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-rw-r--r--src/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs383
1 files changed, 383 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs b/src/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs
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+++ b/src/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs
@@ -0,0 +1,383 @@
+using Ryujinx.Graphics.Shader.Decoders;
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using Ryujinx.Graphics.Shader.Translation;
+
+using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
+using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
+
+namespace Ryujinx.Graphics.Shader.Instructions
+{
+ static partial class InstEmit
+ {
+ public static void Al2p(EmitterContext context)
+ {
+ InstAl2p op = context.GetOp<InstAl2p>();
+
+ context.Copy(GetDest(op.Dest), context.IAdd(GetSrcReg(context, op.SrcA), Const(op.Imm11)));
+ }
+
+ public static void Ald(EmitterContext context)
+ {
+ InstAld op = context.GetOp<InstAld>();
+
+ // Some of those attributes are per invocation,
+ // so we should ignore any primitive vertex indexing for those.
+ bool hasPrimitiveVertex = AttributeMap.HasPrimitiveVertex(context.Config.Stage, op.O) && !op.P;
+
+ if (!op.Phys)
+ {
+ hasPrimitiveVertex &= HasPrimitiveVertex(op.Imm11);
+ }
+
+ Operand primVertex = hasPrimitiveVertex ? context.Copy(GetSrcReg(context, op.SrcB)) : null;
+
+ for (int index = 0; index < (int)op.AlSize + 1; index++)
+ {
+ Register rd = new Register(op.Dest + index, RegisterType.Gpr);
+
+ if (rd.IsRZ)
+ {
+ break;
+ }
+
+ if (op.Phys)
+ {
+ Operand offset = context.ISubtract(GetSrcReg(context, op.SrcA), Const(AttributeConsts.UserAttributeBase));
+ Operand vecIndex = context.ShiftRightU32(offset, Const(4));
+ Operand elemIndex = context.BitwiseAnd(context.ShiftRightU32(offset, Const(2)), Const(3));
+
+ StorageKind storageKind = op.O ? StorageKind.Output : StorageKind.Input;
+
+ context.Copy(Register(rd), context.Load(storageKind, IoVariable.UserDefined, primVertex, vecIndex, elemIndex));
+ }
+ else if (op.SrcB == RegisterConsts.RegisterZeroIndex || op.P)
+ {
+ int offset = FixedFuncToUserAttribute(context.Config, op.Imm11 + index * 4, op.O);
+
+ context.FlagAttributeRead(offset);
+
+ bool isOutput = op.O && CanLoadOutput(offset);
+
+ if (!op.P && !isOutput && TryConvertIdToIndexForVulkan(context, offset, out Operand value))
+ {
+ context.Copy(Register(rd), value);
+ }
+ else
+ {
+ context.Copy(Register(rd), AttributeMap.GenerateAttributeLoad(context, primVertex, offset, isOutput, op.P));
+ }
+ }
+ else
+ {
+ int offset = FixedFuncToUserAttribute(context.Config, op.Imm11 + index * 4, op.O);
+
+ context.FlagAttributeRead(offset);
+
+ bool isOutput = op.O && CanLoadOutput(offset);
+
+ context.Copy(Register(rd), AttributeMap.GenerateAttributeLoad(context, primVertex, offset, isOutput, false));
+ }
+ }
+ }
+
+ public static void Ast(EmitterContext context)
+ {
+ InstAst op = context.GetOp<InstAst>();
+
+ for (int index = 0; index < (int)op.AlSize + 1; index++)
+ {
+ if (op.SrcB + index > RegisterConsts.RegisterZeroIndex)
+ {
+ break;
+ }
+
+ Register rd = new Register(op.SrcB + index, RegisterType.Gpr);
+
+ if (op.Phys)
+ {
+ Operand offset = context.ISubtract(GetSrcReg(context, op.SrcA), Const(AttributeConsts.UserAttributeBase));
+ Operand vecIndex = context.ShiftRightU32(offset, Const(4));
+ Operand elemIndex = context.BitwiseAnd(context.ShiftRightU32(offset, Const(2)), Const(3));
+ Operand invocationId = AttributeMap.HasInvocationId(context.Config.Stage, isOutput: true)
+ ? context.Load(StorageKind.Input, IoVariable.InvocationId)
+ : null;
+
+ context.Store(StorageKind.Output, IoVariable.UserDefined, invocationId, vecIndex, elemIndex, Register(rd));
+ }
+ else
+ {
+ // TODO: Support indirect stores using Ra.
+
+ int offset = op.Imm11 + index * 4;
+
+ if (!context.Config.IsUsedOutputAttribute(offset))
+ {
+ return;
+ }
+
+ offset = FixedFuncToUserAttribute(context.Config, offset, isOutput: true);
+
+ context.FlagAttributeWritten(offset);
+
+ AttributeMap.GenerateAttributeStore(context, offset, op.P, Register(rd));
+ }
+ }
+ }
+
+ public static void Ipa(EmitterContext context)
+ {
+ InstIpa op = context.GetOp<InstIpa>();
+
+ context.FlagAttributeRead(op.Imm10);
+
+ Operand res;
+
+ bool isFixedFunc = false;
+
+ if (op.Idx)
+ {
+ Operand offset = context.ISubtract(GetSrcReg(context, op.SrcA), Const(AttributeConsts.UserAttributeBase));
+ Operand vecIndex = context.ShiftRightU32(offset, Const(4));
+ Operand elemIndex = context.BitwiseAnd(context.ShiftRightU32(offset, Const(2)), Const(3));
+
+ res = context.Load(StorageKind.Input, IoVariable.UserDefined, null, vecIndex, elemIndex);
+ res = context.FPMultiply(res, context.Load(StorageKind.Input, IoVariable.FragmentCoord, null, Const(3)));
+ }
+ else
+ {
+ isFixedFunc = TryFixedFuncToUserAttributeIpa(context, op.Imm10, out res);
+
+ if (op.Imm10 >= AttributeConsts.UserAttributeBase && op.Imm10 < AttributeConsts.UserAttributeEnd)
+ {
+ int index = (op.Imm10 - AttributeConsts.UserAttributeBase) >> 4;
+
+ if (context.Config.ImapTypes[index].GetFirstUsedType() == PixelImap.Perspective)
+ {
+ res = context.FPMultiply(res, context.Load(StorageKind.Input, IoVariable.FragmentCoord, null, Const(3)));
+ }
+ }
+ else if (op.Imm10 == AttributeConsts.PositionX || op.Imm10 == AttributeConsts.PositionY)
+ {
+ // FragCoord X/Y must be divided by the render target scale, if resolution scaling is active,
+ // because the shader code is not expecting scaled values.
+ res = context.FPDivide(res, context.Load(StorageKind.Input, IoVariable.SupportBlockRenderScale, null, Const(0)));
+ }
+ else if (op.Imm10 == AttributeConsts.FrontFacing && context.Config.GpuAccessor.QueryHostHasFrontFacingBug())
+ {
+ // gl_FrontFacing sometimes has incorrect (flipped) values depending how it is accessed on Intel GPUs.
+ // This weird trick makes it behave.
+ res = context.ICompareLess(context.INegate(context.IConvertS32ToFP32(res)), Const(0));
+ }
+ }
+
+ if (op.IpaOp == IpaOp.Multiply && !isFixedFunc)
+ {
+ Operand srcB = GetSrcReg(context, op.SrcB);
+
+ res = context.FPMultiply(res, srcB);
+ }
+
+ res = context.FPSaturate(res, op.Sat);
+
+ context.Copy(GetDest(op.Dest), res);
+ }
+
+ public static void Isberd(EmitterContext context)
+ {
+ InstIsberd op = context.GetOp<InstIsberd>();
+
+ // This instruction performs a load from ISBE (Internal Stage Buffer Entry) memory.
+ // Here, we just propagate the offset, as the result from this instruction is usually
+ // used with ALD to perform vertex load on geometry or tessellation shaders.
+ // The offset is calculated as (PrimitiveIndex * VerticesPerPrimitive) + VertexIndex.
+ // Since we hardcode PrimitiveIndex to zero, then the offset will be just VertexIndex.
+ context.Copy(GetDest(op.Dest), GetSrcReg(context, op.SrcA));
+ }
+
+ public static void OutR(EmitterContext context)
+ {
+ InstOutR op = context.GetOp<InstOutR>();
+
+ EmitOut(context, op.OutType.HasFlag(OutType.Emit), op.OutType.HasFlag(OutType.Cut));
+ }
+
+ public static void OutI(EmitterContext context)
+ {
+ InstOutI op = context.GetOp<InstOutI>();
+
+ EmitOut(context, op.OutType.HasFlag(OutType.Emit), op.OutType.HasFlag(OutType.Cut));
+ }
+
+ public static void OutC(EmitterContext context)
+ {
+ InstOutC op = context.GetOp<InstOutC>();
+
+ EmitOut(context, op.OutType.HasFlag(OutType.Emit), op.OutType.HasFlag(OutType.Cut));
+ }
+
+ private static void EmitOut(EmitterContext context, bool emit, bool cut)
+ {
+ if (!(emit || cut))
+ {
+ context.Config.GpuAccessor.Log("Invalid OUT encoding.");
+ }
+
+ if (emit)
+ {
+ if (context.Config.LastInVertexPipeline)
+ {
+ context.PrepareForVertexReturn(out var tempXLocal, out var tempYLocal, out var tempZLocal);
+
+ context.EmitVertex();
+
+ // Restore output position value before transformation.
+
+ if (tempXLocal != null)
+ {
+ context.Copy(context.Load(StorageKind.Input, IoVariable.Position, null, Const(0)), tempXLocal);
+ }
+
+ if (tempYLocal != null)
+ {
+ context.Copy(context.Load(StorageKind.Input, IoVariable.Position, null, Const(1)), tempYLocal);
+ }
+
+ if (tempZLocal != null)
+ {
+ context.Copy(context.Load(StorageKind.Input, IoVariable.Position, null, Const(2)), tempZLocal);
+ }
+ }
+ else
+ {
+ context.EmitVertex();
+ }
+ }
+
+ if (cut)
+ {
+ context.EndPrimitive();
+ }
+ }
+
+ private static bool HasPrimitiveVertex(int attr)
+ {
+ return attr != AttributeConsts.PrimitiveId &&
+ attr != AttributeConsts.TessCoordX &&
+ attr != AttributeConsts.TessCoordY;
+ }
+
+ private static bool CanLoadOutput(int attr)
+ {
+ return attr != AttributeConsts.TessCoordX && attr != AttributeConsts.TessCoordY;
+ }
+
+ private static bool TryFixedFuncToUserAttributeIpa(EmitterContext context, int attr, out Operand selectedAttr)
+ {
+ if (attr >= AttributeConsts.FrontColorDiffuseR && attr < AttributeConsts.BackColorDiffuseR)
+ {
+ // TODO: If two sided rendering is enabled, then this should return
+ // FrontColor if the fragment is front facing, and back color otherwise.
+ selectedAttr = GenerateIpaLoad(context, FixedFuncToUserAttribute(context.Config, attr, isOutput: false));
+ return true;
+ }
+ else if (attr == AttributeConsts.FogCoord)
+ {
+ // TODO: We likely need to emulate the fixed-function functionality for FogCoord here.
+ selectedAttr = GenerateIpaLoad(context, FixedFuncToUserAttribute(context.Config, attr, isOutput: false));
+ return true;
+ }
+ else if (attr >= AttributeConsts.BackColorDiffuseR && attr < AttributeConsts.ClipDistance0)
+ {
+ selectedAttr = ConstF(((attr >> 2) & 3) == 3 ? 1f : 0f);
+ return true;
+ }
+ else if (attr >= AttributeConsts.TexCoordBase && attr < AttributeConsts.TexCoordEnd)
+ {
+ selectedAttr = GenerateIpaLoad(context, FixedFuncToUserAttribute(context.Config, attr, isOutput: false));
+ return true;
+ }
+
+ selectedAttr = GenerateIpaLoad(context, attr);
+ return false;
+ }
+
+ private static Operand GenerateIpaLoad(EmitterContext context, int offset)
+ {
+ return AttributeMap.GenerateAttributeLoad(context, null, offset, isOutput: false, isPerPatch: false);
+ }
+
+ private static int FixedFuncToUserAttribute(ShaderConfig config, int attr, bool isOutput)
+ {
+ bool supportsLayerFromVertexOrTess = config.GpuAccessor.QueryHostSupportsLayerVertexTessellation();
+ int fixedStartAttr = supportsLayerFromVertexOrTess ? 0 : 1;
+
+ if (attr == AttributeConsts.Layer && config.Stage != ShaderStage.Geometry && !supportsLayerFromVertexOrTess)
+ {
+ attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.Layer, 0, isOutput);
+ config.SetLayerOutputAttribute(attr);
+ }
+ else if (attr == AttributeConsts.FogCoord)
+ {
+ attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.FogCoord, fixedStartAttr, isOutput);
+ }
+ else if (attr >= AttributeConsts.FrontColorDiffuseR && attr < AttributeConsts.ClipDistance0)
+ {
+ attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.FrontColorDiffuseR, fixedStartAttr + 1, isOutput);
+ }
+ else if (attr >= AttributeConsts.TexCoordBase && attr < AttributeConsts.TexCoordEnd)
+ {
+ attr = FixedFuncToUserAttribute(config, attr, AttributeConsts.TexCoordBase, fixedStartAttr + 5, isOutput);
+ }
+
+ return attr;
+ }
+
+ private static int FixedFuncToUserAttribute(ShaderConfig config, int attr, int baseAttr, int baseIndex, bool isOutput)
+ {
+ int index = (attr - baseAttr) >> 4;
+ int userAttrIndex = config.GetFreeUserAttribute(isOutput, baseIndex + index);
+
+ if ((uint)userAttrIndex < Constants.MaxAttributes)
+ {
+ attr = AttributeConsts.UserAttributeBase + userAttrIndex * 16 + (attr & 0xf);
+
+ if (isOutput)
+ {
+ config.SetOutputUserAttributeFixedFunc(userAttrIndex);
+ }
+ else
+ {
+ config.SetInputUserAttributeFixedFunc(userAttrIndex);
+ }
+ }
+ else
+ {
+ config.GpuAccessor.Log($"No enough user attributes for fixed attribute offset 0x{attr:X}.");
+ }
+
+ return attr;
+ }
+
+ private static bool TryConvertIdToIndexForVulkan(EmitterContext context, int attr, out Operand value)
+ {
+ if (context.Config.Options.TargetApi == TargetApi.Vulkan)
+ {
+ if (attr == AttributeConsts.InstanceId)
+ {
+ value = context.ISubtract(
+ context.Load(StorageKind.Input, IoVariable.InstanceIndex),
+ context.Load(StorageKind.Input, IoVariable.BaseInstance));
+ return true;
+ }
+ else if (attr == AttributeConsts.VertexId)
+ {
+ value = context.Load(StorageKind.Input, IoVariable.VertexIndex);
+ return true;
+ }
+ }
+
+ value = null;
+ return false;
+ }
+ }
+} \ No newline at end of file