Ryujinx/Ryujinx.Graphics.Shader/StructuredIr/StructuredProgram.cs
gdkchan cb171f6ebf Support shared color mask, implement more shader instructions
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
2020-01-09 02:13:00 +01:00

345 lines
11 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
static class StructuredProgram
{
public static StructuredProgramInfo MakeStructuredProgram(BasicBlock[] blocks, ShaderConfig config)
{
PhiFunctions.Remove(blocks);
StructuredProgramContext context = new StructuredProgramContext(blocks.Length, config);
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
BasicBlock block = blocks[blkIndex];
context.EnterBlock(block);
foreach (INode node in block.Operations)
{
Operation operation = (Operation)node;
if (IsBranchInst(operation.Inst))
{
context.LeaveBlock(block, operation);
}
else
{
AddOperation(context, operation);
}
}
}
GotoElimination.Eliminate(context.GetGotos());
AstOptimizer.Optimize(context);
return context.Info;
}
private static void AddOperation(StructuredProgramContext context, Operation operation)
{
Instruction inst = operation.Inst;
IAstNode[] sources = new IAstNode[operation.SourcesCount];
for (int index = 0; index < sources.Length; index++)
{
sources[index] = context.GetOperandUse(operation.GetSource(index));
}
AstTextureOperation GetAstTextureOperation(TextureOperation texOp)
{
return new AstTextureOperation(
inst,
texOp.Type,
texOp.Flags,
texOp.Handle,
4, // TODO: Non-hardcoded array size.
texOp.Index,
sources);
}
if (operation.Dest != null)
{
AstOperand dest = context.GetOperandDef(operation.Dest);
if (inst == Instruction.LoadConstant)
{
Operand slot = operation.GetSource(0);
if (slot.Type != OperandType.Constant)
{
throw new InvalidOperationException("Found load with non-constant constant buffer slot.");
}
context.Info.CBuffers.Add(slot.Value);
}
else if (UsesStorage(inst))
{
AddSBufferUse(context.Info.SBuffers, operation);
}
AstAssignment assignment;
// If all the sources are bool, it's better to use short-circuiting
// logical operations, rather than forcing a cast to int and doing
// a bitwise operation with the value, as it is likely to be used as
// a bool in the end.
if (IsBitwiseInst(inst) && AreAllSourceTypesEqual(sources, VariableType.Bool))
{
inst = GetLogicalFromBitwiseInst(inst);
}
bool isCondSel = inst == Instruction.ConditionalSelect;
bool isCopy = inst == Instruction.Copy;
if (isCondSel || isCopy)
{
VariableType type = GetVarTypeFromUses(operation.Dest);
if (isCondSel && type == VariableType.F32)
{
inst |= Instruction.FP;
}
dest.VarType = type;
}
else
{
dest.VarType = InstructionInfo.GetDestVarType(inst);
}
IAstNode source;
if (operation is TextureOperation texOp)
{
AstTextureOperation astTexOp = GetAstTextureOperation(texOp);
if (texOp.Inst == Instruction.ImageLoad)
{
context.Info.Images.Add(astTexOp);
}
else
{
context.Info.Samplers.Add(astTexOp);
}
source = astTexOp;
}
else if (!isCopy)
{
source = new AstOperation(inst, operation.Index, sources);
}
else
{
source = sources[0];
}
assignment = new AstAssignment(dest, source);
context.AddNode(assignment);
}
else if (operation.Inst == Instruction.Comment)
{
context.AddNode(new AstComment(((CommentNode)operation).Comment));
}
else if (operation is TextureOperation texOp)
{
AstTextureOperation astTexOp = GetAstTextureOperation(texOp);
context.Info.Images.Add(astTexOp);
context.AddNode(astTexOp);
}
else
{
if (UsesStorage(inst))
{
AddSBufferUse(context.Info.SBuffers, operation);
}
context.AddNode(new AstOperation(inst, operation.Index, sources));
}
// Those instructions needs to be emulated by using helper functions,
// because they are NVIDIA specific. Those flags helps the backend to
// decide which helper functions are needed on the final generated code.
switch (operation.Inst)
{
case Instruction.MultiplyHighS32:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighS32;
break;
case Instruction.MultiplyHighU32:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighU32;
break;
case Instruction.Shuffle:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.Shuffle;
break;
case Instruction.ShuffleDown:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleDown;
break;
case Instruction.ShuffleUp:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleUp;
break;
case Instruction.ShuffleXor:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleXor;
break;
case Instruction.SwizzleAdd:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.SwizzleAdd;
break;
}
}
private static void AddSBufferUse(HashSet<int> sBuffers, Operation operation)
{
Operand slot = operation.GetSource(0);
if (slot.Type == OperandType.Constant)
{
sBuffers.Add(slot.Value);
}
else
{
// If the value is not constant, then we don't know
// how many storage buffers are used, so we assume
// all of them are used.
for (int index = 0; index < GlobalMemory.StorageMaxCount; index++)
{
sBuffers.Add(index);
}
}
}
private static VariableType GetVarTypeFromUses(Operand dest)
{
HashSet<Operand> visited = new HashSet<Operand>();
Queue<Operand> pending = new Queue<Operand>();
bool Enqueue(Operand operand)
{
if (visited.Add(operand))
{
pending.Enqueue(operand);
return true;
}
return false;
}
Enqueue(dest);
while (pending.TryDequeue(out Operand operand))
{
foreach (INode useNode in operand.UseOps)
{
if (!(useNode is Operation operation))
{
continue;
}
if (operation.Inst == Instruction.Copy)
{
if (operation.Dest.Type == OperandType.LocalVariable)
{
if (Enqueue(operation.Dest))
{
break;
}
}
else
{
return OperandInfo.GetVarType(operation.Dest.Type);
}
}
else
{
for (int index = 0; index < operation.SourcesCount; index++)
{
if (operation.GetSource(index) == operand)
{
return InstructionInfo.GetSrcVarType(operation.Inst, index);
}
}
}
}
}
return VariableType.S32;
}
private static bool AreAllSourceTypesEqual(IAstNode[] sources, VariableType type)
{
foreach (IAstNode node in sources)
{
if (!(node is AstOperand operand))
{
return false;
}
if (operand.VarType != type)
{
return false;
}
}
return true;
}
private static bool IsBranchInst(Instruction inst)
{
switch (inst)
{
case Instruction.Branch:
case Instruction.BranchIfFalse:
case Instruction.BranchIfTrue:
return true;
}
return false;
}
private static bool IsBitwiseInst(Instruction inst)
{
switch (inst)
{
case Instruction.BitwiseAnd:
case Instruction.BitwiseExclusiveOr:
case Instruction.BitwiseNot:
case Instruction.BitwiseOr:
return true;
}
return false;
}
private static Instruction GetLogicalFromBitwiseInst(Instruction inst)
{
switch (inst)
{
case Instruction.BitwiseAnd: return Instruction.LogicalAnd;
case Instruction.BitwiseExclusiveOr: return Instruction.LogicalExclusiveOr;
case Instruction.BitwiseNot: return Instruction.LogicalNot;
case Instruction.BitwiseOr: return Instruction.LogicalOr;
}
throw new ArgumentException($"Unexpected instruction \"{inst}\".");
}
private static bool UsesStorage(Instruction inst)
{
if (inst == Instruction.LoadStorage || inst == Instruction.StoreStorage)
{
return true;
}
return inst.IsAtomic() && (inst & Instruction.MrMask) == Instruction.MrStorage;
}
}
}