Ryujinx/Ryujinx.Graphics.Shader/StructuredIr/StructuredProgram.cs
gdkchan 9f12e50a54
Refactor attribute handling on the shader generator (#4565)
* Refactor attribute handling on the shader generator

* Implement gl_ViewportMask[]

* Add back the Intel FrontFacing bug workaround

* Fix GLSL transform feedback outputs mistmatch with fragment stage

* Shader cache version bump

* Fix geometry shader recognition

* PR feedback

* Delete GetOperandDef and GetOperandUse

* Remove replacements that are no longer needed on GLSL compilation on Vulkan

* Fix incorrect load for per-patch outputs

* Fix build
2023-04-25 19:51:07 -03:00

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15 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Generic;
using System.Numerics;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
static class StructuredProgram
{
public static StructuredProgramInfo MakeStructuredProgram(Function[] functions, ShaderConfig config)
{
StructuredProgramContext context = new StructuredProgramContext(config);
for (int funcIndex = 0; funcIndex < functions.Length; funcIndex++)
{
Function function = functions[funcIndex];
BasicBlock[] blocks = function.Blocks;
AggregateType returnType = function.ReturnsValue ? AggregateType.S32 : AggregateType.Void;
AggregateType[] inArguments = new AggregateType[function.InArgumentsCount];
AggregateType[] outArguments = new AggregateType[function.OutArgumentsCount];
for (int i = 0; i < inArguments.Length; i++)
{
inArguments[i] = AggregateType.S32;
}
for (int i = 0; i < outArguments.Length; i++)
{
outArguments[i] = AggregateType.S32;
}
context.EnterFunction(blocks.Length, function.Name, returnType, inArguments, outArguments);
PhiFunctions.Remove(blocks);
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
BasicBlock block = blocks[blkIndex];
context.EnterBlock(block);
for (LinkedListNode<INode> opNode = block.Operations.First; opNode != null; opNode = opNode.Next)
{
Operation operation = (Operation)opNode.Value;
if (IsBranchInst(operation.Inst))
{
context.LeaveBlock(block, operation);
}
else
{
AddOperation(context, operation);
}
}
}
GotoElimination.Eliminate(context.GetGotos());
AstOptimizer.Optimize(context);
context.LeaveFunction();
}
return context.Info;
}
private static void AddOperation(StructuredProgramContext context, Operation operation)
{
Instruction inst = operation.Inst;
StorageKind storageKind = operation.StorageKind;
if ((inst == Instruction.Load || inst == Instruction.Store) && storageKind.IsInputOrOutput())
{
IoVariable ioVariable = (IoVariable)operation.GetSource(0).Value;
bool isOutput = storageKind.IsOutput();
bool perPatch = storageKind.IsPerPatch();
int location = 0;
int component = 0;
if (context.Config.HasPerLocationInputOrOutput(ioVariable, isOutput))
{
location = operation.GetSource(1).Value;
if (operation.SourcesCount > 2 &&
operation.GetSource(2).Type == OperandType.Constant &&
context.Config.HasPerLocationInputOrOutputComponent(ioVariable, location, operation.GetSource(2).Value, isOutput))
{
component = operation.GetSource(2).Value;
}
}
context.Info.IoDefinitions.Add(new IoDefinition(storageKind, ioVariable, location, component));
}
bool vectorDest = IsVectorDestInst(inst);
int sourcesCount = operation.SourcesCount;
int outDestsCount = operation.DestsCount != 0 && !vectorDest ? operation.DestsCount - 1 : 0;
IAstNode[] sources = new IAstNode[sourcesCount + outDestsCount];
for (int index = 0; index < operation.SourcesCount; index++)
{
sources[index] = context.GetOperand(operation.GetSource(index));
}
for (int index = 0; index < outDestsCount; index++)
{
AstOperand oper = context.GetOperand(operation.GetDest(1 + index));
oper.VarType = InstructionInfo.GetSrcVarType(inst, sourcesCount + index);
sources[sourcesCount + index] = oper;
}
AstTextureOperation GetAstTextureOperation(TextureOperation texOp)
{
return new AstTextureOperation(
inst,
texOp.Type,
texOp.Format,
texOp.Flags,
texOp.CbufSlot,
texOp.Handle,
texOp.Index,
sources);
}
int componentsCount = BitOperations.PopCount((uint)operation.Index);
if (vectorDest && componentsCount > 1)
{
AggregateType destType = InstructionInfo.GetDestVarType(inst);
IAstNode source;
if (operation is TextureOperation texOp)
{
if (texOp.Inst == Instruction.ImageLoad)
{
destType = texOp.Format.GetComponentType();
}
source = GetAstTextureOperation(texOp);
}
else
{
source = new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount);
}
AggregateType destElemType = destType;
switch (componentsCount)
{
case 2: destType |= AggregateType.Vector2; break;
case 3: destType |= AggregateType.Vector3; break;
case 4: destType |= AggregateType.Vector4; break;
}
AstOperand destVec = context.NewTemp(destType);
context.AddNode(new AstAssignment(destVec, source));
for (int i = 0; i < operation.DestsCount; i++)
{
AstOperand dest = context.GetOperand(operation.GetDest(i));
AstOperand index = new AstOperand(OperandType.Constant, i);
dest.VarType = destElemType;
context.AddNode(new AstAssignment(dest, new AstOperation(Instruction.VectorExtract, StorageKind.None, new[] { destVec, index }, 2)));
}
}
else if (operation.Dest != null)
{
AstOperand dest = context.GetOperand(operation.Dest);
// If all the sources are bool, it's better to use short-circuiting
// logical operations, rather than forcing a cast to int and doing
// a bitwise operation with the value, as it is likely to be used as
// a bool in the end.
if (IsBitwiseInst(inst) && AreAllSourceTypesEqual(sources, AggregateType.Bool))
{
inst = GetLogicalFromBitwiseInst(inst);
}
bool isCondSel = inst == Instruction.ConditionalSelect;
bool isCopy = inst == Instruction.Copy;
if (isCondSel || isCopy)
{
AggregateType type = GetVarTypeFromUses(operation.Dest);
if (isCondSel && type == AggregateType.FP32)
{
inst |= Instruction.FP32;
}
dest.VarType = type;
}
else
{
dest.VarType = InstructionInfo.GetDestVarType(inst);
}
IAstNode source;
if (operation is TextureOperation texOp)
{
if (texOp.Inst == Instruction.ImageLoad)
{
dest.VarType = texOp.Format.GetComponentType();
}
source = GetAstTextureOperation(texOp);
}
else if (!isCopy)
{
source = new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount);
}
else
{
source = sources[0];
}
context.AddNode(new AstAssignment(dest, source));
}
else if (operation.Inst == Instruction.Comment)
{
context.AddNode(new AstComment(((CommentNode)operation).Comment));
}
else if (operation is TextureOperation texOp)
{
AstTextureOperation astTexOp = GetAstTextureOperation(texOp);
context.AddNode(astTexOp);
}
else
{
context.AddNode(new AstOperation(inst, operation.StorageKind, operation.Index, sources, operation.SourcesCount));
}
// Those instructions needs to be emulated by using helper functions,
// because they are NVIDIA specific. Those flags helps the backend to
// decide which helper functions are needed on the final generated code.
switch (operation.Inst)
{
case Instruction.AtomicMaxS32:
case Instruction.AtomicMinS32:
if (operation.StorageKind == StorageKind.SharedMemory)
{
context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Shared;
}
else if (operation.StorageKind == StorageKind.StorageBuffer)
{
context.Info.HelperFunctionsMask |= HelperFunctionsMask.AtomicMinMaxS32Storage;
}
break;
case Instruction.MultiplyHighS32:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighS32;
break;
case Instruction.MultiplyHighU32:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighU32;
break;
case Instruction.Shuffle:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.Shuffle;
break;
case Instruction.ShuffleDown:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleDown;
break;
case Instruction.ShuffleUp:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleUp;
break;
case Instruction.ShuffleXor:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleXor;
break;
case Instruction.StoreShared16:
case Instruction.StoreShared8:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.StoreSharedSmallInt;
break;
case Instruction.StoreStorage16:
case Instruction.StoreStorage8:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.StoreStorageSmallInt;
break;
case Instruction.SwizzleAdd:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.SwizzleAdd;
break;
case Instruction.FSIBegin:
case Instruction.FSIEnd:
context.Info.HelperFunctionsMask |= HelperFunctionsMask.FSI;
break;
}
}
private static AggregateType GetVarTypeFromUses(Operand dest)
{
HashSet<Operand> visited = new HashSet<Operand>();
Queue<Operand> pending = new Queue<Operand>();
bool Enqueue(Operand operand)
{
if (visited.Add(operand))
{
pending.Enqueue(operand);
return true;
}
return false;
}
Enqueue(dest);
while (pending.TryDequeue(out Operand operand))
{
foreach (INode useNode in operand.UseOps)
{
if (useNode is not Operation operation)
{
continue;
}
if (operation.Inst == Instruction.Copy)
{
if (operation.Dest.Type == OperandType.LocalVariable)
{
if (Enqueue(operation.Dest))
{
break;
}
}
else
{
return OperandInfo.GetVarType(operation.Dest.Type);
}
}
else
{
for (int index = 0; index < operation.SourcesCount; index++)
{
if (operation.GetSource(index) == operand)
{
return InstructionInfo.GetSrcVarType(operation.Inst, index);
}
}
}
}
}
return AggregateType.S32;
}
private static bool AreAllSourceTypesEqual(IAstNode[] sources, AggregateType type)
{
foreach (IAstNode node in sources)
{
if (node is not AstOperand operand)
{
return false;
}
if (operand.VarType != type)
{
return false;
}
}
return true;
}
private static bool IsVectorDestInst(Instruction inst)
{
return inst switch
{
Instruction.ImageLoad or
Instruction.TextureSample => true,
_ => false
};
}
private static bool IsBranchInst(Instruction inst)
{
return inst switch
{
Instruction.Branch or
Instruction.BranchIfFalse or
Instruction.BranchIfTrue => true,
_ => false
};
}
private static bool IsBitwiseInst(Instruction inst)
{
return inst switch
{
Instruction.BitwiseAnd or
Instruction.BitwiseExclusiveOr or
Instruction.BitwiseNot or
Instruction.BitwiseOr => true,
_ => false
};
}
private static Instruction GetLogicalFromBitwiseInst(Instruction inst)
{
return inst switch
{
Instruction.BitwiseAnd => Instruction.LogicalAnd,
Instruction.BitwiseExclusiveOr => Instruction.LogicalExclusiveOr,
Instruction.BitwiseNot => Instruction.LogicalNot,
Instruction.BitwiseOr => Instruction.LogicalOr,
_ => throw new ArgumentException($"Unexpected instruction \"{inst}\".")
};
}
}
}