Make sure attributes used on subsequent shader stages are initialized (#2538)

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gdkchan 2021-08-11 17:27:00 -03:00 committed by GitHub
parent 10d649e6d3
commit ed754af8d5
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15 changed files with 347 additions and 262 deletions

View file

@ -15,6 +15,8 @@ namespace Ryujinx.Graphics.Shader.Translation
public bool IsNonMain { get; }
public int OperationsCount => _operations.Count;
private readonly IReadOnlyDictionary<ulong, int> _funcs;
private readonly List<Operation> _operations;
private readonly Dictionary<ulong, Operand> _labels;
@ -200,6 +202,7 @@ namespace Ryujinx.Graphics.Shader.Translation
if (target.Enabled)
{
Config.SetOutputUserAttribute(rtIndex);
regIndexBase += 4;
}
}

View file

@ -41,6 +41,10 @@ namespace Ryujinx.Graphics.Shader.Translation
private readonly TranslationCounts _counts;
public int UsedInputAttributes { get; private set; }
public int UsedOutputAttributes { get; private set; }
public int PassthroughAttributes { get; private set; }
private int _usedConstantBuffers;
private int _usedStorageBuffers;
private int _usedStorageBuffersWrite;
@ -170,6 +174,8 @@ namespace Ryujinx.Graphics.Shader.Translation
TextureHandlesForCache.UnionWith(other.TextureHandlesForCache);
UsedInputAttributes |= other.UsedInputAttributes;
UsedOutputAttributes |= other.UsedOutputAttributes;
_usedConstantBuffers |= other._usedConstantBuffers;
_usedStorageBuffers |= other._usedStorageBuffers;
_usedStorageBuffersWrite |= other._usedStorageBuffersWrite;
@ -191,6 +197,28 @@ namespace Ryujinx.Graphics.Shader.Translation
}
}
public void SetInputUserAttribute(int index)
{
UsedInputAttributes |= 1 << index;
}
public void SetOutputUserAttribute(int index)
{
UsedOutputAttributes |= 1 << index;
}
public void MergeOutputUserAttributes(int mask)
{
if (GpPassthrough)
{
PassthroughAttributes = mask & ~UsedOutputAttributes;
}
else
{
UsedOutputAttributes |= mask;
}
}
public void SetClipDistanceWritten(int index)
{
ClipDistancesWritten |= (byte)(1 << index);

View file

@ -5,6 +5,7 @@ using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation.Optimizations;
using System;
using System.Collections.Generic;
using System.Numerics;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
@ -120,24 +121,17 @@ namespace Ryujinx.Graphics.Shader.Translation
Block[][] cfg;
ulong maxEndAddress = 0;
bool hasBindless;
if ((options.Flags & TranslationFlags.Compute) != 0)
{
config = new ShaderConfig(gpuAccessor, options, counts);
cfg = Decoder.Decode(gpuAccessor, address, out hasBindless);
cfg = Decoder.Decode(config, address);
}
else
{
config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options, counts);
cfg = Decoder.Decode(gpuAccessor, address + HeaderSize, out hasBindless);
}
if (hasBindless)
{
config.SetUsedFeature(FeatureFlags.Bindless);
cfg = Decoder.Decode(config, address + HeaderSize);
}
for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
@ -151,7 +145,7 @@ namespace Ryujinx.Graphics.Shader.Translation
maxEndAddress = block.EndAddress;
}
if (!hasBindless)
if (!config.UsedFeatures.HasFlag(FeatureFlags.Bindless))
{
for (int index = 0; index < block.OpCodes.Count; index++)
{
@ -169,8 +163,10 @@ namespace Ryujinx.Graphics.Shader.Translation
return cfg;
}
internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config)
internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
{
initializationOperations = 0;
Dictionary<ulong, int> funcIds = new Dictionary<ulong, int>();
for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
@ -184,6 +180,12 @@ namespace Ryujinx.Graphics.Shader.Translation
{
EmitterContext context = new EmitterContext(config, funcIndex != 0, funcIds);
if (initializeOutputs && funcIndex == 0)
{
EmitOutputsInitialization(context, config);
initializationOperations = context.OperationsCount;
}
for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
{
Block block = cfg[funcIndex][blkIndex];
@ -201,6 +203,39 @@ namespace Ryujinx.Graphics.Shader.Translation
return funcs.ToArray();
}
private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config)
{
// Compute has no output attributes, and fragment is the last stage, so we
// don't need to initialize outputs on those stages.
if (config.Stage == ShaderStage.Compute || config.Stage == ShaderStage.Fragment)
{
return;
}
void InitializeOutput(int baseAttr)
{
for (int c = 0; c < 4; c++)
{
context.Copy(Attribute(baseAttr + c * 4), ConstF(c == 3 ? 1f : 0f));
}
}
if (config.Stage == ShaderStage.Vertex)
{
InitializeOutput(AttributeConsts.PositionX);
}
int usedAttribtes = context.Config.UsedOutputAttributes;
while (usedAttribtes != 0)
{
int index = BitOperations.TrailingZeroCount(usedAttribtes);
InitializeOutput(AttributeConsts.UserAttributeBase + index * 16);
usedAttribtes &= ~(1 << index);
}
}
private static void EmitOps(EmitterContext context, Block block)
{
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)

View file

@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Shader.Translation
operand.Value < AttributeConsts.UserAttributeEnd;
}
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b)
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b, int aStart)
{
// Here we combine two shaders.
// For shader A:
@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Shader.Translation
Operand lblB = Label();
for (int index = 0; index < a[0].Code.Length; index++)
for (int index = aStart; index < a[0].Code.Length; index++)
{
Operation operation = a[0].Code[index];
@ -103,7 +103,17 @@ namespace Ryujinx.Graphics.Shader.Translation
if (temp != null)
{
operation.SetSource(srcIndex, temp);
// TODO: LoadAttribute should accept any integer value as first argument,
// then we don't need special case here. Right now it expects the first
// operand to be of type "attribute".
if ((operation.Inst & Instruction.Mask) == Instruction.LoadAttribute)
{
operation.TurnIntoCopy(temp);
}
else
{
operation.SetSource(srcIndex, temp);
}
}
}
}
@ -126,13 +136,25 @@ namespace Ryujinx.Graphics.Shader.Translation
return output;
}
public ShaderProgram Translate(out ShaderProgramInfo shaderProgramInfo, TranslatorContext other = null)
public ShaderProgram Translate(
out ShaderProgramInfo shaderProgramInfo,
TranslatorContext nextStage = null,
TranslatorContext other = null)
{
FunctionCode[] code = EmitShader(_cfg, _config);
if (nextStage != null)
{
_config.MergeOutputUserAttributes(nextStage._config.UsedInputAttributes);
}
FunctionCode[] code = EmitShader(_cfg, _config, initializeOutputs: other == null, out _);
if (other != null)
{
code = Combine(EmitShader(other._cfg, other._config), code);
other._config.MergeOutputUserAttributes(_config.UsedOutputAttributes);
FunctionCode[] otherCode = EmitShader(other._cfg, other._config, initializeOutputs: true, out int aStart);
code = Combine(otherCode, code, aStart);
_config.InheritFrom(other._config);
}