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Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OglShader.cs
gdkchan 6b23a2c125 New shader translator implementation (#654)
* Start implementing a new shader translator

* Fix shift instructions and a typo

* Small refactoring on StructuredProgram, move RemovePhis method to a separate class

* Initial geometry shader support

* Implement TLD4

* Fix -- There's no negation on FMUL32I

* Add constant folding and algebraic simplification optimizations, nits

* Some leftovers from constant folding

* Avoid cast for constant assignments

* Add a branch elimination pass, and misc small fixes

* Remove redundant branches, add expression propagation and other improvements on the code

* Small leftovers -- add missing break and continue, remove unused properties, other improvements

* Add null check to handle empty block cases on block visitor

* Add HADD2 and HMUL2 half float shader instructions

* Optimize pack/unpack sequences, some fixes related to half float instructions

* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen

* Fix copy paste mistake that caused RZ to be ignored on the AST instruction

* Add workaround for conditional exit, and fix half float instruction with constant buffer

* Add missing 0.0 source for TLDS.LZ variants

* Simplify the switch for TLDS.LZ

* Texture instructions related fixes

* Implement the HFMA instruction, and some misc. fixes

* Enable constant folding on UnpackHalf2x16 instructions

* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods

* Remove the old shader translator

* Remove ShaderDeclInfo and other unused things

* Add dual vertex shader support

* Add ShaderConfig, used to pass shader type and maximum cbuffer size

* Move and rename some instruction enums

* Move texture instructions into a separate file

* Move operand GetExpression and locals management to OperandManager

* Optimize opcode decoding using a simple list and binary search

* Add missing condition for do-while on goto elimination

* Misc. fixes on texture instructions

* Simplify TLDS switch

* Address PR feedback, and a nit
2019-04-18 09:57:08 +10:00

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9.3 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OglShader : IGalShader
{
public const int ReservedCbufCount = 1;
private const int ExtraDataSize = 4;
public OglShaderProgram Current;
private ConcurrentDictionary<long, OglShaderStage> _stages;
private Dictionary<OglShaderProgram, int> _programs;
public int CurrentProgramHandle { get; private set; }
private OglConstBuffer _buffer;
private int _extraUboHandle;
public OglShader(OglConstBuffer buffer)
{
_buffer = buffer;
_stages = new ConcurrentDictionary<long, OglShaderStage>();
_programs = new Dictionary<OglShaderProgram, int>();
}
public void Create(IGalMemory memory, long key, GalShaderType type)
{
_stages.GetOrAdd(key, (stage) => ShaderStageFactory(memory, key, 0, false, type));
}
public void Create(IGalMemory memory, long vpAPos, long key, GalShaderType type)
{
_stages.GetOrAdd(key, (stage) => ShaderStageFactory(memory, vpAPos, key, true, type));
}
private OglShaderStage ShaderStageFactory(
IGalMemory memory,
long position,
long positionB,
bool isDualVp,
GalShaderType type)
{
ShaderConfig config = new ShaderConfig(type, OglLimit.MaxUboSize);
ShaderProgram program;
if (isDualVp)
{
ShaderDumper.Dump(memory, position, type, "a");
ShaderDumper.Dump(memory, positionB, type, "b");
program = Translator.Translate(memory, (ulong)position, (ulong)positionB, config);
}
else
{
ShaderDumper.Dump(memory, position, type);
program = Translator.Translate(memory, (ulong)position, config);
}
string code = program.Code;
if (ShaderDumper.IsDumpEnabled())
{
int shaderDumpIndex = ShaderDumper.DumpIndex;
code = "//Shader " + shaderDumpIndex + Environment.NewLine + code;
}
return new OglShaderStage(type, code, program.Info.CBuffers, program.Info.Textures);
}
public IEnumerable<CBufferDescriptor> GetConstBufferUsage(long key)
{
if (_stages.TryGetValue(key, out OglShaderStage stage))
{
return stage.ConstBufferUsage;
}
return Enumerable.Empty<CBufferDescriptor>();
}
public IEnumerable<TextureDescriptor> GetTextureUsage(long key)
{
if (_stages.TryGetValue(key, out OglShaderStage stage))
{
return stage.TextureUsage;
}
return Enumerable.Empty<TextureDescriptor>();
}
public unsafe void SetExtraData(float flipX, float flipY, int instance)
{
BindProgram();
EnsureExtraBlock();
GL.BindBuffer(BufferTarget.UniformBuffer, _extraUboHandle);
float* data = stackalloc float[ExtraDataSize];
data[0] = flipX;
data[1] = flipY;
data[2] = BitConverter.Int32BitsToSingle(instance);
//Invalidate buffer
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)data);
}
public void Bind(long key)
{
if (_stages.TryGetValue(key, out OglShaderStage stage))
{
Bind(stage);
}
}
private void Bind(OglShaderStage stage)
{
switch (stage.Type)
{
case GalShaderType.Vertex: Current.Vertex = stage; break;
case GalShaderType.TessControl: Current.TessControl = stage; break;
case GalShaderType.TessEvaluation: Current.TessEvaluation = stage; break;
case GalShaderType.Geometry: Current.Geometry = stage; break;
case GalShaderType.Fragment: Current.Fragment = stage; break;
}
}
public void Unbind(GalShaderType type)
{
switch (type)
{
case GalShaderType.Vertex: Current.Vertex = null; break;
case GalShaderType.TessControl: Current.TessControl = null; break;
case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
case GalShaderType.Geometry: Current.Geometry = null; break;
case GalShaderType.Fragment: Current.Fragment = null; break;
}
}
public void BindProgram()
{
if (Current.Vertex == null ||
Current.Fragment == null)
{
return;
}
if (!_programs.TryGetValue(Current, out int handle))
{
handle = GL.CreateProgram();
AttachIfNotNull(handle, Current.Vertex);
AttachIfNotNull(handle, Current.TessControl);
AttachIfNotNull(handle, Current.TessEvaluation);
AttachIfNotNull(handle, Current.Geometry);
AttachIfNotNull(handle, Current.Fragment);
GL.LinkProgram(handle);
CheckProgramLink(handle);
BindUniformBlocks(handle);
BindTextureLocations(handle);
_programs.Add(Current, handle);
}
GL.UseProgram(handle);
CurrentProgramHandle = handle;
}
private void EnsureExtraBlock()
{
if (_extraUboHandle == 0)
{
_extraUboHandle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.UniformBuffer, _extraUboHandle);
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, _extraUboHandle);
}
}
private void AttachIfNotNull(int programHandle, OglShaderStage stage)
{
if (stage != null)
{
stage.Compile();
GL.AttachShader(programHandle, stage.Handle);
}
}
private void BindUniformBlocks(int programHandle)
{
int extraBlockindex = GL.GetUniformBlockIndex(programHandle, "Extra");
GL.UniformBlockBinding(programHandle, extraBlockindex, 0);
int freeBinding = ReservedCbufCount;
void BindUniformBlocksIfNotNull(OglShaderStage stage)
{
if (stage != null)
{
foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
{
int blockIndex = GL.GetUniformBlockIndex(programHandle, desc.Name);
if (blockIndex < 0)
{
//This may be fine, the compiler may optimize away unused uniform buffers,
//and in this case the above call would return -1 as the buffer has been
//optimized away.
continue;
}
GL.UniformBlockBinding(programHandle, blockIndex, freeBinding);
freeBinding++;
}
}
}
BindUniformBlocksIfNotNull(Current.Vertex);
BindUniformBlocksIfNotNull(Current.TessControl);
BindUniformBlocksIfNotNull(Current.TessEvaluation);
BindUniformBlocksIfNotNull(Current.Geometry);
BindUniformBlocksIfNotNull(Current.Fragment);
}
private void BindTextureLocations(int programHandle)
{
int index = 0;
void BindTexturesIfNotNull(OglShaderStage stage)
{
if (stage != null)
{
foreach (TextureDescriptor desc in stage.TextureUsage)
{
int location = GL.GetUniformLocation(programHandle, desc.Name);
GL.Uniform1(location, index);
index++;
}
}
}
GL.UseProgram(programHandle);
BindTexturesIfNotNull(Current.Vertex);
BindTexturesIfNotNull(Current.TessControl);
BindTexturesIfNotNull(Current.TessEvaluation);
BindTexturesIfNotNull(Current.Geometry);
BindTexturesIfNotNull(Current.Fragment);
}
private static void CheckProgramLink(int handle)
{
int status = 0;
GL.GetProgram(handle, GetProgramParameterName.LinkStatus, out status);
if (status == 0)
{
throw new ShaderException(GL.GetProgramInfoLog(handle));
}
}
}
}