mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
6b23a2c125
* 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
105 lines
No EOL
2.8 KiB
C#
105 lines
No EOL
2.8 KiB
C#
using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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class EmitterContext
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{
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public Block CurrBlock { get; set; }
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public OpCode CurrOp { get; set; }
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private GalShaderType _shaderType;
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private ShaderHeader _header;
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private List<Operation> _operations;
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private Dictionary<ulong, Operand> _labels;
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public EmitterContext(GalShaderType shaderType, ShaderHeader header)
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{
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_shaderType = shaderType;
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_header = header;
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_operations = new List<Operation>();
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_labels = new Dictionary<ulong, Operand>();
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}
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public Operand Add(Instruction inst, Operand dest = null, params Operand[] sources)
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{
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Operation operation = new Operation(inst, dest, sources);
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Add(operation);
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return dest;
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}
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public void Add(Operation operation)
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{
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_operations.Add(operation);
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}
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public void MarkLabel(Operand label)
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{
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Add(Instruction.MarkLabel, label);
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}
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public Operand GetLabel(ulong address)
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{
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if (!_labels.TryGetValue(address, out Operand label))
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{
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label = Label();
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_labels.Add(address, label);
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}
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return label;
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}
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public void PrepareForReturn()
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{
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if (_shaderType == GalShaderType.Fragment)
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{
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if (_header.OmapDepth)
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{
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Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);
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Operand src = Register(_header.DepthRegister, RegisterType.Gpr);
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this.Copy(dest, src);
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}
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int regIndex = 0;
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for (int attachment = 0; attachment < 8; attachment++)
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{
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OutputMapTarget target = _header.OmapTargets[attachment];
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for (int component = 0; component < 4; component++)
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{
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if (target.ComponentEnabled(component))
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{
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Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + regIndex * 4);
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Operand src = Register(regIndex, RegisterType.Gpr);
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this.Copy(dest, src);
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regIndex++;
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}
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}
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}
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}
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}
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public Operation[] GetOperations()
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{
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return _operations.ToArray();
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}
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}
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} |