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video_core: Implement IR based geometry shaders
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a1b845b651
commit
e1fea1e0c5
@ -80,16 +80,11 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = out += "// Shader Unique Id: GS" + id + '\n';
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std::string out = "// Shader Unique Id: GS" + id + '\n';
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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out += GetCommonDeclarations();
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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out += R"(
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out gl_PerVertex {
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out += R"(out gl_PerVertex {
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vec4 gl_Position;
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};
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@ -103,9 +98,12 @@ layout (std140) uniform gs_config {
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};
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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out += program.first;
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out = R"(
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out += R"(
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void main() {
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execute_geometry();
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};)";
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@ -12,6 +12,7 @@ namespace VideoCommon::Shader {
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using Tegra::Shader::ConditionCode;
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using Tegra::Shader::Instruction;
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using Tegra::Shader::OpCode;
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using Tegra::Shader::Register;
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u32 ShaderIR::DecodeOther(BasicBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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@ -140,6 +141,30 @@ u32 ShaderIR::DecodeOther(BasicBlock& bb, u32 pc) {
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SetRegister(bb, instr.gpr0, value);
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break;
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}
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case OpCode::Id::OUT_R: {
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UNIMPLEMENTED_IF_MSG(instr.gpr20.Value() != Register::ZeroIndex,
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"Stream buffer is not supported");
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if (instr.out.emit) {
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// gpr0 is used to store the next address and gpr8 contains the address to emit.
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// Hardware uses pointers here but we just ignore it
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bb.push_back(Operation(OperationCode::EmitVertex));
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SetRegister(bb, instr.gpr0, Immediate(0));
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}
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if (instr.out.cut) {
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bb.push_back(Operation(OperationCode::EndPrimitive));
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}
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break;
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}
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case OpCode::Id::ISBERD: {
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UNIMPLEMENTED_IF(instr.isberd.o != 0);
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UNIMPLEMENTED_IF(instr.isberd.skew != 0);
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UNIMPLEMENTED_IF(instr.isberd.shift != Tegra::Shader::IsberdShift::None);
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UNIMPLEMENTED_IF(instr.isberd.mode != Tegra::Shader::IsberdMode::None);
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LOG_WARNING(HW_GPU, "ISBERD instruction is incomplete");
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SetRegister(bb, instr.gpr0, GetRegister(instr.gpr8));
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break;
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}
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case OpCode::Id::DEPBAR: {
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LOG_WARNING(HW_GPU, "DEPBAR instruction is stubbed");
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break;
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@ -89,6 +89,22 @@ static std::string GetSwizzle(u32 elem) {
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return swizzle;
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}
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/// Translate topology
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static std::string GetTopologyName(Tegra::Shader::OutputTopology topology) {
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switch (topology) {
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case Tegra::Shader::OutputTopology::PointList:
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return "points";
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case Tegra::Shader::OutputTopology::LineStrip:
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return "line_strip";
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case Tegra::Shader::OutputTopology::TriangleStrip:
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return "triangle_strip";
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default:
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UNIMPLEMENTED_MSG("Unknown output topology: {}", static_cast<u32>(topology));
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return "points";
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}
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}
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/// Returns true if an object has to be treated as precise
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static bool IsPrecise(Operation operand) {
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const auto& meta = operand.GetMeta();
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@ -115,6 +131,7 @@ public:
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void Decompile() {
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DeclareVertex();
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DeclareGeometry();
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DeclareRegisters();
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DeclarePredicates();
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DeclareLocalMemory();
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@ -212,6 +229,16 @@ private:
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code.AddNewLine();
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}
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void DeclareGeometry() {
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if (stage != ShaderStage::Geometry)
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return;
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const auto topology = GetTopologyName(header.common3.output_topology);
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const auto max_vertices = std::to_string(header.common4.max_output_vertices);
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code.AddLine("layout (" + topology + ", max_vertices = " + max_vertices + ") out;");
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code.AddNewLine();
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}
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void DeclareRegisters() {
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const auto& registers = ir.GetRegisters();
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for (const u32 gpr : registers) {
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@ -419,9 +446,24 @@ private:
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const auto attribute = abuf->GetIndex();
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const auto element = abuf->GetElement();
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const auto GeometryPass = [&](const std::string& name) {
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if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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// set an 0x80000000 index for those and the shader fails to build. Find out why
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// this happens and what's its intent.
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return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
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") % MAX_VERTEX_INPUT]";
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}
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return name;
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};
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switch (attribute) {
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case Attribute::Index::Position:
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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if (stage != ShaderStage::Fragment) {
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return GeometryPass("position") + GetSwizzle(element);
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} else {
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
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}
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case Attribute::Index::PointCoord:
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switch (element) {
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case 0:
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@ -460,7 +502,7 @@ private:
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default:
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if (attribute >= Attribute::Index::Attribute_0 &&
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attribute <= Attribute::Index::Attribute_31) {
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return GetInputAttribute(attribute) + GetSwizzle(abuf->GetElement());
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return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
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}
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break;
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}
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@ -1226,6 +1268,27 @@ private:
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return {};
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}
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std::string EmitVertex(Operation operation) {
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ASSERT_MSG(stage == ShaderStage::Geometry,
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"EmitVertex is expected to be used in a geometry shader.");
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// If a geometry shader is attached, it will always flip (it's the last stage before
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// fragment). For more info about flipping, refer to gl_shader_gen.cpp.
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code.AddLine("position.xy *= viewport_flip.xy;");
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code.AddLine("gl_Position = position;");
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code.AddLine("position.w = 1.0;");
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code.AddLine("EmitVertex();");
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return {};
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}
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std::string EndPrimitive(Operation operation) {
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ASSERT_MSG(stage == ShaderStage::Geometry,
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"EndPrimitive is expected to be used in a geometry shader.");
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code.AddLine("EndPrimitive();");
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return {};
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}
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std::string YNegate(Operation operation) {
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// Config pack's third value is Y_NEGATE's state.
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return "uintBitsToFloat(config_pack[2])";
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@ -1361,6 +1424,9 @@ private:
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&Exit,
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&Kil,
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&EmitVertex,
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&EndPrimitive,
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&YNegate,
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};
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@ -172,6 +172,9 @@ enum class OperationCode {
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Exit, /// () -> void
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Kil, /// () -> void
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EmitVertex, /// () -> void
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EndPrimitive, /// () -> void
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YNegate, /// () -> float
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Amount,
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