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https://git.ryujinx.app/ryubing/ryujinx.git
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* 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
143 lines
7.9 KiB
C#
143 lines
7.9 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Globalization;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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static class IoMap
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{
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public static (string, AggregateType) GetGlslVariable(
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ShaderDefinitions definitions,
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HostCapabilities hostCapabilities,
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IoVariable ioVariable,
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int location,
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int component,
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bool isOutput,
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bool isPerPatch)
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{
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return ioVariable switch
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{
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IoVariable.BackColorDiffuse => ("gl_BackColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
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IoVariable.BackColorSpecular => ("gl_BackSecondaryColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
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IoVariable.BaseInstance => ("gl_BaseInstanceARB", AggregateType.S32),
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IoVariable.BaseVertex => ("gl_BaseVertexARB", AggregateType.S32),
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IoVariable.ClipDistance => ("gl_ClipDistance", AggregateType.Array | AggregateType.FP32),
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IoVariable.CtaId => ("gl_WorkGroupID", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.DrawIndex => ("gl_DrawIDARB", AggregateType.S32),
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IoVariable.FogCoord => ("gl_FogFragCoord", AggregateType.FP32), // Deprecated.
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IoVariable.FragmentCoord => ("gl_FragCoord", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.FragmentOutputColor => GetFragmentOutputColorVariableName(definitions, location),
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IoVariable.FragmentOutputDepth => ("gl_FragDepth", AggregateType.FP32),
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IoVariable.FrontColorDiffuse => ("gl_FrontColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
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IoVariable.FrontColorSpecular => ("gl_FrontSecondaryColor", AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
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IoVariable.FrontFacing => ("gl_FrontFacing", AggregateType.Bool),
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IoVariable.InstanceId => ("gl_InstanceID", AggregateType.S32),
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IoVariable.InstanceIndex => ("gl_InstanceIndex", AggregateType.S32),
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IoVariable.InvocationId => ("gl_InvocationID", AggregateType.S32),
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IoVariable.Layer => ("gl_Layer", AggregateType.S32),
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IoVariable.PatchVertices => ("gl_PatchVerticesIn", AggregateType.S32),
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IoVariable.PointCoord => ("gl_PointCoord", AggregateType.Vector2 | AggregateType.FP32),
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IoVariable.PointSize => ("gl_PointSize", AggregateType.FP32),
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IoVariable.Position => ("gl_Position", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.PrimitiveId => GetPrimitiveIdVariableName(definitions.Stage, isOutput),
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IoVariable.SubgroupEqMask => GetSubgroupMaskVariableName(hostCapabilities.SupportsShaderBallot, "Eq"),
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IoVariable.SubgroupGeMask => GetSubgroupMaskVariableName(hostCapabilities.SupportsShaderBallot, "Ge"),
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IoVariable.SubgroupGtMask => GetSubgroupMaskVariableName(hostCapabilities.SupportsShaderBallot, "Gt"),
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IoVariable.SubgroupLaneId => GetSubgroupInvocationIdVariableName(hostCapabilities.SupportsShaderBallot),
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IoVariable.SubgroupLeMask => GetSubgroupMaskVariableName(hostCapabilities.SupportsShaderBallot, "Le"),
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IoVariable.SubgroupLtMask => GetSubgroupMaskVariableName(hostCapabilities.SupportsShaderBallot, "Lt"),
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IoVariable.TessellationCoord => ("gl_TessCoord", AggregateType.Vector3 | AggregateType.FP32),
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IoVariable.TessellationLevelInner => ("gl_TessLevelInner", AggregateType.Array | AggregateType.FP32),
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IoVariable.TessellationLevelOuter => ("gl_TessLevelOuter", AggregateType.Array | AggregateType.FP32),
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IoVariable.TextureCoord => ("gl_TexCoord", AggregateType.Array | AggregateType.Vector4 | AggregateType.FP32), // Deprecated.
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IoVariable.ThreadId => ("gl_LocalInvocationID", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.ThreadKill => ("gl_HelperInvocation", AggregateType.Bool),
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IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
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IoVariable.VertexId => ("gl_VertexID", AggregateType.S32),
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IoVariable.VertexIndex => ("gl_VertexIndex", AggregateType.S32),
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IoVariable.ViewportIndex => ("gl_ViewportIndex", AggregateType.S32),
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IoVariable.ViewportMask => ("gl_ViewportMask", AggregateType.Array | AggregateType.S32),
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_ => (null, AggregateType.Invalid),
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};
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}
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public static bool IsPerVertexBuiltIn(ShaderStage stage, IoVariable ioVariable, bool isOutput)
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{
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switch (ioVariable)
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{
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case IoVariable.Layer:
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case IoVariable.ViewportIndex:
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case IoVariable.PointSize:
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case IoVariable.Position:
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case IoVariable.ClipDistance:
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case IoVariable.PointCoord:
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case IoVariable.ViewportMask:
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if (isOutput)
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{
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return stage == ShaderStage.TessellationControl;
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}
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else
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{
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return stage == ShaderStage.TessellationControl ||
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stage == ShaderStage.TessellationEvaluation ||
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stage == ShaderStage.Geometry;
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}
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}
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return false;
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}
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private static (string, AggregateType) GetFragmentOutputColorVariableName(ShaderDefinitions definitions, int location)
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{
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if (location < 0)
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{
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return (DefaultNames.OAttributePrefix, definitions.GetFragmentOutputColorType(0));
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}
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string name = DefaultNames.OAttributePrefix + location.ToString(CultureInfo.InvariantCulture);
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return (name, definitions.GetFragmentOutputColorType(location));
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}
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private static (string, AggregateType) GetPrimitiveIdVariableName(ShaderStage stage, bool isOutput)
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{
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// The geometry stage has an additional gl_PrimitiveIDIn variable.
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return (isOutput || stage != ShaderStage.Geometry ? "gl_PrimitiveID" : "gl_PrimitiveIDIn", AggregateType.S32);
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}
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private static (string, AggregateType) GetSubgroupMaskVariableName(bool supportsShaderBallot, string cc)
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{
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return supportsShaderBallot
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? ($"unpackUint2x32(gl_SubGroup{cc}MaskARB)", AggregateType.Vector2 | AggregateType.U32)
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: ($"gl_Subgroup{cc}Mask", AggregateType.Vector4 | AggregateType.U32);
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}
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private static (string, AggregateType) GetSubgroupInvocationIdVariableName(bool supportsShaderBallot)
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{
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return supportsShaderBallot
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? ("gl_SubGroupInvocationARB", AggregateType.U32)
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: ("gl_SubgroupInvocationID", AggregateType.U32);
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}
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private static (string, AggregateType) GetUserDefinedVariableName(ShaderDefinitions definitions, int location, int component, bool isOutput, bool isPerPatch)
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{
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string name = isPerPatch
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? DefaultNames.PerPatchAttributePrefix
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: (isOutput ? DefaultNames.OAttributePrefix : DefaultNames.IAttributePrefix);
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if (location < 0)
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{
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return (name, definitions.GetUserDefinedType(0, isOutput));
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}
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name += location.ToString(CultureInfo.InvariantCulture);
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if (definitions.HasPerLocationInputOrOutputComponent(IoVariable.UserDefined, location, component, isOutput))
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{
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name += "_" + "xyzw"[component & 3];
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}
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return (name, definitions.GetUserDefinedType(location, isOutput));
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}
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}
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}
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