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Xenia-Canary/src/xenia/gpu/shader_translator.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_SHADER_TRANSLATOR_H_
#define XENIA_GPU_SHADER_TRANSLATOR_H_
#include <memory>
#include <set>
#include <string>
#include <vector>
#include "xenia/base/math.h"
#include "xenia/base/string_buffer.h"
#include "xenia/gpu/registers.h"
#include "xenia/gpu/shader.h"
#include "xenia/gpu/ucode.h"
#include "xenia/gpu/xenos.h"
namespace xe {
namespace gpu {
class ShaderTranslator {
public:
virtual ~ShaderTranslator();
virtual uint32_t GetDefaultModification(
xenos::ShaderType shader_type,
Shader::HostVertexShaderType host_vertex_shader_type =
Shader::HostVertexShaderType::kVertex) const {
return 0;
}
bool Translate(Shader::Translation& translation, reg::SQ_PROGRAM_CNTL cntl);
bool Translate(Shader::Translation& translation);
protected:
ShaderTranslator();
// Resets translator state before beginning translation.
// shader_type is passed here so translator implementations can generate
// special fixed shaders for internal use, and set up the type for this
// purpose.
virtual void Reset(xenos::ShaderType shader_type);
// Current host-side modification being generated.
uint32_t modification() const { return modification_; }
// Register count.
uint32_t register_count() const { return register_count_; }
// True if the current shader is a vertex shader.
bool is_vertex_shader() const {
return shader_type_ == xenos::ShaderType::kVertex;
}
// True if the current shader is a pixel shader.
bool is_pixel_shader() const {
return shader_type_ == xenos::ShaderType::kPixel;
}
// Labels that jumps (explicit or from loops) can be done to, gathered before
// translation.
const std::set<uint32_t>& label_addresses() const { return label_addresses_; }
// Used constant register info, populated before translation.
const Shader::ConstantRegisterMap& constant_register_map() const {
return constant_register_map_;
}
// True if the current shader addresses general-purpose registers with dynamic
// indices, set before translation. Doesn't include writes to r[#+a#] with an
// empty used write mask.
bool uses_register_dynamic_addressing() const {
return uses_register_dynamic_addressing_;
}
// True if the current shader writes to a color target on any execution path,
// set before translation. Doesn't include writes with an empty used write
// mask.
bool writes_color_target(int i) const { return writes_color_targets_[i]; }
bool writes_any_color_target() const {
for (size_t i = 0; i < xe::countof(writes_color_targets_); ++i) {
if (writes_color_targets_[i]) {
return true;
}
}
return false;
}
// True if the current shader overrides the pixel depth, set before
// translation. Doesn't include writes with an empty used write mask.
bool writes_depth() const { return writes_depth_; }
// True if the current shader has any `kill` instructions.
bool kills_pixels() const { return kills_pixels_; }
// A list of all vertex bindings, populated before translation occurs.
const std::vector<Shader::VertexBinding>& vertex_bindings() const {
return vertex_bindings_;
}
// A list of all texture bindings, populated before translation occurs.
const std::vector<Shader::TextureBinding>& texture_bindings() const {
return texture_bindings_;
}
// Based on the number of AS_VS/PS_EXPORT_STREAM_* enum sets found in a game
// .pdb.
static constexpr uint32_t kMaxMemExports = 16;
// Bits indicating which eM# registers have been written to after each
// `alloc export`, for up to kMaxMemExports exports. This will contain zero
// for certain corrupt exports - that don't write to eA before writing to eM#,
// or if the write was done any way other than MAD with a stream constant.
const uint8_t* memexport_eM_written() const { return memexport_eM_written_; }
// All c# registers used as the addend in MAD operations to eA, populated
// before translation occurs.
const std::set<uint32_t>& memexport_stream_constants() const {
return memexport_stream_constants_;
}
// Whether the shader can have early depth and stencil writing enabled, unless
// alpha test or alpha to coverage is enabled. Data gathered before
// translation.
bool CanWriteZEarly() const {
// TODO(Triang3l): Investigate what happens to memexport when the pixel
// fails the depth/stencil test, but in Direct3D 11 UAV writes disable early
// depth/stencil.
return !writes_depth_ && !kills_pixels_ &&
memexport_stream_constants_.empty();
}
// Current line number in the ucode disassembly.
size_t ucode_disasm_line_number() const { return ucode_disasm_line_number_; }
// Ucode disassembly buffer accumulated during translation.
StringBuffer& ucode_disasm_buffer() { return ucode_disasm_buffer_; }
// Emits a translation error that will be passed back in the result.
virtual void EmitTranslationError(const char* message, bool is_fatal = true);
// Handles the start of translation.
// At this point the vertex and texture bindings have been gathered.
virtual void StartTranslation() {}
// Handles the end of translation when all ucode has been processed.
// Returns the translated shader binary.
virtual std::vector<uint8_t> CompleteTranslation() {
return std::vector<uint8_t>();
}
// Handles post-translation tasks when the shader has been fully translated.
// setup_shader_post_translation_info if non-modification-specific parameters
// of the Shader object behind the Translation can be set by this invocation.
virtual void PostTranslation(Shader::Translation& translation,
bool setup_shader_post_translation_info) {}
// Sets the host disassembly on a shader.
void set_host_disassembly(Shader::Translation& translation,
std::string value) {
translation.host_disassembly_ = std::move(value);
}
// Pre-process a control-flow instruction before anything else.
virtual void PreProcessControlFlowInstructions(
std::vector<ucode::ControlFlowInstruction> instrs) {}
// Handles translation for control flow label addresses.
// This is triggered once for each label required (due to control flow
// operations) before any of the instructions within the target exec.
virtual void ProcessLabel(uint32_t cf_index) {}
// Handles translation for control flow nop instructions.
virtual void ProcessControlFlowNopInstruction(uint32_t cf_index) {}
// Handles the start of a control flow instruction at the given address.
virtual void ProcessControlFlowInstructionBegin(uint32_t cf_index) {}
// Handles the end of a control flow instruction that began at the given
// address.
virtual void ProcessControlFlowInstructionEnd(uint32_t cf_index) {}
// Handles translation for control flow exec instructions prior to their
// contained ALU/fetch instructions.
virtual void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) {
}
// Handles translation for control flow exec instructions after their
// contained ALU/fetch instructions.
virtual void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) {}
// Handles translation for loop start instructions.
virtual void ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) {}
// Handles translation for loop end instructions.
virtual void ProcessLoopEndInstruction(
const ParsedLoopEndInstruction& instr) {}
// Handles translation for function call instructions.
virtual void ProcessCallInstruction(const ParsedCallInstruction& instr) {}
// Handles translation for function return instructions.
virtual void ProcessReturnInstruction(const ParsedReturnInstruction& instr) {}
// Handles translation for jump instructions.
virtual void ProcessJumpInstruction(const ParsedJumpInstruction& instr) {}
// Handles translation for alloc instructions.
virtual void ProcessAllocInstruction(const ParsedAllocInstruction& instr) {}
// Handles translation for vertex fetch instructions.
virtual void ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) {}
// Handles translation for texture fetch instructions.
virtual void ProcessTextureFetchInstruction(
const ParsedTextureFetchInstruction& instr) {}
// Handles translation for ALU instructions.
virtual void ProcessAluInstruction(const ParsedAluInstruction& instr) {}
private:
struct AluOpcodeInfo {
const char* name;
uint32_t argument_count;
uint32_t src_swizzle_component_count;
};
bool TranslateInternal(Shader::Translation& translation);
void MarkUcodeInstruction(uint32_t dword_offset);
void AppendUcodeDisasm(char c);
void AppendUcodeDisasm(const char* value);
void AppendUcodeDisasmFormat(const char* format, ...);
void GatherInstructionInformation(const ucode::ControlFlowInstruction& cf);
void GatherVertexFetchInformation(const ucode::VertexFetchInstruction& op);
void GatherTextureFetchInformation(const ucode::TextureFetchInstruction& op);
void TranslateControlFlowInstruction(const ucode::ControlFlowInstruction& cf);
void TranslateControlFlowNop(const ucode::ControlFlowInstruction& cf);
void TranslateControlFlowExec(const ucode::ControlFlowExecInstruction& cf);
void TranslateControlFlowCondExec(
const ucode::ControlFlowCondExecInstruction& cf);
void TranslateControlFlowCondExecPred(
const ucode::ControlFlowCondExecPredInstruction& cf);
void TranslateControlFlowLoopStart(
const ucode::ControlFlowLoopStartInstruction& cf);
void TranslateControlFlowLoopEnd(
const ucode::ControlFlowLoopEndInstruction& cf);
void TranslateControlFlowCondCall(
const ucode::ControlFlowCondCallInstruction& cf);
void TranslateControlFlowReturn(
const ucode::ControlFlowReturnInstruction& cf);
void TranslateControlFlowCondJmp(
const ucode::ControlFlowCondJmpInstruction& cf);
void TranslateControlFlowAlloc(const ucode::ControlFlowAllocInstruction& cf);
void TranslateExecInstructions(const ParsedExecInstruction& instr);
void TranslateVertexFetchInstruction(const ucode::VertexFetchInstruction& op);
void ParseVertexFetchInstruction(const ucode::VertexFetchInstruction& op,
ParsedVertexFetchInstruction* out_instr);
void TranslateTextureFetchInstruction(
const ucode::TextureFetchInstruction& op);
void ParseTextureFetchInstruction(const ucode::TextureFetchInstruction& op,
ParsedTextureFetchInstruction* out_instr);
void TranslateAluInstruction(const ucode::AluInstruction& op);
void ParseAluInstruction(const ucode::AluInstruction& op,
ParsedAluInstruction& out_instr) const;
static void ParseAluInstructionOperand(const ucode::AluInstruction& op,
uint32_t i,
uint32_t swizzle_component_count,
InstructionOperand& out_op);
static void ParseAluInstructionOperandSpecial(
const ucode::AluInstruction& op, InstructionStorageSource storage_source,
uint32_t reg, bool negate, int const_slot, uint32_t component_index,
InstructionOperand& out_op);
// Input shader metadata and microcode.
xenos::ShaderType shader_type_;
const uint32_t* ucode_dwords_;
size_t ucode_dword_count_;
uint32_t register_count_;
// Current host-side modification being generated.
uint32_t modification_ = 0;
// Accumulated translation errors.
std::vector<Shader::Error> errors_;
// Current control flow dword index.
uint32_t cf_index_ = 0;
// Microcode disassembly buffer, accumulated throughout the translation.
StringBuffer ucode_disasm_buffer_;
// Current line number in the disasm, which can be used for source annotation.
size_t ucode_disasm_line_number_ = 0;
// Last offset used when scanning for line numbers.
size_t previous_ucode_disasm_scan_offset_ = 0;
// Kept for supporting vfetch_mini.
ucode::VertexFetchInstruction previous_vfetch_full_;
// Labels that jumps (explicit or from loops) can be done to, gathered before
// translation.
std::set<uint32_t> label_addresses_;
// Detected binding information gathered before translation. Must not be
// affected by the modification index.
int total_attrib_count_ = 0;
std::vector<Shader::VertexBinding> vertex_bindings_;
std::vector<Shader::TextureBinding> texture_bindings_;
uint32_t unique_vertex_bindings_ = 0;
uint32_t unique_texture_bindings_ = 0;
// These all are gathered before translation.
// uses_register_dynamic_addressing_ for writes, writes_color_targets_,
// writes_depth_ don't include empty used write masks.
// Must not be affected by the modification index.
Shader::ConstantRegisterMap constant_register_map_ = {0};
bool uses_register_dynamic_addressing_ = false;
bool writes_color_targets_[4] = {false, false, false, false};
bool writes_depth_ = false;
bool kills_pixels_ = false;
// Memexport info is gathered before translation.
// Must not be affected by the modification index.
uint32_t memexport_alloc_count_ = 0;
// For register allocation in implementations - what was used after each
// `alloc export`.
uint32_t memexport_eA_written_ = 0;
uint8_t memexport_eM_written_[kMaxMemExports] = {0};
std::set<uint32_t> memexport_stream_constants_;
static const AluOpcodeInfo alu_vector_opcode_infos_[0x20];
static const AluOpcodeInfo alu_scalar_opcode_infos_[0x40];
};
class UcodeShaderTranslator : public ShaderTranslator {
public:
UcodeShaderTranslator() = default;
protected:
std::vector<uint8_t> CompleteTranslation() override;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_SHADER_TRANSLATOR_H_