Fix d3d12 logic wrt scaling weights, add vulkan impelementation for using scaled texture offsets and fix resolution-scaled texture detection
1016 lines
44 KiB
C++
1016 lines
44 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_SPIRV_SHADER_TRANSLATOR_H_
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#define XENIA_GPU_SPIRV_SHADER_TRANSLATOR_H_
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#include <array>
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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#include "xenia/gpu/shader_translator.h"
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#include "xenia/gpu/spirv_builder.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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namespace xe {
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namespace gpu {
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class SpirvShaderTranslator : public ShaderTranslator {
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public:
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union Modification {
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// If anything in this is structure is changed in a way not compatible with
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// the previous layout, invalidate the pipeline storages by increasing this
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// version number (0xYYYYMMDD)!
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// TODO(Triang3l): Change to 0xYYYYMMDD once it's out of the rapid
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// prototyping stage (easier to do small granular updates with an
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// incremental counter).
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static constexpr uint32_t kVersion = 7;
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enum class DepthStencilMode : uint32_t {
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kNoModifiers,
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// Early fragment tests - enable if alpha test and alpha to coverage are
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// disabled; ignored if anything in the shader blocks early Z writing.
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kEarlyHint,
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// TODO(Triang3l): Unorm24 (rounding) and float24 (truncating and
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// rounding) output modes.
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};
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struct {
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// uint32_t 0.
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// Interpolators written by the vertex shader and needed by the pixel
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// shader.
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uint32_t interpolator_mask : xenos::kMaxInterpolators;
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// For HostVertexShaderType kPointListAsTriangleStrip, whether to output
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// the point coordinates.
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// For other HostVertexShaderTypes (though truly reachable only for
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// kVertex), whether to output the point size.
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uint32_t output_point_parameters : 1;
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// Dynamically indexable register count from SQ_PROGRAM_CNTL.
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uint32_t dynamic_addressable_register_count : 8;
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// Pipeline stage and input configuration.
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Shader::HostVertexShaderType host_vertex_shader_type
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: Shader::kHostVertexShaderTypeBitCount;
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} vertex;
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struct PixelShaderModification {
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// uint32_t 0.
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// Interpolators written by the vertex shader and needed by the pixel
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// shader.
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uint32_t interpolator_mask : xenos::kMaxInterpolators;
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uint32_t interpolators_centroid : xenos::kMaxInterpolators;
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// uint32_t 1.
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// Dynamically indexable register count from SQ_PROGRAM_CNTL.
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uint32_t dynamic_addressable_register_count : 8;
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uint32_t param_gen_enable : 1;
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uint32_t param_gen_interpolator : 4;
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// If param_gen_enable is set, this must be set for point primitives, and
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// must not be set for other primitive types - enables the point sprite
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// coordinates input, and also effects the flag bits in PsParamGen.
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uint32_t param_gen_point : 1;
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// For host render targets - depth / stencil output mode.
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DepthStencilMode depth_stencil_mode : 3;
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} pixel;
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uint64_t value = 0;
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explicit Modification(uint64_t modification_value = 0)
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: value(modification_value) {
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static_assert_size(*this, sizeof(value));
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}
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};
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enum : uint32_t {
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kSysFlag_VertexIndexLoad_Shift,
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kSysFlag_ComputeOrPrimitiveVertexIndexLoad_Shift,
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kSysFlag_ComputeOrPrimitiveVertexIndexLoad32Bit_Shift,
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kSysFlag_XYDividedByW_Shift,
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kSysFlag_ZDividedByW_Shift,
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kSysFlag_WNotReciprocal_Shift,
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kSysFlag_PrimitivePolygonal_Shift,
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kSysFlag_PrimitiveLine_Shift,
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kSysFlag_MsaaSamples_Shift,
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kSysFlag_DepthFloat24_Shift =
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kSysFlag_MsaaSamples_Shift + xenos::kMsaaSamplesBits,
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kSysFlag_AlphaPassIfLess_Shift,
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kSysFlag_AlphaPassIfEqual_Shift,
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kSysFlag_AlphaPassIfGreater_Shift,
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kSysFlag_ConvertColor0ToGamma_Shift,
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kSysFlag_ConvertColor1ToGamma_Shift,
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kSysFlag_ConvertColor2ToGamma_Shift,
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kSysFlag_ConvertColor3ToGamma_Shift,
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kSysFlag_FSIDepthStencil_Shift,
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kSysFlag_FSIDepthPassIfLess_Shift,
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kSysFlag_FSIDepthPassIfEqual_Shift,
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kSysFlag_FSIDepthPassIfGreater_Shift,
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// 1 to write new depth to the depth buffer, 0 to keep the old one if the
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// depth test passes.
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kSysFlag_FSIDepthWrite_Shift,
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kSysFlag_FSIStencilTest_Shift,
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// If the depth / stencil test has failed, but resulted in a stencil value
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// that is different than the one currently in the depth buffer, write it
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// anyway and don't run the rest of the shader (to check if the sample may
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// be discarded some way) - use when alpha test and alpha to coverage are
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// disabled. Ignored by the shader if not applicable to it (like if it has
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// kill instructions or writes the depth output).
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// TODO(Triang3l): Investigate replacement with an alpha-to-mask flag,
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// checking `(flags & (alpha test | alpha to mask)) == (always | disabled)`,
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// taking into account the potential relation with occlusion queries (but
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// should be safe at least temporarily).
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kSysFlag_FSIDepthStencilEarlyWrite_Shift,
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kSysFlag_Count,
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// For HostVertexShaderType kVertex, if fullDrawIndexUint32 is not
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// supported (ignored otherwise), whether to fetch the index manually
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// (32-bit only - 16-bit indices are always fetched via the Vulkan index
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// buffer).
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kSysFlag_VertexIndexLoad = 1u << kSysFlag_VertexIndexLoad_Shift,
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// For HostVertexShaderTypes kMemExportCompute, kPointListAsTriangleStrip,
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// kRectangleListAsTriangleStrip, whether the vertex index needs to be
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// loaded from the index buffer (rather than using autogenerated indices),
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// and whether it's 32-bit. This is separate from kSysFlag_VertexIndexLoad
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// because the same system constants may be used for the memexporting
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// compute shader and the vertex shader for the same draw, but
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// kSysFlag_VertexIndexLoad may be not needed.
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kSysFlag_ComputeOrPrimitiveVertexIndexLoad =
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1u << kSysFlag_ComputeOrPrimitiveVertexIndexLoad_Shift,
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kSysFlag_ComputeOrPrimitiveVertexIndexLoad32Bit =
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1u << kSysFlag_ComputeOrPrimitiveVertexIndexLoad32Bit_Shift,
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kSysFlag_XYDividedByW = 1u << kSysFlag_XYDividedByW_Shift,
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kSysFlag_ZDividedByW = 1u << kSysFlag_ZDividedByW_Shift,
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kSysFlag_WNotReciprocal = 1u << kSysFlag_WNotReciprocal_Shift,
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kSysFlag_PrimitivePolygonal = 1u << kSysFlag_PrimitivePolygonal_Shift,
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kSysFlag_PrimitiveLine = 1u << kSysFlag_PrimitiveLine_Shift,
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kSysFlag_DepthFloat24 = 1u << kSysFlag_DepthFloat24_Shift,
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kSysFlag_AlphaPassIfLess = 1u << kSysFlag_AlphaPassIfLess_Shift,
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kSysFlag_AlphaPassIfEqual = 1u << kSysFlag_AlphaPassIfEqual_Shift,
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kSysFlag_AlphaPassIfGreater = 1u << kSysFlag_AlphaPassIfGreater_Shift,
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kSysFlag_ConvertColor0ToGamma = 1u << kSysFlag_ConvertColor0ToGamma_Shift,
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kSysFlag_ConvertColor1ToGamma = 1u << kSysFlag_ConvertColor1ToGamma_Shift,
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kSysFlag_ConvertColor2ToGamma = 1u << kSysFlag_ConvertColor2ToGamma_Shift,
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kSysFlag_ConvertColor3ToGamma = 1u << kSysFlag_ConvertColor3ToGamma_Shift,
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kSysFlag_FSIDepthStencil = 1u << kSysFlag_FSIDepthStencil_Shift,
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kSysFlag_FSIDepthPassIfLess = 1u << kSysFlag_FSIDepthPassIfLess_Shift,
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kSysFlag_FSIDepthPassIfEqual = 1u << kSysFlag_FSIDepthPassIfEqual_Shift,
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kSysFlag_FSIDepthPassIfGreater = 1u << kSysFlag_FSIDepthPassIfGreater_Shift,
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kSysFlag_FSIDepthWrite = 1u << kSysFlag_FSIDepthWrite_Shift,
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kSysFlag_FSIStencilTest = 1u << kSysFlag_FSIStencilTest_Shift,
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kSysFlag_FSIDepthStencilEarlyWrite =
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1u << kSysFlag_FSIDepthStencilEarlyWrite_Shift,
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};
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static_assert(kSysFlag_Count <= 32, "Too many flags in the system constants");
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// IF SYSTEM CONSTANTS ARE CHANGED OR ADDED, THE FOLLOWING MUST BE UPDATED:
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// - SystemConstantIndex enum.
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// - Structure members in BeginTranslation.
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//
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// Using the std140 layout - vec2 must be aligned to 8 bytes, vec3 and vec4 to
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// 16 bytes.
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struct SystemConstants {
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uint32_t flags;
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uint32_t vertex_index_load_address;
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xenos::Endian vertex_index_endian;
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int32_t vertex_base_index;
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float ndc_scale[3];
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float point_vertex_diameter_min;
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float ndc_offset[3];
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float point_vertex_diameter_max;
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float point_constant_diameter[2];
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// Diameter in guest screen coordinates > radius (0.5 * diameter) in the NDC
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// for the host viewport.
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float point_screen_diameter_to_ndc_radius[2];
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// Each byte contains post-swizzle TextureSign values for each of the needed
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// components of each of the 32 used texture fetch constants.
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uint32_t texture_swizzled_signs[8];
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// If the imageViewFormatSwizzle portability subset is not supported, the
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// component swizzle (taking both guest and host swizzles into account) to
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// apply to the result directly in the shader code. In each uint32_t,
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// swizzles for 2 texture fetch constants (in bits 0:11 and 12:23).
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uint32_t texture_swizzles[16];
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// Whether the contents of each texture in fetch constants comes from a
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// resolve operation (bit per texture, 32 textures max).
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uint32_t textures_resolved;
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float alpha_test_reference;
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uint32_t edram_32bpp_tile_pitch_dwords_scaled;
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uint32_t edram_depth_base_dwords_scaled;
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float padding_edram_depth_base_dwords_scaled;
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float color_exp_bias[4];
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float edram_poly_offset_front_scale;
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float edram_poly_offset_back_scale;
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float edram_poly_offset_front_offset;
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float edram_poly_offset_back_offset;
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union {
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struct {
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uint32_t edram_stencil_front_reference_masks;
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uint32_t edram_stencil_front_func_ops;
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uint32_t edram_stencil_back_reference_masks;
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uint32_t edram_stencil_back_func_ops;
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};
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struct {
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uint32_t edram_stencil_front[2];
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uint32_t edram_stencil_back[2];
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};
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};
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uint32_t edram_rt_base_dwords_scaled[4];
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// RT format combined with RenderTargetCache::kPSIColorFormatFlag values
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// (pass via RenderTargetCache::AddPSIColorFormatFlags).
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uint32_t edram_rt_format_flags[4];
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// Render target blending options - RB_BLENDCONTROL, with only the relevant
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// options (factors and operations - AND 0x1FFF1FFF). If 0x00010001
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// (1 * src + 0 * dst), blending is disabled for the render target.
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uint32_t edram_rt_blend_factors_ops[4];
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// Format info - mask to apply to the old packed RT data, and to apply as
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// inverted to the new packed data, before storing (more or less the inverse
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// of the write mask packed like render target channels). This can be used
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// to bypass unpacking if blending is not used. If 0 and not blending,
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// reading the old data from the EDRAM buffer is not required.
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uint32_t edram_rt_keep_mask[4][2];
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// Format info - values to clamp the color to before blending or storing.
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// Low color, low alpha, high color, high alpha.
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float edram_rt_clamp[4][4];
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// The constant blend factor for the respective modes.
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float edram_blend_constant[4];
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};
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enum ConstantBuffer : uint32_t {
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kConstantBufferSystem,
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kConstantBufferFloatVertex,
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kConstantBufferFloatPixel,
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kConstantBufferBoolLoop,
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kConstantBufferFetch,
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kConstantBufferCount,
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};
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// The minimum limit for maxPerStageDescriptorStorageBuffers is 4, and for
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// maxStorageBufferRange it's 128 MB. These are the values of those limits on
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// Arm Mali as of November 2020. Xenia needs 512 MB shared memory to be bound,
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// therefore SSBOs must only be used for shared memory - all other storage
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// resources must be images or texel buffers.
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enum DescriptorSet : uint32_t {
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// According to the "Pipeline Layout Compatibility" section of the Vulkan
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// specification:
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// "Two pipeline layouts are defined to be "compatible for set N" if they
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// were created with identically defined descriptor set layouts for sets
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// zero through N, and if they were created with identical push constant
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// ranges."
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// "Place the least frequently changing descriptor sets near the start of
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// the pipeline layout, and place the descriptor sets representing the most
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// frequently changing resources near the end. When pipelines are switched,
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// only the descriptor set bindings that have been invalidated will need to
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// be updated and the remainder of the descriptor set bindings will remain
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// in place."
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// This is partially the reverse of the Direct3D 12's rule of placing the
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// most frequently changed descriptor sets in the beginning. Here all
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// descriptor sets with an immutable layout are placed first, in reverse
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// frequency of changing, and sets that may be different for different
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// pipeline states last.
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// Always the same descriptor set layouts for all pipeline layouts:
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// Never changed.
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kDescriptorSetSharedMemoryAndEdram,
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// Changed in case of changes in the data.
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kDescriptorSetConstants,
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// Mutable part of the pipeline layout:
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kDescriptorSetMutableLayoutsStart,
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// Rarely used at all, but may be changed at an unpredictable rate when
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// vertex textures are used (for example, for bones of an object, which may
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// consist of multiple draw commands with different materials).
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kDescriptorSetTexturesVertex = kDescriptorSetMutableLayoutsStart,
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// Per-material textures.
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kDescriptorSetTexturesPixel,
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kDescriptorSetCount,
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};
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static_assert(
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kDescriptorSetCount <= 4,
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"The number of descriptor sets used by translated shaders must be within "
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"the minimum Vulkan maxBoundDescriptorSets requirement of 4, which is "
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"the limit on most GPUs used in Android devices - Arm Mali, Imagination "
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"PowerVR, Qualcomm Adreno 6xx and older, as well as on old PC Nvidia "
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"drivers");
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// "Xenia Emulator Microcode Translator".
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// https://github.com/KhronosGroup/SPIRV-Headers/blob/c43a43c7cc3af55910b9bec2a71e3e8a622443cf/include/spirv/spir-v.xml#L79
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static constexpr uint32_t kSpirvMagicToolId = 26;
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struct Features {
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explicit Features(const ui::vulkan::VulkanDevice* vulkan_device);
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explicit Features(bool all = false);
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unsigned int spirv_version;
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uint32_t max_storage_buffer_range;
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bool full_draw_index_uint32;
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bool vertex_pipeline_stores_and_atomics;
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bool fragment_stores_and_atomics;
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bool clip_distance;
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bool cull_distance;
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bool image_view_format_swizzle;
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bool signed_zero_inf_nan_preserve_float32;
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bool denorm_flush_to_zero_float32;
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bool rounding_mode_rte_float32;
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bool fragment_shader_sample_interlock;
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bool demote_to_helper_invocation;
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};
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SpirvShaderTranslator(const Features& features,
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bool native_2x_msaa_with_attachments,
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bool native_2x_msaa_no_attachments,
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bool edram_fragment_shader_interlock,
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uint32_t draw_resolution_scale_x = 1,
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uint32_t draw_resolution_scale_y = 1)
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: features_(features),
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native_2x_msaa_with_attachments_(native_2x_msaa_with_attachments),
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native_2x_msaa_no_attachments_(native_2x_msaa_no_attachments),
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edram_fragment_shader_interlock_(edram_fragment_shader_interlock),
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draw_resolution_scale_x_(draw_resolution_scale_x),
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draw_resolution_scale_y_(draw_resolution_scale_y) {}
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uint64_t GetDefaultVertexShaderModification(
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uint32_t dynamic_addressable_register_count,
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Shader::HostVertexShaderType host_vertex_shader_type =
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Shader::HostVertexShaderType::kVertex) const override;
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uint64_t GetDefaultPixelShaderModification(
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uint32_t dynamic_addressable_register_count) const override;
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static constexpr uint32_t GetSharedMemoryStorageBufferCountLog2(
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uint32_t max_storage_buffer_range) {
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if (max_storage_buffer_range >= 512 * 1024 * 1024) {
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return 0;
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}
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if (max_storage_buffer_range >= 256 * 1024 * 1024) {
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return 1;
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}
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return 2;
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}
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uint32_t GetSharedMemoryStorageBufferCountLog2() const {
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return GetSharedMemoryStorageBufferCountLog2(
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features_.max_storage_buffer_range);
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}
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// Creates a special fragment shader without color outputs - this resets the
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// state of the translator.
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std::vector<uint8_t> CreateDepthOnlyFragmentShader();
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// Common functions useful not only for the translator, but also for EDRAM
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// emulation via conventional render targets.
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// Converts the color value externally clamped to [0, 31.875] to 7e3 floating
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// point, with zeros in bits 10:31, rounding to the nearest even.
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static spv::Id PreClampedFloat32To7e3(SpirvBuilder& builder,
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spv::Id f32_scalar,
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spv::Id ext_inst_glsl_std_450);
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// Same as PreClampedFloat32To7e3, but clamps the input to [0, 31.875].
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static spv::Id UnclampedFloat32To7e3(SpirvBuilder& builder,
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spv::Id f32_scalar,
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spv::Id ext_inst_glsl_std_450);
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// Converts the 7e3 number in bits [f10_shift, f10_shift + 10) to a 32-bit
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// float.
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static spv::Id Float7e3To32(SpirvBuilder& builder, spv::Id f10_uint_scalar,
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uint32_t f10_shift, bool result_as_uint,
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spv::Id ext_inst_glsl_std_450);
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// Converts the depth value externally clamped to the representable [0, 2)
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// range to 20e4 floating point, with zeros in bits 24:31, rounding to the
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// nearest even or towards zero. If remap_from_0_to_0_5 is true, it's assumed
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// that 0...1 is pre-remapped to 0...0.5 in the input.
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static spv::Id PreClampedDepthTo20e4(SpirvBuilder& builder,
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spv::Id f32_scalar,
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bool round_to_nearest_even,
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bool remap_from_0_to_0_5,
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spv::Id ext_inst_glsl_std_450);
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// Converts the 20e4 number in bits [f24_shift, f24_shift + 10) to a 32-bit
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// float.
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static spv::Id Depth20e4To32(SpirvBuilder& builder, spv::Id f24_uint_scalar,
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uint32_t f24_shift, bool remap_to_0_to_0_5,
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bool result_as_uint,
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spv::Id ext_inst_glsl_std_450);
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protected:
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void Reset() override;
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uint32_t GetModificationRegisterCount() const override;
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void StartTranslation() override;
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std::vector<uint8_t> CompleteTranslation() override;
|
|
|
|
void PostTranslation() override;
|
|
|
|
void ProcessLabel(uint32_t cf_index) override;
|
|
|
|
void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override;
|
|
void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
|
|
void ProcessLoopStartInstruction(
|
|
const ParsedLoopStartInstruction& instr) override;
|
|
void ProcessLoopEndInstruction(
|
|
const ParsedLoopEndInstruction& instr) override;
|
|
void ProcessJumpInstruction(const ParsedJumpInstruction& instr) override;
|
|
void ProcessAllocInstruction(const ParsedAllocInstruction& instr,
|
|
uint8_t export_eM) override;
|
|
|
|
void ProcessVertexFetchInstruction(
|
|
const ParsedVertexFetchInstruction& instr) override;
|
|
void ProcessTextureFetchInstruction(
|
|
const ParsedTextureFetchInstruction& instr) override;
|
|
void ProcessAluInstruction(
|
|
const ParsedAluInstruction& instr,
|
|
uint8_t memexport_eM_potentially_written_before) override;
|
|
|
|
private:
|
|
struct TextureBinding {
|
|
uint32_t fetch_constant;
|
|
// Stacked and 3D are separate TextureBindings.
|
|
xenos::FetchOpDimension dimension;
|
|
bool is_signed;
|
|
|
|
spv::Id variable;
|
|
};
|
|
|
|
struct SamplerBinding {
|
|
uint32_t fetch_constant;
|
|
xenos::TextureFilter mag_filter;
|
|
xenos::TextureFilter min_filter;
|
|
xenos::TextureFilter mip_filter;
|
|
xenos::AnisoFilter aniso_filter;
|
|
|
|
spv::Id variable;
|
|
};
|
|
|
|
// Builder helpers.
|
|
spv::Id SpirvSmearScalarResultOrConstant(spv::Id scalar, spv::Id vector_type);
|
|
|
|
Modification GetSpirvShaderModification() const {
|
|
return Modification(current_translation().modification());
|
|
}
|
|
|
|
bool IsSpirvVertexShader() const {
|
|
return is_vertex_shader() &&
|
|
!Shader::IsHostVertexShaderTypeDomain(
|
|
GetSpirvShaderModification().vertex.host_vertex_shader_type);
|
|
}
|
|
bool IsSpirvTessEvalShader() const {
|
|
return is_vertex_shader() &&
|
|
Shader::IsHostVertexShaderTypeDomain(
|
|
GetSpirvShaderModification().vertex.host_vertex_shader_type);
|
|
}
|
|
bool IsSpirvComputeShader() const {
|
|
return is_vertex_shader() &&
|
|
GetSpirvShaderModification().vertex.host_vertex_shader_type ==
|
|
Shader::HostVertexShaderType::kMemExportCompute;
|
|
}
|
|
|
|
bool IsExecutionModeEarlyFragmentTests() const {
|
|
return is_pixel_shader() &&
|
|
GetSpirvShaderModification().pixel.depth_stencil_mode ==
|
|
Modification::DepthStencilMode::kEarlyHint &&
|
|
!edram_fragment_shader_interlock_ &&
|
|
current_shader().implicit_early_z_write_allowed();
|
|
}
|
|
|
|
uint32_t GetModificationInterpolatorMask() const {
|
|
Modification modification = GetSpirvShaderModification();
|
|
return is_vertex_shader() ? modification.vertex.interpolator_mask
|
|
: modification.pixel.interpolator_mask;
|
|
}
|
|
|
|
// Returns UINT32_MAX if PsParamGen doesn't need to be written.
|
|
uint32_t GetPsParamGenInterpolator() const;
|
|
|
|
// Must be called before emitting any SPIR-V operations that must be in a
|
|
// block in translator callbacks to ensure that if the last instruction added
|
|
// was something like OpBranch - in this case, an unreachable block is
|
|
// created.
|
|
void EnsureBuildPointAvailable();
|
|
|
|
void StartVertexOrTessEvalShaderBeforeMain();
|
|
void StartVertexOrTessEvalShaderInMain();
|
|
void CompleteVertexOrTessEvalShaderInMain();
|
|
|
|
void StartFragmentShaderBeforeMain();
|
|
void StartFragmentShaderInMain();
|
|
void CompleteFragmentShaderInMain();
|
|
|
|
// Updates the current flow control condition (to be called in the beginning
|
|
// of exec and in jumps), closing the previous conditionals if needed.
|
|
// However, if the condition is not different, the instruction-level predicate
|
|
// conditional also won't be closed - this must be checked separately if
|
|
// needed (for example, in jumps).
|
|
void UpdateExecConditionals(ParsedExecInstruction::Type type,
|
|
uint32_t bool_constant_index, bool condition);
|
|
// Opens or reopens the predicate check conditional for the instruction.
|
|
// Should be called before processing a non-control-flow instruction.
|
|
void UpdateInstructionPredication(bool predicated, bool condition);
|
|
// Closes the instruction-level predicate conditional if it's open, useful if
|
|
// a control flow instruction needs to do some code which needs to respect the
|
|
// current exec conditional, but can't itself be predicated.
|
|
void CloseInstructionPredication();
|
|
// Closes conditionals opened by exec and instructions within them (but not by
|
|
// labels) and updates the state accordingly.
|
|
void CloseExecConditionals();
|
|
|
|
spv::Id GetStorageAddressingIndex(
|
|
InstructionStorageAddressingMode addressing_mode, uint32_t storage_index,
|
|
bool is_float_constant = false);
|
|
// Loads unswizzled operand without sign modifiers as float4.
|
|
spv::Id LoadOperandStorage(const InstructionOperand& operand);
|
|
spv::Id ApplyOperandModifiers(spv::Id operand_value,
|
|
const InstructionOperand& original_operand,
|
|
bool invert_negate = false,
|
|
bool force_absolute = false);
|
|
// Returns the requested components, with the operand's swizzle applied, in a
|
|
// condensed form, but without negation / absolute value modifiers. The
|
|
// storage is float4, no matter what the component count of original_operand
|
|
// is (the storage will be either r# or c#, but the instruction may be
|
|
// scalar).
|
|
spv::Id GetUnmodifiedOperandComponents(
|
|
spv::Id operand_storage, const InstructionOperand& original_operand,
|
|
uint32_t components);
|
|
spv::Id GetOperandComponents(spv::Id operand_storage,
|
|
const InstructionOperand& original_operand,
|
|
uint32_t components, bool invert_negate = false,
|
|
bool force_absolute = false) {
|
|
return ApplyOperandModifiers(
|
|
GetUnmodifiedOperandComponents(operand_storage, original_operand,
|
|
components),
|
|
original_operand, invert_negate, force_absolute);
|
|
}
|
|
// If components are identical, the same Id will be written to both outputs.
|
|
void GetOperandScalarXY(spv::Id operand_storage,
|
|
const InstructionOperand& original_operand,
|
|
spv::Id& a_out, spv::Id& b_out,
|
|
bool invert_negate = false,
|
|
bool force_absolute = false);
|
|
// Gets the absolute value of the loaded operand if it's not absolute already.
|
|
spv::Id GetAbsoluteOperand(spv::Id operand_storage,
|
|
const InstructionOperand& original_operand);
|
|
// The type of the value must be a float vector consisting of
|
|
// xe::bit_count(result.GetUsedResultComponents()) elements, or (to replicate
|
|
// a scalar into all used components) float, or the value can be spv::NoResult
|
|
// if there's no result to store (like constants only).
|
|
void StoreResult(const InstructionResult& result, spv::Id value);
|
|
|
|
// For Shader Model 3 multiplication (+-0 or denormal * anything = +0),
|
|
// replaces the value with +0 if the minimum of the two operands is 0. This
|
|
// must be called with absolute values of operands - use GetAbsoluteOperand!
|
|
spv::Id ZeroIfAnyOperandIsZero(spv::Id value, spv::Id operand_0_abs,
|
|
spv::Id operand_1_abs);
|
|
// Conditionally discard the current fragment. Changes the build point.
|
|
void KillPixel(spv::Id condition,
|
|
uint8_t memexport_eM_potentially_written_before);
|
|
// Return type is a xe::bit_count(result.GetUsedResultComponents())-component
|
|
// float vector or a single float, depending on whether it's a reduction
|
|
// instruction (check getTypeId of the result), or returns spv::NoResult if
|
|
// nothing to store.
|
|
spv::Id ProcessVectorAluOperation(
|
|
const ParsedAluInstruction& instr,
|
|
uint8_t memexport_eM_potentially_written_before, bool& predicate_written);
|
|
// Returns a float value to write to the previous scalar register and to the
|
|
// destination. If the return value is ps itself (in the retain_prev case),
|
|
// returns spv::NoResult (handled as a special case, so if it's retain_prev,
|
|
// but don't need to write to anywhere, no OpLoad(ps) will be done).
|
|
spv::Id ProcessScalarAluOperation(
|
|
const ParsedAluInstruction& instr,
|
|
uint8_t memexport_eM_potentially_written_before, bool& predicate_written);
|
|
|
|
// Perform endian swap of a uint scalar or vector.
|
|
spv::Id EndianSwap32Uint(spv::Id value, spv::Id endian);
|
|
// Perform endian swap of a uint4 vector.
|
|
spv::Id EndianSwap128Uint4(spv::Id value, spv::Id endian);
|
|
|
|
spv::Id LoadUint32FromSharedMemory(spv::Id address_dwords_int);
|
|
// If `replace_mask` is provided, the bits specified in the mask will be
|
|
// replaced with those from the value via OpAtomicAnd/Or.
|
|
// Bits of `value` not in `replace_mask` will be ignored.
|
|
void StoreUint32ToSharedMemory(spv::Id value, spv::Id address_dwords_int,
|
|
spv::Id replace_mask = spv::NoResult);
|
|
|
|
bool IsMemoryExportSupported() const {
|
|
if (is_pixel_shader()) {
|
|
return features_.fragment_stores_and_atomics;
|
|
}
|
|
return features_.vertex_pipeline_stores_and_atomics ||
|
|
IsSpirvComputeShader();
|
|
}
|
|
|
|
bool IsMemoryExportUsed() const {
|
|
return current_shader().memexport_eM_written() && IsMemoryExportSupported();
|
|
}
|
|
|
|
void ExportToMemory(uint8_t export_eM);
|
|
|
|
// The source may be a floating-point scalar or a vector.
|
|
spv::Id PWLGammaToLinear(spv::Id gamma, bool gamma_pre_saturated);
|
|
spv::Id LinearToPWLGamma(spv::Id linear, bool linear_pre_saturated);
|
|
|
|
size_t FindOrAddTextureBinding(uint32_t fetch_constant,
|
|
xenos::FetchOpDimension dimension,
|
|
bool is_signed);
|
|
size_t FindOrAddSamplerBinding(uint32_t fetch_constant,
|
|
xenos::TextureFilter mag_filter,
|
|
xenos::TextureFilter min_filter,
|
|
xenos::TextureFilter mip_filter,
|
|
xenos::AnisoFilter aniso_filter);
|
|
// `texture_parameters` need to be set up except for `sampler`, which will be
|
|
// set internally, optionally doing linear interpolation between the an
|
|
// existing value and the new one (the result location may be the same as for
|
|
// the first lerp endpoint, but not across signedness).
|
|
void SampleTexture(spv::Builder::TextureParameters& texture_parameters,
|
|
spv::ImageOperandsMask image_operands_mask,
|
|
spv::Id image_unsigned, spv::Id image_signed,
|
|
spv::Id sampler, spv::Id is_any_unsigned,
|
|
spv::Id is_any_signed, spv::Id& result_unsigned_out,
|
|
spv::Id& result_signed_out,
|
|
spv::Id lerp_factor = spv::NoResult,
|
|
spv::Id lerp_first_unsigned = spv::NoResult,
|
|
spv::Id lerp_first_signed = spv::NoResult);
|
|
// `texture_parameters` need to be set up except for `sampler`, which will be
|
|
// set internally.
|
|
spv::Id QueryTextureLod(spv::Builder::TextureParameters& texture_parameters,
|
|
spv::Id image_unsigned, spv::Id image_signed,
|
|
spv::Id sampler, spv::Id is_all_signed);
|
|
|
|
spv::Id LoadMsaaSamplesFromFlags();
|
|
// Whether it's possible and worth skipping running the translated shader for
|
|
// 2x2 quads.
|
|
bool FSI_IsDepthStencilEarly() const {
|
|
assert_true(edram_fragment_shader_interlock_);
|
|
return !is_depth_only_fragment_shader_ &&
|
|
!current_shader().writes_depth() &&
|
|
!current_shader().memexport_eM_written();
|
|
}
|
|
void FSI_LoadSampleMask(spv::Id msaa_samples);
|
|
void FSI_LoadEdramOffsets(spv::Id msaa_samples);
|
|
// The address must be a signed int. Whether the render target is 64bpp, if
|
|
// present at all, must be a bool (if it's NoResult, 32bpp will be assumed).
|
|
spv::Id FSI_AddSampleOffset(spv::Id sample_0_address, uint32_t sample_index,
|
|
spv::Id is_64bpp = spv::NoResult);
|
|
// Updates main_fsi_sample_mask_. Must be called outside non-uniform control
|
|
// flow because of taking derivatives of the fragment depth.
|
|
void FSI_DepthStencilTest(spv::Id msaa_samples,
|
|
bool sample_mask_potentially_narrowed_previouly);
|
|
// Returns the first and the second 32 bits as two uints.
|
|
std::array<spv::Id, 2> FSI_ClampAndPackColor(spv::Id color_float4,
|
|
spv::Id format_with_flags);
|
|
std::array<spv::Id, 4> FSI_UnpackColor(std::array<spv::Id, 2> color_packed,
|
|
spv::Id format_with_flags);
|
|
// The bounds must have the same number of components as the color or alpha.
|
|
spv::Id FSI_FlushNaNClampAndInBlending(spv::Id color_or_alpha,
|
|
spv::Id is_fixed_point,
|
|
spv::Id min_value, spv::Id max_value);
|
|
spv::Id FSI_ApplyColorBlendFactor(spv::Id value, spv::Id is_fixed_point,
|
|
spv::Id clamp_min_value,
|
|
spv::Id clamp_max_value, spv::Id factor,
|
|
spv::Id source_color, spv::Id source_alpha,
|
|
spv::Id dest_color, spv::Id dest_alpha,
|
|
spv::Id constant_color,
|
|
spv::Id constant_alpha);
|
|
spv::Id FSI_ApplyAlphaBlendFactor(spv::Id value, spv::Id is_fixed_point,
|
|
spv::Id clamp_min_value,
|
|
spv::Id clamp_max_value, spv::Id factor,
|
|
spv::Id source_alpha, spv::Id dest_alpha,
|
|
spv::Id constant_alpha);
|
|
// If source_color_clamped, dest_color, constant_color_clamped are
|
|
// spv::NoResult, will blend the alpha. Otherwise, will blend the color.
|
|
// The result will be unclamped (color packing is supposed to clamp it).
|
|
spv::Id FSI_BlendColorOrAlphaWithUnclampedResult(
|
|
spv::Id is_fixed_point, spv::Id clamp_min_value, spv::Id clamp_max_value,
|
|
spv::Id source_color_clamped, spv::Id source_alpha_clamped,
|
|
spv::Id dest_color, spv::Id dest_alpha, spv::Id constant_color_clamped,
|
|
spv::Id constant_alpha_clamped, spv::Id equation, spv::Id source_factor,
|
|
spv::Id dest_factor);
|
|
|
|
Features features_;
|
|
bool native_2x_msaa_with_attachments_;
|
|
bool native_2x_msaa_no_attachments_;
|
|
uint32_t draw_resolution_scale_x_;
|
|
uint32_t draw_resolution_scale_y_;
|
|
|
|
// For safety with different drivers (even though fragment shader interlock in
|
|
// SPIR-V only has one control flow requirement - that both begin and end must
|
|
// be dynamically executed exactly once in this order), adhering to the more
|
|
// strict control flow limitations of OpenGL (GLSL) fragment shader interlock,
|
|
// that begin and end are called only on the outermost level of the control
|
|
// flow of the main function, and that there are no returns before either
|
|
// (there's a single return from the shader).
|
|
bool edram_fragment_shader_interlock_;
|
|
|
|
// Is currently writing the empty depth-only pixel shader, such as for depth
|
|
// and stencil testing with fragment shader interlock.
|
|
bool is_depth_only_fragment_shader_ = false;
|
|
|
|
std::unique_ptr<SpirvBuilder> builder_;
|
|
|
|
std::vector<spv::Id> id_vector_temp_;
|
|
// For helper functions like operand loading, so they don't conflict with
|
|
// id_vector_temp_ usage in bigger callbacks.
|
|
std::vector<spv::Id> id_vector_temp_util_;
|
|
std::vector<unsigned int> uint_vector_temp_;
|
|
std::vector<unsigned int> uint_vector_temp_util_;
|
|
|
|
spv::Id ext_inst_glsl_std_450_;
|
|
|
|
spv::Id type_void_;
|
|
|
|
union {
|
|
struct {
|
|
spv::Id type_bool_;
|
|
spv::Id type_bool2_;
|
|
spv::Id type_bool3_;
|
|
spv::Id type_bool4_;
|
|
};
|
|
// Index = component count - 1.
|
|
spv::Id type_bool_vectors_[4];
|
|
};
|
|
union {
|
|
struct {
|
|
spv::Id type_int_;
|
|
spv::Id type_int2_;
|
|
spv::Id type_int3_;
|
|
spv::Id type_int4_;
|
|
};
|
|
spv::Id type_int_vectors_[4];
|
|
};
|
|
union {
|
|
struct {
|
|
spv::Id type_uint_;
|
|
spv::Id type_uint2_;
|
|
spv::Id type_uint3_;
|
|
spv::Id type_uint4_;
|
|
};
|
|
spv::Id type_uint_vectors_[4];
|
|
};
|
|
union {
|
|
struct {
|
|
spv::Id type_float_;
|
|
spv::Id type_float2_;
|
|
spv::Id type_float3_;
|
|
spv::Id type_float4_;
|
|
};
|
|
spv::Id type_float_vectors_[4];
|
|
};
|
|
|
|
spv::Id const_int_0_;
|
|
spv::Id const_int4_0_;
|
|
spv::Id const_uint_0_;
|
|
spv::Id const_uint4_0_;
|
|
union {
|
|
struct {
|
|
spv::Id const_float_0_;
|
|
spv::Id const_float2_0_;
|
|
spv::Id const_float3_0_;
|
|
spv::Id const_float4_0_;
|
|
};
|
|
spv::Id const_float_vectors_0_[4];
|
|
};
|
|
union {
|
|
struct {
|
|
spv::Id const_float_1_;
|
|
spv::Id const_float2_1_;
|
|
spv::Id const_float3_1_;
|
|
spv::Id const_float4_1_;
|
|
};
|
|
spv::Id const_float_vectors_1_[4];
|
|
};
|
|
// vec2(0.0, 1.0), to arbitrarily VectorShuffle non-constant and constant
|
|
// components.
|
|
spv::Id const_float2_0_1_;
|
|
|
|
enum SystemConstantIndex : unsigned int {
|
|
kSystemConstantFlags,
|
|
kSystemConstantVertexIndexLoadAddress,
|
|
kSystemConstantVertexIndexEndian,
|
|
kSystemConstantVertexBaseIndex,
|
|
kSystemConstantNdcScale,
|
|
kSystemConstantPointVertexDiameterMin,
|
|
kSystemConstantNdcOffset,
|
|
kSystemConstantPointVertexDiameterMax,
|
|
kSystemConstantPointConstantDiameter,
|
|
kSystemConstantPointScreenDiameterToNdcRadius,
|
|
kSystemConstantTextureSwizzledSigns,
|
|
kSystemConstantTextureSwizzles,
|
|
kSystemConstantTexturesResolved,
|
|
kSystemConstantAlphaTestReference,
|
|
kSystemConstantEdram32bppTilePitchDwordsScaled,
|
|
kSystemConstantEdramDepthBaseDwordsScaled,
|
|
kSystemConstantColorExpBias,
|
|
kSystemConstantEdramPolyOffsetFrontScale,
|
|
kSystemConstantEdramPolyOffsetBackScale,
|
|
kSystemConstantEdramPolyOffsetFrontOffset,
|
|
kSystemConstantEdramPolyOffsetBackOffset,
|
|
kSystemConstantEdramStencilFront,
|
|
kSystemConstantEdramStencilBack,
|
|
kSystemConstantEdramRTBaseDwordsScaled,
|
|
kSystemConstantEdramRTFormatFlags,
|
|
kSystemConstantEdramRTBlendFactorsOps,
|
|
// Accessed as float4[2], not float2[4], due to std140 array stride
|
|
// alignment.
|
|
kSystemConstantEdramRTKeepMask,
|
|
kSystemConstantEdramRTClamp,
|
|
kSystemConstantEdramBlendConstant,
|
|
};
|
|
spv::Id uniform_system_constants_;
|
|
spv::Id uniform_float_constants_;
|
|
spv::Id uniform_bool_loop_constants_;
|
|
spv::Id uniform_fetch_constants_;
|
|
|
|
spv::Id buffers_shared_memory_;
|
|
spv::Id buffer_edram_;
|
|
|
|
// Not using combined images and samplers because
|
|
// maxPerStageDescriptorSamplers is often lower than
|
|
// maxPerStageDescriptorSampledImages, and for every fetch constant, there
|
|
// are, for regular fetches, two bindings (unsigned and signed).
|
|
std::vector<TextureBinding> texture_bindings_;
|
|
std::vector<SamplerBinding> sampler_bindings_;
|
|
|
|
// VS as VS only - int.
|
|
spv::Id input_vertex_index_;
|
|
// VS as TES only - int.
|
|
spv::Id input_primitive_id_;
|
|
// PS, only when needed - float2.
|
|
spv::Id input_point_coordinates_;
|
|
// PS, only when needed - float4.
|
|
spv::Id input_fragment_coordinates_;
|
|
// PS, only when needed - bool.
|
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spv::Id input_front_facing_;
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// PS, only when needed - int[1].
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|
spv::Id input_sample_mask_;
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|
|
|
// VS output or PS input, only the ones that are needed (spv::NoResult for the
|
|
// unneeded interpolators), indexed by the guest interpolator index - float4.
|
|
// The Qualcomm Adreno driver has strict requirements for stage linkage - as
|
|
// Xenia uses separate variables, not an array (so the interpolation
|
|
// qualifiers can be applied to each element separately), the interpolators
|
|
// must also be separate variables in the other stage, including the geometry
|
|
// shader (not just an array assuming that consecutive locations will be
|
|
// linked as consecutive array elements, on Qualcomm, they won't be linked at
|
|
// all).
|
|
std::array<spv::Id, xenos::kMaxInterpolators> input_output_interpolators_;
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|
|
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// VS, only for HostVertexShaderType::kPointListAsTriangleStrip when needed
|
|
// for the PS - float2.
|
|
spv::Id output_point_coordinates_;
|
|
// VS, only when needed - float.
|
|
spv::Id output_point_size_;
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|
|
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enum OutputPerVertexMember : unsigned int {
|
|
kOutputPerVertexMemberPosition,
|
|
kOutputPerVertexMemberCount,
|
|
};
|
|
spv::Id output_per_vertex_;
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|
|
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// With fragment shader interlock, variables in the main function.
|
|
// Otherwise, framebuffer color attachment outputs.
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|
std::array<spv::Id, xenos::kMaxColorRenderTargets>
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|
output_or_var_fragment_data_;
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|
|
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std::vector<spv::Id> main_interface_;
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|
spv::Function* function_main_;
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|
spv::Id main_system_constant_flags_;
|
|
// bool.
|
|
spv::Id var_main_predicate_;
|
|
// uint4.
|
|
spv::Id var_main_loop_count_;
|
|
// int4.
|
|
spv::Id var_main_loop_address_;
|
|
// int.
|
|
spv::Id var_main_address_register_;
|
|
// float.
|
|
spv::Id var_main_previous_scalar_;
|
|
// `base + index * stride` in dwords from the last vfetch_full as it may be
|
|
// needed by vfetch_mini - int.
|
|
spv::Id var_main_vfetch_address_;
|
|
// float.
|
|
spv::Id var_main_tfetch_lod_;
|
|
// float3.
|
|
spv::Id var_main_tfetch_gradients_h_;
|
|
spv::Id var_main_tfetch_gradients_v_;
|
|
// float4[register_count()].
|
|
spv::Id var_main_registers_;
|
|
// Memory export variables are created only when needed.
|
|
// float4.
|
|
spv::Id var_main_memexport_address_;
|
|
// Each is float4.
|
|
spv::Id var_main_memexport_data_[ucode::kMaxMemExportElementCount];
|
|
// Bit field of which eM# elements have been written so far by the invocation
|
|
// since the last memory write - uint.
|
|
spv::Id var_main_memexport_data_written_;
|
|
// If memory export is disabled in certain invocations or (if emulating some
|
|
// primitive types without a geometry shader) at specific guest vertex loop
|
|
// iterations because the translated shader is executed multiple times for the
|
|
// same guest vertex or pixel, this contains whether memory export is allowed
|
|
// in the current execution of the translated code.
|
|
// bool.
|
|
spv::Id main_memexport_allowed_;
|
|
// VS only - float3 (special exports).
|
|
spv::Id var_main_point_size_edge_flag_kill_vertex_;
|
|
// PS, only when needed - bool.
|
|
spv::Id var_main_kill_pixel_;
|
|
// PS, only when writing to color render targets with fragment shader
|
|
// interlock - uint.
|
|
// Whether color buffers have been written to, if not written on the taken
|
|
// execution path, don't export according to Direct3D 9 register documentation
|
|
// (some games rely on this behavior).
|
|
spv::Id var_main_fsi_color_written_;
|
|
// Loaded by FSI_LoadSampleMask.
|
|
// Can be modified on the outermost control flow level in the main function.
|
|
// 0:3 - Per-sample coverage at the current stage of the shader's execution.
|
|
// Affected by things like gl_SampleMaskIn, early or late depth /
|
|
// stencil (always resets bits for failing, no matter if need to defer
|
|
// writing), alpha to coverage.
|
|
// 4:7 - Depth write deferred mask - when early depth / stencil resulted in a
|
|
// different value for the sample (like different stencil if the test
|
|
// failed), but can't write it before running the shader because it's
|
|
// not known if the sample will be discarded by the shader, alphatest or
|
|
// AtoC.
|
|
// Early depth / stencil rejection of the pixel is possible when both 0:3 and
|
|
// 4:7 are zero.
|
|
spv::Id main_fsi_sample_mask_;
|
|
// Loaded by FSI_LoadEdramOffsets.
|
|
// Including the depth render target base.
|
|
spv::Id main_fsi_address_depth_;
|
|
// Not including the render target base.
|
|
spv::Id main_fsi_offset_32bpp_;
|
|
spv::Id main_fsi_offset_64bpp_;
|
|
// Loaded by FSI_DepthStencilTest for early depth / stencil, the depth /
|
|
// stencil values to write at the end of the shader if the specified in
|
|
// main_fsi_sample_mask_ and if the samples were not discarded later after the
|
|
// early test.
|
|
std::array<spv::Id, 4> main_fsi_late_write_depth_stencil_;
|
|
spv::Block* main_fsi_early_depth_stencil_execute_quad_merge_;
|
|
spv::Block* main_loop_header_;
|
|
spv::Block* main_loop_continue_;
|
|
spv::Block* main_loop_merge_;
|
|
spv::Id main_loop_pc_next_;
|
|
spv::Block* main_switch_header_;
|
|
std::unique_ptr<spv::Instruction> main_switch_op_;
|
|
spv::Block* main_switch_merge_;
|
|
std::vector<spv::Id> main_switch_next_pc_phi_operands_;
|
|
|
|
// If the exec bool constant / predicate conditional is open, block after it
|
|
// (not added to the function yet).
|
|
spv::Block* cf_exec_conditional_merge_;
|
|
// If the instruction-level predicate conditional is open, block after it (not
|
|
// added to the function yet).
|
|
spv::Block* cf_instruction_predicate_merge_;
|
|
// When cf_exec_conditional_merge_ is not null:
|
|
// If the current exec conditional is based on a bool constant: the number of
|
|
// the bool constant.
|
|
// If it's based on the predicate value: kCfExecBoolConstantPredicate.
|
|
uint32_t cf_exec_bool_constant_or_predicate_;
|
|
static constexpr uint32_t kCfExecBoolConstantPredicate = UINT32_MAX;
|
|
// When cf_exec_conditional_merge_ is not null, the expected bool constant or
|
|
// predicate value for the current exec conditional.
|
|
bool cf_exec_condition_;
|
|
// When cf_instruction_predicate_merge_ is not null, the expected predicate
|
|
// value for the current or the last instruction.
|
|
bool cf_instruction_predicate_condition_;
|
|
// Whether there was a `setp` in the current exec before the current
|
|
// instruction, thus instruction-level predicate value can be different than
|
|
// the exec-level predicate value, and can't merge two execs with the same
|
|
// predicate condition anymore.
|
|
bool cf_exec_predicate_written_;
|
|
};
|
|
|
|
} // namespace gpu
|
|
} // namespace xe
|
|
|
|
#endif // XENIA_GPU_SPIRV_SHADER_TRANSLATOR_H_
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