using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.Translation; using static Spv.Specification; namespace Ryujinx.Graphics.Shader.CodeGen.Spirv { static class IoMap { // At least 16 attributes are guaranteed by the spec. private const int MaxAttributes = 16; public static (BuiltIn, AggregateType) GetSpirvBuiltIn(IoVariable ioVariable) { return ioVariable switch { IoVariable.BaseInstance => (BuiltIn.BaseInstance, AggregateType.S32), IoVariable.BaseVertex => (BuiltIn.BaseVertex, AggregateType.S32), IoVariable.ClipDistance => (BuiltIn.ClipDistance, AggregateType.Array | AggregateType.FP32), IoVariable.CtaId => (BuiltIn.WorkgroupId, AggregateType.Vector3 | AggregateType.U32), IoVariable.DrawIndex => (BuiltIn.DrawIndex, AggregateType.S32), IoVariable.FragmentCoord => (BuiltIn.FragCoord, AggregateType.Vector4 | AggregateType.FP32), IoVariable.FragmentOutputDepth => (BuiltIn.FragDepth, AggregateType.FP32), IoVariable.FrontFacing => (BuiltIn.FrontFacing, AggregateType.Bool), IoVariable.InstanceId => (BuiltIn.InstanceId, AggregateType.S32), IoVariable.InstanceIndex => (BuiltIn.InstanceIndex, AggregateType.S32), IoVariable.InvocationId => (BuiltIn.InvocationId, AggregateType.S32), IoVariable.Layer => (BuiltIn.Layer, AggregateType.S32), IoVariable.PatchVertices => (BuiltIn.PatchVertices, AggregateType.S32), IoVariable.PointCoord => (BuiltIn.PointCoord, AggregateType.Vector2 | AggregateType.FP32), IoVariable.PointSize => (BuiltIn.PointSize, AggregateType.FP32), IoVariable.Position => (BuiltIn.Position, AggregateType.Vector4 | AggregateType.FP32), IoVariable.PrimitiveId => (BuiltIn.PrimitiveId, AggregateType.S32), IoVariable.SubgroupEqMask => (BuiltIn.SubgroupEqMask, AggregateType.Vector4 | AggregateType.U32), IoVariable.SubgroupGeMask => (BuiltIn.SubgroupGeMask, AggregateType.Vector4 | AggregateType.U32), IoVariable.SubgroupGtMask => (BuiltIn.SubgroupGtMask, AggregateType.Vector4 | AggregateType.U32), IoVariable.SubgroupLaneId => (BuiltIn.SubgroupLocalInvocationId, AggregateType.U32), IoVariable.SubgroupLeMask => (BuiltIn.SubgroupLeMask, AggregateType.Vector4 | AggregateType.U32), IoVariable.SubgroupLtMask => (BuiltIn.SubgroupLtMask, AggregateType.Vector4 | AggregateType.U32), IoVariable.TessellationCoord => (BuiltIn.TessCoord, AggregateType.Vector3 | AggregateType.FP32), IoVariable.TessellationLevelInner => (BuiltIn.TessLevelInner, AggregateType.Array | AggregateType.FP32), IoVariable.TessellationLevelOuter => (BuiltIn.TessLevelOuter, AggregateType.Array | AggregateType.FP32), IoVariable.ThreadId => (BuiltIn.LocalInvocationId, AggregateType.Vector3 | AggregateType.U32), IoVariable.ThreadKill => (BuiltIn.HelperInvocation, AggregateType.Bool), IoVariable.VertexId => (BuiltIn.VertexId, AggregateType.S32), IoVariable.VertexIndex => (BuiltIn.VertexIndex, AggregateType.S32), IoVariable.ViewportIndex => (BuiltIn.ViewportIndex, AggregateType.S32), IoVariable.ViewportMask => (BuiltIn.ViewportMaskNV, AggregateType.Array | AggregateType.S32), _ => (default, AggregateType.Invalid), }; } public static int GetSpirvBuiltInArrayLength(IoVariable ioVariable) { return ioVariable switch { IoVariable.ClipDistance => 8, IoVariable.TessellationLevelInner => 2, IoVariable.TessellationLevelOuter => 4, IoVariable.ViewportMask => 1, IoVariable.UserDefined => MaxAttributes, _ => 1, }; } public static bool IsPerVertex(IoVariable ioVariable, ShaderStage stage, bool isOutput) { switch (ioVariable) { case IoVariable.Layer: case IoVariable.ViewportIndex: case IoVariable.PointSize: case IoVariable.Position: case IoVariable.UserDefined: case IoVariable.ClipDistance: case IoVariable.PointCoord: case IoVariable.ViewportMask: return !isOutput && stage is ShaderStage.TessellationControl or ShaderStage.TessellationEvaluation or ShaderStage.Geometry; } return false; } } }