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https://git.suyu.dev/suyu/suyu
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Merge pull request #2441 from ReinUsesLisp/al2p
shader: Implement AL2P and ALD.PHYS
This commit is contained in:
commit
d49efbfb4a
10 changed files with 311 additions and 158 deletions
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@ -59,6 +59,7 @@ public:
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static constexpr std::size_t NumCBData = 16;
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static constexpr std::size_t NumVertexArrays = 32;
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static constexpr std::size_t NumVertexAttributes = 32;
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static constexpr std::size_t NumVaryings = 31;
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static constexpr std::size_t NumTextureSamplers = 32;
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static constexpr std::size_t NumClipDistances = 8;
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static constexpr std::size_t MaxShaderProgram = 6;
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@ -98,6 +98,10 @@ union Attribute {
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BitField<22, 2, u64> element;
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BitField<24, 6, Index> index;
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BitField<47, 3, AttributeSize> size;
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bool IsPhysical() const {
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return element == 0 && static_cast<u64>(index.Value()) == 0;
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}
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} fmt20;
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union {
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@ -499,6 +503,11 @@ enum class SystemVariable : u64 {
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CircularQueueEntryAddressHigh = 0x63,
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};
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enum class PhysicalAttributeDirection : u64 {
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Input = 0,
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Output = 1,
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};
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union Instruction {
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Instruction& operator=(const Instruction& instr) {
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value = instr.value;
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@ -587,6 +596,7 @@ union Instruction {
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} alu;
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union {
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BitField<38, 1, u64> idx;
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BitField<51, 1, u64> saturate;
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BitField<52, 2, IpaSampleMode> sample_mode;
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BitField<54, 2, IpaInterpMode> interp_mode;
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@ -811,6 +821,12 @@ union Instruction {
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BitField<20, 24, s64> immediate_offset;
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} stg;
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union {
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BitField<32, 1, PhysicalAttributeDirection> direction;
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BitField<47, 3, AttributeSize> size;
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BitField<20, 11, u64> address;
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} al2p;
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union {
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BitField<0, 3, u64> pred0;
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BitField<3, 3, u64> pred3;
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@ -1376,6 +1392,7 @@ public:
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ST_S,
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LDG, // Load from global memory
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STG, // Store in global memory
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AL2P, // Transforms attribute memory into physical memory
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TEX,
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TEX_B, // Texture Load Bindless
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TXQ, // Texture Query
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@ -1646,6 +1663,7 @@ private:
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INST("1110111101010---", Id::ST_L, Type::Memory, "ST_L"),
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INST("1110111011010---", Id::LDG, Type::Memory, "LDG"),
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INST("1110111011011---", Id::STG, Type::Memory, "STG"),
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INST("1110111110100---", Id::AL2P, Type::Memory, "AL2P"),
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INST("110000----111---", Id::TEX, Type::Texture, "TEX"),
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INST("1101111010111---", Id::TEX_B, Type::Texture, "TEX_B"),
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INST("1101111101001---", Id::TXQ, Type::Texture, "TXQ"),
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@ -21,9 +21,18 @@ T GetInteger(GLenum pname) {
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Device::Device() {
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uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
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max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
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has_variable_aoffi = TestVariableAoffi();
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}
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Device::Device(std::nullptr_t) {
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uniform_buffer_alignment = 0;
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max_vertex_attributes = 16;
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max_varyings = 15;
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has_variable_aoffi = true;
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}
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bool Device::TestVariableAoffi() {
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const GLchar* AOFFI_TEST = R"(#version 430 core
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uniform sampler2D tex;
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@ -5,17 +5,27 @@
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#pragma once
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#include <cstddef>
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#include "common/common_types.h"
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namespace OpenGL {
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class Device {
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public:
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Device();
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explicit Device();
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explicit Device(std::nullptr_t);
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std::size_t GetUniformBufferAlignment() const {
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return uniform_buffer_alignment;
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}
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u32 GetMaxVertexAttributes() const {
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return max_vertex_attributes;
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}
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u32 GetMaxVaryings() const {
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return max_varyings;
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}
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bool HasVariableAoffi() const {
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return has_variable_aoffi;
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}
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@ -24,6 +34,8 @@ private:
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static bool TestVariableAoffi();
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std::size_t uniform_buffer_alignment{};
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u32 max_vertex_attributes{};
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u32 max_varyings{};
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bool has_variable_aoffi{};
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};
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@ -134,6 +134,19 @@ bool IsPrecise(Node node) {
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return false;
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}
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constexpr bool IsGenericAttribute(Attribute::Index index) {
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return index >= Attribute::Index::Attribute_0 && index <= Attribute::Index::Attribute_31;
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}
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constexpr Attribute::Index ToGenericAttribute(u32 value) {
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return static_cast<Attribute::Index>(value + static_cast<u32>(Attribute::Index::Attribute_0));
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}
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u32 GetGenericAttributeIndex(Attribute::Index index) {
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ASSERT(IsGenericAttribute(index));
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return static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
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}
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class GLSLDecompiler final {
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public:
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explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ShaderStage stage,
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@ -152,6 +165,7 @@ public:
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DeclareConstantBuffers();
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DeclareGlobalMemory();
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DeclareSamplers();
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DeclarePhysicalAttributeReader();
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code.AddLine("void execute_" + suffix + "() {");
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++code.scope;
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@ -296,76 +310,95 @@ private:
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}
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std::string GetInputFlags(AttributeUse attribute) {
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std::string out;
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switch (attribute) {
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case AttributeUse::Constant:
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out += "flat ";
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break;
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case AttributeUse::ScreenLinear:
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out += "noperspective ";
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break;
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case AttributeUse::Perspective:
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// Default, Smooth
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break;
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return {};
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case AttributeUse::Constant:
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return "flat ";
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case AttributeUse::ScreenLinear:
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return "noperspective ";
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default:
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LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
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UNREACHABLE();
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case AttributeUse::Unused:
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UNREACHABLE_MSG("Unused attribute being fetched");
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return {};
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UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute));
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return {};
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}
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return out;
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}
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void DeclareInputAttributes() {
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if (ir.HasPhysicalAttributes()) {
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const u32 num_inputs{GetNumPhysicalInputAttributes()};
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for (u32 i = 0; i < num_inputs; ++i) {
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DeclareInputAttribute(ToGenericAttribute(i), true);
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}
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code.AddNewLine();
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return;
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}
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const auto& attributes = ir.GetInputAttributes();
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for (const auto element : attributes) {
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const Attribute::Index index = element.first;
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if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
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// Skip when it's not a generic attribute
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continue;
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for (const auto index : attributes) {
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if (IsGenericAttribute(index)) {
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DeclareInputAttribute(index, false);
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}
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// TODO(bunnei): Use proper number of elements for these
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u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
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if (stage != ShaderStage::Vertex) {
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// If inputs are varyings, add an offset
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idx += GENERIC_VARYING_START_LOCATION;
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}
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std::string attr = GetInputAttribute(index);
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if (stage == ShaderStage::Geometry) {
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attr = "gs_" + attr + "[]";
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}
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std::string suffix;
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if (stage == ShaderStage::Fragment) {
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const auto input_mode =
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header.ps.GetAttributeUse(idx - GENERIC_VARYING_START_LOCATION);
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suffix = GetInputFlags(input_mode);
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}
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code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " +
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attr + ';');
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}
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if (!attributes.empty())
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code.AddNewLine();
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}
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void DeclareInputAttribute(Attribute::Index index, bool skip_unused) {
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const u32 generic_index{GetGenericAttributeIndex(index)};
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std::string name{GetInputAttribute(index)};
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if (stage == ShaderStage::Geometry) {
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name = "gs_" + name + "[]";
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}
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std::string suffix;
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if (stage == ShaderStage::Fragment) {
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const auto input_mode{header.ps.GetAttributeUse(generic_index)};
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if (skip_unused && input_mode == AttributeUse::Unused) {
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return;
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}
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suffix = GetInputFlags(input_mode);
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}
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u32 location = generic_index;
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if (stage != ShaderStage::Vertex) {
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// If inputs are varyings, add an offset
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location += GENERIC_VARYING_START_LOCATION;
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}
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code.AddLine("layout (location = " + std::to_string(location) + ") " + suffix + "in vec4 " +
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name + ';');
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}
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void DeclareOutputAttributes() {
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if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
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for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
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DeclareOutputAttribute(ToGenericAttribute(i));
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}
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code.AddNewLine();
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return;
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}
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const auto& attributes = ir.GetOutputAttributes();
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for (const auto index : attributes) {
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if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
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// Skip when it's not a generic attribute
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continue;
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if (IsGenericAttribute(index)) {
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DeclareOutputAttribute(index);
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}
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// TODO(bunnei): Use proper number of elements for these
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const auto idx = static_cast<u32>(index) -
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static_cast<u32>(Attribute::Index::Attribute_0) +
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GENERIC_VARYING_START_LOCATION;
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code.AddLine("layout (location = " + std::to_string(idx) + ") out vec4 " +
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GetOutputAttribute(index) + ';');
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}
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if (!attributes.empty())
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code.AddNewLine();
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}
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void DeclareOutputAttribute(Attribute::Index index) {
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const u32 location{GetGenericAttributeIndex(index) + GENERIC_VARYING_START_LOCATION};
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code.AddLine("layout (location = " + std::to_string(location) + ") out vec4 " +
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GetOutputAttribute(index) + ';');
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}
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void DeclareConstantBuffers() {
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for (const auto& entry : ir.GetConstantBuffers()) {
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const auto [index, size] = entry;
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@ -429,6 +462,39 @@ private:
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code.AddNewLine();
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}
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void DeclarePhysicalAttributeReader() {
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if (!ir.HasPhysicalAttributes()) {
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return;
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}
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code.AddLine("float readPhysicalAttribute(uint physical_address) {");
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++code.scope;
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code.AddLine("switch (physical_address) {");
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// Just declare generic attributes for now.
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const auto num_attributes{static_cast<u32>(GetNumPhysicalInputAttributes())};
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for (u32 index = 0; index < num_attributes; ++index) {
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const auto attribute{ToGenericAttribute(index)};
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for (u32 element = 0; element < 4; ++element) {
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constexpr u32 generic_base{0x80};
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constexpr u32 generic_stride{16};
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constexpr u32 element_stride{4};
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const u32 address{generic_base + index * generic_stride + element * element_stride};
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const bool declared{stage != ShaderStage::Fragment ||
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header.ps.GetAttributeUse(index) != AttributeUse::Unused};
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const std::string value{declared ? ReadAttribute(attribute, element) : "0"};
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code.AddLine(fmt::format("case 0x{:x}: return {};", address, value));
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}
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}
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code.AddLine("default: return 0;");
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code.AddLine('}');
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--code.scope;
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code.AddLine('}');
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code.AddNewLine();
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}
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void VisitBlock(const NodeBlock& bb) {
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for (const Node node : bb) {
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if (const std::string expr = Visit(node); !expr.empty()) {
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@ -483,70 +549,12 @@ private:
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return value;
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} else if (const auto abuf = std::get_if<AbufNode>(node)) {
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const auto attribute = abuf->GetIndex();
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const auto element = abuf->GetElement();
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const auto GeometryPass = [&](const std::string& name) {
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if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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// set an 0x80000000 index for those and the shader fails to build. Find out why
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// this happens and what's its intent.
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return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
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") % MAX_VERTEX_INPUT]";
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UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
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"Physical attributes in geometry shaders are not implemented");
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if (abuf->IsPhysicalBuffer()) {
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return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))";
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}
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return name;
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};
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switch (attribute) {
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case Attribute::Index::Position:
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if (stage != ShaderStage::Fragment) {
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return GeometryPass("position") + GetSwizzle(element);
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} else {
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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}
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case Attribute::Index::PointCoord:
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switch (element) {
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case 0:
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return "gl_PointCoord.x";
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case 1:
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return "gl_PointCoord.y";
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case 2:
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case 3:
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return "0";
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}
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UNREACHABLE();
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return "0";
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case Attribute::Index::TessCoordInstanceIDVertexID:
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// TODO(Subv): Find out what the values are for the first two elements when inside a
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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ASSERT(stage == ShaderStage::Vertex);
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switch (element) {
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case 2:
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// Config pack's first value is instance_id.
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return "uintBitsToFloat(config_pack[0])";
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case 3:
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return "uintBitsToFloat(gl_VertexID)";
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}
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UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
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return "0";
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case Attribute::Index::FrontFacing:
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// TODO(Subv): Find out what the values are for the other elements.
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ASSERT(stage == ShaderStage::Fragment);
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switch (element) {
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case 3:
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return "itof(gl_FrontFacing ? -1 : 0)";
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}
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UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
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return "0";
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default:
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if (attribute >= Attribute::Index::Attribute_0 &&
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attribute <= Attribute::Index::Attribute_31) {
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return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
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}
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break;
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}
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UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
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return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer());
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} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
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const Node offset = cbuf->GetOffset();
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|
@ -598,6 +606,69 @@ private:
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return {};
|
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}
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std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) {
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const auto GeometryPass = [&](std::string name) {
|
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if (stage == ShaderStage::Geometry && buffer) {
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
|
||||
// set an 0x80000000 index for those and the shader fails to build. Find out why
|
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// this happens and what's its intent.
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return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]";
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}
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return name;
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};
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switch (attribute) {
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case Attribute::Index::Position:
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if (stage != ShaderStage::Fragment) {
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return GeometryPass("position") + GetSwizzle(element);
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} else {
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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}
|
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case Attribute::Index::PointCoord:
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switch (element) {
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case 0:
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return "gl_PointCoord.x";
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case 1:
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return "gl_PointCoord.y";
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case 2:
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case 3:
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return "0";
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}
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UNREACHABLE();
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return "0";
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case Attribute::Index::TessCoordInstanceIDVertexID:
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// TODO(Subv): Find out what the values are for the first two elements when inside a
|
||||
// vertex shader, and what's the value of the fourth element when inside a Tess Eval
|
||||
// shader.
|
||||
ASSERT(stage == ShaderStage::Vertex);
|
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switch (element) {
|
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case 2:
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// Config pack's first value is instance_id.
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return "uintBitsToFloat(config_pack[0])";
|
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case 3:
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return "uintBitsToFloat(gl_VertexID)";
|
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}
|
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UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
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return "0";
|
||||
case Attribute::Index::FrontFacing:
|
||||
// TODO(Subv): Find out what the values are for the other elements.
|
||||
ASSERT(stage == ShaderStage::Fragment);
|
||||
switch (element) {
|
||||
case 3:
|
||||
return "itof(gl_FrontFacing ? -1 : 0)";
|
||||
}
|
||||
UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
|
||||
return "0";
|
||||
default:
|
||||
if (IsGenericAttribute(attribute)) {
|
||||
return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
|
||||
}
|
||||
break;
|
||||
}
|
||||
UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
|
||||
return "0";
|
||||
}
|
||||
|
||||
std::string ApplyPrecise(Operation operation, const std::string& value) {
|
||||
if (!IsPrecise(operation)) {
|
||||
return value;
|
||||
|
@ -833,6 +904,8 @@ private:
|
|||
target = GetRegister(gpr->GetIndex());
|
||||
|
||||
} else if (const auto abuf = std::get_if<AbufNode>(dest)) {
|
||||
UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
|
||||
|
||||
target = [&]() -> std::string {
|
||||
switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
|
||||
case Attribute::Index::Position:
|
||||
|
@ -844,8 +917,7 @@ private:
|
|||
case Attribute::Index::ClipDistances4567:
|
||||
return "gl_ClipDistance[" + std::to_string(abuf->GetElement() + 4) + ']';
|
||||
default:
|
||||
if (attribute >= Attribute::Index::Attribute_0 &&
|
||||
attribute <= Attribute::Index::Attribute_31) {
|
||||
if (IsGenericAttribute(attribute)) {
|
||||
return GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement());
|
||||
}
|
||||
UNIMPLEMENTED_MSG("Unhandled output attribute: {}",
|
||||
|
@ -1591,15 +1663,11 @@ private:
|
|||
}
|
||||
|
||||
std::string GetInputAttribute(Attribute::Index attribute) const {
|
||||
const auto index{static_cast<u32>(attribute) -
|
||||
static_cast<u32>(Attribute::Index::Attribute_0)};
|
||||
return GetDeclarationWithSuffix(index, "input_attr");
|
||||
return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "input_attr");
|
||||
}
|
||||
|
||||
std::string GetOutputAttribute(Attribute::Index attribute) const {
|
||||
const auto index{static_cast<u32>(attribute) -
|
||||
static_cast<u32>(Attribute::Index::Attribute_0)};
|
||||
return GetDeclarationWithSuffix(index, "output_attr");
|
||||
return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "output_attr");
|
||||
}
|
||||
|
||||
std::string GetConstBuffer(u32 index) const {
|
||||
|
@ -1640,6 +1708,19 @@ private:
|
|||
return name + '_' + std::to_string(index) + '_' + suffix;
|
||||
}
|
||||
|
||||
u32 GetNumPhysicalInputAttributes() const {
|
||||
return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
|
||||
}
|
||||
|
||||
u32 GetNumPhysicalAttributes() const {
|
||||
return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
|
||||
}
|
||||
|
||||
u32 GetNumPhysicalVaryings() const {
|
||||
return std::min<u32>(device.GetMaxVaryings() - GENERIC_VARYING_START_LOCATION,
|
||||
Maxwell::NumVaryings);
|
||||
}
|
||||
|
||||
const Device& device;
|
||||
const ShaderIR& ir;
|
||||
const ShaderStage stage;
|
||||
|
|
|
@ -194,8 +194,8 @@ public:
|
|||
for (const auto& sampler : ir.GetSamplers()) {
|
||||
entries.samplers.emplace_back(sampler);
|
||||
}
|
||||
for (const auto& attr : ir.GetInputAttributes()) {
|
||||
entries.attributes.insert(GetGenericAttributeLocation(attr.first));
|
||||
for (const auto& attribute : ir.GetInputAttributes()) {
|
||||
entries.attributes.insert(GetGenericAttributeLocation(attribute));
|
||||
}
|
||||
entries.clip_distances = ir.GetClipDistances();
|
||||
entries.shader_length = ir.GetLength();
|
||||
|
@ -321,8 +321,7 @@ private:
|
|||
}
|
||||
|
||||
void DeclareInputAttributes() {
|
||||
for (const auto element : ir.GetInputAttributes()) {
|
||||
const Attribute::Index index = element.first;
|
||||
for (const auto index : ir.GetInputAttributes()) {
|
||||
if (!IsGenericAttribute(index)) {
|
||||
continue;
|
||||
}
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
#include "video_core/engines/shader_bytecode.h"
|
||||
#include "video_core/shader/shader_ir.h"
|
||||
|
||||
#pragma optimize("", off)
|
||||
|
||||
namespace VideoCommon::Shader {
|
||||
|
||||
using Tegra::Shader::Attribute;
|
||||
|
@ -47,17 +49,20 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
|
|||
"Indirect attribute loads are not supported");
|
||||
UNIMPLEMENTED_IF_MSG((instr.attribute.fmt20.immediate.Value() % sizeof(u32)) != 0,
|
||||
"Unaligned attribute loads are not supported");
|
||||
UNIMPLEMENTED_IF_MSG(instr.attribute.fmt20.IsPhysical() &&
|
||||
instr.attribute.fmt20.size != Tegra::Shader::AttributeSize::Word,
|
||||
"Non-32 bits PHYS reads are not implemented");
|
||||
|
||||
Tegra::Shader::IpaMode input_mode{Tegra::Shader::IpaInterpMode::Pass,
|
||||
Tegra::Shader::IpaSampleMode::Default};
|
||||
const Node buffer{GetRegister(instr.gpr39)};
|
||||
|
||||
u64 next_element = instr.attribute.fmt20.element;
|
||||
auto next_index = static_cast<u64>(instr.attribute.fmt20.index.Value());
|
||||
|
||||
const auto LoadNextElement = [&](u32 reg_offset) {
|
||||
const Node buffer = GetRegister(instr.gpr39);
|
||||
const Node attribute = GetInputAttribute(static_cast<Attribute::Index>(next_index),
|
||||
next_element, input_mode, buffer);
|
||||
const Node attribute{instr.attribute.fmt20.IsPhysical()
|
||||
? GetPhysicalInputAttribute(instr.gpr8, buffer)
|
||||
: GetInputAttribute(static_cast<Attribute::Index>(next_index),
|
||||
next_element, buffer)};
|
||||
|
||||
SetRegister(bb, instr.gpr0.Value() + reg_offset, attribute);
|
||||
|
||||
|
@ -239,6 +244,21 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
|
|||
}
|
||||
break;
|
||||
}
|
||||
case OpCode::Id::AL2P: {
|
||||
// Ignore al2p.direction since we don't care about it.
|
||||
|
||||
// Calculate emulation fake physical address.
|
||||
const Node fixed_address{Immediate(static_cast<u32>(instr.al2p.address))};
|
||||
const Node reg{GetRegister(instr.gpr8)};
|
||||
const Node fake_address{Operation(OperationCode::IAdd, NO_PRECISE, reg, fixed_address)};
|
||||
|
||||
// Set the fake address to target register.
|
||||
SetRegister(bb, instr.gpr0, fake_address);
|
||||
|
||||
// Signal the shader IR to declare all possible attributes and varyings
|
||||
uses_physical_attributes = true;
|
||||
break;
|
||||
}
|
||||
default:
|
||||
UNIMPLEMENTED_MSG("Unhandled memory instruction: {}", opcode->get().GetName());
|
||||
}
|
||||
|
|
|
@ -130,15 +130,18 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
|
|||
break;
|
||||
}
|
||||
case OpCode::Id::IPA: {
|
||||
const auto& attribute = instr.attribute.fmt28;
|
||||
const bool is_physical = instr.ipa.idx && instr.gpr8.Value() != 0xff;
|
||||
|
||||
const auto attribute = instr.attribute.fmt28;
|
||||
const Tegra::Shader::IpaMode input_mode{instr.ipa.interp_mode.Value(),
|
||||
instr.ipa.sample_mode.Value()};
|
||||
|
||||
const Node attr = GetInputAttribute(attribute.index, attribute.element, input_mode);
|
||||
Node value = attr;
|
||||
Node value = is_physical ? GetPhysicalInputAttribute(instr.gpr8)
|
||||
: GetInputAttribute(attribute.index, attribute.element);
|
||||
const Tegra::Shader::Attribute::Index index = attribute.index.Value();
|
||||
if (index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
|
||||
index <= Tegra::Shader::Attribute::Index::Attribute_31) {
|
||||
const bool is_generic = index >= Tegra::Shader::Attribute::Index::Attribute_0 &&
|
||||
index <= Tegra::Shader::Attribute::Index::Attribute_31;
|
||||
if (is_generic || is_physical) {
|
||||
// TODO(Blinkhawk): There are cases where a perspective attribute use PASS.
|
||||
// In theory by setting them as perspective, OpenGL does the perspective correction.
|
||||
// A way must figured to reverse the last step of it.
|
||||
|
|
|
@ -96,13 +96,14 @@ Node ShaderIR::GetPredicate(bool immediate) {
|
|||
return GetPredicate(static_cast<u64>(immediate ? Pred::UnusedIndex : Pred::NeverExecute));
|
||||
}
|
||||
|
||||
Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element,
|
||||
const Tegra::Shader::IpaMode& input_mode, Node buffer) {
|
||||
const auto [entry, is_new] =
|
||||
used_input_attributes.emplace(std::make_pair(index, std::set<Tegra::Shader::IpaMode>{}));
|
||||
entry->second.insert(input_mode);
|
||||
Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element, Node buffer) {
|
||||
used_input_attributes.emplace(index);
|
||||
return StoreNode(AbufNode(index, static_cast<u32>(element), buffer));
|
||||
}
|
||||
|
||||
return StoreNode(AbufNode(index, static_cast<u32>(element), input_mode, buffer));
|
||||
Node ShaderIR::GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer) {
|
||||
uses_physical_attributes = true;
|
||||
return StoreNode(AbufNode(GetRegister(physical_address), buffer));
|
||||
}
|
||||
|
||||
Node ShaderIR::GetOutputAttribute(Attribute::Index index, u64 element, Node buffer) {
|
||||
|
|
|
@ -456,17 +456,14 @@ private:
|
|||
/// Attribute buffer memory (known as attributes or varyings in GLSL terms)
|
||||
class AbufNode final {
|
||||
public:
|
||||
explicit constexpr AbufNode(Tegra::Shader::Attribute::Index index, u32 element,
|
||||
const Tegra::Shader::IpaMode& input_mode, Node buffer = {})
|
||||
: input_mode{input_mode}, buffer{buffer}, index{index}, element{element} {}
|
||||
|
||||
// Initialize for standard attributes (index is explicit).
|
||||
explicit constexpr AbufNode(Tegra::Shader::Attribute::Index index, u32 element,
|
||||
Node buffer = {})
|
||||
: input_mode{}, buffer{buffer}, index{index}, element{element} {}
|
||||
: buffer{buffer}, index{index}, element{element} {}
|
||||
|
||||
Tegra::Shader::IpaMode GetInputMode() const {
|
||||
return input_mode;
|
||||
}
|
||||
// Initialize for physical attributes (index is a variable value).
|
||||
explicit constexpr AbufNode(Node physical_address, Node buffer = {})
|
||||
: physical_address{physical_address}, buffer{buffer} {}
|
||||
|
||||
Tegra::Shader::Attribute::Index GetIndex() const {
|
||||
return index;
|
||||
|
@ -480,11 +477,19 @@ public:
|
|||
return buffer;
|
||||
}
|
||||
|
||||
bool IsPhysicalBuffer() const {
|
||||
return physical_address != nullptr;
|
||||
}
|
||||
|
||||
Node GetPhysicalAddress() const {
|
||||
return physical_address;
|
||||
}
|
||||
|
||||
private:
|
||||
const Tegra::Shader::IpaMode input_mode;
|
||||
const Node buffer;
|
||||
const Tegra::Shader::Attribute::Index index;
|
||||
const u32 element;
|
||||
Node physical_address{};
|
||||
Node buffer{};
|
||||
Tegra::Shader::Attribute::Index index{};
|
||||
u32 element{};
|
||||
};
|
||||
|
||||
/// Constant buffer node, usually mapped to uniform buffers in GLSL
|
||||
|
@ -573,8 +578,7 @@ public:
|
|||
return used_predicates;
|
||||
}
|
||||
|
||||
const std::map<Tegra::Shader::Attribute::Index, std::set<Tegra::Shader::IpaMode>>&
|
||||
GetInputAttributes() const {
|
||||
const std::set<Tegra::Shader::Attribute::Index>& GetInputAttributes() const {
|
||||
return used_input_attributes;
|
||||
}
|
||||
|
||||
|
@ -603,6 +607,10 @@ public:
|
|||
return static_cast<std::size_t>(coverage_end * sizeof(u64));
|
||||
}
|
||||
|
||||
bool HasPhysicalAttributes() const {
|
||||
return uses_physical_attributes;
|
||||
}
|
||||
|
||||
const Tegra::Shader::Header& GetHeader() const {
|
||||
return header;
|
||||
}
|
||||
|
@ -684,8 +692,9 @@ private:
|
|||
/// Generates a predicate node for an immediate true or false value
|
||||
Node GetPredicate(bool immediate);
|
||||
/// Generates a node representing an input attribute. Keeps track of used attributes.
|
||||
Node GetInputAttribute(Tegra::Shader::Attribute::Index index, u64 element,
|
||||
const Tegra::Shader::IpaMode& input_mode, Node buffer = {});
|
||||
Node GetInputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer = {});
|
||||
/// Generates a node representing a physical input attribute.
|
||||
Node GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer = {});
|
||||
/// Generates a node representing an output attribute. Keeps track of used attributes.
|
||||
Node GetOutputAttribute(Tegra::Shader::Attribute::Index index, u64 element, Node buffer);
|
||||
/// Generates a node representing an internal flag
|
||||
|
@ -859,13 +868,13 @@ private:
|
|||
|
||||
std::set<u32> used_registers;
|
||||
std::set<Tegra::Shader::Pred> used_predicates;
|
||||
std::map<Tegra::Shader::Attribute::Index, std::set<Tegra::Shader::IpaMode>>
|
||||
used_input_attributes;
|
||||
std::set<Tegra::Shader::Attribute::Index> used_input_attributes;
|
||||
std::set<Tegra::Shader::Attribute::Index> used_output_attributes;
|
||||
std::map<u32, ConstBuffer> used_cbufs;
|
||||
std::set<Sampler> used_samplers;
|
||||
std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
|
||||
std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
|
||||
bool uses_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
|
||||
|
||||
Tegra::Shader::Header header;
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue