using Ryujinx.Graphics.Shader.CodeGen.Glsl; using Ryujinx.Graphics.Shader.CodeGen.Spirv; using Ryujinx.Graphics.Shader.Decoders; using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.StructuredIr; using System; using System.Collections.Generic; using System.Linq; using System.Numerics; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; using static Ryujinx.Graphics.Shader.Translation.Translator; namespace Ryujinx.Graphics.Shader.Translation { public class TranslatorContext { private readonly DecodedProgram _program; private ShaderConfig _config; public ulong Address { get; } public ShaderStage Stage => _config.Stage; public int Size => _config.Size; public int Cb1DataSize => _config.Cb1DataSize; public bool LayerOutputWritten => _config.LayerOutputWritten; public IGpuAccessor GpuAccessor => _config.GpuAccessor; internal TranslatorContext(ulong address, DecodedProgram program, ShaderConfig config) { Address = address; _program = program; _config = config; } private static bool IsLoadUserDefined(Operation operation) { // TODO: Check if sources count match and all sources are constant. return operation.Inst == Instruction.Load && (IoVariable)operation.GetSource(0).Value == IoVariable.UserDefined; } private static bool IsStoreUserDefined(Operation operation) { // TODO: Check if sources count match and all sources are constant. return operation.Inst == Instruction.Store && (IoVariable)operation.GetSource(0).Value == IoVariable.UserDefined; } private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b, int aStart) { // Here we combine two shaders. // For shader A: // - All user attribute stores on shader A are turned into copies to a // temporary variable. It's assumed that shader B will consume them. // - All return instructions are turned into branch instructions, the // branch target being the start of the shader B code. // For shader B: // - All user attribute loads on shader B are turned into copies from a // temporary variable, as long that attribute is written by shader A. FunctionCode[] output = new FunctionCode[a.Length + b.Length - 1]; List ops = new List(a.Length + b.Length); Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4]; Operand lblB = Label(); for (int index = aStart; index < a[0].Code.Length; index++) { Operation operation = a[0].Code[index]; if (IsStoreUserDefined(operation)) { int tIndex = operation.GetSource(1).Value * 4 + operation.GetSource(2).Value; Operand temp = temps[tIndex]; if (temp == null) { temp = Local(); temps[tIndex] = temp; } operation.Dest = temp; operation.TurnIntoCopy(operation.GetSource(operation.SourcesCount - 1)); } if (operation.Inst == Instruction.Return) { ops.Add(new Operation(Instruction.Branch, lblB)); } else { ops.Add(operation); } } ops.Add(new Operation(Instruction.MarkLabel, lblB)); for (int index = 0; index < b[0].Code.Length; index++) { Operation operation = b[0].Code[index]; if (IsLoadUserDefined(operation)) { int tIndex = operation.GetSource(1).Value * 4 + operation.GetSource(2).Value; Operand temp = temps[tIndex]; if (temp != null) { operation.TurnIntoCopy(temp); } } ops.Add(operation); } output[0] = new FunctionCode(ops.ToArray()); for (int i = 1; i < a.Length; i++) { output[i] = a[i]; } for (int i = 1; i < b.Length; i++) { output[a.Length + i - 1] = b[i]; } return output; } public void SetNextStage(TranslatorContext nextStage) { _config.MergeFromtNextStage(nextStage._config); } public void SetGeometryShaderLayerInputAttribute(int attr) { _config.SetGeometryShaderLayerInputAttribute(attr); } public void SetLastInVertexPipeline() { _config.SetLastInVertexPipeline(); } public ShaderProgram Translate(TranslatorContext other = null) { FunctionCode[] code = EmitShader(_program, _config, initializeOutputs: other == null, out _); if (other != null) { other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes, Enumerable.Empty()); // We need to share the resource manager since both shaders accesses the same constant buffers. other._config.ResourceManager = _config.ResourceManager; FunctionCode[] otherCode = EmitShader(other._program, other._config, initializeOutputs: true, out int aStart); code = Combine(otherCode, code, aStart); _config.InheritFrom(other._config); } return Translator.Translate(code, _config); } public ShaderProgram GenerateGeometryPassthrough() { int outputAttributesMask = _config.UsedOutputAttributes; int layerOutputAttr = _config.LayerOutputAttribute; OutputTopology outputTopology; int maxOutputVertices; switch (GpuAccessor.QueryPrimitiveTopology()) { case InputTopology.Points: outputTopology = OutputTopology.PointList; maxOutputVertices = 1; break; case InputTopology.Lines: case InputTopology.LinesAdjacency: outputTopology = OutputTopology.LineStrip; maxOutputVertices = 2; break; default: outputTopology = OutputTopology.TriangleStrip; maxOutputVertices = 3; break; } ShaderConfig config = new ShaderConfig(ShaderStage.Geometry, outputTopology, maxOutputVertices, GpuAccessor, _config.Options); EmitterContext context = new EmitterContext(default, config, false); for (int v = 0; v < maxOutputVertices; v++) { int outAttrsMask = outputAttributesMask; while (outAttrsMask != 0) { int attrIndex = BitOperations.TrailingZeroCount(outAttrsMask); outAttrsMask &= ~(1 << attrIndex); for (int c = 0; c < 4; c++) { int attr = AttributeConsts.UserAttributeBase + attrIndex * 16 + c * 4; Operand value = context.Load(StorageKind.Input, IoVariable.UserDefined, Const(attrIndex), Const(v), Const(c)); if (attr == layerOutputAttr) { context.Store(StorageKind.Output, IoVariable.Layer, null, value); } else { context.Store(StorageKind.Output, IoVariable.UserDefined, null, Const(attrIndex), Const(c), value); config.SetOutputUserAttribute(attrIndex); } config.SetInputUserAttribute(attrIndex, c); } } for (int c = 0; c < 4; c++) { Operand value = context.Load(StorageKind.Input, IoVariable.Position, Const(v), Const(c)); context.Store(StorageKind.Output, IoVariable.Position, null, Const(c), value); } context.EmitVertex(); } context.EndPrimitive(); var operations = context.GetOperations(); var cfg = ControlFlowGraph.Create(operations); var function = new Function(cfg.Blocks, "main", false, 0, 0); var sInfo = StructuredProgram.MakeStructuredProgram(new[] { function }, config); var info = config.CreateProgramInfo(); return config.Options.TargetLanguage switch { TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, config)), TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, config)), _ => throw new NotImplementedException(config.Options.TargetLanguage.ToString()) }; } } }