yuzu/src/shader_recompiler/backend/glsl/emit_context.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
std::string_view InterpDecorator(Interpolation interp) {
switch (interp) {
case Interpolation::Smooth:
return "";
case Interpolation::Flat:
return "flat";
case Interpolation::NoPerspective:
return "noperspective";
}
throw InvalidArgument("Invalid interpolation {}", interp);
}
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std::string_view SamplerType(TextureType type, bool is_depth) {
if (is_depth) {
switch (type) {
case TextureType::Color1D:
return "sampler1DShadow";
case TextureType::ColorArray1D:
return "sampler1DArrayShadow";
case TextureType::Color2D:
return "sampler2DShadow";
case TextureType::ColorArray2D:
return "sampler2DArrayShadow";
case TextureType::ColorCube:
return "samplerCubeShadow";
case TextureType::ColorArrayCube:
return "samplerCubeArrayShadow";
default:
fmt::print("Texture type: {}", type);
throw NotImplementedException("Texture type: {}", type);
}
}
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switch (type) {
case TextureType::Color1D:
return "sampler1D";
case TextureType::ColorArray1D:
return "sampler1DArray";
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case TextureType::Color2D:
return "sampler2D";
case TextureType::ColorArray2D:
return "sampler2DArray";
case TextureType::Color3D:
return "sampler3D";
case TextureType::ColorCube:
return "samplerCube";
case TextureType::ColorArrayCube:
return "samplerCubeArray";
case TextureType::Buffer:
return "samplerBuffer";
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default:
fmt::print("Texture type: {}", type);
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throw NotImplementedException("Texture type: {}", type);
}
}
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} // namespace
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EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_,
const RuntimeInfo& runtime_info_)
: info{program.info}, profile{profile_}, runtime_info{runtime_info_} {
SetupExtensions(header);
stage = program.stage;
switch (program.stage) {
case Stage::VertexA:
case Stage::VertexB:
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stage_name = "vs";
// TODO: add only what's used by the shader
header +=
"out gl_PerVertex {vec4 gl_Position;float gl_PointSize;float gl_ClipDistance[];};";
break;
case Stage::TessellationControl:
case Stage::TessellationEval:
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stage_name = "ts";
break;
case Stage::Geometry:
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stage_name = "gs";
break;
case Stage::Fragment:
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stage_name = "fs";
break;
case Stage::Compute:
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stage_name = "cs";
header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n",
program.workgroup_size[0], program.workgroup_size[1],
program.workgroup_size[2]);
break;
}
for (size_t index = 0; index < info.input_generics.size(); ++index) {
const auto& generic{info.input_generics[index]};
if (generic.used) {
header += fmt::format("layout(location={}) {} in vec4 in_attr{};", index,
InterpDecorator(generic.interpolation), index);
}
}
for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
if (!info.stores_frag_color[index]) {
continue;
}
header += fmt::format("layout(location={})out vec4 frag_color{};", index, index);
}
for (size_t index = 0; index < info.stores_generics.size(); ++index) {
if (info.stores_generics[index]) {
header += fmt::format("layout(location={}) out vec4 out_attr{};", index, index);
}
}
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DefineConstantBuffers(bindings);
DefineStorageBuffers(bindings);
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SetupImages(bindings);
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DefineHelperFunctions();
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}
void EmitContext::SetupExtensions(std::string&) {
header += "#extension GL_ARB_separate_shader_objects : enable\n";
header += "#extension GL_ARB_sparse_texture2 : enable\n";
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header += "#extension GL_EXT_texture_shadow_lod : enable\n";
// header += "#extension GL_ARB_texture_cube_map_array : enable\n";
if (info.uses_int64) {
header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
}
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if (info.uses_int64_bit_atomics) {
header += "#extension GL_NV_shader_atomic_int64 : enable\n";
}
if (info.uses_atomic_f32_add) {
header += "#extension GL_NV_shader_atomic_float : enable\n";
}
if (info.uses_atomic_f16x2_add || info.uses_atomic_f16x2_min || info.uses_atomic_f16x2_max) {
header += "#extension NV_shader_atomic_fp16_vector : enable\n";
}
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if (info.uses_fp16) {
if (profile.support_gl_nv_gpu_shader_5) {
header += "#extension GL_NV_gpu_shader5 : enable\n";
}
if (profile.support_gl_amd_gpu_shader_half_float) {
header += "#extension GL_AMD_gpu_shader_half_float : enable\n";
}
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}
if (info.uses_subgroup_invocation_id || info.uses_subgroup_mask || info.uses_subgroup_vote ||
info.uses_subgroup_shuffles || info.uses_fswzadd) {
header += "#extension GL_ARB_shader_ballot : enable\n";
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header += "#extension GL_ARB_shader_group_vote : enable\n";
}
}
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void EmitContext::DefineConstantBuffers(Bindings& bindings) {
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if (info.constant_buffer_descriptors.empty()) {
return;
}
for (const auto& desc : info.constant_buffer_descriptors) {
header += fmt::format(
"layout(std140,binding={}) uniform {}_cbuf_{}{{vec4 {}_cbuf{}[{}];}};",
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bindings.uniform_buffer, stage_name, desc.index, stage_name, desc.index, 4 * 1024);
bindings.uniform_buffer += desc.count;
}
}
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void EmitContext::DefineStorageBuffers(Bindings& bindings) {
if (info.storage_buffers_descriptors.empty()) {
return;
}
for (const auto& desc : info.storage_buffers_descriptors) {
header +=
fmt::format("layout(std430,binding={}) buffer ssbo_{}{{uint ssbo{}[];}};",
bindings.storage_buffer, bindings.storage_buffer, bindings.storage_buffer);
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bindings.storage_buffer += desc.count;
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}
}
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void EmitContext::DefineHelperFunctions() {
if (info.uses_global_increment) {
header += "uint CasIncrement(uint op_a,uint op_b){return(op_a>=op_b)?0u:(op_a+1u);}\n";
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}
if (info.uses_global_decrement) {
header +=
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"uint CasDecrement(uint op_a,uint op_b){return(op_a==0||op_a>op_b)?op_b:(op_a-1u);}\n";
}
if (info.uses_atomic_f32_add) {
header += "uint CasFloatAdd(uint op_a,float op_b){return "
"floatBitsToUint(uintBitsToFloat(op_a)+op_b);}\n";
}
if (info.uses_atomic_f32x2_add) {
header += "uint CasFloatAdd32x2(uint op_a,vec2 op_b){return "
"packHalf2x16(unpackHalf2x16(op_a)+op_b);}\n";
}
if (info.uses_atomic_f32x2_min) {
header += "uint CasFloatMin32x2(uint op_a,vec2 op_b){return "
"packHalf2x16(min(unpackHalf2x16(op_a),op_b));}\n";
}
if (info.uses_atomic_f32x2_max) {
header += "uint CasFloatMax32x2(uint op_a,vec2 op_b){return "
"packHalf2x16(max(unpackHalf2x16(op_a),op_b));}\n";
}
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if (info.uses_atomic_f16x2_add) {
header += "uint CasFloatAdd16x2(uint op_a,f16vec2 op_b){return "
"packFloat2x16(unpackFloat2x16(op_a)+op_b);}\n";
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}
if (info.uses_atomic_f16x2_min) {
header += "uint CasFloatMin16x2(uint op_a,f16vec2 op_b){return "
"packFloat2x16(min(unpackFloat2x16(op_a),op_b));}\n";
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}
if (info.uses_atomic_f16x2_max) {
header += "uint CasFloatMax16x2(uint op_a,f16vec2 op_b){return "
"packFloat2x16(max(unpackFloat2x16(op_a),op_b));}\n";
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}
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if (info.uses_atomic_s32_min) {
header += "uint CasMinS32(uint op_a,uint op_b){return uint(min(int(op_a),int(op_b)));}";
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}
if (info.uses_atomic_s32_max) {
header += "uint CasMaxS32(uint op_a,uint op_b){return uint(max(int(op_a),int(op_b)));}";
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}
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}
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void EmitContext::SetupImages(Bindings& bindings) {
image_buffer_bindings.reserve(info.image_buffer_descriptors.size());
for (const auto& desc : info.image_buffer_descriptors) {
throw NotImplementedException("image_buffer_descriptors");
image_buffer_bindings.push_back(bindings.image);
bindings.image += desc.count;
}
image_bindings.reserve(info.image_descriptors.size());
for (const auto& desc : info.image_descriptors) {
throw NotImplementedException("image_bindings");
image_bindings.push_back(bindings.image);
bindings.image += desc.count;
}
texture_buffer_bindings.reserve(info.texture_buffer_descriptors.size());
for (const auto& desc : info.texture_buffer_descriptors) {
throw NotImplementedException("TextureType::Buffer");
texture_buffer_bindings.push_back(bindings.texture);
bindings.texture += desc.count;
}
texture_bindings.reserve(info.texture_descriptors.size());
for (const auto& desc : info.texture_descriptors) {
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const auto sampler_type{SamplerType(desc.type, desc.is_depth)};
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texture_bindings.push_back(bindings.texture);
const auto indices{bindings.texture + desc.count};
for (u32 index = bindings.texture; index < indices; ++index) {
header += fmt::format("layout(binding={}) uniform {} tex{};", bindings.texture,
sampler_type, index);
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}
bindings.texture += desc.count;
}
}
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} // namespace Shader::Backend::GLSL