using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.StructuredIr; using Ryujinx.Graphics.Shader.Translation; using System; using System.Collections.Generic; using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo; namespace Ryujinx.Graphics.Shader.CodeGen.Glsl { class OperandManager { private static string[] _stagePrefixes = new string[] { "cp", "vp", "tcp", "tep", "gp", "fp" }; private struct BuiltInAttribute { public string Name { get; } public VariableType Type { get; } public BuiltInAttribute(string name, VariableType type) { Name = name; Type = type; } } private static Dictionary _builtInAttributes = new Dictionary() { { AttributeConsts.Layer, new BuiltInAttribute("gl_Layer", VariableType.S32) }, { AttributeConsts.PointSize, new BuiltInAttribute("gl_PointSize", VariableType.F32) }, { AttributeConsts.PositionX, new BuiltInAttribute("gl_Position.x", VariableType.F32) }, { AttributeConsts.PositionY, new BuiltInAttribute("gl_Position.y", VariableType.F32) }, { AttributeConsts.PositionZ, new BuiltInAttribute("gl_Position.z", VariableType.F32) }, { AttributeConsts.PositionW, new BuiltInAttribute("gl_Position.w", VariableType.F32) }, { AttributeConsts.ClipDistance0, new BuiltInAttribute("gl_ClipDistance[0]", VariableType.F32) }, { AttributeConsts.ClipDistance1, new BuiltInAttribute("gl_ClipDistance[1]", VariableType.F32) }, { AttributeConsts.ClipDistance2, new BuiltInAttribute("gl_ClipDistance[2]", VariableType.F32) }, { AttributeConsts.ClipDistance3, new BuiltInAttribute("gl_ClipDistance[3]", VariableType.F32) }, { AttributeConsts.ClipDistance4, new BuiltInAttribute("gl_ClipDistance[4]", VariableType.F32) }, { AttributeConsts.ClipDistance5, new BuiltInAttribute("gl_ClipDistance[5]", VariableType.F32) }, { AttributeConsts.ClipDistance6, new BuiltInAttribute("gl_ClipDistance[6]", VariableType.F32) }, { AttributeConsts.ClipDistance7, new BuiltInAttribute("gl_ClipDistance[7]", VariableType.F32) }, { AttributeConsts.PointCoordX, new BuiltInAttribute("gl_PointCoord.x", VariableType.F32) }, { AttributeConsts.PointCoordY, new BuiltInAttribute("gl_PointCoord.y", VariableType.F32) }, { AttributeConsts.TessCoordX, new BuiltInAttribute("gl_TessCoord.x", VariableType.F32) }, { AttributeConsts.TessCoordY, new BuiltInAttribute("gl_TessCoord.y", VariableType.F32) }, { AttributeConsts.InstanceId, new BuiltInAttribute("gl_InstanceID", VariableType.S32) }, { AttributeConsts.VertexId, new BuiltInAttribute("gl_VertexID", VariableType.S32) }, { AttributeConsts.FrontFacing, new BuiltInAttribute("gl_FrontFacing", VariableType.Bool) }, // Special. { AttributeConsts.FragmentOutputDepth, new BuiltInAttribute("gl_FragDepth", VariableType.F32) }, { AttributeConsts.ThreadIdX, new BuiltInAttribute("gl_LocalInvocationID.x", VariableType.U32) }, { AttributeConsts.ThreadIdY, new BuiltInAttribute("gl_LocalInvocationID.y", VariableType.U32) }, { AttributeConsts.ThreadIdZ, new BuiltInAttribute("gl_LocalInvocationID.z", VariableType.U32) }, { AttributeConsts.CtaIdX, new BuiltInAttribute("gl_WorkGroupID.x", VariableType.U32) }, { AttributeConsts.CtaIdY, new BuiltInAttribute("gl_WorkGroupID.y", VariableType.U32) }, { AttributeConsts.CtaIdZ, new BuiltInAttribute("gl_WorkGroupID.z", VariableType.U32) }, }; private Dictionary _locals; public OperandManager() { _locals = new Dictionary(); } public string DeclareLocal(AstOperand operand) { string name = $"{DefaultNames.LocalNamePrefix}_{_locals.Count}"; _locals.Add(operand, name); return name; } public string GetExpression(AstOperand operand, ShaderStage stage) { switch (operand.Type) { case OperandType.Attribute: return GetAttributeName(operand, stage); case OperandType.Constant: return NumberFormatter.FormatInt(operand.Value); case OperandType.ConstantBuffer: return GetConstantBufferName(operand, stage); case OperandType.LocalVariable: return _locals[operand]; case OperandType.Undefined: return DefaultNames.UndefinedName; } throw new ArgumentException($"Invalid operand type \"{operand.Type}\"."); } public static string GetConstantBufferName(AstOperand cbuf, ShaderStage stage) { string ubName = GetUbName(stage, cbuf.CbufSlot); ubName += "[" + (cbuf.CbufOffset >> 2) + "]"; return ubName + "." + GetSwizzleMask(cbuf.CbufOffset & 3); } public static string GetStorageBufferName(IAstNode slot, string offsetExpr, ShaderStage stage) { // Non-constant slots are not supported. // It is expected that upstream stages are never going to generate non-constant // slot access. AstOperand operand = (AstOperand)slot; string sbName = GetSbName(stage, operand.Value); return $"{sbName}[{offsetExpr}]"; } public static string GetConstantBufferName(IAstNode slot, string offsetExpr, ShaderStage stage) { // Non-constant slots are not supported. // It is expected that upstream stages are never going to generate non-constant // slot access. AstOperand operand = (AstOperand)slot; string ubName = GetUbName(stage, operand.Value); string index0 = "[" + offsetExpr + " >> 2]"; string index1 = "[" + offsetExpr + " & 3]"; return ubName + index0 + index1; } public static string GetOutAttributeName(AstOperand attr, ShaderStage stage) { return GetAttributeName(attr, stage, isOutAttr: true); } public static string GetAttributeName(AstOperand attr, ShaderStage stage, bool isOutAttr = false, string indexExpr = "0") { int value = attr.Value; string swzMask = GetSwizzleMask((value >> 2) & 3); if (value >= AttributeConsts.UserAttributeBase && value < AttributeConsts.UserAttributeEnd) { value -= AttributeConsts.UserAttributeBase; string prefix = isOutAttr ? DefaultNames.OAttributePrefix : DefaultNames.IAttributePrefix; string name = $"{prefix}{(value >> 4)}"; if (stage == ShaderStage.Geometry && !isOutAttr) { name += $"[{indexExpr}]"; } name += "." + swzMask; return name; } else { if (value >= AttributeConsts.FragmentOutputColorBase && value < AttributeConsts.FragmentOutputColorEnd) { value -= AttributeConsts.FragmentOutputColorBase; return $"{DefaultNames.OAttributePrefix}{(value >> 4)}.{swzMask}"; } else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr)) { // TODO: There must be a better way to handle this... if (stage == ShaderStage.Fragment) { switch (value & ~3) { case AttributeConsts.PositionX: return "gl_FragCoord.x"; case AttributeConsts.PositionY: return "gl_FragCoord.y"; case AttributeConsts.PositionZ: return "gl_FragCoord.z"; case AttributeConsts.PositionW: return "1.0"; } } string name = builtInAttr.Name; if (stage == ShaderStage.Geometry && !isOutAttr) { name = $"gl_in[{indexExpr}].{name}"; } return name; } } // TODO: Warn about unknown built-in attribute. return isOutAttr ? "// bad_attr0x" + value.ToString("X") : "0.0"; } public static string GetSbName(ShaderStage stage, int slot) { string sbName = GetShaderStagePrefix(stage); sbName += "_" + DefaultNames.StorageNamePrefix + slot; return sbName + "_" + DefaultNames.StorageNameSuffix; } public static string GetUbName(ShaderStage stage, int slot) { string ubName = GetShaderStagePrefix(stage); ubName += "_" + DefaultNames.UniformNamePrefix + slot; return ubName + "_" + DefaultNames.UniformNameSuffix; } public static string GetSamplerName(ShaderStage stage, AstTextureOperation texOp) { string suffix; if ((texOp.Flags & TextureFlags.Bindless) != 0) { AstOperand operand = texOp.GetSource(0) as AstOperand; suffix = "_cb" + operand.CbufSlot + "_" + operand.CbufOffset; } else { suffix = (texOp.Handle - 8).ToString(); } return GetShaderStagePrefix(stage) + "_" + DefaultNames.SamplerNamePrefix + suffix; } public static string GetImageName(ShaderStage stage, AstTextureOperation texOp) { string suffix = texOp.Handle.ToString(); return GetShaderStagePrefix(stage) + "_" + DefaultNames.ImageNamePrefix + suffix; } public static string GetShaderStagePrefix(ShaderStage stage) { int index = (int)stage; if ((uint)index >= _stagePrefixes.Length) { return "invalid"; } return _stagePrefixes[index]; } private static string GetSwizzleMask(int value) { return "xyzw".Substring(value, 1); } public static VariableType GetNodeDestType(IAstNode node) { if (node is AstOperation operation) { // Load attribute basically just returns the attribute value. // Some built-in attributes may have different types, so we need // to return the type based on the attribute that is being read. if (operation.Inst == Instruction.LoadAttribute) { return GetOperandVarType((AstOperand)operation.GetSource(0)); } return GetDestVarType(operation.Inst); } else if (node is AstOperand operand) { return GetOperandVarType(operand); } else { throw new ArgumentException($"Invalid node type \"{node?.GetType().Name ?? "null"}\"."); } } private static VariableType GetOperandVarType(AstOperand operand) { if (operand.Type == OperandType.Attribute) { if (_builtInAttributes.TryGetValue(operand.Value & ~3, out BuiltInAttribute builtInAttr)) { return builtInAttr.Type; } } return OperandInfo.GetVarType(operand); } } }