d54d7de40e
This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
305 lines
7.2 KiB
C++
305 lines
7.2 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <string_view>
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#include <sirit/sirit.h>
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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#include "shader_recompiler/shader_info.h"
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namespace Shader::Backend::SPIRV {
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using Sirit::Id;
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class VectorTypes {
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public:
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void Define(Sirit::Module& sirit_ctx, Id base_type, std::string_view name);
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[[nodiscard]] Id operator[](size_t size) const noexcept {
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return defs[size - 1];
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}
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private:
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std::array<Id, 4> defs{};
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};
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struct TextureDefinition {
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Id id;
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Id sampled_type;
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Id pointer_type;
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Id image_type;
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u32 count;
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};
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struct TextureBufferDefinition {
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Id id;
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u32 count;
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};
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struct ImageBufferDefinition {
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Id id;
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Id image_type;
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u32 count;
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};
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struct ImageDefinition {
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Id id;
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Id image_type;
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u32 count;
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};
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struct UniformDefinitions {
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Id U8{};
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Id S8{};
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Id U16{};
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Id S16{};
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Id U32{};
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Id F32{};
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Id U32x2{};
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Id U32x4{};
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};
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struct StorageTypeDefinition {
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Id array{};
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Id element{};
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};
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struct StorageTypeDefinitions {
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StorageTypeDefinition U8{};
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StorageTypeDefinition S8{};
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StorageTypeDefinition U16{};
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StorageTypeDefinition S16{};
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StorageTypeDefinition U32{};
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StorageTypeDefinition U64{};
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StorageTypeDefinition F32{};
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StorageTypeDefinition U32x2{};
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StorageTypeDefinition U32x4{};
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};
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struct StorageDefinitions {
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Id U8{};
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Id S8{};
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Id U16{};
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Id S16{};
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Id U32{};
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Id F32{};
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Id U64{};
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Id U32x2{};
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Id U32x4{};
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};
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struct GenericElementInfo {
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Id id{};
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u32 first_element{};
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u32 num_components{};
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};
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class EmitContext final : public Sirit::Module {
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public:
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explicit EmitContext(const Profile& profile, IR::Program& program, Bindings& binding);
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~EmitContext();
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[[nodiscard]] Id Def(const IR::Value& value);
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[[nodiscard]] Id BitOffset8(const IR::Value& offset);
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[[nodiscard]] Id BitOffset16(const IR::Value& offset);
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Id Const(u32 value) {
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return Constant(U32[1], value);
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}
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Id Const(u32 element_1, u32 element_2) {
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return ConstantComposite(U32[2], Const(element_1), Const(element_2));
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}
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Id Const(u32 element_1, u32 element_2, u32 element_3) {
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return ConstantComposite(U32[3], Const(element_1), Const(element_2), Const(element_3));
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}
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Id Const(u32 element_1, u32 element_2, u32 element_3, u32 element_4) {
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return ConstantComposite(U32[4], Const(element_1), Const(element_2), Const(element_3),
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Const(element_4));
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}
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Id SConst(s32 value) {
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return Constant(S32[1], value);
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}
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Id SConst(s32 element_1, s32 element_2) {
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return ConstantComposite(S32[2], SConst(element_1), SConst(element_2));
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}
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Id SConst(s32 element_1, s32 element_2, s32 element_3) {
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return ConstantComposite(S32[3], SConst(element_1), SConst(element_2), SConst(element_3));
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}
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Id SConst(s32 element_1, s32 element_2, s32 element_3, s32 element_4) {
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return ConstantComposite(S32[4], SConst(element_1), SConst(element_2), SConst(element_3),
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SConst(element_4));
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}
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Id Const(f32 value) {
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return Constant(F32[1], value);
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}
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const Profile& profile;
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Stage stage{};
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Id void_id{};
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Id U1{};
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Id U8{};
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Id S8{};
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Id U16{};
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Id S16{};
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Id U64{};
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VectorTypes F32;
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VectorTypes U32;
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VectorTypes S32;
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VectorTypes F16;
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VectorTypes F64;
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Id true_value{};
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Id false_value{};
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Id u32_zero_value{};
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Id f32_zero_value{};
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UniformDefinitions uniform_types;
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StorageTypeDefinitions storage_types;
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Id private_u32{};
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Id shared_u8{};
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Id shared_u16{};
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Id shared_u32{};
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Id shared_u64{};
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Id shared_u32x2{};
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Id shared_u32x4{};
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Id input_f32{};
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Id input_u32{};
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Id input_s32{};
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Id output_f32{};
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Id output_u32{};
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Id image_buffer_type{};
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Id sampled_texture_buffer_type{};
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Id image_u32{};
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std::array<UniformDefinitions, Info::MAX_CBUFS> cbufs{};
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std::array<StorageDefinitions, Info::MAX_SSBOS> ssbos{};
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std::vector<TextureBufferDefinition> texture_buffers;
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std::vector<ImageBufferDefinition> image_buffers;
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std::vector<TextureDefinition> textures;
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std::vector<ImageDefinition> images;
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Id workgroup_id{};
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Id local_invocation_id{};
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Id invocation_id{};
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Id sample_id{};
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Id is_helper_invocation{};
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Id subgroup_local_invocation_id{};
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Id subgroup_mask_eq{};
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Id subgroup_mask_lt{};
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Id subgroup_mask_le{};
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Id subgroup_mask_gt{};
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Id subgroup_mask_ge{};
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Id instance_id{};
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Id instance_index{};
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Id base_instance{};
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Id vertex_id{};
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Id vertex_index{};
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Id base_vertex{};
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Id front_face{};
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Id point_coord{};
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Id tess_coord{};
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Id clip_distances{};
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Id layer{};
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Id viewport_index{};
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Id viewport_mask{};
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Id primitive_id{};
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Id fswzadd_lut_a{};
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Id fswzadd_lut_b{};
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Id indexed_load_func{};
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Id indexed_store_func{};
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Id local_memory{};
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Id shared_memory_u8{};
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Id shared_memory_u16{};
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Id shared_memory_u32{};
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Id shared_memory_u64{};
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Id shared_memory_u32x2{};
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Id shared_memory_u32x4{};
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Id shared_memory_u32_type{};
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Id shared_store_u8_func{};
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Id shared_store_u16_func{};
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Id increment_cas_shared{};
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Id increment_cas_ssbo{};
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Id decrement_cas_shared{};
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Id decrement_cas_ssbo{};
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Id f32_add_cas{};
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Id f16x2_add_cas{};
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Id f16x2_min_cas{};
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Id f16x2_max_cas{};
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Id f32x2_add_cas{};
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Id f32x2_min_cas{};
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Id f32x2_max_cas{};
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Id load_global_func_u32{};
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Id load_global_func_u32x2{};
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Id load_global_func_u32x4{};
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Id write_global_func_u32{};
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Id write_global_func_u32x2{};
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Id write_global_func_u32x4{};
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Id input_position{};
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std::array<Id, 32> input_generics{};
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Id output_point_size{};
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Id output_position{};
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std::array<std::array<GenericElementInfo, 4>, 32> output_generics{};
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Id output_tess_level_outer{};
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Id output_tess_level_inner{};
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std::array<Id, 30> patches{};
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std::array<Id, 8> frag_color{};
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Id sample_mask{};
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Id frag_depth{};
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std::vector<Id> interfaces;
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private:
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void DefineCommonTypes(const Info& info);
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void DefineCommonConstants();
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void DefineInterfaces(const IR::Program& program);
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void DefineLocalMemory(const IR::Program& program);
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void DefineSharedMemory(const IR::Program& program);
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void DefineSharedMemoryFunctions(const IR::Program& program);
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void DefineConstantBuffers(const Info& info, u32& binding);
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void DefineStorageBuffers(const Info& info, u32& binding);
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void DefineTextureBuffers(const Info& info, u32& binding);
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void DefineImageBuffers(const Info& info, u32& binding);
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void DefineTextures(const Info& info, u32& binding);
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void DefineImages(const Info& info, u32& binding);
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void DefineAttributeMemAccess(const Info& info);
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void DefineGlobalMemoryFunctions(const Info& info);
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void DefineInputs(const Info& info);
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void DefineOutputs(const IR::Program& program);
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};
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} // namespace Shader::Backend::SPIRV
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