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