09dfefed1f
* Sort uniform binding to avoid possible failures in drivers fewer bindings * Throw exception for Cbuf overflow * Search for free bindings instead of using locked ones * EnsureAllocated when binding buffers * Fix uniform bindings * Remove spaces * Use 64 KiB UBOs when available * Remove double colon * Use IdentationStr and avoid division in Cbuf offset * Add spaces
1016 lines
No EOL
35 KiB
C#
1016 lines
No EOL
35 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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public class GlslDecompiler
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{
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private delegate string GetInstExpr(ShaderIrOp Op);
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private Dictionary<ShaderIrInst, GetInstExpr> InstsExpr;
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private enum OperType
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{
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Bool,
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F32,
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I32
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}
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private const string IdentationStr = " ";
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private static string[] ElemTypes = new string[] { "float", "vec2", "vec3", "vec4" };
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private GlslDecl Decl;
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private ShaderIrBlock[] Blocks;
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private StringBuilder SB;
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public GlslDecompiler()
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{
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InstsExpr = new Dictionary<ShaderIrInst, GetInstExpr>()
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{
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{ ShaderIrInst.Abs, GetAbsExpr },
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{ ShaderIrInst.Add, GetAddExpr },
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{ ShaderIrInst.And, GetAndExpr },
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{ ShaderIrInst.Asr, GetAsrExpr },
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{ ShaderIrInst.Band, GetBandExpr },
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{ ShaderIrInst.Bnot, GetBnotExpr },
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{ ShaderIrInst.Bor, GetBorExpr },
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{ ShaderIrInst.Bxor, GetBxorExpr },
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{ ShaderIrInst.Ceil, GetCeilExpr },
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{ ShaderIrInst.Ceq, GetCeqExpr },
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{ ShaderIrInst.Cge, GetCgeExpr },
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{ ShaderIrInst.Cgt, GetCgtExpr },
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{ ShaderIrInst.Clamps, GetClampsExpr },
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{ ShaderIrInst.Clampu, GetClampuExpr },
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{ ShaderIrInst.Cle, GetCleExpr },
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{ ShaderIrInst.Clt, GetCltExpr },
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{ ShaderIrInst.Cne, GetCneExpr },
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{ ShaderIrInst.Exit, GetExitExpr },
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{ ShaderIrInst.Fabs, GetAbsExpr },
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{ ShaderIrInst.Fadd, GetAddExpr },
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{ ShaderIrInst.Fceq, GetCeqExpr },
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{ ShaderIrInst.Fcequ, GetCequExpr },
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{ ShaderIrInst.Fcge, GetCgeExpr },
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{ ShaderIrInst.Fcgeu, GetCgeuExpr },
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{ ShaderIrInst.Fcgt, GetCgtExpr },
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{ ShaderIrInst.Fcgtu, GetCgtuExpr },
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{ ShaderIrInst.Fclamp, GetFclampExpr },
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{ ShaderIrInst.Fcle, GetCleExpr },
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{ ShaderIrInst.Fcleu, GetCleuExpr },
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{ ShaderIrInst.Fclt, GetCltExpr },
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{ ShaderIrInst.Fcltu, GetCltuExpr },
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{ ShaderIrInst.Fcnan, GetCnanExpr },
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{ ShaderIrInst.Fcne, GetCneExpr },
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{ ShaderIrInst.Fcneu, GetCneuExpr },
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{ ShaderIrInst.Fcnum, GetCnumExpr },
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{ ShaderIrInst.Fcos, GetFcosExpr },
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{ ShaderIrInst.Fex2, GetFex2Expr },
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{ ShaderIrInst.Ffma, GetFfmaExpr },
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{ ShaderIrInst.Flg2, GetFlg2Expr },
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{ ShaderIrInst.Floor, GetFloorExpr },
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{ ShaderIrInst.Fmax, GetMaxExpr },
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{ ShaderIrInst.Fmin, GetMinExpr },
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{ ShaderIrInst.Fmul, GetMulExpr },
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{ ShaderIrInst.Fneg, GetNegExpr },
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{ ShaderIrInst.Frcp, GetFrcpExpr },
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{ ShaderIrInst.Frsq, GetFrsqExpr },
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{ ShaderIrInst.Fsin, GetFsinExpr },
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{ ShaderIrInst.Fsqrt, GetFsqrtExpr },
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{ ShaderIrInst.Ftos, GetFtosExpr },
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{ ShaderIrInst.Ftou, GetFtouExpr },
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{ ShaderIrInst.Ipa, GetIpaExpr },
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{ ShaderIrInst.Kil, GetKilExpr },
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{ ShaderIrInst.Lsl, GetLslExpr },
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{ ShaderIrInst.Lsr, GetLsrExpr },
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{ ShaderIrInst.Max, GetMaxExpr },
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{ ShaderIrInst.Min, GetMinExpr },
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{ ShaderIrInst.Mul, GetMulExpr },
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{ ShaderIrInst.Neg, GetNegExpr },
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{ ShaderIrInst.Not, GetNotExpr },
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{ ShaderIrInst.Or, GetOrExpr },
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{ ShaderIrInst.Stof, GetStofExpr },
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{ ShaderIrInst.Sub, GetSubExpr },
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{ ShaderIrInst.Texq, GetTexqExpr },
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{ ShaderIrInst.Texs, GetTexsExpr },
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{ ShaderIrInst.Trunc, GetTruncExpr },
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{ ShaderIrInst.Txlf, GetTxlfExpr },
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{ ShaderIrInst.Utof, GetUtofExpr },
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{ ShaderIrInst.Xor, GetXorExpr }
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};
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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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Decl = new GlslDecl(Blocks, ShaderType);
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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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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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string GlslCode = SB.ToString();
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return new GlslProgram(
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GlslCode,
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Decl.Textures.Values,
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Decl.Uniforms.Values);
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}
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private void PrintDeclTextures()
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{
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PrintDecls(Decl.Textures, "uniform sampler2D");
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}
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private void PrintDeclUniforms()
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{
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
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}
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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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}
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if (Decl.Uniforms.Count > 0)
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{
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SB.AppendLine();
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}
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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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{
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SB.AppendLine("in vec4 " + GlslDecl.PositionOutAttrName + ";");
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}
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PrintDeclAttributes(Decl.InAttributes.Values, "in");
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}
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private void PrintDeclOutAttributes()
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{
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine("out vec4 " + GlslDecl.PositionOutAttrName + ";");
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}
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PrintDeclAttributes(Decl.OutAttributes.Values, "out");
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}
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private void PrintDeclAttributes(IEnumerable<ShaderDeclInfo> Decls, string InOut)
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{
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int Count = 0;
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foreach (ShaderDeclInfo DeclInfo in Decls.OrderBy(DeclKeySelector))
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{
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if (DeclInfo.Index >= 0)
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{
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SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " " + GetDecl(DeclInfo) + ";");
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Count++;
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}
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}
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if (Count > 0)
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{
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SB.AppendLine();
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}
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}
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private void PrintDeclGprs()
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{
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PrintDecls(Decl.Gprs);
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}
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private void PrintDeclPreds()
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{
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PrintDecls(Decl.Preds, "bool");
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}
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private void PrintDecls(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, string CustomType = null)
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{
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foreach (ShaderDeclInfo DeclInfo in Dict.Values.OrderBy(DeclKeySelector))
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{
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string Name;
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if (CustomType != null)
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{
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Name = CustomType + " " + DeclInfo.Name + ";";
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}
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else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
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{
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Name = "layout (location = 0) out " + GetDecl(DeclInfo) + ";" + Environment.NewLine;
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}
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else
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{
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Name = GetDecl(DeclInfo) + ";";
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}
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SB.AppendLine(Name);
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}
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if (Dict.Count > 0)
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{
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SB.AppendLine();
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}
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}
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private int DeclKeySelector(ShaderDeclInfo DeclInfo)
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{
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return DeclInfo.Cbuf << 24 | DeclInfo.Index;
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}
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private string GetDecl(ShaderDeclInfo DeclInfo)
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{
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return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
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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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ShaderIrBlock LoopBlock,
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string ScopeName,
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string Identation,
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bool IsDoWhile = false)
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{
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string UpIdent = Identation.Substring(0, Identation.Length - IdentationStr.Length);
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if (IsDoWhile)
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{
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SB.AppendLine(UpIdent + "do {");
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}
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else
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{
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SB.AppendLine(UpIdent + ScopeName + " {");
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}
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while (Block != null && Block != EndBlock)
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{
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ShaderIrNode[] Nodes = Block.GetNodes();
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Block = PrintNodes(Block, EndBlock, LoopBlock, Identation, Nodes);
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}
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if (IsDoWhile)
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{
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SB.AppendLine(UpIdent + "} " + ScopeName + ";");
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}
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else
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{
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SB.AppendLine(UpIdent + "}");
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}
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}
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private ShaderIrBlock PrintNodes(
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ShaderIrBlock Block,
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ShaderIrBlock EndBlock,
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ShaderIrBlock LoopBlock,
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string Identation,
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params ShaderIrNode[] Nodes)
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{
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/*
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* Notes about control flow and if-else/loop generation:
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* The code assumes that the program has sane control flow,
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* that is, there's no jumps to a location after another jump or
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* jump target (except for the end of an if-else block), and backwards
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* jumps to a location before the last loop dominator.
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* Such cases needs to be transformed on a step before the GLSL code
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* generation to ensure that we have sane graphs to work with.
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* TODO: Such transformation is not yet implemented.
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*/
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string NewIdent = Identation + IdentationStr;
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ShaderIrBlock LoopTail = GetLoopTailBlock(Block);
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if (LoopTail != null && LoopBlock != Block)
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{
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//Shoock! kuma shock! We have a loop here!
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//The entire sequence needs to be inside a do-while block.
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ShaderIrBlock LoopEnd = GetDownBlock(LoopTail);
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PrintBlockScope(Block, LoopEnd, Block, "while (false)", NewIdent, IsDoWhile: true);
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return LoopEnd;
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}
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foreach (ShaderIrNode Node in Nodes)
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{
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if (Node is ShaderIrCond Cond)
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{
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string IfExpr = GetSrcExpr(Cond.Pred, true);
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if (Cond.Not)
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{
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IfExpr = "!(" + IfExpr + ")";
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}
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if (Cond.Child is ShaderIrOp Op && Op.Inst == ShaderIrInst.Bra)
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{
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//Branch is a loop branch and would result in infinite recursion.
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if (Block.Branch.Position <= Block.Position)
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{
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SB.AppendLine(Identation + "if (" + IfExpr + ") {");
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SB.AppendLine(Identation + IdentationStr + "continue;");
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SB.AppendLine(Identation + "}");
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continue;
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}
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string SubScopeName = "if (!" + IfExpr + ")";
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PrintBlockScope(Block.Next, Block.Branch, LoopBlock, SubScopeName, NewIdent);
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ShaderIrBlock IfElseEnd = GetUpBlock(Block.Branch).Branch;
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if (IfElseEnd?.Position > Block.Branch.Position)
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{
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PrintBlockScope(Block.Branch, IfElseEnd, LoopBlock, "else", NewIdent);
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return IfElseEnd;
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}
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return Block.Branch;
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}
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else
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{
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SB.AppendLine(Identation + "if (" + IfExpr + ") {");
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PrintNodes(Block, EndBlock, LoopBlock, NewIdent, Cond.Child);
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SB.AppendLine(Identation + "}");
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}
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}
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else if (Node is ShaderIrAsg Asg)
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{
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if (IsValidOutOper(Asg.Dst))
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{
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string Expr = GetSrcExpr(Asg.Src, true);
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Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
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SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
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}
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}
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else if (Node is ShaderIrOp Op)
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{
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if (Op.Inst == ShaderIrInst.Bra)
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{
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if (Block.Branch.Position <= Block.Position)
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{
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SB.AppendLine(Identation + "continue;");
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}
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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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else if (Node is ShaderIrCmnt Cmnt)
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{
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SB.AppendLine(Identation + "// " + Cmnt.Comment);
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}
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else
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{
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throw new InvalidOperationException();
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}
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}
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return Block.Next;
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}
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private ShaderIrBlock GetUpBlock(ShaderIrBlock Block)
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{
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return Blocks.FirstOrDefault(x => x.EndPosition == Block.Position);
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}
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private ShaderIrBlock GetDownBlock(ShaderIrBlock Block)
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{
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return Blocks.FirstOrDefault(x => x.Position == Block.EndPosition);
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}
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private ShaderIrBlock GetLoopTailBlock(ShaderIrBlock LoopHead)
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{
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ShaderIrBlock Tail = null;
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foreach (ShaderIrBlock Block in LoopHead.Sources)
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{
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if (Block.Position >= LoopHead.Position)
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{
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if (Tail == null || Tail.Position < Block.Position)
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{
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Tail = Block;
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}
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}
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}
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return Tail;
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}
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private bool IsValidOutOper(ShaderIrNode Node)
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{
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if (Node is ShaderIrOperGpr Gpr && Gpr.IsConst)
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{
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return false;
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}
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else if (Node is ShaderIrOperPred Pred && Pred.IsConst)
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{
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return false;
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}
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return true;
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}
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private string GetDstOperName(ShaderIrNode Node)
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{
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if (Node is ShaderIrOperAbuf Abuf)
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{
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return GetOutAbufName(Abuf);
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}
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else if (Node is ShaderIrOperGpr Gpr)
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{
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return GetName(Gpr);
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}
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else if (Node is ShaderIrOperPred Pred)
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{
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return GetName(Pred);
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}
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throw new ArgumentException(nameof(Node));
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}
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private string GetSrcExpr(ShaderIrNode Node, bool Entry = false)
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{
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switch (Node)
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{
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case ShaderIrOperAbuf Abuf: return GetName (Abuf);
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case ShaderIrOperCbuf Cbuf: return GetName (Cbuf);
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case ShaderIrOperGpr Gpr: return GetName (Gpr);
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case ShaderIrOperImm Imm: return GetValue(Imm);
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case ShaderIrOperImmf Immf: return GetValue(Immf);
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case ShaderIrOperPred Pred: return GetName (Pred);
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case ShaderIrOp Op:
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string Expr;
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if (InstsExpr.TryGetValue(Op.Inst, out GetInstExpr GetExpr))
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{
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Expr = GetExpr(Op);
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}
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else
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{
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throw new NotImplementedException(Op.Inst.ToString());
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}
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if (!Entry && NeedsParentheses(Op))
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{
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Expr = "(" + Expr + ")";
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}
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return Expr;
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default: throw new ArgumentException(nameof(Node));
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}
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}
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private static bool NeedsParentheses(ShaderIrOp Op)
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{
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switch (Op.Inst)
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{
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case ShaderIrInst.Frcp:
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return true;
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case ShaderIrInst.Ipa:
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case ShaderIrInst.Texq:
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case ShaderIrInst.Texs:
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case ShaderIrInst.Txlf:
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return false;
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}
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return Op.OperandB != null ||
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Op.OperandC != null;
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}
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private string GetName(ShaderIrOperCbuf Cbuf)
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{
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if (!Decl.Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
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{
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throw new InvalidOperationException();
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}
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if (Cbuf.Offs != null)
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{
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string Offset = "floatBitsToInt(" + GetSrcExpr(Cbuf.Offs) + ")";
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string Index = "(" + Cbuf.Pos * 4 + " + " + Offset + ")";
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return $"{DeclInfo.Name}_data[{Index} / 16][({Index} / 4) % 4]";
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}
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else
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{
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return $"{DeclInfo.Name}_data[{Cbuf.Pos / 4}][{Cbuf.Pos % 4}]";
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}
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}
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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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}
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private string GetName(ShaderIrOperAbuf Abuf)
|
|
{
|
|
if (Decl.ShaderType == GalShaderType.Vertex)
|
|
{
|
|
switch (Abuf.Offs)
|
|
{
|
|
case GlslDecl.VertexIdAttr: return "gl_VertexID";
|
|
case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
|
|
}
|
|
}
|
|
else if (Decl.ShaderType == GalShaderType.TessEvaluation)
|
|
{
|
|
switch (Abuf.Offs)
|
|
{
|
|
case GlslDecl.TessCoordAttrX: return "gl_TessCoord.x";
|
|
case GlslDecl.TessCoordAttrY: return "gl_TessCoord.y";
|
|
case GlslDecl.TessCoordAttrZ: return "gl_TessCoord.z";
|
|
}
|
|
}
|
|
|
|
return GetName(Decl.InAttributes, Abuf);
|
|
}
|
|
|
|
private string GetName(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, ShaderIrOperAbuf Abuf)
|
|
{
|
|
int Index = Abuf.Offs >> 4;
|
|
int Elem = (Abuf.Offs >> 2) & 3;
|
|
|
|
if (!Dict.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
return DeclInfo.Size > 1 ? DeclInfo.Name + "." + GetAttrSwizzle(Elem) : DeclInfo.Name;
|
|
}
|
|
|
|
private string GetName(ShaderIrOperGpr Gpr)
|
|
{
|
|
return Gpr.IsConst ? "0" : GetNameWithSwizzle(Decl.Gprs, Gpr.Index);
|
|
}
|
|
|
|
private string GetValue(ShaderIrOperImm Imm)
|
|
{
|
|
//Only use hex is the value is too big and would likely be hard to read as int.
|
|
if (Imm.Value > 0xfff ||
|
|
Imm.Value < -0xfff)
|
|
{
|
|
return "0x" + Imm.Value.ToString("x8", CultureInfo.InvariantCulture);
|
|
}
|
|
else
|
|
{
|
|
return Imm.Value.ToString(CultureInfo.InvariantCulture);
|
|
}
|
|
}
|
|
|
|
private string GetValue(ShaderIrOperImmf Immf)
|
|
{
|
|
return Immf.Value.ToString(CultureInfo.InvariantCulture);
|
|
}
|
|
|
|
private string GetName(ShaderIrOperPred Pred)
|
|
{
|
|
return Pred.IsConst ? "true" : GetNameWithSwizzle(Decl.Preds, Pred.Index);
|
|
}
|
|
|
|
private string GetNameWithSwizzle(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, int Index)
|
|
{
|
|
int VecIndex = Index >> 2;
|
|
|
|
if (Dict.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
|
|
{
|
|
if (DeclInfo.Size > 1 && Index < VecIndex + DeclInfo.Size)
|
|
{
|
|
return DeclInfo.Name + "." + GetAttrSwizzle(Index & 3);
|
|
}
|
|
}
|
|
|
|
if (!Dict.TryGetValue(Index, out DeclInfo))
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
return DeclInfo.Name;
|
|
}
|
|
|
|
private string GetAttrSwizzle(int Elem)
|
|
{
|
|
return "xyzw".Substring(Elem, 1);
|
|
}
|
|
|
|
private string GetAbsExpr(ShaderIrOp Op) => GetUnaryCall(Op, "abs");
|
|
|
|
private string GetAddExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "+");
|
|
|
|
private string GetAndExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&");
|
|
|
|
private string GetAsrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">>");
|
|
|
|
private string GetBandExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "&&");
|
|
|
|
private string GetBnotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "!");
|
|
|
|
private string GetBorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "||");
|
|
|
|
private string GetBxorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^^");
|
|
|
|
private string GetCeilExpr(ShaderIrOp Op) => GetUnaryCall(Op, "ceil");
|
|
|
|
private string GetClampsExpr(ShaderIrOp Op)
|
|
{
|
|
return "clamp(" + GetOperExpr(Op, Op.OperandA) + ", " +
|
|
GetOperExpr(Op, Op.OperandB) + ", " +
|
|
GetOperExpr(Op, Op.OperandC) + ")";
|
|
}
|
|
|
|
private string GetClampuExpr(ShaderIrOp Op)
|
|
{
|
|
return "int(clamp(uint(" + GetOperExpr(Op, Op.OperandA) + "), " +
|
|
"uint(" + GetOperExpr(Op, Op.OperandB) + "), " +
|
|
"uint(" + GetOperExpr(Op, Op.OperandC) + ")))";
|
|
}
|
|
|
|
private string GetCeqExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "==");
|
|
|
|
private string GetCequExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "==");
|
|
|
|
private string GetCgeExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">=");
|
|
|
|
private string GetCgeuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">=");
|
|
|
|
private string GetCgtExpr(ShaderIrOp Op) => GetBinaryExpr(Op, ">");
|
|
|
|
private string GetCgtuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, ">");
|
|
|
|
private string GetCleExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<=");
|
|
|
|
private string GetCleuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<=");
|
|
|
|
private string GetCltExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<");
|
|
|
|
private string GetCltuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "<");
|
|
|
|
private string GetCnanExpr(ShaderIrOp Op) => GetUnaryCall(Op, "isnan");
|
|
|
|
private string GetCneExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "!=");
|
|
|
|
private string GetCneuExpr(ShaderIrOp Op) => GetBinaryExprWithNaN(Op, "!=");
|
|
|
|
private string GetCnumExpr(ShaderIrOp Op) => GetUnaryCall(Op, "!isnan");
|
|
|
|
private string GetExitExpr(ShaderIrOp Op) => "return";
|
|
|
|
private string GetFcosExpr(ShaderIrOp Op) => GetUnaryCall(Op, "cos");
|
|
|
|
private string GetFex2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "exp2");
|
|
|
|
private string GetFfmaExpr(ShaderIrOp Op) => GetTernaryExpr(Op, "*", "+");
|
|
|
|
private string GetFclampExpr(ShaderIrOp Op) => GetTernaryCall(Op, "clamp");
|
|
|
|
private string GetFlg2Expr(ShaderIrOp Op) => GetUnaryCall(Op, "log2");
|
|
|
|
private string GetFloorExpr(ShaderIrOp Op) => GetUnaryCall(Op, "floor");
|
|
|
|
private string GetFrcpExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "1 / ");
|
|
|
|
private string GetFrsqExpr(ShaderIrOp Op) => GetUnaryCall(Op, "inversesqrt");
|
|
|
|
private string GetFsinExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sin");
|
|
|
|
private string GetFsqrtExpr(ShaderIrOp Op) => GetUnaryCall(Op, "sqrt");
|
|
|
|
private string GetFtosExpr(ShaderIrOp Op)
|
|
{
|
|
return "int(" + GetOperExpr(Op, Op.OperandA) + ")";
|
|
}
|
|
|
|
private string GetFtouExpr(ShaderIrOp Op)
|
|
{
|
|
return "int(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
|
|
}
|
|
|
|
private string GetIpaExpr(ShaderIrOp Op) => GetSrcExpr(Op.OperandA);
|
|
|
|
private string GetKilExpr(ShaderIrOp Op) => "discard";
|
|
|
|
private string GetLslExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "<<");
|
|
private string GetLsrExpr(ShaderIrOp Op)
|
|
{
|
|
return "int(uint(" + GetOperExpr(Op, Op.OperandA) + ") >> " +
|
|
GetOperExpr(Op, Op.OperandB) + ")";
|
|
}
|
|
|
|
private string GetMaxExpr(ShaderIrOp Op) => GetBinaryCall(Op, "max");
|
|
private string GetMinExpr(ShaderIrOp Op) => GetBinaryCall(Op, "min");
|
|
|
|
private string GetMulExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "*");
|
|
|
|
private string GetNegExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "-");
|
|
|
|
private string GetNotExpr(ShaderIrOp Op) => GetUnaryExpr(Op, "~");
|
|
|
|
private string GetOrExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "|");
|
|
|
|
private string GetStofExpr(ShaderIrOp Op)
|
|
{
|
|
return "float(" + GetOperExpr(Op, Op.OperandA) + ")";
|
|
}
|
|
|
|
private string GetSubExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "-");
|
|
|
|
private string GetTexqExpr(ShaderIrOp Op)
|
|
{
|
|
ShaderIrMetaTexq Meta = (ShaderIrMetaTexq)Op.MetaData;
|
|
|
|
string Ch = "xyzw".Substring(Meta.Elem, 1);
|
|
|
|
if (Meta.Info == ShaderTexqInfo.Dimension)
|
|
{
|
|
string Sampler = GetTexSamplerName(Op);
|
|
|
|
string Lod = GetOperExpr(Op, Op.OperandA); //???
|
|
|
|
return "textureSize(" + Sampler + ", " + Lod + ")." + Ch;
|
|
}
|
|
else
|
|
{
|
|
throw new NotImplementedException(Meta.Info.ToString());
|
|
}
|
|
}
|
|
|
|
private string GetTexsExpr(ShaderIrOp Op)
|
|
{
|
|
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
|
|
|
|
string Sampler = GetTexSamplerName(Op);
|
|
|
|
string Coords = GetTexSamplerCoords(Op);
|
|
|
|
string Ch = "rgba".Substring(Meta.Elem, 1);
|
|
|
|
return "texture(" + Sampler + ", " + Coords + ")." + Ch;
|
|
}
|
|
|
|
private string GetTxlfExpr(ShaderIrOp Op)
|
|
{
|
|
ShaderIrMetaTex Meta = (ShaderIrMetaTex)Op.MetaData;
|
|
|
|
string Sampler = GetTexSamplerName(Op);
|
|
|
|
string Coords = GetITexSamplerCoords(Op);
|
|
|
|
string Ch = "rgba".Substring(Meta.Elem, 1);
|
|
|
|
return "texelFetch(" + Sampler + ", " + Coords + ", 0)." + Ch;
|
|
}
|
|
|
|
private string GetTruncExpr(ShaderIrOp Op) => GetUnaryCall(Op, "trunc");
|
|
|
|
private string GetUtofExpr(ShaderIrOp Op)
|
|
{
|
|
return "float(uint(" + GetOperExpr(Op, Op.OperandA) + "))";
|
|
}
|
|
|
|
private string GetXorExpr(ShaderIrOp Op) => GetBinaryExpr(Op, "^");
|
|
|
|
private string GetUnaryCall(ShaderIrOp Op, string FuncName)
|
|
{
|
|
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ")";
|
|
}
|
|
|
|
private string GetBinaryCall(ShaderIrOp Op, string FuncName)
|
|
{
|
|
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
|
|
GetOperExpr(Op, Op.OperandB) + ")";
|
|
}
|
|
|
|
private string GetTernaryCall(ShaderIrOp Op, string FuncName)
|
|
{
|
|
return FuncName + "(" + GetOperExpr(Op, Op.OperandA) + ", " +
|
|
GetOperExpr(Op, Op.OperandB) + ", " +
|
|
GetOperExpr(Op, Op.OperandC) + ")";
|
|
}
|
|
|
|
private string GetUnaryExpr(ShaderIrOp Op, string Opr)
|
|
{
|
|
return Opr + GetOperExpr(Op, Op.OperandA);
|
|
}
|
|
|
|
private string GetBinaryExpr(ShaderIrOp Op, string Opr)
|
|
{
|
|
return GetOperExpr(Op, Op.OperandA) + " " + Opr + " " +
|
|
GetOperExpr(Op, Op.OperandB);
|
|
}
|
|
|
|
private string GetBinaryExprWithNaN(ShaderIrOp Op, string Opr)
|
|
{
|
|
string A = GetOperExpr(Op, Op.OperandA);
|
|
string B = GetOperExpr(Op, Op.OperandB);
|
|
|
|
string NaNCheck =
|
|
" || isnan(" + A + ")" +
|
|
" || isnan(" + B + ")";
|
|
|
|
return A + " " + Opr + " " + B + NaNCheck;
|
|
}
|
|
|
|
private string GetTernaryExpr(ShaderIrOp Op, string Opr1, string Opr2)
|
|
{
|
|
return GetOperExpr(Op, Op.OperandA) + " " + Opr1 + " " +
|
|
GetOperExpr(Op, Op.OperandB) + " " + Opr2 + " " +
|
|
GetOperExpr(Op, Op.OperandC);
|
|
}
|
|
|
|
private string GetTexSamplerName(ShaderIrOp Op)
|
|
{
|
|
ShaderIrOperImm Node = (ShaderIrOperImm)Op.OperandC;
|
|
|
|
int Handle = ((ShaderIrOperImm)Op.OperandC).Value;
|
|
|
|
if (!Decl.Textures.TryGetValue(Handle, out ShaderDeclInfo DeclInfo))
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
return DeclInfo.Name;
|
|
}
|
|
|
|
private string GetTexSamplerCoords(ShaderIrOp Op)
|
|
{
|
|
return "vec2(" + GetOperExpr(Op, Op.OperandA) + ", " +
|
|
GetOperExpr(Op, Op.OperandB) + ")";
|
|
}
|
|
|
|
private string GetITexSamplerCoords(ShaderIrOp Op)
|
|
{
|
|
return "ivec2(" + GetOperExpr(Op, Op.OperandA) + ", " +
|
|
GetOperExpr(Op, Op.OperandB) + ")";
|
|
}
|
|
|
|
private string GetOperExpr(ShaderIrOp Op, ShaderIrNode Oper)
|
|
{
|
|
return GetExprWithCast(Op, Oper, GetSrcExpr(Oper));
|
|
}
|
|
|
|
private static string GetExprWithCast(ShaderIrNode Dst, ShaderIrNode Src, string Expr)
|
|
{
|
|
//Note: The "DstType" (of the cast) is the type that the operation
|
|
//uses on the source operands, while the "SrcType" is the destination
|
|
//type of the operand result (if it is a operation) or just the type
|
|
//of the variable for registers/uniforms/attributes.
|
|
OperType DstType = GetSrcNodeType(Dst);
|
|
OperType SrcType = GetDstNodeType(Src);
|
|
|
|
if (DstType != SrcType)
|
|
{
|
|
//Check for invalid casts
|
|
//(like bool to int/float and others).
|
|
if (SrcType != OperType.F32 &&
|
|
SrcType != OperType.I32)
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
switch (Src)
|
|
{
|
|
case ShaderIrOperGpr Gpr:
|
|
{
|
|
//When the Gpr is ZR, just return the 0 value directly,
|
|
//since the float encoding for 0 is 0.
|
|
if (Gpr.IsConst)
|
|
{
|
|
return "0";
|
|
}
|
|
break;
|
|
}
|
|
|
|
case ShaderIrOperImm Imm:
|
|
{
|
|
//For integer immediates being used as float,
|
|
//it's better (for readability) to just return the float value.
|
|
if (DstType == OperType.F32)
|
|
{
|
|
float Value = BitConverter.Int32BitsToSingle(Imm.Value);
|
|
|
|
if (!float.IsNaN(Value) && !float.IsInfinity(Value))
|
|
{
|
|
return Value.ToString(CultureInfo.InvariantCulture);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (DstType)
|
|
{
|
|
case OperType.F32: Expr = "intBitsToFloat(" + Expr + ")"; break;
|
|
case OperType.I32: Expr = "floatBitsToInt(" + Expr + ")"; break;
|
|
}
|
|
}
|
|
|
|
return Expr;
|
|
}
|
|
|
|
private static OperType GetDstNodeType(ShaderIrNode Node)
|
|
{
|
|
//Special case instructions with the result type different
|
|
//from the input types (like integer <-> float conversion) here.
|
|
if (Node is ShaderIrOp Op)
|
|
{
|
|
switch (Op.Inst)
|
|
{
|
|
case ShaderIrInst.Stof:
|
|
case ShaderIrInst.Txlf:
|
|
case ShaderIrInst.Utof:
|
|
return OperType.F32;
|
|
|
|
case ShaderIrInst.Ftos:
|
|
case ShaderIrInst.Ftou:
|
|
return OperType.I32;
|
|
}
|
|
}
|
|
|
|
return GetSrcNodeType(Node);
|
|
}
|
|
|
|
private static OperType GetSrcNodeType(ShaderIrNode Node)
|
|
{
|
|
switch (Node)
|
|
{
|
|
case ShaderIrOperAbuf Abuf:
|
|
return Abuf.Offs == GlslDecl.VertexIdAttr ||
|
|
Abuf.Offs == GlslDecl.InstanceIdAttr
|
|
? OperType.I32
|
|
: OperType.F32;
|
|
|
|
case ShaderIrOperCbuf Cbuf: return OperType.F32;
|
|
case ShaderIrOperGpr Gpr: return OperType.F32;
|
|
case ShaderIrOperImm Imm: return OperType.I32;
|
|
case ShaderIrOperImmf Immf: return OperType.F32;
|
|
case ShaderIrOperPred Pred: return OperType.Bool;
|
|
|
|
case ShaderIrOp Op:
|
|
if (Op.Inst > ShaderIrInst.B_Start &&
|
|
Op.Inst < ShaderIrInst.B_End)
|
|
{
|
|
return OperType.Bool;
|
|
}
|
|
else if (Op.Inst > ShaderIrInst.F_Start &&
|
|
Op.Inst < ShaderIrInst.F_End)
|
|
{
|
|
return OperType.F32;
|
|
}
|
|
else if (Op.Inst > ShaderIrInst.I_Start &&
|
|
Op.Inst < ShaderIrInst.I_End)
|
|
{
|
|
return OperType.I32;
|
|
}
|
|
break;
|
|
}
|
|
|
|
throw new ArgumentException(nameof(Node));
|
|
}
|
|
}
|
|
} |