emit_glsl_context_get_set.cpp 18 KB

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  1. // Copyright 2021 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <string_view>
  5. #include "shader_recompiler/backend/glsl/emit_context.h"
  6. #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
  7. #include "shader_recompiler/frontend/ir/value.h"
  8. #include "shader_recompiler/profile.h"
  9. #include "shader_recompiler/runtime_info.h"
  10. namespace Shader::Backend::GLSL {
  11. namespace {
  12. constexpr char SWIZZLE[]{"xyzw"};
  13. u32 CbufIndex(u32 offset) {
  14. return (offset / 4) % 4;
  15. }
  16. char OffsetSwizzle(u32 offset) {
  17. return SWIZZLE[CbufIndex(offset)];
  18. }
  19. bool IsInputArray(Stage stage) {
  20. return stage == Stage::Geometry || stage == Stage::TessellationControl ||
  21. stage == Stage::TessellationEval;
  22. }
  23. std::string InputVertexIndex(EmitContext& ctx, std::string_view vertex) {
  24. return IsInputArray(ctx.stage) ? fmt::format("[{}]", vertex) : "";
  25. }
  26. std::string_view OutputVertexIndex(EmitContext& ctx) {
  27. return ctx.stage == Stage::TessellationControl ? "[gl_InvocationID]" : "";
  28. }
  29. void GetCbuf(EmitContext& ctx, std::string_view ret, const IR::Value& binding,
  30. const IR::Value& offset, u32 num_bits, std::string_view cast = {},
  31. std::string_view bit_offset = {}) {
  32. const bool is_immediate{offset.IsImmediate()};
  33. const bool component_indexing_bug{!is_immediate && ctx.profile.has_gl_component_indexing_bug};
  34. if (is_immediate) {
  35. const s32 signed_offset{static_cast<s32>(offset.U32())};
  36. static constexpr u32 cbuf_size{0x10000};
  37. if (signed_offset < 0 || offset.U32() > cbuf_size) {
  38. LOG_WARNING(Shader_GLSL, "Immediate constant buffer offset is out of bounds");
  39. ctx.Add("{}=0u;", ret);
  40. return;
  41. }
  42. }
  43. const auto offset_var{ctx.var_alloc.Consume(offset)};
  44. const auto index{is_immediate ? fmt::format("{}", offset.U32() / 16)
  45. : fmt::format("{}>>4", offset_var)};
  46. const auto swizzle{is_immediate ? fmt::format(".{}", OffsetSwizzle(offset.U32()))
  47. : fmt::format("[({}>>2)%4]", offset_var)};
  48. const auto cbuf{fmt::format("{}_cbuf{}", ctx.stage_name, binding.U32())};
  49. const auto cbuf_cast{fmt::format("{}({}[{}]{{}})", cast, cbuf, index)};
  50. const auto extraction{num_bits == 32 ? cbuf_cast
  51. : fmt ::format("bitfieldExtract({},int({}),{})", cbuf_cast,
  52. bit_offset, num_bits)};
  53. if (!component_indexing_bug) {
  54. const auto result{fmt::format(fmt::runtime(extraction), swizzle)};
  55. ctx.Add("{}={};", ret, result);
  56. return;
  57. }
  58. const auto cbuf_offset{fmt::format("{}>>2", offset_var)};
  59. for (u32 i = 0; i < 4; ++i) {
  60. const auto swizzle_string{fmt::format(".{}", "xyzw"[i])};
  61. const auto result{fmt::format(fmt::runtime(extraction), swizzle_string)};
  62. ctx.Add("if(({}&3)=={}){}={};", cbuf_offset, i, ret, result);
  63. }
  64. }
  65. void GetCbuf8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, const IR::Value& offset,
  66. std::string_view cast) {
  67. const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U32)};
  68. if (offset.IsImmediate()) {
  69. const auto bit_offset{fmt::format("{}", (offset.U32() % 4) * 8)};
  70. GetCbuf(ctx, ret, binding, offset, 8, cast, bit_offset);
  71. } else {
  72. const auto offset_var{ctx.var_alloc.Consume(offset)};
  73. const auto bit_offset{fmt::format("({}%4)*8", offset_var)};
  74. GetCbuf(ctx, ret, binding, offset, 8, cast, bit_offset);
  75. }
  76. }
  77. void GetCbuf16(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, const IR::Value& offset,
  78. std::string_view cast) {
  79. const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U32)};
  80. if (offset.IsImmediate()) {
  81. const auto bit_offset{fmt::format("{}", ((offset.U32() / 2) % 2) * 16)};
  82. GetCbuf(ctx, ret, binding, offset, 16, cast, bit_offset);
  83. } else {
  84. const auto offset_var{ctx.var_alloc.Consume(offset)};
  85. const auto bit_offset{fmt::format("(({}>>1)%2)*16", offset_var)};
  86. GetCbuf(ctx, ret, binding, offset, 16, cast, bit_offset);
  87. }
  88. }
  89. u32 TexCoordIndex(IR::Attribute attr) {
  90. return (static_cast<u32>(attr) - static_cast<u32>(IR::Attribute::FixedFncTexture0S)) / 4;
  91. }
  92. } // Anonymous namespace
  93. void EmitGetCbufU8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
  94. const IR::Value& offset) {
  95. GetCbuf8(ctx, inst, binding, offset, "ftou");
  96. }
  97. void EmitGetCbufS8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
  98. const IR::Value& offset) {
  99. GetCbuf8(ctx, inst, binding, offset, "ftoi");
  100. }
  101. void EmitGetCbufU16(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
  102. const IR::Value& offset) {
  103. GetCbuf16(ctx, inst, binding, offset, "ftou");
  104. }
  105. void EmitGetCbufS16(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
  106. const IR::Value& offset) {
  107. GetCbuf16(ctx, inst, binding, offset, "ftoi");
  108. }
  109. void EmitGetCbufU32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
  110. const IR::Value& offset) {
  111. const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U32)};
  112. GetCbuf(ctx, ret, binding, offset, 32, "ftou");
  113. }
  114. void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
  115. const IR::Value& offset) {
  116. const auto ret{ctx.var_alloc.Define(inst, GlslVarType::F32)};
  117. GetCbuf(ctx, ret, binding, offset, 32);
  118. }
  119. void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
  120. const IR::Value& offset) {
  121. const auto cbuf{fmt::format("{}_cbuf{}", ctx.stage_name, binding.U32())};
  122. if (offset.IsImmediate()) {
  123. static constexpr u32 cbuf_size{0x10000};
  124. const u32 u32_offset{offset.U32()};
  125. const s32 signed_offset{static_cast<s32>(offset.U32())};
  126. if (signed_offset < 0 || u32_offset > cbuf_size) {
  127. LOG_WARNING(Shader_GLSL, "Immediate constant buffer offset is out of bounds");
  128. ctx.AddU32x2("{}=uvec2(0u);", inst);
  129. return;
  130. }
  131. if (u32_offset % 2 == 0) {
  132. ctx.AddU32x2("{}=ftou({}[{}].{}{});", inst, cbuf, u32_offset / 16,
  133. OffsetSwizzle(u32_offset), OffsetSwizzle(u32_offset + 4));
  134. } else {
  135. ctx.AddU32x2("{}=uvec2(ftou({}[{}].{}),ftou({}[{}].{}));", inst, cbuf, u32_offset / 16,
  136. OffsetSwizzle(u32_offset), cbuf, (u32_offset + 4) / 16,
  137. OffsetSwizzle(u32_offset + 4));
  138. }
  139. return;
  140. }
  141. const auto offset_var{ctx.var_alloc.Consume(offset)};
  142. if (!ctx.profile.has_gl_component_indexing_bug) {
  143. ctx.AddU32x2("{}=uvec2(ftou({}[{}>>4][({}>>2)%4]),ftou({}[({}+4)>>4][(({}+4)>>2)%4]));",
  144. inst, cbuf, offset_var, offset_var, cbuf, offset_var, offset_var);
  145. return;
  146. }
  147. const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U32x2)};
  148. const auto cbuf_offset{fmt::format("{}>>2", offset_var)};
  149. for (u32 swizzle = 0; swizzle < 4; ++swizzle) {
  150. ctx.Add("if(({}&3)=={}){}=uvec2(ftou({}[{}>>4].{}),ftou({}[({}+4)>>4].{}));", cbuf_offset,
  151. swizzle, ret, cbuf, offset_var, "xyzw"[swizzle], cbuf, offset_var,
  152. "xyzw"[(swizzle + 1) % 4]);
  153. }
  154. }
  155. void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
  156. std::string_view vertex) {
  157. const u32 element{static_cast<u32>(attr) % 4};
  158. const char swizzle{"xyzw"[element]};
  159. if (IR::IsGeneric(attr)) {
  160. const u32 index{IR::GenericAttributeIndex(attr)};
  161. if (!ctx.runtime_info.previous_stage_stores.Generic(index, element)) {
  162. if (element == 3) {
  163. ctx.AddF32("{}=1.f;", inst, attr);
  164. } else {
  165. ctx.AddF32("{}=0.f;", inst, attr);
  166. }
  167. return;
  168. }
  169. ctx.AddF32("{}=in_attr{}{}.{};", inst, index, InputVertexIndex(ctx, vertex), swizzle);
  170. return;
  171. }
  172. // GLSL only exposes 8 legacy texcoords
  173. if (attr >= IR::Attribute::FixedFncTexture8S && attr <= IR::Attribute::FixedFncTexture9Q) {
  174. LOG_WARNING(Shader_GLSL, "GLSL does not allow access to gl_TexCoord[{}]",
  175. TexCoordIndex(attr));
  176. ctx.AddF32("{}=0.f;", inst);
  177. return;
  178. }
  179. if (attr >= IR::Attribute::FixedFncTexture0S && attr <= IR::Attribute::FixedFncTexture7Q) {
  180. const u32 index{TexCoordIndex(attr)};
  181. ctx.AddF32("{}=gl_TexCoord[{}].{};", inst, index, swizzle);
  182. return;
  183. }
  184. switch (attr) {
  185. case IR::Attribute::PrimitiveId:
  186. ctx.AddF32("{}=itof(gl_PrimitiveID);", inst);
  187. break;
  188. case IR::Attribute::PositionX:
  189. case IR::Attribute::PositionY:
  190. case IR::Attribute::PositionZ:
  191. case IR::Attribute::PositionW: {
  192. const bool is_array{IsInputArray(ctx.stage)};
  193. const auto input_decorator{is_array ? fmt::format("gl_in[{}].", vertex) : ""};
  194. ctx.AddF32("{}={}{}.{};", inst, input_decorator, ctx.position_name, swizzle);
  195. break;
  196. }
  197. case IR::Attribute::ColorFrontDiffuseR:
  198. case IR::Attribute::ColorFrontDiffuseG:
  199. case IR::Attribute::ColorFrontDiffuseB:
  200. case IR::Attribute::ColorFrontDiffuseA:
  201. if (ctx.stage == Stage::Fragment) {
  202. ctx.AddF32("{}=gl_Color.{};", inst, swizzle);
  203. } else {
  204. ctx.AddF32("{}=gl_FrontColor.{};", inst, swizzle);
  205. }
  206. break;
  207. case IR::Attribute::PointSpriteS:
  208. case IR::Attribute::PointSpriteT:
  209. ctx.AddF32("{}=gl_PointCoord.{};", inst, swizzle);
  210. break;
  211. case IR::Attribute::TessellationEvaluationPointU:
  212. case IR::Attribute::TessellationEvaluationPointV:
  213. ctx.AddF32("{}=gl_TessCoord.{};", inst, swizzle);
  214. break;
  215. case IR::Attribute::InstanceId:
  216. ctx.AddF32("{}=itof(gl_InstanceID);", inst);
  217. break;
  218. case IR::Attribute::VertexId:
  219. ctx.AddF32("{}=itof(gl_VertexID);", inst);
  220. break;
  221. case IR::Attribute::FrontFace:
  222. ctx.AddF32("{}=itof(gl_FrontFacing?-1:0);", inst);
  223. break;
  224. default:
  225. throw NotImplementedException("Get attribute {}", attr);
  226. }
  227. }
  228. void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view value,
  229. [[maybe_unused]] std::string_view vertex) {
  230. if (IR::IsGeneric(attr)) {
  231. const u32 index{IR::GenericAttributeIndex(attr)};
  232. const u32 attr_element{IR::GenericAttributeElement(attr)};
  233. const GenericElementInfo& info{ctx.output_generics.at(index).at(attr_element)};
  234. const auto output_decorator{OutputVertexIndex(ctx)};
  235. if (info.num_components == 1) {
  236. ctx.Add("{}{}={};", info.name, output_decorator, value);
  237. } else {
  238. const u32 index_element{attr_element - info.first_element};
  239. ctx.Add("{}{}.{}={};", info.name, output_decorator, "xyzw"[index_element], value);
  240. }
  241. return;
  242. }
  243. const u32 element{static_cast<u32>(attr) % 4};
  244. const char swizzle{"xyzw"[element]};
  245. // GLSL only exposes 8 legacy texcoords
  246. if (attr >= IR::Attribute::FixedFncTexture8S && attr <= IR::Attribute::FixedFncTexture9Q) {
  247. LOG_WARNING(Shader_GLSL, "GLSL does not allow access to gl_TexCoord[{}]",
  248. TexCoordIndex(attr));
  249. return;
  250. }
  251. if (attr >= IR::Attribute::FixedFncTexture0S && attr <= IR::Attribute::FixedFncTexture7Q) {
  252. const u32 index{TexCoordIndex(attr)};
  253. ctx.Add("gl_TexCoord[{}].{}={};", index, swizzle, value);
  254. return;
  255. }
  256. switch (attr) {
  257. case IR::Attribute::Layer:
  258. if (ctx.stage != Stage::Geometry &&
  259. !ctx.profile.support_viewport_index_layer_non_geometry) {
  260. LOG_WARNING(Shader_GLSL, "Shader stores viewport layer but device does not support "
  261. "viewport layer extension");
  262. break;
  263. }
  264. ctx.Add("gl_Layer=ftoi({});", value);
  265. break;
  266. case IR::Attribute::ViewportIndex:
  267. if (ctx.stage != Stage::Geometry &&
  268. !ctx.profile.support_viewport_index_layer_non_geometry) {
  269. LOG_WARNING(Shader_GLSL, "Shader stores viewport index but device does not support "
  270. "viewport layer extension");
  271. break;
  272. }
  273. ctx.Add("gl_ViewportIndex=ftoi({});", value);
  274. break;
  275. case IR::Attribute::ViewportMask:
  276. if (ctx.stage != Stage::Geometry && !ctx.profile.support_viewport_mask) {
  277. LOG_WARNING(
  278. Shader_GLSL,
  279. "Shader stores viewport mask but device does not support viewport mask extension");
  280. break;
  281. }
  282. ctx.Add("gl_ViewportMask[0]=ftoi({});", value);
  283. break;
  284. case IR::Attribute::PointSize:
  285. ctx.Add("gl_PointSize={};", value);
  286. break;
  287. case IR::Attribute::PositionX:
  288. case IR::Attribute::PositionY:
  289. case IR::Attribute::PositionZ:
  290. case IR::Attribute::PositionW:
  291. ctx.Add("gl_Position.{}={};", swizzle, value);
  292. break;
  293. case IR::Attribute::ColorFrontDiffuseR:
  294. case IR::Attribute::ColorFrontDiffuseG:
  295. case IR::Attribute::ColorFrontDiffuseB:
  296. case IR::Attribute::ColorFrontDiffuseA:
  297. ctx.Add("gl_FrontColor.{}={};", swizzle, value);
  298. break;
  299. case IR::Attribute::ColorFrontSpecularR:
  300. case IR::Attribute::ColorFrontSpecularG:
  301. case IR::Attribute::ColorFrontSpecularB:
  302. case IR::Attribute::ColorFrontSpecularA:
  303. ctx.Add("gl_FrontSecondaryColor.{}={};", swizzle, value);
  304. break;
  305. case IR::Attribute::ColorBackDiffuseR:
  306. case IR::Attribute::ColorBackDiffuseG:
  307. case IR::Attribute::ColorBackDiffuseB:
  308. case IR::Attribute::ColorBackDiffuseA:
  309. ctx.Add("gl_BackColor.{}={};", swizzle, value);
  310. break;
  311. case IR::Attribute::ColorBackSpecularR:
  312. case IR::Attribute::ColorBackSpecularG:
  313. case IR::Attribute::ColorBackSpecularB:
  314. case IR::Attribute::ColorBackSpecularA:
  315. ctx.Add("gl_BackSecondaryColor.{}={};", swizzle, value);
  316. break;
  317. case IR::Attribute::FogCoordinate:
  318. ctx.Add("gl_FogFragCoord={};", value);
  319. break;
  320. case IR::Attribute::ClipDistance0:
  321. case IR::Attribute::ClipDistance1:
  322. case IR::Attribute::ClipDistance2:
  323. case IR::Attribute::ClipDistance3:
  324. case IR::Attribute::ClipDistance4:
  325. case IR::Attribute::ClipDistance5:
  326. case IR::Attribute::ClipDistance6:
  327. case IR::Attribute::ClipDistance7: {
  328. const u32 index{static_cast<u32>(attr) - static_cast<u32>(IR::Attribute::ClipDistance0)};
  329. ctx.Add("gl_ClipDistance[{}]={};", index, value);
  330. break;
  331. }
  332. default:
  333. throw NotImplementedException("Set attribute {}", attr);
  334. }
  335. }
  336. void EmitGetAttributeIndexed(EmitContext& ctx, IR::Inst& inst, std::string_view offset,
  337. std::string_view vertex) {
  338. const bool is_array{ctx.stage == Stage::Geometry};
  339. const auto vertex_arg{is_array ? fmt::format(",{}", vertex) : ""};
  340. ctx.AddF32("{}=IndexedAttrLoad(int({}){});", inst, offset, vertex_arg);
  341. }
  342. void EmitSetAttributeIndexed([[maybe_unused]] EmitContext& ctx,
  343. [[maybe_unused]] std::string_view offset,
  344. [[maybe_unused]] std::string_view value,
  345. [[maybe_unused]] std::string_view vertex) {
  346. NotImplemented();
  347. }
  348. void EmitGetPatch(EmitContext& ctx, IR::Inst& inst, IR::Patch patch) {
  349. if (!IR::IsGeneric(patch)) {
  350. throw NotImplementedException("Non-generic patch load");
  351. }
  352. const u32 index{IR::GenericPatchIndex(patch)};
  353. const u32 element{IR::GenericPatchElement(patch)};
  354. const char swizzle{"xyzw"[element]};
  355. ctx.AddF32("{}=patch{}.{};", inst, index, swizzle);
  356. }
  357. void EmitSetPatch(EmitContext& ctx, IR::Patch patch, std::string_view value) {
  358. if (IR::IsGeneric(patch)) {
  359. const u32 index{IR::GenericPatchIndex(patch)};
  360. const u32 element{IR::GenericPatchElement(patch)};
  361. ctx.Add("patch{}.{}={};", index, "xyzw"[element], value);
  362. return;
  363. }
  364. switch (patch) {
  365. case IR::Patch::TessellationLodLeft:
  366. case IR::Patch::TessellationLodRight:
  367. case IR::Patch::TessellationLodTop:
  368. case IR::Patch::TessellationLodBottom: {
  369. const u32 index{static_cast<u32>(patch) - u32(IR::Patch::TessellationLodLeft)};
  370. ctx.Add("gl_TessLevelOuter[{}]={};", index, value);
  371. break;
  372. }
  373. case IR::Patch::TessellationLodInteriorU:
  374. ctx.Add("gl_TessLevelInner[0]={};", value);
  375. break;
  376. case IR::Patch::TessellationLodInteriorV:
  377. ctx.Add("gl_TessLevelInner[1]={};", value);
  378. break;
  379. default:
  380. throw NotImplementedException("Patch {}", patch);
  381. }
  382. }
  383. void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, std::string_view value) {
  384. const char swizzle{"xyzw"[component]};
  385. ctx.Add("frag_color{}.{}={};", index, swizzle, value);
  386. }
  387. void EmitSetSampleMask(EmitContext& ctx, std::string_view value) {
  388. ctx.Add("gl_SampleMask[0]=int({});", value);
  389. }
  390. void EmitSetFragDepth(EmitContext& ctx, std::string_view value) {
  391. ctx.Add("gl_FragDepth={};", value);
  392. }
  393. void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
  394. ctx.AddU32x3("{}=gl_LocalInvocationID;", inst);
  395. }
  396. void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
  397. ctx.AddU32x3("{}=gl_WorkGroupID;", inst);
  398. }
  399. void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
  400. ctx.AddU32("{}=uint(gl_InvocationID);", inst);
  401. }
  402. void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
  403. ctx.AddU32("{}=uint(gl_SampleID);", inst);
  404. }
  405. void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst) {
  406. ctx.AddU1("{}=gl_HelperInvocation;", inst);
  407. }
  408. void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
  409. ctx.uses_y_direction = true;
  410. ctx.AddF32("{}=gl_FrontMaterial.ambient.a;", inst);
  411. }
  412. void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset) {
  413. ctx.AddU32("{}=lmem[{}];", inst, word_offset);
  414. }
  415. void EmitWriteLocal(EmitContext& ctx, std::string_view word_offset, std::string_view value) {
  416. ctx.Add("lmem[{}]={};", word_offset, value);
  417. }
  418. } // namespace Shader::Backend::GLSL