using Ryujinx.Graphics.Shader.CodeGen.Glsl; using Ryujinx.Graphics.Shader.CodeGen.Spirv; using Ryujinx.Graphics.Shader.Decoders; using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.StructuredIr; using Ryujinx.Graphics.Shader.Translation.Optimizations; using System; using System.Collections.Generic; using System.Linq; using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper; namespace Ryujinx.Graphics.Shader.Translation { public static class Translator { private const int HeaderSize = 0x50; internal readonly struct FunctionCode { public Operation[] Code { get; } public FunctionCode(Operation[] code) { Code = code; } } public static TranslatorContext CreateContext(ulong address, IGpuAccessor gpuAccessor, TranslationOptions options) { return DecodeShader(address, gpuAccessor, options); } internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config) { var cfgs = new ControlFlowGraph[functions.Length]; var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length]; for (int i = 0; i < functions.Length; i++) { cfgs[i] = ControlFlowGraph.Create(functions[i].Code); if (i != 0) { frus[i] = RegisterUsage.RunPass(cfgs[i]); } } List funcs = new List(functions.Length); for (int i = 0; i < functions.Length; i++) { funcs.Add(null); } HelperFunctionManager hfm = new HelperFunctionManager(funcs, config.Stage); for (int i = 0; i < functions.Length; i++) { var cfg = cfgs[i]; int inArgumentsCount = 0; int outArgumentsCount = 0; if (i != 0) { var fru = frus[i]; inArgumentsCount = fru.InArguments.Length; outArgumentsCount = fru.OutArguments.Length; } if (cfg.Blocks.Length != 0) { RegisterUsage.FixupCalls(cfg.Blocks, frus); Dominance.FindDominators(cfg); Dominance.FindDominanceFrontiers(cfg.Blocks); Ssa.Rename(cfg.Blocks); Optimizer.RunPass(cfg.Blocks, config); Rewriter.RunPass(hfm, cfg.Blocks, config); } funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount); } var identification = ShaderIdentifier.Identify(funcs, config); var sInfo = StructuredProgram.MakeStructuredProgram(funcs, config); var info = config.CreateProgramInfo(identification); return config.Options.TargetLanguage switch { TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, config)), TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, config)), _ => throw new NotImplementedException(config.Options.TargetLanguage.ToString()) }; } private static TranslatorContext DecodeShader(ulong address, IGpuAccessor gpuAccessor, TranslationOptions options) { ShaderConfig config; DecodedProgram program; ulong maxEndAddress = 0; if (options.Flags.HasFlag(TranslationFlags.Compute)) { config = new ShaderConfig(ShaderStage.Compute, gpuAccessor, options); program = Decoder.Decode(config, address); } else { config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options); program = Decoder.Decode(config, address + HeaderSize); } foreach (DecodedFunction function in program) { foreach (Block block in function.Blocks) { if (maxEndAddress < block.EndAddress) { maxEndAddress = block.EndAddress; } } } config.SizeAdd((int)maxEndAddress + (options.Flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize)); return new TranslatorContext(address, program, config); } internal static FunctionCode[] EmitShader(DecodedProgram program, ShaderConfig config, bool initializeOutputs, out int initializationOperations) { initializationOperations = 0; FunctionMatch.RunPass(program); foreach (DecodedFunction function in program.OrderBy(x => x.Address).Where(x => !x.IsCompilerGenerated)) { program.AddFunctionAndSetId(function); } FunctionCode[] functions = new FunctionCode[program.FunctionsWithIdCount]; for (int index = 0; index < functions.Length; index++) { EmitterContext context = new EmitterContext(program, config, index != 0); if (initializeOutputs && index == 0) { EmitOutputsInitialization(context, config); initializationOperations = context.OperationsCount; } DecodedFunction function = program.GetFunctionById(index); foreach (Block block in function.Blocks) { context.CurrBlock = block; context.EnterBlock(block.Address); EmitOps(context, block); } functions[index] = new FunctionCode(context.GetOperations()); } return functions; } private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config) { // Compute has no output attributes, and fragment is the last stage, so we // don't need to initialize outputs on those stages. if (config.Stage == ShaderStage.Compute || config.Stage == ShaderStage.Fragment) { return; } if (config.Stage == ShaderStage.Vertex) { InitializePositionOutput(context); } UInt128 usedAttributes = context.Config.NextInputAttributesComponents; while (usedAttributes != UInt128.Zero) { int index = (int)UInt128.TrailingZeroCount(usedAttributes); int vecIndex = index / 4; usedAttributes &= ~(UInt128.One << index); // We don't need to initialize passthrough attributes. if ((context.Config.PassthroughAttributes & (1 << vecIndex)) != 0) { continue; } InitializeOutputComponent(context, vecIndex, index & 3, perPatch: false); } if (context.Config.NextUsedInputAttributesPerPatch != null) { foreach (int vecIndex in context.Config.NextUsedInputAttributesPerPatch.Order()) { InitializeOutput(context, vecIndex, perPatch: true); } } if (config.NextUsesFixedFuncAttributes) { bool supportsLayerFromVertexOrTess = config.GpuAccessor.QueryHostSupportsLayerVertexTessellation(); int fixedStartAttr = supportsLayerFromVertexOrTess ? 0 : 1; for (int i = fixedStartAttr; i < fixedStartAttr + 5 + AttributeConsts.TexCoordCount; i++) { int index = config.GetFreeUserAttribute(isOutput: true, i); if (index < 0) { break; } InitializeOutput(context, index, perPatch: false); config.SetOutputUserAttributeFixedFunc(index); } } } private static void InitializePositionOutput(EmitterContext context) { for (int c = 0; c < 4; c++) { context.Store(StorageKind.Output, IoVariable.Position, null, Const(c), ConstF(c == 3 ? 1f : 0f)); } } private static void InitializeOutput(EmitterContext context, int location, bool perPatch) { for (int c = 0; c < 4; c++) { InitializeOutputComponent(context, location, c, perPatch); } } private static void InitializeOutputComponent(EmitterContext context, int location, int c, bool perPatch) { StorageKind storageKind = perPatch ? StorageKind.OutputPerPatch : StorageKind.Output; if (context.Config.UsedFeatures.HasFlag(FeatureFlags.OaIndexing)) { Operand invocationId = null; if (context.Config.Stage == ShaderStage.TessellationControl && !perPatch) { invocationId = context.Load(StorageKind.Input, IoVariable.InvocationId); } int index = location * 4 + c; context.Store(storageKind, IoVariable.UserDefined, invocationId, Const(index), ConstF(c == 3 ? 1f : 0f)); } else { if (context.Config.Stage == ShaderStage.TessellationControl && !perPatch) { Operand invocationId = context.Load(StorageKind.Input, IoVariable.InvocationId); context.Store(storageKind, IoVariable.UserDefined, Const(location), invocationId, Const(c), ConstF(c == 3 ? 1f : 0f)); } else { context.Store(storageKind, IoVariable.UserDefined, null, Const(location), Const(c), ConstF(c == 3 ? 1f : 0f)); } } } private static void EmitOps(EmitterContext context, Block block) { for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++) { InstOp op = block.OpCodes[opIndex]; if (context.Config.Options.Flags.HasFlag(TranslationFlags.DebugMode)) { string instName; if (op.Emitter != null) { instName = op.Name.ToString(); } else { instName = "???"; context.Config.GpuAccessor.Log($"Invalid instruction at 0x{op.Address:X6} (0x{op.RawOpCode:X16})."); } string dbgComment = $"0x{op.Address:X6}: 0x{op.RawOpCode:X16} {instName}"; context.Add(new CommentNode(dbgComment)); } InstConditional opConditional = new InstConditional(op.RawOpCode); bool noPred = op.Props.HasFlag(InstProps.NoPred); if (!noPred && opConditional.Pred == RegisterConsts.PredicateTrueIndex && opConditional.PredInv) { continue; } Operand predSkipLbl = null; if (Decoder.IsPopBranch(op.Name)) { // If the instruction is a SYNC or BRK instruction with only one // possible target address, then the instruction is basically // just a simple branch, we can generate code similar to branch // instructions, with the condition check on the branch itself. noPred = block.SyncTargets.Count <= 1; } else if (op.Name == InstName.Bra) { noPred = true; } if (!(opConditional.Pred == RegisterConsts.PredicateTrueIndex || noPred)) { Operand label; if (opIndex == block.OpCodes.Count - 1 && block.HasNext()) { label = context.GetLabel(block.Successors[0].Address); } else { label = Label(); predSkipLbl = label; } Operand pred = Register(opConditional.Pred, RegisterType.Predicate); if (opConditional.PredInv) { context.BranchIfTrue(label, pred); } else { context.BranchIfFalse(label, pred); } } context.CurrOp = op; op.Emitter?.Invoke(context); if (predSkipLbl != null) { context.MarkLabel(predSkipLbl); } } } } }