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);
}
} // namespace
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EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_)
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: info{program.info}, profile{profile_} {
std::string header = "#version 450\n";
SetupExtensions(header);
stage = program.stage;
switch (program.stage) {
case Stage::VertexA:
case Stage::VertexB:
stage_name = "vertex";
attrib_name = "vertex";
// 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:
stage_name = "primitive";
attrib_name = "primitive";
break;
case Stage::Geometry:
stage_name = "primitive";
attrib_name = "vertex";
break;
case Stage::Fragment:
stage_name = "fragment";
attrib_name = "fragment";
break;
case Stage::Compute:
stage_name = "invocation";
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;
}
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code += header;
const std::string_view attr_stage{stage == Stage::Fragment ? "fragment" : "vertex"};
for (size_t index = 0; index < info.input_generics.size(); ++index) {
const auto& generic{info.input_generics[index]};
if (generic.used) {
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Add("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;
}
Add("layout(location={})out vec4 frag_color{};", index, index);
}
for (size_t index = 0; index < info.stores_generics.size(); ++index) {
if (info.stores_generics[index]) {
Add("layout(location={}) out vec4 out_attr{};", index, index);
}
}
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DefineConstantBuffers();
DefineStorageBuffers();
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DefineHelperFunctions();
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SetupImages(bindings);
Add("void main(){{");
if (stage == Stage::VertexA || stage == Stage::VertexB) {
Add("gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);");
}
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}
void EmitContext::SetupExtensions(std::string& header) {
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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}
}
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void EmitContext::DefineConstantBuffers() {
if (info.constant_buffer_descriptors.empty()) {
return;
}
u32 binding{};
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for (const auto& desc : info.constant_buffer_descriptors) {
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Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, desc.index,
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desc.index, 4 * 1024);
++binding;
}
}
void EmitContext::DefineStorageBuffers() {
if (info.storage_buffers_descriptors.empty()) {
return;
}
u32 binding{};
for (const auto& desc : info.storage_buffers_descriptors) {
Add("layout(std430,binding={}) buffer ssbo_{}{{uint ssbo{}[];}};", binding, binding,
desc.cbuf_index, desc.count);
++binding;
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}
}
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void EmitContext::DefineHelperFunctions() {
if (info.uses_global_increment) {
code += "uint CasIncrement(uint op_a,uint op_b){return(op_a>=op_b)?0u:(op_a+1u);}\n";
}
if (info.uses_global_decrement) {
code +=
"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) {
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code += "uint CasFloatAdd(uint op_a,float op_b){return "
"floatBitsToUint(uintBitsToFloat(op_a)+op_b);}\n";
}
if (info.uses_atomic_f32x2_add) {
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code += "uint CasFloatAdd32x2(uint op_a,vec2 op_b){return "
"packHalf2x16(unpackHalf2x16(op_a)+op_b);}\n";
}
if (info.uses_atomic_f32x2_min) {
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code += "uint CasFloatMin32x2(uint op_a,vec2 op_b){return "
"packHalf2x16(min(unpackHalf2x16(op_a),op_b));}\n";
}
if (info.uses_atomic_f32x2_max) {
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code += "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) {
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code += "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) {
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code += "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) {
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code += "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) {
code += "uint CasMinS32(uint op_a,uint op_b){return uint(min(int(op_a),int(op_b)));}";
}
if (info.uses_atomic_s32_max) {
code += "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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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) {
texture_bindings.push_back(bindings.texture);
const auto indices{bindings.texture + desc.count};
for (u32 index = bindings.texture; index < indices; ++index) {
Add("layout(binding={}) uniform sampler2D tex{};", bindings.texture, index);
}
bindings.texture += desc.count;
}
}
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} // namespace Shader::Backend::GLSL