Move solution and projects to src
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768
src/Ryujinx.Graphics.Shader/Translation/Rewriter.cs
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768
src/Ryujinx.Graphics.Shader/Translation/Rewriter.cs
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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static class Rewriter
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{
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public static void RunPass(BasicBlock[] blocks, ShaderConfig config)
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{
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bool isVertexShader = config.Stage == ShaderStage.Vertex;
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bool hasConstantBufferDrawParameters = config.GpuAccessor.QueryHasConstantBufferDrawParameters();
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bool supportsSnormBufferTextureFormat = config.GpuAccessor.QueryHostSupportsSnormBufferTextureFormat();
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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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for (LinkedListNode<INode> node = block.Operations.First; node != null;)
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{
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if (node.Value is not Operation operation)
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{
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node = node.Next;
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continue;
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}
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if (isVertexShader)
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{
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if (hasConstantBufferDrawParameters)
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{
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if (ReplaceConstantBufferWithDrawParameters(node, operation))
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{
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config.SetUsedFeature(FeatureFlags.DrawParameters);
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}
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}
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else if (HasConstantBufferDrawParameters(operation))
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{
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config.SetUsedFeature(FeatureFlags.DrawParameters);
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}
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}
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LinkedListNode<INode> nextNode = node.Next;
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if (operation is TextureOperation texOp)
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{
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if (texOp.Inst == Instruction.TextureSample)
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{
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node = RewriteTextureSample(node, config);
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if (texOp.Type == SamplerType.TextureBuffer && !supportsSnormBufferTextureFormat)
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{
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node = InsertSnormNormalization(node, config);
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}
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}
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nextNode = node.Next;
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}
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else if (UsesGlobalMemory(operation.Inst, operation.StorageKind))
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{
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nextNode = RewriteGlobalAccess(node, config)?.Next ?? nextNode;
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}
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node = nextNode;
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}
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}
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}
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private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
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{
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Operation operation = (Operation)node.Value;
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bool isAtomic = operation.Inst.IsAtomic();
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bool isStg16Or8 = operation.Inst == Instruction.StoreGlobal16 || operation.Inst == Instruction.StoreGlobal8;
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bool isWrite = isAtomic || operation.Inst == Instruction.StoreGlobal || isStg16Or8;
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Operation storageOp = null;
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Operand PrependOperation(Instruction inst, params Operand[] sources)
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{
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Operand local = Local();
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node.List.AddBefore(node, new Operation(inst, local, sources));
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return local;
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}
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Operand PrependExistingOperation(Operation operation)
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{
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Operand local = Local();
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operation.Dest = local;
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node.List.AddBefore(node, operation);
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return local;
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}
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Operand addrLow = operation.GetSource(0);
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Operand addrHigh = operation.GetSource(1);
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Operand sbBaseAddrLow = Const(0);
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Operand sbSlot = Const(0);
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Operand alignMask = Const(-config.GpuAccessor.QueryHostStorageBufferOffsetAlignment());
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Operand BindingRangeCheck(int cbOffset, out Operand baseAddrLow)
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{
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baseAddrLow = Cbuf(0, cbOffset);
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Operand baseAddrHigh = Cbuf(0, cbOffset + 1);
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Operand size = Cbuf(0, cbOffset + 2);
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Operand offset = PrependOperation(Instruction.Subtract, addrLow, baseAddrLow);
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Operand borrow = PrependOperation(Instruction.CompareLessU32, addrLow, baseAddrLow);
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Operand inRangeLow = PrependOperation(Instruction.CompareLessU32, offset, size);
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Operand addrHighBorrowed = PrependOperation(Instruction.Add, addrHigh, borrow);
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Operand inRangeHigh = PrependOperation(Instruction.CompareEqual, addrHighBorrowed, baseAddrHigh);
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return PrependOperation(Instruction.BitwiseAnd, inRangeLow, inRangeHigh);
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}
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int sbUseMask = config.AccessibleStorageBuffersMask;
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while (sbUseMask != 0)
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{
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int slot = BitOperations.TrailingZeroCount(sbUseMask);
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sbUseMask &= ~(1 << slot);
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config.SetUsedStorageBuffer(slot, isWrite);
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int cbOffset = GetStorageCbOffset(config.Stage, slot);
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Operand inRange = BindingRangeCheck(cbOffset, out Operand baseAddrLow);
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sbBaseAddrLow = PrependOperation(Instruction.ConditionalSelect, inRange, baseAddrLow, sbBaseAddrLow);
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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if (config.AccessibleStorageBuffersMask != 0)
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{
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, alignMask);
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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Operand[] sources = new Operand[operation.SourcesCount];
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sources[0] = sbSlot;
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if (isStg16Or8)
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{
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sources[1] = byteOffset;
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}
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else
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{
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sources[1] = PrependOperation(Instruction.ShiftRightU32, byteOffset, Const(2));
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}
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for (int index = 2; index < operation.SourcesCount; index++)
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{
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sources[index] = operation.GetSource(index);
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}
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if (isAtomic)
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{
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storageOp = new Operation(operation.Inst, StorageKind.StorageBuffer, operation.Dest, sources);
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}
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else if (operation.Inst == Instruction.LoadGlobal)
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{
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storageOp = new Operation(Instruction.LoadStorage, operation.Dest, sources);
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}
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else
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{
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Instruction storeInst = operation.Inst switch
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{
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Instruction.StoreGlobal16 => Instruction.StoreStorage16,
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Instruction.StoreGlobal8 => Instruction.StoreStorage8,
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_ => Instruction.StoreStorage
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};
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storageOp = new Operation(storeInst, null, sources);
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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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storageOp = new Operation(Instruction.Copy, operation.Dest, Const(0));
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}
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if (operation.Inst == Instruction.LoadGlobal)
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{
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int cbeUseMask = config.AccessibleConstantBuffersMask;
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while (cbeUseMask != 0)
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{
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int slot = BitOperations.TrailingZeroCount(cbeUseMask);
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int cbSlot = UbeFirstCbuf + slot;
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cbeUseMask &= ~(1 << slot);
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config.SetUsedConstantBuffer(cbSlot);
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Operand previousResult = PrependExistingOperation(storageOp);
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int cbOffset = GetConstantUbeOffset(slot);
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Operand inRange = BindingRangeCheck(cbOffset, out Operand baseAddrLow);
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Operand baseAddrTruncConst = PrependOperation(Instruction.BitwiseAnd, baseAddrLow, alignMask);
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Operand byteOffsetConst = PrependOperation(Instruction.Subtract, addrLow, baseAddrTruncConst);
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Operand cbIndex = PrependOperation(Instruction.ShiftRightU32, byteOffsetConst, Const(2));
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Operand[] sourcesCb = new Operand[operation.SourcesCount];
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sourcesCb[0] = Const(cbSlot);
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sourcesCb[1] = cbIndex;
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for (int index = 2; index < operation.SourcesCount; index++)
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{
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sourcesCb[index] = operation.GetSource(index);
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}
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Operand ldcResult = PrependOperation(Instruction.LoadConstant, sourcesCb);
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storageOp = new Operation(Instruction.ConditionalSelect, operation.Dest, inRange, ldcResult, previousResult);
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}
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}
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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operation.SetSource(index, null);
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}
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LinkedListNode<INode> oldNode = node;
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LinkedList<INode> oldNodeList = oldNode.List;
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if (storageOp != null)
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{
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node = node.List.AddBefore(node, storageOp);
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}
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else
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{
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node = null;
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}
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oldNodeList.Remove(oldNode);
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return node;
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}
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QueryHostSupportsNonConstantTextureOffset();
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot);
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if (!hasInvalidOffset && isCoordNormalized)
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{
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return node;
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}
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
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bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
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int coordsCount = texOp.Type.GetDimensions();
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int offsetsCount;
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if (hasOffsets)
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{
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offsetsCount = coordsCount * 4;
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}
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else if (hasOffset)
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{
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offsetsCount = coordsCount;
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}
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else
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{
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offsetsCount = 0;
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}
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Operand[] offsets = new Operand[offsetsCount];
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Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
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int copyCount = 0;
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if (isBindless || isIndexed)
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{
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copyCount++;
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}
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Operand[] lodSources = new Operand[copyCount + coordsCount];
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for (int index = 0; index < lodSources.Length; index++)
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{
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lodSources[index] = texOp.GetSource(index);
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}
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copyCount += coordsCount;
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if (isArray)
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{
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copyCount++;
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}
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if (isShadow)
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{
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copyCount++;
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}
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if (hasDerivatives)
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{
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copyCount += coordsCount * 2;
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}
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if (isMultisample)
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{
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copyCount++;
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}
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else if (hasLodLevel)
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{
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copyCount++;
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}
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int srcIndex = 0;
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int dstIndex = 0;
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for (int index = 0; index < copyCount; index++)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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bool areAllOffsetsConstant = true;
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for (int index = 0; index < offsetsCount; index++)
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{
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Operand offset = texOp.GetSource(srcIndex++);
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areAllOffsetsConstant &= offset.Type == OperandType.Constant;
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offsets[index] = offset;
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}
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hasInvalidOffset &= !areAllOffsetsConstant;
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if (!hasInvalidOffset && isCoordNormalized)
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{
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return node;
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}
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if (hasLodBias)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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if (isGather && !isShadow)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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int componentIndex = texOp.Index;
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Operand Float(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP32, res, value));
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return res;
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}
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// Emulate non-normalized coordinates by normalizing the coordinates on the shader.
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// Without normalization, the coordinates are expected to the in the [0, W or H] range,
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// and otherwise, it is expected to be in the [0, 1] range.
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// We normalize by dividing the coords by the texture size.
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if (!isCoordNormalized && !intCoords)
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{
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config.SetUsedFeature(FeatureFlags.IntegerSampling);
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int normCoordsCount = (texOp.Type & SamplerType.Mask) == SamplerType.TextureCube ? 2 : coordsCount;
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for (int index = 0; index < normCoordsCount; index++)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Const(0) };
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}
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else
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{
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texSizeSources = new Operand[] { Const(0) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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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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index,
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new[] { coordSize },
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texSizeSources));
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config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
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Operand source = sources[coordsIndex + index];
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Operand coordNormalized = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, coordNormalized, source, Float(coordSize)));
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sources[coordsIndex + index] = coordNormalized;
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}
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}
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Operand[] dests = new Operand[texOp.DestsCount];
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for (int i = 0; i < texOp.DestsCount; i++)
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{
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dests[i] = texOp.GetDest(i);
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}
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Operand bindlessHandle = isBindless || isIndexed ? sources[0] : null;
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LinkedListNode<INode> oldNode = node;
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we split the operation into up to 4 operations, one for each component
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// that is accessed, where each textureGather operation has a different offset for each pixel.
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if (hasInvalidOffset && isGather && !isShadow)
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{
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config.SetUsedFeature(FeatureFlags.IntegerSampling);
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Operand[] newSources = new Operand[sources.Length];
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sources.CopyTo(newSources, 0);
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Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
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int destIndex = 0;
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for (int compIndex = 0; compIndex < 4; compIndex++)
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{
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if (((texOp.Index >> compIndex) & 1) == 0)
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{
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continue;
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}
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for (int index = 0; index < coordsCount; index++)
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{
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config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? compIndex * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
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newSources[coordsIndex + index] = coordPlusOffset;
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}
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|
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TextureOperation newTexOp = new TextureOperation(
|
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Instruction.TextureSample,
|
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texOp.Type,
|
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texOp.Format,
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||||
texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
1,
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||||
new[] { dests[destIndex++] },
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newSources);
|
||||
|
||||
node = node.List.AddBefore(node, newTexOp);
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||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hasInvalidOffset)
|
||||
{
|
||||
if (intCoords)
|
||||
{
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
config.SetUsedFeature(FeatureFlags.IntegerSampling);
|
||||
|
||||
Operand[] texSizes = InsertTextureSize(node, texOp, lodSources, bindlessHandle, coordsCount);
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
config.SetUsedTexture(Instruction.TextureSize, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, texOp.Handle);
|
||||
|
||||
Operand offset = Local();
|
||||
|
||||
Operand intOffset = offsets[index];
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Divide, offset, Float(intOffset), Float(texSizes[index])));
|
||||
|
||||
Operand source = sources[coordsIndex + index];
|
||||
|
||||
Operand coordPlusOffset = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.FP32 | Instruction.Add, coordPlusOffset, source, offset));
|
||||
|
||||
sources[coordsIndex + index] = coordPlusOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TextureOperation newTexOp = new TextureOperation(
|
||||
Instruction.TextureSample,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
componentIndex,
|
||||
dests,
|
||||
sources);
|
||||
|
||||
node = node.List.AddBefore(node, newTexOp);
|
||||
}
|
||||
|
||||
node.List.Remove(oldNode);
|
||||
|
||||
for (int index = 0; index < texOp.SourcesCount; index++)
|
||||
{
|
||||
texOp.SetSource(index, null);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static Operand[] InsertTextureSize(
|
||||
LinkedListNode<INode> node,
|
||||
TextureOperation texOp,
|
||||
Operand[] lodSources,
|
||||
Operand bindlessHandle,
|
||||
int coordsCount)
|
||||
{
|
||||
Operand Int(Operand value)
|
||||
{
|
||||
Operand res = Local();
|
||||
|
||||
node.List.AddBefore(node, new Operation(Instruction.ConvertFP32ToS32, res, value));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
Operand[] texSizes = new Operand[coordsCount];
|
||||
|
||||
Operand lod = Local();
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.Lod,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
0,
|
||||
new[] { lod },
|
||||
lodSources));
|
||||
|
||||
for (int index = 0; index < coordsCount; index++)
|
||||
{
|
||||
texSizes[index] = Local();
|
||||
|
||||
Operand[] texSizeSources;
|
||||
|
||||
if (bindlessHandle != null)
|
||||
{
|
||||
texSizeSources = new Operand[] { bindlessHandle, Int(lod) };
|
||||
}
|
||||
else
|
||||
{
|
||||
texSizeSources = new Operand[] { Int(lod) };
|
||||
}
|
||||
|
||||
node.List.AddBefore(node, new TextureOperation(
|
||||
Instruction.TextureSize,
|
||||
texOp.Type,
|
||||
texOp.Format,
|
||||
texOp.Flags,
|
||||
texOp.CbufSlot,
|
||||
texOp.Handle,
|
||||
index,
|
||||
new[] { texSizes[index] },
|
||||
texSizeSources));
|
||||
}
|
||||
|
||||
return texSizes;
|
||||
}
|
||||
|
||||
private static LinkedListNode<INode> InsertSnormNormalization(LinkedListNode<INode> node, ShaderConfig config)
|
||||
{
|
||||
TextureOperation texOp = (TextureOperation)node.Value;
|
||||
|
||||
// We can't query the format of a bindless texture,
|
||||
// because the handle is unknown, it can have any format.
|
||||
if (texOp.Flags.HasFlag(TextureFlags.Bindless))
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
TextureFormat format = config.GpuAccessor.QueryTextureFormat(texOp.Handle, texOp.CbufSlot);
|
||||
|
||||
int maxPositive = format switch
|
||||
{
|
||||
TextureFormat.R8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R8G8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
|
||||
TextureFormat.R16Snorm => short.MaxValue,
|
||||
TextureFormat.R16G16Snorm => short.MaxValue,
|
||||
TextureFormat.R16G16B16A16Snorm => short.MaxValue,
|
||||
_ => 0
|
||||
};
|
||||
|
||||
// The value being 0 means that the format is not a SNORM format,
|
||||
// so there's nothing to do here.
|
||||
if (maxPositive == 0)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
|
||||
// Do normalization. We assume SINT formats are being used
|
||||
// as replacement for SNORM (which is not supported).
|
||||
for (int i = 0; i < texOp.DestsCount; i++)
|
||||
{
|
||||
Operand dest = texOp.GetDest(i);
|
||||
|
||||
INode[] uses = dest.UseOps.ToArray();
|
||||
|
||||
Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), dest);
|
||||
Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
|
||||
|
||||
node = node.List.AddAfter(node, convOp);
|
||||
node = node.List.AddAfter(node, normOp);
|
||||
|
||||
foreach (INode useOp in uses)
|
||||
{
|
||||
if (useOp is not Operation op)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Replace all uses of the texture pixel value with the normalized value.
|
||||
for (int index = 0; index < op.SourcesCount; index++)
|
||||
{
|
||||
if (op.GetSource(index) == dest)
|
||||
{
|
||||
op.SetSource(index, normOp.Dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static bool ReplaceConstantBufferWithDrawParameters(LinkedListNode<INode> node, Operation operation)
|
||||
{
|
||||
Operand GenerateLoad(IoVariable ioVariable)
|
||||
{
|
||||
Operand value = Local();
|
||||
node.List.AddBefore(node, new Operation(Instruction.Load, StorageKind.Input, value, Const((int)ioVariable)));
|
||||
return value;
|
||||
}
|
||||
|
||||
bool modified = false;
|
||||
|
||||
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
|
||||
{
|
||||
Operand src = operation.GetSource(srcIndex);
|
||||
|
||||
if (src.Type == OperandType.ConstantBuffer && src.GetCbufSlot() == 0)
|
||||
{
|
||||
switch (src.GetCbufOffset())
|
||||
{
|
||||
case Constants.NvnBaseVertexByteOffset / 4:
|
||||
operation.SetSource(srcIndex, GenerateLoad(IoVariable.BaseVertex));
|
||||
modified = true;
|
||||
break;
|
||||
case Constants.NvnBaseInstanceByteOffset / 4:
|
||||
operation.SetSource(srcIndex, GenerateLoad(IoVariable.BaseInstance));
|
||||
modified = true;
|
||||
break;
|
||||
case Constants.NvnDrawIndexByteOffset / 4:
|
||||
operation.SetSource(srcIndex, GenerateLoad(IoVariable.DrawIndex));
|
||||
modified = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return modified;
|
||||
}
|
||||
|
||||
private static bool HasConstantBufferDrawParameters(Operation operation)
|
||||
{
|
||||
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
|
||||
{
|
||||
Operand src = operation.GetSource(srcIndex);
|
||||
|
||||
if (src.Type == OperandType.ConstantBuffer && src.GetCbufSlot() == 0)
|
||||
{
|
||||
switch (src.GetCbufOffset())
|
||||
{
|
||||
case Constants.NvnBaseVertexByteOffset / 4:
|
||||
case Constants.NvnBaseInstanceByteOffset / 4:
|
||||
case Constants.NvnDrawIndexByteOffset / 4:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue