Files
ryujinx-ryubing/src/Ryujinx.Graphics.Shader/Translation/TranslatorContext.cs
gdkchan b423197619 Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig

* Stop using ShaderConfig on backends

* Replace ShaderConfig usages on Translator and passes

* Move remaining properties out of ShaderConfig and delete ShaderConfig

* Remove ResourceManager property from TranslatorContext

* Move Rewriter passes to separate transform pass files

* Fix TransformPasses.RunPass on cases where a node is removed

* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage

* Reduce excessive parameter passing a bit by using structs more

* Remove binding parameter from ShaderProperties methods since it is redundant

* Replace decoder instruction checks with switch statement

* Put GLSL on the same plan as SPIR-V for input/output declaration

* Stop mutating TranslatorContext state when Translate is called

* Pass most of the graphics state using a struct instead of individual query methods

* Auto-format

* Auto-format

* Add backend logging interface

* Auto-format

* Remove unnecessary use of interpolated strings

* Remove more modifications of AttributeUsage after decode

* PR feedback

* gl_Layer is not supported on compute
2023-08-13 22:26:42 -03:00

491 lines
18 KiB
C#

using Ryujinx.Graphics.Shader.CodeGen;
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using Ryujinx.Graphics.Shader.CodeGen.Spirv;
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation.Optimizations;
using Ryujinx.Graphics.Shader.Translation.Transforms;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
using static Ryujinx.Graphics.Shader.Translation.Translator;
namespace Ryujinx.Graphics.Shader.Translation
{
public class TranslatorContext
{
private readonly DecodedProgram _program;
private readonly int _localMemorySize;
public ulong Address { get; }
public int Size { get; }
public int Cb1DataSize => _program.Cb1DataSize;
internal bool HasLayerInputAttribute { get; private set; }
internal int GpLayerInputAttribute { get; private set; }
internal AttributeUsage AttributeUsage => _program.AttributeUsage;
internal ShaderDefinitions Definitions { get; }
public ShaderStage Stage => Definitions.Stage;
internal IGpuAccessor GpuAccessor { get; }
internal TranslationOptions Options { get; }
internal FeatureFlags UsedFeatures { get; private set; }
public bool LayerOutputWritten { get; private set; }
public int LayerOutputAttribute { get; private set; }
internal TranslatorContext(
ulong address,
int size,
int localMemorySize,
ShaderDefinitions definitions,
IGpuAccessor gpuAccessor,
TranslationOptions options,
DecodedProgram program)
{
Address = address;
Size = size;
_program = program;
_localMemorySize = localMemorySize;
Definitions = definitions;
GpuAccessor = gpuAccessor;
Options = options;
UsedFeatures = program.UsedFeatures;
}
private static bool IsLoadUserDefined(Operation operation)
{
// TODO: Check if sources count match and all sources are constant.
return operation.Inst == Instruction.Load && (IoVariable)operation.GetSource(0).Value == IoVariable.UserDefined;
}
private static bool IsStoreUserDefined(Operation operation)
{
// TODO: Check if sources count match and all sources are constant.
return operation.Inst == Instruction.Store && (IoVariable)operation.GetSource(0).Value == IoVariable.UserDefined;
}
private static FunctionCode[] Combine(FunctionCode[] a, FunctionCode[] b, int aStart)
{
// Here we combine two shaders.
// For shader A:
// - All user attribute stores on shader A are turned into copies to a
// temporary variable. It's assumed that shader B will consume them.
// - All return instructions are turned into branch instructions, the
// branch target being the start of the shader B code.
// For shader B:
// - All user attribute loads on shader B are turned into copies from a
// temporary variable, as long that attribute is written by shader A.
FunctionCode[] output = new FunctionCode[a.Length + b.Length - 1];
List<Operation> ops = new(a.Length + b.Length);
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
Operand lblB = Label();
for (int index = aStart; index < a[0].Code.Length; index++)
{
Operation operation = a[0].Code[index];
if (IsStoreUserDefined(operation))
{
int tIndex = operation.GetSource(1).Value * 4 + operation.GetSource(2).Value;
Operand temp = temps[tIndex];
if (temp == null)
{
temp = Local();
temps[tIndex] = temp;
}
operation.Dest = temp;
operation.TurnIntoCopy(operation.GetSource(operation.SourcesCount - 1));
}
if (operation.Inst == Instruction.Return)
{
ops.Add(new Operation(Instruction.Branch, lblB));
}
else
{
ops.Add(operation);
}
}
ops.Add(new Operation(Instruction.MarkLabel, lblB));
for (int index = 0; index < b[0].Code.Length; index++)
{
Operation operation = b[0].Code[index];
if (IsLoadUserDefined(operation))
{
int tIndex = operation.GetSource(1).Value * 4 + operation.GetSource(2).Value;
Operand temp = temps[tIndex];
if (temp != null)
{
operation.TurnIntoCopy(temp);
}
}
ops.Add(operation);
}
output[0] = new FunctionCode(ops.ToArray());
for (int i = 1; i < a.Length; i++)
{
output[i] = a[i];
}
for (int i = 1; i < b.Length; i++)
{
output[a.Length + i - 1] = b[i];
}
return output;
}
internal int GetDepthRegister()
{
// The depth register is always two registers after the last color output.
return BitOperations.PopCount((uint)Definitions.OmapTargets) + 1;
}
public void SetLayerOutputAttribute(int attr)
{
LayerOutputWritten = true;
LayerOutputAttribute = attr;
}
public void SetGeometryShaderLayerInputAttribute(int attr)
{
UsedFeatures |= FeatureFlags.RtLayer;
HasLayerInputAttribute = true;
GpLayerInputAttribute = attr;
}
public void SetLastInVertexPipeline()
{
Definitions.LastInVertexPipeline = true;
}
public void SetNextStage(TranslatorContext nextStage)
{
AttributeUsage.MergeFromtNextStage(
Definitions.GpPassthrough,
nextStage.UsedFeatures.HasFlag(FeatureFlags.FixedFuncAttr),
nextStage.AttributeUsage);
// We don't consider geometry shaders using the geometry shader passthrough feature
// as being the last because when this feature is used, it can't actually modify any of the outputs,
// so the stage that comes before it is the last one that can do modifications.
if (nextStage.Definitions.Stage != ShaderStage.Fragment &&
(nextStage.Definitions.Stage != ShaderStage.Geometry || !nextStage.Definitions.GpPassthrough))
{
Definitions.LastInVertexPipeline = false;
}
}
public ShaderProgram Translate()
{
ResourceManager resourceManager = CreateResourceManager();
bool usesLocalMemory = _program.UsedFeatures.HasFlag(FeatureFlags.LocalMemory);
resourceManager.SetCurrentLocalMemory(_localMemorySize, usesLocalMemory);
if (Stage == ShaderStage.Compute)
{
bool usesSharedMemory = _program.UsedFeatures.HasFlag(FeatureFlags.SharedMemory);
resourceManager.SetCurrentSharedMemory(GpuAccessor.QueryComputeSharedMemorySize(), usesSharedMemory);
}
FunctionCode[] code = EmitShader(this, resourceManager, _program, initializeOutputs: true, out _);
return Translate(code, resourceManager, UsedFeatures, _program.ClipDistancesWritten);
}
public ShaderProgram Translate(TranslatorContext other)
{
ResourceManager resourceManager = CreateResourceManager();
bool usesLocalMemory = _program.UsedFeatures.HasFlag(FeatureFlags.LocalMemory);
resourceManager.SetCurrentLocalMemory(_localMemorySize, usesLocalMemory);
FunctionCode[] code = EmitShader(this, resourceManager, _program, initializeOutputs: false, out _);
bool otherUsesLocalMemory = other._program.UsedFeatures.HasFlag(FeatureFlags.LocalMemory);
resourceManager.SetCurrentLocalMemory(other._localMemorySize, otherUsesLocalMemory);
FunctionCode[] otherCode = EmitShader(other, resourceManager, other._program, initializeOutputs: true, out int aStart);
code = Combine(otherCode, code, aStart);
return Translate(
code,
resourceManager,
UsedFeatures | other.UsedFeatures,
(byte)(_program.ClipDistancesWritten | other._program.ClipDistancesWritten));
}
private ShaderProgram Translate(FunctionCode[] functions, ResourceManager resourceManager, FeatureFlags usedFeatures, byte clipDistancesWritten)
{
var cfgs = new ControlFlowGraph[functions.Length];
var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
for (int i = 0; i < functions.Length; i++)
{
cfgs[i] = ControlFlowGraph.Create(functions[i].Code);
if (i != 0)
{
frus[i] = RegisterUsage.RunPass(cfgs[i]);
}
}
List<Function> funcs = new(functions.Length);
for (int i = 0; i < functions.Length; i++)
{
funcs.Add(null);
}
HelperFunctionManager hfm = new(funcs, Definitions.Stage);
for (int i = 0; i < functions.Length; i++)
{
var cfg = cfgs[i];
int inArgumentsCount = 0;
int outArgumentsCount = 0;
if (i != 0)
{
var fru = frus[i];
inArgumentsCount = fru.InArguments.Length;
outArgumentsCount = fru.OutArguments.Length;
}
if (cfg.Blocks.Length != 0)
{
RegisterUsage.FixupCalls(cfg.Blocks, frus);
Dominance.FindDominators(cfg);
Dominance.FindDominanceFrontiers(cfg.Blocks);
Ssa.Rename(cfg.Blocks);
TransformContext context = new(
hfm,
cfg.Blocks,
resourceManager,
GpuAccessor,
Options.TargetLanguage,
Definitions.Stage,
ref usedFeatures);
Optimizer.RunPass(context);
TransformPasses.RunPass(context);
}
funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount);
}
var identification = ShaderIdentifier.Identify(funcs, GpuAccessor, Definitions.Stage, Definitions.InputTopology, out int layerInputAttr);
return Generate(
funcs,
AttributeUsage,
Definitions,
resourceManager,
usedFeatures,
clipDistancesWritten,
identification,
layerInputAttr);
}
private ShaderProgram Generate(
IReadOnlyList<Function> funcs,
AttributeUsage attributeUsage,
ShaderDefinitions definitions,
ResourceManager resourceManager,
FeatureFlags usedFeatures,
byte clipDistancesWritten,
ShaderIdentification identification = ShaderIdentification.None,
int layerInputAttr = 0)
{
var sInfo = StructuredProgram.MakeStructuredProgram(
funcs,
attributeUsage,
definitions,
resourceManager,
Options.Flags.HasFlag(TranslationFlags.DebugMode));
var info = new ShaderProgramInfo(
resourceManager.GetConstantBufferDescriptors(),
resourceManager.GetStorageBufferDescriptors(),
resourceManager.GetTextureDescriptors(),
resourceManager.GetImageDescriptors(),
identification,
layerInputAttr,
definitions.Stage,
usedFeatures.HasFlag(FeatureFlags.FragCoordXY),
usedFeatures.HasFlag(FeatureFlags.InstanceId),
usedFeatures.HasFlag(FeatureFlags.DrawParameters),
usedFeatures.HasFlag(FeatureFlags.RtLayer),
clipDistancesWritten,
definitions.OmapTargets);
var hostCapabilities = new HostCapabilities(
GpuAccessor.QueryHostReducedPrecision(),
GpuAccessor.QueryHostSupportsFragmentShaderInterlock(),
GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel(),
GpuAccessor.QueryHostSupportsGeometryShaderPassthrough(),
GpuAccessor.QueryHostSupportsShaderBallot(),
GpuAccessor.QueryHostSupportsShaderBarrierDivergence(),
GpuAccessor.QueryHostSupportsTextureShadowLod(),
GpuAccessor.QueryHostSupportsViewportMask());
var parameters = new CodeGenParameters(attributeUsage, definitions, resourceManager.Properties, hostCapabilities, GpuAccessor, Options.TargetApi);
return Options.TargetLanguage switch
{
TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, parameters)),
TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, parameters)),
_ => throw new NotImplementedException(Options.TargetLanguage.ToString()),
};
}
private ResourceManager CreateResourceManager()
{
ResourceManager resourceManager = new(Definitions.Stage, GpuAccessor);
if (!GpuAccessor.QueryHostSupportsTransformFeedback() && GpuAccessor.QueryTransformFeedbackEnabled())
{
StructureType tfeInfoStruct = new(new StructureField[]
{
new StructureField(AggregateType.Array | AggregateType.U32, "base_offset", 4),
new StructureField(AggregateType.U32, "vertex_count")
});
BufferDefinition tfeInfoBuffer = new(BufferLayout.Std430, 1, Constants.TfeInfoBinding, "tfe_info", tfeInfoStruct);
resourceManager.Properties.AddOrUpdateStorageBuffer(tfeInfoBuffer);
StructureType tfeDataStruct = new(new StructureField[]
{
new StructureField(AggregateType.Array | AggregateType.U32, "data", 0)
});
for (int i = 0; i < Constants.TfeBuffersCount; i++)
{
int binding = Constants.TfeBufferBaseBinding + i;
BufferDefinition tfeDataBuffer = new(BufferLayout.Std430, 1, binding, $"tfe_data{i}", tfeDataStruct);
resourceManager.Properties.AddOrUpdateStorageBuffer(tfeDataBuffer);
}
}
return resourceManager;
}
public ShaderProgram GenerateGeometryPassthrough()
{
int outputAttributesMask = AttributeUsage.UsedOutputAttributes;
int layerOutputAttr = LayerOutputAttribute;
OutputTopology outputTopology;
int maxOutputVertices;
switch (Definitions.InputTopology)
{
case InputTopology.Points:
outputTopology = OutputTopology.PointList;
maxOutputVertices = 1;
break;
case InputTopology.Lines:
case InputTopology.LinesAdjacency:
outputTopology = OutputTopology.LineStrip;
maxOutputVertices = 2;
break;
default:
outputTopology = OutputTopology.TriangleStrip;
maxOutputVertices = 3;
break;
}
var attributeUsage = new AttributeUsage(GpuAccessor);
var resourceManager = new ResourceManager(ShaderStage.Geometry, GpuAccessor);
var context = new EmitterContext();
for (int v = 0; v < maxOutputVertices; v++)
{
int outAttrsMask = outputAttributesMask;
while (outAttrsMask != 0)
{
int attrIndex = BitOperations.TrailingZeroCount(outAttrsMask);
outAttrsMask &= ~(1 << attrIndex);
for (int c = 0; c < 4; c++)
{
int attr = AttributeConsts.UserAttributeBase + attrIndex * 16 + c * 4;
Operand value = context.Load(StorageKind.Input, IoVariable.UserDefined, Const(attrIndex), Const(v), Const(c));
if (attr == layerOutputAttr)
{
context.Store(StorageKind.Output, IoVariable.Layer, null, value);
}
else
{
context.Store(StorageKind.Output, IoVariable.UserDefined, null, Const(attrIndex), Const(c), value);
}
}
}
for (int c = 0; c < 4; c++)
{
Operand value = context.Load(StorageKind.Input, IoVariable.Position, Const(v), Const(c));
context.Store(StorageKind.Output, IoVariable.Position, null, Const(c), value);
}
context.EmitVertex();
}
context.EndPrimitive();
var operations = context.GetOperations();
var cfg = ControlFlowGraph.Create(operations);
var function = new Function(cfg.Blocks, "main", false, 0, 0);
var definitions = new ShaderDefinitions(
ShaderStage.Geometry,
GpuAccessor.QueryGraphicsState(),
false,
1,
outputTopology,
maxOutputVertices);
return Generate(new[] { function }, attributeUsage, definitions, resourceManager, FeatureFlags.RtLayer, 0);
}
}
}