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-rw-r--r--src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp346
1 files changed, 346 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp b/src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp
new file mode 100644
index 000000000..02c9dc6d7
--- /dev/null
+++ b/src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp
@@ -0,0 +1,346 @@
+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <string_view>
+
+#include "shader_recompiler/backend/glasm/emit_context.h"
+#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
+#include "shader_recompiler/frontend/ir/value.h"
+#include "shader_recompiler/profile.h"
+#include "shader_recompiler/shader_info.h"
+
+namespace Shader::Backend::GLASM {
+namespace {
+void GetCbuf(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset,
+ std::string_view size) {
+ if (!binding.IsImmediate()) {
+ throw NotImplementedException("Indirect constant buffer loading");
+ }
+ const Register ret{ctx.reg_alloc.Define(inst)};
+ if (offset.type == Type::U32) {
+ // Avoid reading arrays out of bounds, matching hardware's behavior
+ if (offset.imm_u32 >= 0x10'000) {
+ ctx.Add("MOV.S {},0;", ret);
+ return;
+ }
+ }
+ ctx.Add("LDC.{} {},c{}[{}];", size, ret, binding.U32(), offset);
+}
+
+bool IsInputArray(Stage stage) {
+ return stage == Stage::Geometry || stage == Stage::TessellationControl ||
+ stage == Stage::TessellationEval;
+}
+
+std::string VertexIndex(EmitContext& ctx, ScalarU32 vertex) {
+ return IsInputArray(ctx.stage) ? fmt::format("[{}]", vertex) : "";
+}
+
+u32 TexCoordIndex(IR::Attribute attr) {
+ return (static_cast<u32>(attr) - static_cast<u32>(IR::Attribute::FixedFncTexture0S)) / 4;
+}
+} // Anonymous namespace
+
+void EmitGetCbufU8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
+ GetCbuf(ctx, inst, binding, offset, "U8");
+}
+
+void EmitGetCbufS8(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
+ GetCbuf(ctx, inst, binding, offset, "S8");
+}
+
+void EmitGetCbufU16(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
+ GetCbuf(ctx, inst, binding, offset, "U16");
+}
+
+void EmitGetCbufS16(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
+ GetCbuf(ctx, inst, binding, offset, "S16");
+}
+
+void EmitGetCbufU32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
+ GetCbuf(ctx, inst, binding, offset, "U32");
+}
+
+void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset) {
+ GetCbuf(ctx, inst, binding, offset, "F32");
+}
+
+void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
+ ScalarU32 offset) {
+ GetCbuf(ctx, inst, binding, offset, "U32X2");
+}
+
+void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex) {
+ const u32 element{static_cast<u32>(attr) % 4};
+ const char swizzle{"xyzw"[element]};
+ if (IR::IsGeneric(attr)) {
+ const u32 index{IR::GenericAttributeIndex(attr)};
+ ctx.Add("MOV.F {}.x,in_attr{}{}[0].{};", inst, index, VertexIndex(ctx, vertex), swizzle);
+ return;
+ }
+ if (attr >= IR::Attribute::FixedFncTexture0S && attr <= IR::Attribute::FixedFncTexture9Q) {
+ const u32 index{TexCoordIndex(attr)};
+ ctx.Add("MOV.F {}.x,{}.texcoord[{}].{};", inst, ctx.attrib_name, index, swizzle);
+ return;
+ }
+ switch (attr) {
+ case IR::Attribute::PrimitiveId:
+ ctx.Add("MOV.S {}.x,primitive.id;", inst);
+ break;
+ case IR::Attribute::PositionX:
+ case IR::Attribute::PositionY:
+ case IR::Attribute::PositionZ:
+ case IR::Attribute::PositionW:
+ if (IsInputArray(ctx.stage)) {
+ ctx.Add("MOV.F {}.x,vertex_position{}.{};", inst, VertexIndex(ctx, vertex), swizzle);
+ } else {
+ ctx.Add("MOV.F {}.x,{}.position.{};", inst, ctx.attrib_name, swizzle);
+ }
+ break;
+ case IR::Attribute::ColorFrontDiffuseR:
+ case IR::Attribute::ColorFrontDiffuseG:
+ case IR::Attribute::ColorFrontDiffuseB:
+ case IR::Attribute::ColorFrontDiffuseA:
+ ctx.Add("MOV.F {}.x,{}.color.{};", inst, ctx.attrib_name, swizzle);
+ break;
+ case IR::Attribute::PointSpriteS:
+ case IR::Attribute::PointSpriteT:
+ ctx.Add("MOV.F {}.x,{}.pointcoord.{};", inst, ctx.attrib_name, swizzle);
+ break;
+ case IR::Attribute::TessellationEvaluationPointU:
+ case IR::Attribute::TessellationEvaluationPointV:
+ ctx.Add("MOV.F {}.x,vertex.tesscoord.{};", inst, swizzle);
+ break;
+ case IR::Attribute::InstanceId:
+ ctx.Add("MOV.S {}.x,{}.instance;", inst, ctx.attrib_name);
+ break;
+ case IR::Attribute::VertexId:
+ ctx.Add("MOV.S {}.x,{}.id;", inst, ctx.attrib_name);
+ break;
+ case IR::Attribute::FrontFace:
+ ctx.Add("CMP.S {}.x,{}.facing.x,0,-1;", inst, ctx.attrib_name);
+ break;
+ default:
+ throw NotImplementedException("Get attribute {}", attr);
+ }
+}
+
+void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, ScalarF32 value,
+ [[maybe_unused]] ScalarU32 vertex) {
+ const u32 element{static_cast<u32>(attr) % 4};
+ const char swizzle{"xyzw"[element]};
+ if (IR::IsGeneric(attr)) {
+ const u32 index{IR::GenericAttributeIndex(attr)};
+ ctx.Add("MOV.F out_attr{}[0].{},{};", index, swizzle, value);
+ return;
+ }
+ if (attr >= IR::Attribute::FixedFncTexture0S && attr <= IR::Attribute::FixedFncTexture9R) {
+ const u32 index{TexCoordIndex(attr)};
+ ctx.Add("MOV.F result.texcoord[{}].{},{};", index, swizzle, value);
+ return;
+ }
+ switch (attr) {
+ case IR::Attribute::Layer:
+ if (ctx.stage == Stage::Geometry || ctx.profile.support_viewport_index_layer_non_geometry) {
+ ctx.Add("MOV.F result.layer.x,{};", value);
+ } else {
+ LOG_WARNING(Shader_GLASM,
+ "Layer stored outside of geometry shader not supported by device");
+ }
+ break;
+ case IR::Attribute::ViewportIndex:
+ if (ctx.stage == Stage::Geometry || ctx.profile.support_viewport_index_layer_non_geometry) {
+ ctx.Add("MOV.F result.viewport.x,{};", value);
+ } else {
+ LOG_WARNING(Shader_GLASM,
+ "Viewport stored outside of geometry shader not supported by device");
+ }
+ break;
+ case IR::Attribute::ViewportMask:
+ // NV_viewport_array2 is required to access result.viewportmask, regardless of shader stage.
+ if (ctx.profile.support_viewport_index_layer_non_geometry) {
+ ctx.Add("MOV.F result.viewportmask[0].x,{};", value);
+ } else {
+ LOG_WARNING(Shader_GLASM, "Device does not support storing to ViewportMask");
+ }
+ break;
+ case IR::Attribute::PointSize:
+ ctx.Add("MOV.F result.pointsize.x,{};", value);
+ break;
+ case IR::Attribute::PositionX:
+ case IR::Attribute::PositionY:
+ case IR::Attribute::PositionZ:
+ case IR::Attribute::PositionW:
+ ctx.Add("MOV.F result.position.{},{};", swizzle, value);
+ break;
+ case IR::Attribute::ColorFrontDiffuseR:
+ case IR::Attribute::ColorFrontDiffuseG:
+ case IR::Attribute::ColorFrontDiffuseB:
+ case IR::Attribute::ColorFrontDiffuseA:
+ ctx.Add("MOV.F result.color.{},{};", swizzle, value);
+ break;
+ case IR::Attribute::ColorFrontSpecularR:
+ case IR::Attribute::ColorFrontSpecularG:
+ case IR::Attribute::ColorFrontSpecularB:
+ case IR::Attribute::ColorFrontSpecularA:
+ ctx.Add("MOV.F result.color.secondary.{},{};", swizzle, value);
+ break;
+ case IR::Attribute::ColorBackDiffuseR:
+ case IR::Attribute::ColorBackDiffuseG:
+ case IR::Attribute::ColorBackDiffuseB:
+ case IR::Attribute::ColorBackDiffuseA:
+ ctx.Add("MOV.F result.color.back.{},{};", swizzle, value);
+ break;
+ case IR::Attribute::ColorBackSpecularR:
+ case IR::Attribute::ColorBackSpecularG:
+ case IR::Attribute::ColorBackSpecularB:
+ case IR::Attribute::ColorBackSpecularA:
+ ctx.Add("MOV.F result.color.back.secondary.{},{};", swizzle, value);
+ break;
+ case IR::Attribute::FogCoordinate:
+ ctx.Add("MOV.F result.fogcoord.x,{};", value);
+ break;
+ case IR::Attribute::ClipDistance0:
+ case IR::Attribute::ClipDistance1:
+ case IR::Attribute::ClipDistance2:
+ case IR::Attribute::ClipDistance3:
+ case IR::Attribute::ClipDistance4:
+ case IR::Attribute::ClipDistance5:
+ case IR::Attribute::ClipDistance6:
+ case IR::Attribute::ClipDistance7: {
+ const u32 index{static_cast<u32>(attr) - static_cast<u32>(IR::Attribute::ClipDistance0)};
+ ctx.Add("MOV.F result.clip[{}].x,{};", index, value);
+ break;
+ }
+ default:
+ throw NotImplementedException("Set attribute {}", attr);
+ }
+}
+
+void EmitGetAttributeIndexed(EmitContext& ctx, IR::Inst& inst, ScalarS32 offset, ScalarU32 vertex) {
+ // RC.x = base_index
+ // RC.y = masked_index
+ // RC.z = compare_index
+ ctx.Add("SHR.S RC.x,{},2;"
+ "AND.S RC.y,RC.x,3;"
+ "SHR.S RC.z,{},4;",
+ offset, offset);
+
+ const Register ret{ctx.reg_alloc.Define(inst)};
+ u32 num_endifs{};
+ const auto read{[&](u32 compare_index, const std::array<std::string, 4>& values) {
+ ++num_endifs;
+ ctx.Add("SEQ.S.CC RC.w,RC.z,{};" // compare_index
+ "IF NE.w;"
+ // X
+ "SEQ.S.CC RC.w,RC.y,0;"
+ "IF NE.w;"
+ "MOV {}.x,{};"
+ "ELSE;"
+ // Y
+ "SEQ.S.CC RC.w,RC.y,1;"
+ "IF NE.w;"
+ "MOV {}.x,{};"
+ "ELSE;"
+ // Z
+ "SEQ.S.CC RC.w,RC.y,2;"
+ "IF NE.w;"
+ "MOV {}.x,{};"
+ "ELSE;"
+ // W
+ "MOV {}.x,{};"
+ "ENDIF;"
+ "ENDIF;"
+ "ENDIF;"
+ "ELSE;",
+ compare_index, ret, values[0], ret, values[1], ret, values[2], ret, values[3]);
+ }};
+ const auto read_swizzled{[&](u32 compare_index, std::string_view value) {
+ const std::array values{fmt::format("{}.x", value), fmt::format("{}.y", value),
+ fmt::format("{}.z", value), fmt::format("{}.w", value)};
+ read(compare_index, values);
+ }};
+ if (ctx.info.loads.AnyComponent(IR::Attribute::PositionX)) {
+ const u32 index{static_cast<u32>(IR::Attribute::PositionX)};
+ if (IsInputArray(ctx.stage)) {
+ read_swizzled(index, fmt::format("vertex_position{}", VertexIndex(ctx, vertex)));
+ } else {
+ read_swizzled(index, fmt::format("{}.position", ctx.attrib_name));
+ }
+ }
+ for (u32 index = 0; index < static_cast<u32>(IR::NUM_GENERICS); ++index) {
+ if (!ctx.info.loads.Generic(index)) {
+ continue;
+ }
+ read_swizzled(index, fmt::format("in_attr{}{}[0]", index, VertexIndex(ctx, vertex)));
+ }
+ for (u32 i = 0; i < num_endifs; ++i) {
+ ctx.Add("ENDIF;");
+ }
+}
+
+void EmitSetAttributeIndexed([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarU32 offset,
+ [[maybe_unused]] ScalarF32 value, [[maybe_unused]] ScalarU32 vertex) {
+ throw NotImplementedException("GLASM instruction");
+}
+
+void EmitGetPatch(EmitContext& ctx, IR::Inst& inst, IR::Patch patch) {
+ if (!IR::IsGeneric(patch)) {
+ throw NotImplementedException("Non-generic patch load");
+ }
+ const u32 index{IR::GenericPatchIndex(patch)};
+ const u32 element{IR::GenericPatchElement(patch)};
+ const char swizzle{"xyzw"[element]};
+ const std::string_view out{ctx.stage == Stage::TessellationControl ? ".out" : ""};
+ ctx.Add("MOV.F {},primitive{}.patch.attrib[{}].{};", inst, out, index, swizzle);
+}
+
+void EmitSetPatch(EmitContext& ctx, IR::Patch patch, ScalarF32 value) {
+ if (IR::IsGeneric(patch)) {
+ const u32 index{IR::GenericPatchIndex(patch)};
+ const u32 element{IR::GenericPatchElement(patch)};
+ ctx.Add("MOV.F result.patch.attrib[{}].{},{};", index, "xyzw"[element], value);
+ return;
+ }
+ switch (patch) {
+ case IR::Patch::TessellationLodLeft:
+ case IR::Patch::TessellationLodRight:
+ case IR::Patch::TessellationLodTop:
+ case IR::Patch::TessellationLodBottom: {
+ const u32 index{static_cast<u32>(patch) - u32(IR::Patch::TessellationLodLeft)};
+ ctx.Add("MOV.F result.patch.tessouter[{}].x,{};", index, value);
+ break;
+ }
+ case IR::Patch::TessellationLodInteriorU:
+ ctx.Add("MOV.F result.patch.tessinner[0].x,{};", value);
+ break;
+ case IR::Patch::TessellationLodInteriorV:
+ ctx.Add("MOV.F result.patch.tessinner[1].x,{};", value);
+ break;
+ default:
+ throw NotImplementedException("Patch {}", patch);
+ }
+}
+
+void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, ScalarF32 value) {
+ ctx.Add("MOV.F frag_color{}.{},{};", index, "xyzw"[component], value);
+}
+
+void EmitSetSampleMask(EmitContext& ctx, ScalarS32 value) {
+ ctx.Add("MOV.S result.samplemask.x,{};", value);
+}
+
+void EmitSetFragDepth(EmitContext& ctx, ScalarF32 value) {
+ ctx.Add("MOV.F result.depth.z,{};", value);
+}
+
+void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, ScalarU32 word_offset) {
+ ctx.Add("MOV.U {},lmem[{}].x;", inst, word_offset);
+}
+
+void EmitWriteLocal(EmitContext& ctx, ScalarU32 word_offset, ScalarU32 value) {
+ ctx.Add("MOV.U lmem[{}].x,{};", word_offset, value);
+}
+
+} // namespace Shader::Backend::GLASM