Add support for Vertex Program A and other small shader improvements (#192)
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits * Add separate subroutines for program A/B, and copy attributes to a temp * Move finalization code to main * Add new line after flip uniform on the shader * Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo * Address PR feedback
This commit is contained in:
parent
900a84ae0a
commit
e6eeb6f09f
9 changed files with 303 additions and 78 deletions
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@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gal
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{
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void Create(IGalMemory Memory, long Key, GalShaderType Type);
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void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type);
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key);
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void SetConstBuffer(long Key, int Cbuf, byte[] Data);
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@ -97,12 +97,37 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public void Create(IGalMemory Memory, long Key, GalShaderType Type)
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{
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Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
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Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, 0, false, Type));
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}
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private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
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public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
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{
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GlslProgram Program = GetGlslProgram(Memory, Position, Type);
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Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
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}
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private ShaderStage ShaderStageFactory(
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IGalMemory Memory,
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long Position,
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long PositionB,
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bool IsDualVp,
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GalShaderType Type)
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{
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GlslProgram Program;
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GlslDecompiler Decompiler = new GlslDecompiler();
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if (IsDualVp)
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{
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Program = Decompiler.Decompile(
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Memory,
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Position + 0x50,
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PositionB + 0x50,
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Type);
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}
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else
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{
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Program = Decompiler.Decompile(Memory, Position + 0x50, Type);
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}
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return new ShaderStage(
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Type,
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@ -111,13 +136,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Program.Uniforms);
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}
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private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
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{
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GlslDecompiler Decompiler = new GlslDecompiler();
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return Decompiler.Decompile(Memory, Position + 0x50, Type);
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
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{
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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@ -11,31 +11,41 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const int VertexIdAttr = 0x2fc;
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public const int GlPositionWAttr = 0x7c;
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public const int MaxUboSize = 1024;
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public const int GlPositionVec4Index = 7;
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private const int AttrStartIndex = 8;
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private const int TexStartIndex = 8;
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public const string PositionOutAttrName = "position";
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private const string InAttrName = "in_attr";
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private const string OutAttrName = "out_attr";
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private const string TextureName = "tex";
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private const string UniformName = "c";
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private const string AttrName = "attr";
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private const string InAttrName = "in_" + AttrName;
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private const string OutAttrName = "out_" + AttrName;
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private const string GprName = "gpr";
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private const string PredName = "pred";
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private const string TextureName = "tex";
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public const string FragmentOutputName = "FragColor";
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public const string FlipUniformName = "flip";
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public const string ProgramName = "program";
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public const string ProgramAName = ProgramName + "_a";
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public const string ProgramBName = ProgramName + "_b";
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private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
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private string StagePrefix;
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private Dictionary<int, ShaderDeclInfo> m_Textures;
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private Dictionary<int, ShaderDeclInfo> m_Uniforms;
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private Dictionary<int, ShaderDeclInfo> m_Attributes;
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private Dictionary<int, ShaderDeclInfo> m_InAttributes;
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private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
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@ -43,9 +53,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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private Dictionary<int, ShaderDeclInfo> m_Preds;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
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public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
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public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
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@ -54,31 +64,28 @@ namespace Ryujinx.Graphics.Gal.Shader
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public GalShaderType ShaderType { get; private set; }
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public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType)
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private GlslDecl(GalShaderType ShaderType)
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{
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this.ShaderType = ShaderType;
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StagePrefix = StagePrefixes[(int)ShaderType] + "_";
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m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
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m_Textures = new Dictionary<int, ShaderDeclInfo>();
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m_Attributes = new Dictionary<int, ShaderDeclInfo>();
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m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
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m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
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m_Gprs = new Dictionary<int, ShaderDeclInfo>();
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m_Preds = new Dictionary<int, ShaderDeclInfo>();
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}
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public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
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{
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StagePrefix = StagePrefixes[(int)ShaderType] + "_";
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if (ShaderType == GalShaderType.Fragment)
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{
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m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
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m_InAttributes.Add(7, new ShaderDeclInfo(PositionOutAttrName, -1, 0, 4));
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}
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else
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{
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m_OutAttributes.Add(7, new ShaderDeclInfo("gl_Position", -1, 0, 4));
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}
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foreach (ShaderIrBlock Block in Blocks)
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@ -90,6 +97,57 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
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{
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GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
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Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
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Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
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Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
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Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
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Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
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Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
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//Merge input attributes.
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
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{
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Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
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{
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//If Vertex Program A already writes to this attribute,
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//then we don't need to add it as an input attribute since
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//Vertex Program A will already have written to it anyway,
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//and there's no guarantee that there is an input attribute
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//for this slot.
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if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
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{
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Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
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}
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}
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return Combined;
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}
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private static void Merge(
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Dictionary<int, ShaderDeclInfo> C,
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Dictionary<int, ShaderDeclInfo> A,
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Dictionary<int, ShaderDeclInfo> B)
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{
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
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{
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C.TryAdd(KV.Key, KV.Value);
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
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{
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C.TryAdd(KV.Key, KV.Value);
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}
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}
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private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
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{
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switch (Node)
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@ -133,28 +191,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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case ShaderIrOperCbuf Cbuf:
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{
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if (m_Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
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{
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DeclInfo.SetCbufOffs(Cbuf.Pos);
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}
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else
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if (!m_Uniforms.ContainsKey(Cbuf.Index))
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{
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string Name = StagePrefix + UniformName + Cbuf.Index;
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DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
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ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
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m_Uniforms.Add(Cbuf.Index, DeclInfo);
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}
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if (Cbuf.Offs != null)
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{
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//The constant buffer is being accessed as an array,
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//we have no way to know the max element it may access in this case.
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//Here, we just assume the array size with arbitrary values.
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//TODO: Find a better solution for this.
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DeclInfo.SetCbufOffs(Cbuf.Pos + 15);
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}
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break;
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}
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@ -172,6 +216,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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int GlslIndex = Index - AttrStartIndex;
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if (GlslIndex < 0)
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{
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return;
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}
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ShaderDeclInfo DeclInfo;
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if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
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DeclInfo.Enlarge(Elem + 1);
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if (!m_Attributes.ContainsKey(Index))
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{
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DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
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m_Attributes.Add(Index, DeclInfo);
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}
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break;
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}
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@ -224,7 +279,10 @@ namespace Ryujinx.Graphics.Gal.Shader
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private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
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{
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int VecIndex = Index >> 2;
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//This is used to check if the dictionary already contains
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//a entry for a vector at a given index position.
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//Used to enable turning gprs into vectors.
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int VecIndex = Index & ~3;
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if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
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{
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@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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private GlslDecl Decl;
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private ShaderIrBlock[] Blocks;
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private ShaderIrBlock[] Blocks, BlocksB;
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private StringBuilder SB;
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@ -104,24 +104,63 @@ namespace Ryujinx.Graphics.Gal.Shader
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};
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}
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public GlslProgram Decompile(
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IGalMemory Memory,
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long VpAPosition,
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long VpBPosition,
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GalShaderType ShaderType)
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{
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Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
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BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
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GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
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GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
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Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
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return Decompile();
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}
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public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
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{
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Blocks = ShaderDecoder.Decode(Memory, Position);
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BlocksB = null;
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Decl = new GlslDecl(Blocks, ShaderType);
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return Decompile();
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}
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private GlslProgram Decompile()
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{
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SB = new StringBuilder();
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SB.AppendLine("#version 410 core");
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PrintDeclTextures();
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PrintDeclUniforms();
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PrintDeclAttributes();
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PrintDeclInAttributes();
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PrintDeclOutAttributes();
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PrintDeclGprs();
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PrintDeclPreds();
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PrintBlockScope(Blocks[0], null, null, "void main()", IdentationStr);
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if (BlocksB != null)
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{
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PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
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SB.AppendLine();
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PrintBlockScope(BlocksB[0], null, null, "void " + GlslDecl.ProgramBName + "()", IdentationStr);
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}
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else
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{
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PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
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}
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SB.AppendLine();
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PrintMain();
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string GlslCode = SB.ToString();
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@ -143,11 +182,15 @@ namespace Ryujinx.Graphics.Gal.Shader
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SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
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}
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SB.AppendLine();
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foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))
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{
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SB.AppendLine($"layout (std140) uniform {DeclInfo.Name} {{");
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SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{DeclInfo.Index / 4 + 1}];");
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SB.AppendLine($"}};");
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SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{GlslDecl.MaxUboSize}];");
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SB.AppendLine("};");
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}
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if (Decl.Uniforms.Count > 0)
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@ -156,6 +199,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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}
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}
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private void PrintDeclAttributes()
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{
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PrintDecls(Decl.Attributes);
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}
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private void PrintDeclInAttributes()
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{
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if (Decl.ShaderType == GalShaderType.Fragment)
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@ -244,6 +292,59 @@ namespace Ryujinx.Graphics.Gal.Shader
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return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
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}
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private void PrintMain()
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{
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SB.AppendLine("void main() {");
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.InAttributes)
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{
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if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
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{
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continue;
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}
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ShaderDeclInfo DeclInfo = KV.Value;
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string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
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SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
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}
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if (BlocksB != null)
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{
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SB.AppendLine(IdentationStr + GlslDecl.ProgramAName + "();");
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SB.AppendLine(IdentationStr + GlslDecl.ProgramBName + "();");
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}
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else
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{
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SB.AppendLine(IdentationStr + GlslDecl.ProgramName + "();");
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}
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foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
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{
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if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
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{
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continue;
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}
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ShaderDeclInfo DeclInfo = KV.Value;
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string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
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SB.AppendLine(IdentationStr + DeclInfo.Name + " = " + Attr.Name + Swizzle + ";");
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}
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine(IdentationStr + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
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SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + " = gl_Position;");
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SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + ".w = 1;");
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}
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SB.AppendLine("}");
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}
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private void PrintBlockScope(
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ShaderIrBlock Block,
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ShaderIrBlock EndBlock,
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@ -383,18 +484,6 @@ namespace Ryujinx.Graphics.Gal.Shader
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continue;
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}
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else if (Op.Inst == ShaderIrInst.Exit)
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{
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//Do everything that needs to be done before
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//the shader ends here.
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine(Identation + "gl_Position.xy *= flip;");
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SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + " = gl_Position;");
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SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + ".w = 1;");
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}
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}
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SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
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}
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@ -546,11 +635,12 @@ namespace Ryujinx.Graphics.Gal.Shader
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private string GetOutAbufName(ShaderIrOperAbuf Abuf)
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{
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return GetName(Decl.OutAttributes, Abuf);
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return GetAttrTempName(Abuf);
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}
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private string GetName(ShaderIrOperAbuf Abuf)
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{
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//Handle special scalar read-only attributes here.
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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switch (Abuf.Offs)
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||||
|
@ -569,20 +659,33 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
}
|
||||
|
||||
return GetName(Decl.InAttributes, Abuf);
|
||||
return GetAttrTempName(Abuf);
|
||||
}
|
||||
|
||||
private string GetName(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, ShaderIrOperAbuf Abuf)
|
||||
private string GetAttrTempName(ShaderIrOperAbuf Abuf)
|
||||
{
|
||||
int Index = Abuf.Offs >> 4;
|
||||
int Elem = (Abuf.Offs >> 2) & 3;
|
||||
|
||||
if (!Dict.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
|
||||
string Swizzle = "." + GetAttrSwizzle(Elem);
|
||||
|
||||
if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
|
||||
{
|
||||
//Handle special vec4 attributes here
|
||||
//(for example, index 7 is aways gl_Position).
|
||||
if (Index == GlslDecl.GlPositionVec4Index)
|
||||
{
|
||||
string Name =
|
||||
Decl.ShaderType != GalShaderType.Vertex &&
|
||||
Decl.ShaderType != GalShaderType.Geometry ? GlslDecl.PositionOutAttrName : "gl_Position";
|
||||
|
||||
return Name + Swizzle;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
return DeclInfo.Size > 1 ? DeclInfo.Name + "." + GetAttrSwizzle(Elem) : DeclInfo.Name;
|
||||
return DeclInfo.Name + Swizzle;
|
||||
}
|
||||
|
||||
private string GetName(ShaderIrOperGpr Gpr)
|
||||
|
|
|
@ -31,6 +31,24 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
|
||||
}
|
||||
|
||||
public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
ShaderIrNode OperA = GetOperGpr8 (OpCode);
|
||||
ShaderIrNode OperB = GetOperImmf32_20(OpCode);
|
||||
|
||||
bool NegB = ((OpCode >> 53) & 1) != 0;
|
||||
bool AbsA = ((OpCode >> 54) & 1) != 0;
|
||||
bool NegA = ((OpCode >> 56) & 1) != 0;
|
||||
bool AbsB = ((OpCode >> 57) & 1) != 0;
|
||||
|
||||
OperA = GetAluFabsFneg(OperA, AbsA, NegA);
|
||||
OperB = GetAluFabsFneg(OperB, AbsB, NegB);
|
||||
|
||||
ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
|
||||
|
||||
Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
|
||||
}
|
||||
|
||||
public static void Fadd_R(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
|
||||
|
|
|
@ -23,10 +23,17 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
}
|
||||
|
||||
public static void Exit(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
int CCode = (int)OpCode & 0x1f;
|
||||
|
||||
//TODO: Figure out what the other condition codes mean...
|
||||
if (CCode == 0xf)
|
||||
{
|
||||
Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Exit), OpCode));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static void Kil(ShaderIrBlock Block, long OpCode)
|
||||
{
|
||||
Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Kil), OpCode));
|
||||
|
|
|
@ -39,14 +39,15 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
Set("0101110010110x", ShaderDecode.F2i_R);
|
||||
Set("0100110001011x", ShaderDecode.Fadd_C);
|
||||
Set("0011100x01011x", ShaderDecode.Fadd_I);
|
||||
Set("000010xxxxxxxx", ShaderDecode.Fadd_I32);
|
||||
Set("0101110001011x", ShaderDecode.Fadd_R);
|
||||
Set("010010011xxxxx", ShaderDecode.Ffma_CR);
|
||||
Set("001100101xxxxx", ShaderDecode.Ffma_I);
|
||||
Set("0011001x1xxxxx", ShaderDecode.Ffma_I);
|
||||
Set("010100011xxxxx", ShaderDecode.Ffma_RC);
|
||||
Set("010110011xxxxx", ShaderDecode.Ffma_RR);
|
||||
Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
|
||||
Set("0100110001101x", ShaderDecode.Fmul_C);
|
||||
Set("0011100x01101x", ShaderDecode.Fmul_I);
|
||||
Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
|
||||
Set("0101110001101x", ShaderDecode.Fmul_R);
|
||||
Set("0100110001100x", ShaderDecode.Fmnmx_C);
|
||||
Set("0011100x01100x", ShaderDecode.Fmnmx_I);
|
||||
|
|
|
@ -23,13 +23,5 @@ namespace Ryujinx.Graphics.Gal
|
|||
Size = NewSize;
|
||||
}
|
||||
}
|
||||
|
||||
internal void SetCbufOffs(int Offs)
|
||||
{
|
||||
if (Index < Offs)
|
||||
{
|
||||
Index = Offs;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -126,7 +126,33 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
|
||||
long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
|
||||
|
||||
for (int Index = 0; Index < 6; Index++)
|
||||
int Index = 1;
|
||||
|
||||
int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);
|
||||
|
||||
bool VpAEnable = (VpAControl & 1) != 0;
|
||||
|
||||
if (VpAEnable)
|
||||
{
|
||||
//Note: The maxwell supports 2 vertex programs, usually
|
||||
//only VP B is used, but in some cases VP A is also used.
|
||||
//In this case, it seems to function as an extra vertex
|
||||
//shader stage.
|
||||
//The graphics abstraction layer has a special overload for this
|
||||
//case, which should merge the two shaders into one vertex shader.
|
||||
int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
|
||||
int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
|
||||
|
||||
long VpAPos = BasePosition + (uint)VpAOffset;
|
||||
long VpBPos = BasePosition + (uint)VpBOffset;
|
||||
|
||||
Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
|
||||
Gpu.Renderer.Shader.Bind(VpBPos);
|
||||
|
||||
Index = 2;
|
||||
}
|
||||
|
||||
for (; Index < 6; Index++)
|
||||
{
|
||||
int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
|
||||
int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);
|
||||
|
|
Loading…
Reference in a new issue