = operation.Inst;
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if (inst == Instruction.LoadAttribute)
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{
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Operand src1 = operation.GetSource(0);
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Operand src2 = operation.GetSource(1);
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if (src1.Type == OperandType.Constant && src2.Type == OperandType.Constant)
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{
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int attrOffset = (src1.Value & AttributeConsts.Mask) + (src2.Value << 2);
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if ((src1.Value & AttributeConsts.LoadOutputMask) != 0)
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{
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context.Info.Outputs.Add(attrOffset);
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}
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else
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{
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context.Info.Inputs.Add(attrOffset);
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}
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}
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}
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bool vectorDest = IsVectorDestInst(inst);
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int sourcesCount = operation.SourcesCount;
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int outDestsCount = operation.DestsCount != 0 && !vectorDest ? operation.DestsCount - 1 : 0;
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IAstNode[] sources = new IAstNode[sourcesCount + outDestsCount];
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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sources[index] = context.GetOperandUse(operation.GetSource(index));
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}
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for (int index = 0; index < outDestsCount; index++)
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{
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AstOperand oper = context.GetOperandDef(operation.GetDest(1 + index));
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oper.VarType = InstructionInfo.GetSrcVarType(inst, sourcesCount + index);
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sources[sourcesCount + index] = oper;
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}
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AstTextureOperation GetAstTextureOperation(TextureOperation texOp)
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{
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return new AstTextureOperation(
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inst,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.CbufSlot,
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texOp.Handle,
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texOp.Index,
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sources);
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}
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int componentsCount = BitOperations.PopCount((uint)operation.Index);
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if (vectorDest && componentsCount > 1)
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{
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AggregateType destType = InstructionInfo.GetDestVarType(inst);
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IAstNode source;
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if (operation is TextureOperation texOp)
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{
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if (texOp.Inst == Instruction.ImageLoad)
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{
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destType = texOp.Format.GetComponentType();
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}
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source = GetAstTextureOperation(texOp);
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}
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else
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{
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source = new AstOperation(inst, operation.Index, sources, operation.SourcesCount);
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}
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AggregateType destElemType = destType;
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switch (componentsCount)
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{
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case 2: destType |= AggregateType.Vector2; break;
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case 3: destType |= AggregateType.Vector3; break;
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case 4: destType |= AggregateType.Vector4; break;
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}
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AstOperand destVec = context.NewTemp(destType);
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context.AddNode(new AstAssignment(destVec, source));
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for (int i = 0; i < operation.DestsCount; i++)
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{
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AstOperand dest = context.GetOperandDef(operation.GetDest(i));
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AstOperand index = new AstOperand(OperandType.Constant, i);
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dest.VarType = destElemType;
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context.AddNode(new AstAssignment(dest, new AstOperation(Instruction.VectorExtract, new[] { destVec, index }, 2)));
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}
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}
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else if (operation.Dest != null)
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{
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AstOperand dest = context.GetOperandDef(operation.Dest);
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// If all the sources are bool, it's better to use short-circuiting
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// logical operations, rather than forcing a cast to int and doing
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// a bitwise operation with the value, as it is likely to be used as
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// a bool in the end.
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if (IsBitwiseInst(inst) && AreAllSourceTypesEqual(sources, AggregateType.Bool))
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{
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inst = GetLogicalFromBitwiseInst(inst);
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}
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bool isCondSel = inst == Instruction.ConditionalSelect;
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bool isCopy = inst == Instruction.Copy;
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if (isCondSel || isCopy)
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{
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AggregateType type = GetVarTypeFromUses(operation.Dest);
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if (isCondSel && type == AggregateType.FP32)
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{
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inst |= Instruction.FP32;
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}
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dest.VarType = type;
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}
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else
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{
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dest.VarType = InstructionInfo.GetDestVarType(inst);
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}
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IAstNode source;
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if (operation is TextureOperation texOp)
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{
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if (texOp.Inst == Instruction.ImageLoad)
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{
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dest.VarType = texOp.Format.GetComponentType();
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}
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source = GetAstTextureOperation(texOp);
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}
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else if (!isCopy)
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{
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source = new AstOperation(inst, operation.Index, sources, operation.SourcesCount);
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}
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else
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{
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source = sources[0];
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}
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context.AddNode(new AstAssignment(dest, source));
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}
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else if (operation.Inst == Instruction.Comment)
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{
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context.AddNode(new AstComment(((CommentNode)operation).Comment));
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}
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else if (operation is TextureOperation texOp)
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{
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AstTextureOperation astTexOp = GetAstTextureOperation(texOp);
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context.AddNode(astTexOp);
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}
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else
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{
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context.AddNode(new AstOperation(inst, operation.Index, sources, operation.SourcesCount));
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}
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// Those instructions needs to be emulated by using helper functions,
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// because they are NVIDIA specific. Those flags helps the backend to
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// decide which helper functions are needed on the final generated code.
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switch (operation.Inst)
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{
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case Instruction.AtomicMaxS32 | Instruction.MrShared:
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case Instruction.AtomicMinS32 | Instruction.MrShared:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Shared;
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break;
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case Instruction.AtomicMaxS32 | Instruction.MrStorage:
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case Instruction.AtomicMinS32 | Instruction.MrStorage:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Storage;
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break;
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case Instruction.MultiplyHighS32:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighS32;
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break;
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case Instruction.MultiplyHighU32:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighU32;
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break;
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case Instruction.Shuffle:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.Shuffle;
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break;
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case Instruction.ShuffleDown:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleDown;
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break;
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case Instruction.ShuffleUp:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleUp;
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break;
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case Instruction.ShuffleXor:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleXor;
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break;
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case Instruction.StoreShared16:
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case Instruction.StoreShared8:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.StoreSharedSmallInt;
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break;
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case Instruction.StoreStorage16:
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case Instruction.StoreStorage8:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.StoreStorageSmallInt;
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break;
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case Instruction.SwizzleAdd:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.SwizzleAdd;
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break;
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case Instruction.FSIBegin:
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case Instruction.FSIEnd:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.FSI;
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break;
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}
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}
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private static AggregateType GetVarTypeFromUses(Operand dest)
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{
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HashSet<Operand> visited = new HashSet<Operand>();
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Queue<Operand> pending = new Queue<Operand>();
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bool Enqueue(Operand operand)
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{
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if (visited.Add(operand))
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{
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pending.Enqueue(operand);
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return true;
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}
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return false;
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}
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Enqueue(dest);
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while (pending.TryDequeue(out Operand operand))
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{
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foreach (INode useNode in operand.UseOps)
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{
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if (useNode is not Operation operation)
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{
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continue;
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}
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if (operation.Inst == Instruction.Copy)
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{
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if (operation.Dest.Type == OperandType.LocalVariable)
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{
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if (Enqueue(operation.Dest))
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{
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break;
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}
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}
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else
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{
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return OperandInfo.GetVarType(operation.Dest.Type);
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}
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}
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else
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{
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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if (operation.GetSource(index) == operand)
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{
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return InstructionInfo.GetSrcVarType(operation.Inst, index);
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}
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}
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}
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}
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}
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return AggregateType.S32;
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}
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private static bool AreAllSourceTypesEqual(IAstNode[] sources, AggregateType type)
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{
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foreach (IAstNode node in sources)
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{
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if (node is not AstOperand operand)
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{
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return false;
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}
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if (operand.VarType != type)
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{
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return false;
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}
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}
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return true;
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}
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private static bool IsVectorDestInst(Instruction inst)
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{
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return inst switch
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{
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Instruction.ImageLoad or
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Instruction.TextureSample => true,
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_ => false
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};
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}
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private static bool IsBranchInst(Instruction inst)
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{
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return inst switch
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{
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Instruction.Branch or
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Instruction.BranchIfFalse or
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Instruction.BranchIfTrue => true,
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_ => false
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};
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}
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private static bool IsBitwiseInst(Instruction inst)
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{
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return inst switch
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{
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Instruction.BitwiseAnd or
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Instruction.BitwiseExclusiveOr or
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Instruction.BitwiseNot or
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Instruction.BitwiseOr => true,
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_ => false
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};
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}
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private static Instruction GetLogicalFromBitwiseInst(Instruction inst)
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{
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return inst switch
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{
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Instruction.BitwiseAnd => Instruction.LogicalAnd,
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Instruction.BitwiseExclusiveOr => Instruction.LogicalExclusiveOr,
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Instruction.BitwiseNot => Instruction.LogicalNot,
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Instruction.BitwiseOr => Instruction.LogicalOr,
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_ => throw new ArgumentException($"Unexpected instruction \"{inst}\".")
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};
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}
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}
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} |