916ca74324
Fixes Ori and the Blind Forest's menu on GLASM. For some reason (probably high level optimizations) it is not sanitized on SPIR-V for OpenGL. Vulkan is unaffected by this change.
154 lines
5.7 KiB
C++
154 lines
5.7 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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#include <string_view>
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glasm/emit_context.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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namespace Shader::Backend::GLASM {
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namespace {
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std::string_view InterpDecorator(Interpolation interp) {
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switch (interp) {
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case Interpolation::Smooth:
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return "";
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case Interpolation::Flat:
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return "FLAT ";
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case Interpolation::NoPerspective:
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return "NOPERSPECTIVE ";
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}
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throw InvalidArgument("Invalid interpolation {}", interp);
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}
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bool IsInputArray(Stage stage) {
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return stage == Stage::Geometry || stage == Stage::TessellationControl ||
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stage == Stage::TessellationEval;
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}
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} // Anonymous namespace
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EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_,
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const RuntimeInfo& runtime_info_)
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: info{program.info}, profile{profile_}, runtime_info{runtime_info_} {
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// FIXME: Temporary partial implementation
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u32 cbuf_index{};
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for (const auto& desc : info.constant_buffer_descriptors) {
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if (desc.count != 1) {
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throw NotImplementedException("Constant buffer descriptor array");
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}
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Add("CBUFFER c{}[]={{program.buffer[{}]}};", desc.index, cbuf_index);
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++cbuf_index;
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}
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u32 ssbo_index{};
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for (const auto& desc : info.storage_buffers_descriptors) {
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if (desc.count != 1) {
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throw NotImplementedException("Storage buffer descriptor array");
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}
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if (runtime_info.glasm_use_storage_buffers) {
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Add("STORAGE ssbo{}[]={{program.storage[{}]}};", ssbo_index, bindings.storage_buffer);
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++bindings.storage_buffer;
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++ssbo_index;
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}
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}
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if (!runtime_info.glasm_use_storage_buffers) {
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if (const size_t num = info.storage_buffers_descriptors.size(); num > 0) {
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Add("PARAM c[{}]={{program.local[0..{}]}};", num, num - 1);
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}
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}
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stage = program.stage;
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switch (program.stage) {
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case Stage::VertexA:
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case Stage::VertexB:
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stage_name = "vertex";
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attrib_name = "vertex";
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break;
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case Stage::TessellationControl:
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case Stage::TessellationEval:
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stage_name = "primitive";
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attrib_name = "primitive";
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break;
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case Stage::Geometry:
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stage_name = "primitive";
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attrib_name = "vertex";
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break;
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case Stage::Fragment:
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stage_name = "fragment";
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attrib_name = "fragment";
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break;
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case Stage::Compute:
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stage_name = "invocation";
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break;
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}
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const std::string_view attr_stage{stage == Stage::Fragment ? "fragment" : "vertex"};
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for (size_t index = 0; index < info.input_generics.size(); ++index) {
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const auto& generic{info.input_generics[index]};
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if (generic.used) {
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Add("{}ATTRIB in_attr{}[]={{{}.attrib[{}..{}]}};",
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InterpDecorator(generic.interpolation), index, attr_stage, index, index);
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}
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}
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if (IsInputArray(stage) && info.loads_position) {
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Add("ATTRIB vertex_position=vertex.position;");
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}
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if (info.uses_invocation_id) {
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Add("ATTRIB primitive_invocation=primitive.invocation;");
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}
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if (info.stores_tess_level_outer) {
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Add("OUTPUT result_patch_tessouter[]={{result.patch.tessouter[0..3]}};");
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}
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if (info.stores_tess_level_inner) {
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Add("OUTPUT result_patch_tessinner[]={{result.patch.tessinner[0..1]}};");
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}
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if (info.stores_clip_distance) {
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Add("OUTPUT result_clip[]={{result.clip[0..7]}};");
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}
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for (size_t index = 0; index < info.uses_patches.size(); ++index) {
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if (!info.uses_patches[index]) {
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continue;
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}
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if (stage == Stage::TessellationControl) {
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Add("OUTPUT result_patch_attrib{}[]={{result.patch.attrib[{}..{}]}};"
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"ATTRIB primitive_out_patch_attrib{}[]={{primitive.out.patch.attrib[{}..{}]}};",
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index, index, index, index, index, index);
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} else {
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Add("ATTRIB primitive_patch_attrib{}[]={{primitive.patch.attrib[{}..{}]}};", index,
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index, index);
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}
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}
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if (stage == Stage::Fragment) {
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Add("OUTPUT frag_color0=result.color;");
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for (size_t index = 1; index < info.stores_frag_color.size(); ++index) {
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Add("OUTPUT frag_color{}=result.color[{}];", index, index);
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}
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}
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for (size_t index = 0; index < info.stores_generics.size(); ++index) {
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if (info.stores_generics[index]) {
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Add("OUTPUT out_attr{}[]={{result.attrib[{}..{}]}};", index, index, index);
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}
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}
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image_buffer_bindings.reserve(info.image_buffer_descriptors.size());
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for (const auto& desc : info.image_buffer_descriptors) {
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image_buffer_bindings.push_back(bindings.image);
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bindings.image += desc.count;
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}
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image_bindings.reserve(info.image_descriptors.size());
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for (const auto& desc : info.image_descriptors) {
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image_bindings.push_back(bindings.image);
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bindings.image += desc.count;
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}
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texture_buffer_bindings.reserve(info.texture_buffer_descriptors.size());
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for (const auto& desc : info.texture_buffer_descriptors) {
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texture_buffer_bindings.push_back(bindings.texture);
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bindings.texture += desc.count;
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}
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texture_bindings.reserve(info.texture_descriptors.size());
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for (const auto& desc : info.texture_descriptors) {
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texture_bindings.push_back(bindings.texture);
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bindings.texture += desc.count;
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}
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}
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} // namespace Shader::Backend::GLASM
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