mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 14:54:00 +00:00
6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
291 lines
9.3 KiB
C#
291 lines
9.3 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Ryujinx.Graphics.Gal.OpenGL
|
|
{
|
|
class OglShader : IGalShader
|
|
{
|
|
public const int ReservedCbufCount = 1;
|
|
|
|
private const int ExtraDataSize = 4;
|
|
|
|
public OglShaderProgram Current;
|
|
|
|
private ConcurrentDictionary<long, OglShaderStage> _stages;
|
|
|
|
private Dictionary<OglShaderProgram, int> _programs;
|
|
|
|
public int CurrentProgramHandle { get; private set; }
|
|
|
|
private OglConstBuffer _buffer;
|
|
|
|
private int _extraUboHandle;
|
|
|
|
public OglShader(OglConstBuffer buffer)
|
|
{
|
|
_buffer = buffer;
|
|
|
|
_stages = new ConcurrentDictionary<long, OglShaderStage>();
|
|
|
|
_programs = new Dictionary<OglShaderProgram, int>();
|
|
}
|
|
|
|
public void Create(IGalMemory memory, long key, GalShaderType type)
|
|
{
|
|
_stages.GetOrAdd(key, (stage) => ShaderStageFactory(memory, key, 0, false, type));
|
|
}
|
|
|
|
public void Create(IGalMemory memory, long vpAPos, long key, GalShaderType type)
|
|
{
|
|
_stages.GetOrAdd(key, (stage) => ShaderStageFactory(memory, vpAPos, key, true, type));
|
|
}
|
|
|
|
private OglShaderStage ShaderStageFactory(
|
|
IGalMemory memory,
|
|
long position,
|
|
long positionB,
|
|
bool isDualVp,
|
|
GalShaderType type)
|
|
{
|
|
ShaderConfig config = new ShaderConfig(type, OglLimit.MaxUboSize);
|
|
|
|
ShaderProgram program;
|
|
|
|
if (isDualVp)
|
|
{
|
|
ShaderDumper.Dump(memory, position, type, "a");
|
|
ShaderDumper.Dump(memory, positionB, type, "b");
|
|
|
|
program = Translator.Translate(memory, (ulong)position, (ulong)positionB, config);
|
|
}
|
|
else
|
|
{
|
|
ShaderDumper.Dump(memory, position, type);
|
|
|
|
program = Translator.Translate(memory, (ulong)position, config);
|
|
}
|
|
|
|
string code = program.Code;
|
|
|
|
if (ShaderDumper.IsDumpEnabled())
|
|
{
|
|
int shaderDumpIndex = ShaderDumper.DumpIndex;
|
|
|
|
code = "//Shader " + shaderDumpIndex + Environment.NewLine + code;
|
|
}
|
|
|
|
return new OglShaderStage(type, code, program.Info.CBuffers, program.Info.Textures);
|
|
}
|
|
|
|
public IEnumerable<CBufferDescriptor> GetConstBufferUsage(long key)
|
|
{
|
|
if (_stages.TryGetValue(key, out OglShaderStage stage))
|
|
{
|
|
return stage.ConstBufferUsage;
|
|
}
|
|
|
|
return Enumerable.Empty<CBufferDescriptor>();
|
|
}
|
|
|
|
public IEnumerable<TextureDescriptor> GetTextureUsage(long key)
|
|
{
|
|
if (_stages.TryGetValue(key, out OglShaderStage stage))
|
|
{
|
|
return stage.TextureUsage;
|
|
}
|
|
|
|
return Enumerable.Empty<TextureDescriptor>();
|
|
}
|
|
|
|
public unsafe void SetExtraData(float flipX, float flipY, int instance)
|
|
{
|
|
BindProgram();
|
|
|
|
EnsureExtraBlock();
|
|
|
|
GL.BindBuffer(BufferTarget.UniformBuffer, _extraUboHandle);
|
|
|
|
float* data = stackalloc float[ExtraDataSize];
|
|
data[0] = flipX;
|
|
data[1] = flipY;
|
|
data[2] = BitConverter.Int32BitsToSingle(instance);
|
|
|
|
//Invalidate buffer
|
|
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
|
|
|
|
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)data);
|
|
}
|
|
|
|
public void Bind(long key)
|
|
{
|
|
if (_stages.TryGetValue(key, out OglShaderStage stage))
|
|
{
|
|
Bind(stage);
|
|
}
|
|
}
|
|
|
|
private void Bind(OglShaderStage stage)
|
|
{
|
|
switch (stage.Type)
|
|
{
|
|
case GalShaderType.Vertex: Current.Vertex = stage; break;
|
|
case GalShaderType.TessControl: Current.TessControl = stage; break;
|
|
case GalShaderType.TessEvaluation: Current.TessEvaluation = stage; break;
|
|
case GalShaderType.Geometry: Current.Geometry = stage; break;
|
|
case GalShaderType.Fragment: Current.Fragment = stage; break;
|
|
}
|
|
}
|
|
|
|
public void Unbind(GalShaderType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case GalShaderType.Vertex: Current.Vertex = null; break;
|
|
case GalShaderType.TessControl: Current.TessControl = null; break;
|
|
case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
|
|
case GalShaderType.Geometry: Current.Geometry = null; break;
|
|
case GalShaderType.Fragment: Current.Fragment = null; break;
|
|
}
|
|
}
|
|
|
|
public void BindProgram()
|
|
{
|
|
if (Current.Vertex == null ||
|
|
Current.Fragment == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!_programs.TryGetValue(Current, out int handle))
|
|
{
|
|
handle = GL.CreateProgram();
|
|
|
|
AttachIfNotNull(handle, Current.Vertex);
|
|
AttachIfNotNull(handle, Current.TessControl);
|
|
AttachIfNotNull(handle, Current.TessEvaluation);
|
|
AttachIfNotNull(handle, Current.Geometry);
|
|
AttachIfNotNull(handle, Current.Fragment);
|
|
|
|
GL.LinkProgram(handle);
|
|
|
|
CheckProgramLink(handle);
|
|
|
|
BindUniformBlocks(handle);
|
|
BindTextureLocations(handle);
|
|
|
|
_programs.Add(Current, handle);
|
|
}
|
|
|
|
GL.UseProgram(handle);
|
|
|
|
CurrentProgramHandle = handle;
|
|
}
|
|
|
|
private void EnsureExtraBlock()
|
|
{
|
|
if (_extraUboHandle == 0)
|
|
{
|
|
_extraUboHandle = GL.GenBuffer();
|
|
|
|
GL.BindBuffer(BufferTarget.UniformBuffer, _extraUboHandle);
|
|
|
|
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
|
|
|
|
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _extraUboHandle);
|
|
}
|
|
}
|
|
|
|
private void AttachIfNotNull(int programHandle, OglShaderStage stage)
|
|
{
|
|
if (stage != null)
|
|
{
|
|
stage.Compile();
|
|
|
|
GL.AttachShader(programHandle, stage.Handle);
|
|
}
|
|
}
|
|
|
|
private void BindUniformBlocks(int programHandle)
|
|
{
|
|
int extraBlockindex = GL.GetUniformBlockIndex(programHandle, "Extra");
|
|
|
|
GL.UniformBlockBinding(programHandle, extraBlockindex, 0);
|
|
|
|
int freeBinding = ReservedCbufCount;
|
|
|
|
void BindUniformBlocksIfNotNull(OglShaderStage stage)
|
|
{
|
|
if (stage != null)
|
|
{
|
|
foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
|
|
{
|
|
int blockIndex = GL.GetUniformBlockIndex(programHandle, desc.Name);
|
|
|
|
if (blockIndex < 0)
|
|
{
|
|
//This may be fine, the compiler may optimize away unused uniform buffers,
|
|
//and in this case the above call would return -1 as the buffer has been
|
|
//optimized away.
|
|
continue;
|
|
}
|
|
|
|
GL.UniformBlockBinding(programHandle, blockIndex, freeBinding);
|
|
|
|
freeBinding++;
|
|
}
|
|
}
|
|
}
|
|
|
|
BindUniformBlocksIfNotNull(Current.Vertex);
|
|
BindUniformBlocksIfNotNull(Current.TessControl);
|
|
BindUniformBlocksIfNotNull(Current.TessEvaluation);
|
|
BindUniformBlocksIfNotNull(Current.Geometry);
|
|
BindUniformBlocksIfNotNull(Current.Fragment);
|
|
}
|
|
|
|
private void BindTextureLocations(int programHandle)
|
|
{
|
|
int index = 0;
|
|
|
|
void BindTexturesIfNotNull(OglShaderStage stage)
|
|
{
|
|
if (stage != null)
|
|
{
|
|
foreach (TextureDescriptor desc in stage.TextureUsage)
|
|
{
|
|
int location = GL.GetUniformLocation(programHandle, desc.Name);
|
|
|
|
GL.Uniform1(location, index);
|
|
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
|
|
GL.UseProgram(programHandle);
|
|
|
|
BindTexturesIfNotNull(Current.Vertex);
|
|
BindTexturesIfNotNull(Current.TessControl);
|
|
BindTexturesIfNotNull(Current.TessEvaluation);
|
|
BindTexturesIfNotNull(Current.Geometry);
|
|
BindTexturesIfNotNull(Current.Fragment);
|
|
}
|
|
|
|
private static void CheckProgramLink(int handle)
|
|
{
|
|
int status = 0;
|
|
|
|
GL.GetProgram(handle, GetProgramParameterName.LinkStatus, out status);
|
|
|
|
if (status == 0)
|
|
{
|
|
throw new ShaderException(GL.GetProgramInfoLog(handle));
|
|
}
|
|
}
|
|
}
|
|
} |