ryujinx/Ryujinx.Graphics.Shader/Translation/Translator.cs

344 lines
11 KiB
C#

using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.Instructions;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation.Optimizations;
using System;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation
{
public static class Translator
{
private const int HeaderSize = 0x50;
public static Span<byte> ExtractCode(Span<byte> code, bool compute, out int headerSize)
{
if (compute)
{
headerSize = 0;
}
else
{
headerSize = HeaderSize;
}
Block[] cfg = Decoder.Decode(code, (ulong)headerSize);
ulong endAddress = 0;
foreach (Block block in cfg)
{
if (endAddress < block.EndAddress)
{
endAddress = block.EndAddress;
}
}
return code.Slice(0, headerSize + (int)endAddress);
}
public static ShaderProgram Translate(Span<byte> code, TranslationConfig translationConfig)
{
bool compute = (translationConfig.Flags & TranslationFlags.Compute) != 0;
bool debugMode = (translationConfig.Flags & TranslationFlags.DebugMode) != 0;
Operation[] ops = DecodeShader(
code,
compute,
debugMode,
out ShaderHeader header,
out int size);
ShaderStage stage;
if (compute)
{
stage = ShaderStage.Compute;
}
else
{
stage = header.Stage;
}
int maxOutputVertexCount = 0;
OutputTopology outputTopology = OutputTopology.LineStrip;
if (!compute)
{
maxOutputVertexCount = header.MaxOutputVertexCount;
outputTopology = header.OutputTopology;
}
ShaderConfig config = new ShaderConfig(
stage,
translationConfig.Flags,
translationConfig.MaxCBufferSize,
maxOutputVertexCount,
outputTopology);
return Translate(ops, config, size);
}
public static ShaderProgram Translate(Span<byte> vpACode, Span<byte> vpBCode, TranslationConfig translationConfig)
{
bool debugMode = (translationConfig.Flags & TranslationFlags.DebugMode) != 0;
Operation[] vpAOps = DecodeShader(vpACode, compute: false, debugMode, out _, out _);
Operation[] vpBOps = DecodeShader(vpBCode, compute: false, debugMode, out ShaderHeader header, out int sizeB);
ShaderConfig config = new ShaderConfig(
header.Stage,
translationConfig.Flags,
translationConfig.MaxCBufferSize,
header.MaxOutputVertexCount,
header.OutputTopology);
return Translate(Combine(vpAOps, vpBOps), config, sizeB);
}
private static ShaderProgram Translate(Operation[] ops, ShaderConfig config, int size)
{
BasicBlock[] irBlocks = ControlFlowGraph.MakeCfg(ops);
Dominance.FindDominators(irBlocks[0], irBlocks.Length);
Dominance.FindDominanceFrontiers(irBlocks);
Ssa.Rename(irBlocks);
Optimizer.Optimize(irBlocks, config.Stage);
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(irBlocks, config);
GlslProgram program = GlslGenerator.Generate(sInfo, config);
ShaderProgramInfo spInfo = new ShaderProgramInfo(
program.CBufferDescriptors,
program.SBufferDescriptors,
program.TextureDescriptors,
program.ImageDescriptors,
sInfo.InterpolationQualifiers,
sInfo.UsesInstanceId);
string glslCode = program.Code;
return new ShaderProgram(spInfo, config.Stage, glslCode, size);
}
private static Operation[] DecodeShader(
Span<byte> code,
bool compute,
bool debugMode,
out ShaderHeader header,
out int size)
{
Block[] cfg;
EmitterContext context;
if (compute)
{
header = null;
cfg = Decoder.Decode(code, 0);
context = new EmitterContext(ShaderStage.Compute, header);
}
else
{
header = new ShaderHeader(code);
cfg = Decoder.Decode(code, HeaderSize);
context = new EmitterContext(header.Stage, header);
}
ulong maxEndAddress = 0;
for (int blkIndex = 0; blkIndex < cfg.Length; blkIndex++)
{
Block block = cfg[blkIndex];
if (maxEndAddress < block.EndAddress)
{
maxEndAddress = block.EndAddress;
}
context.CurrBlock = block;
context.MarkLabel(context.GetLabel(block.Address));
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
{
OpCode op = block.OpCodes[opIndex];
if (debugMode)
{
string instName;
if (op.Emitter != null)
{
instName = op.Emitter.Method.Name;
}
else
{
instName = "???";
}
string dbgComment = $"0x{op.Address:X6}: 0x{op.RawOpCode:X16} {instName}";
context.Add(new CommentNode(dbgComment));
}
if (op.NeverExecute)
{
continue;
}
Operand predSkipLbl = null;
bool skipPredicateCheck = op.Emitter == InstEmit.Bra;
if (op is OpCodeBranchPop opBranchPop)
{
// If the instruction is a SYNC instruction with only one
// possible target address, then the instruction is basically
// just a simple branch, we can generate code similar to branch
// instructions, with the condition check on the branch itself.
skipPredicateCheck |= opBranchPop.Targets.Count < 2;
}
if (!(op.Predicate.IsPT || skipPredicateCheck))
{
Operand label;
if (opIndex == block.OpCodes.Count - 1 && block.Next != null)
{
label = context.GetLabel(block.Next.Address);
}
else
{
label = Label();
predSkipLbl = label;
}
Operand pred = Register(op.Predicate);
if (op.InvertPredicate)
{
context.BranchIfTrue(label, pred);
}
else
{
context.BranchIfFalse(label, pred);
}
}
context.CurrOp = op;
if (op.Emitter != null)
{
op.Emitter(context);
}
if (predSkipLbl != null)
{
context.MarkLabel(predSkipLbl);
}
}
}
size = (int)maxEndAddress + (compute ? 0 : HeaderSize);
return context.GetOperations();
}
private static Operation[] Combine(Operation[] a, Operation[] b)
{
// Here we combine two shaders.
// For shader A:
// - All user attribute stores on shader A are turned into copies to a
// temporary variable. It's assumed that shader B will consume them.
// - All return instructions are turned into branch instructions, the
// branch target being the start of the shader B code.
// For shader B:
// - All user attribute loads on shader B are turned into copies from a
// temporary variable, as long that attribute is written by shader A.
List<Operation> output = new List<Operation>(a.Length + b.Length);
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
Operand lblB = Label();
for (int index = 0; index < a.Length; index++)
{
Operation operation = a[index];
if (IsUserAttribute(operation.Dest))
{
int tIndex = (operation.Dest.Value - AttributeConsts.UserAttributeBase) / 4;
Operand temp = temps[tIndex];
if (temp == null)
{
temp = Local();
temps[tIndex] = temp;
}
operation.Dest = temp;
}
if (operation.Inst == Instruction.Return)
{
output.Add(new Operation(Instruction.Branch, lblB));
}
else
{
output.Add(operation);
}
}
output.Add(new Operation(Instruction.MarkLabel, lblB));
for (int index = 0; index < b.Length; index++)
{
Operation operation = b[index];
for (int srcIndex = 0; srcIndex < operation.SourcesCount; srcIndex++)
{
Operand src = operation.GetSource(srcIndex);
if (IsUserAttribute(src))
{
Operand temp = temps[(src.Value - AttributeConsts.UserAttributeBase) / 4];
if (temp != null)
{
operation.SetSource(srcIndex, temp);
}
}
}
output.Add(operation);
}
return output.ToArray();
}
private static bool IsUserAttribute(Operand operand)
{
return operand != null &&
operand.Type == OperandType.Attribute &&
operand.Value >= AttributeConsts.UserAttributeBase &&
operand.Value < AttributeConsts.UserAttributeEnd;
}
}
}