Пример #1
0
        private static void Generate(CodeGenContext context, StructuredProgramInfo info, int funcIndex)
        {
            var function = info.Functions[funcIndex];

            (_, var spvFunc) = context.GetFunction(funcIndex);

            context.AddFunction(spvFunc);
            context.StartFunction();

            Declarations.DeclareParameters(context, function);

            context.EnterBlock(function.MainBlock);

            Declarations.DeclareLocals(context, function);
            Declarations.DeclareLocalForArgs(context, info.Functions);

            Generate(context, function.MainBlock);

            context.FunctionEnd();

            if (funcIndex == 0)
            {
                context.AddEntryPoint(context.Config.Stage.Convert(), spvFunc, "main", context.GetMainInterface());

                if (context.Config.Stage == ShaderStage.Fragment)
                {
                    context.AddExecutionMode(spvFunc, context.Config.Options.TargetApi == TargetApi.Vulkan
                        ? ExecutionMode.OriginUpperLeft
                        : ExecutionMode.OriginLowerLeft);
                }
                else if (context.Config.Stage == ShaderStage.Compute)
                {
                    var localSizeX = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeX();
                    var localSizeY = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeY();
                    var localSizeZ = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeZ();

                    context.AddExecutionMode(
                        spvFunc,
                        ExecutionMode.LocalSize,
                        localSizeX,
                        localSizeY,
                        localSizeZ);
                }
            }
        }
Пример #2
0
        private static void Generate(CodeGenContext context, StructuredProgramInfo info, int funcIndex)
        {
            var function = info.Functions[funcIndex];

            (_, var spvFunc) = context.GetFunction(funcIndex);

            context.AddFunction(spvFunc);
            context.StartFunction();

            Declarations.DeclareParameters(context, function);

            context.EnterBlock(function.MainBlock);

            Declarations.DeclareLocals(context, function);
            Declarations.DeclareLocalForArgs(context, info.Functions);

            if (funcIndex == 0)
            {
                var v4Type = context.TypeVector(context.TypeFP32(), 4);
                var zero   = context.Constant(context.TypeFP32(), 0f);
                var one    = context.Constant(context.TypeFP32(), 1f);

                // Some games will leave some elements of gl_Position uninitialized,
                // in those cases, the elements will contain undefined values according
                // to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
                // so we do explicit initialization to avoid UB on non-NVIDIA gpus.
                if (context.Config.Stage == ShaderStage.Vertex)
                {
                    var elemPointer = context.GetAttributeVectorPointer(new AstOperand(OperandType.Attribute, AttributeConsts.PositionX), true);
                    context.Store(elemPointer, context.CompositeConstruct(v4Type, zero, zero, zero, one));
                }

                // Ensure that unused attributes are set, otherwise the downstream
                // compiler may eliminate them.
                // (Not needed for fragment shader as it is the last stage).
                if (context.Config.Stage != ShaderStage.Compute &&
                    context.Config.Stage != ShaderStage.Fragment &&
                    !context.Config.GpPassthrough)
                {
                    for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
                    {
                        if (info.Outputs.Contains(attr))
                        {
                            continue;
                        }

                        if (context.Config.Options.Flags.HasFlag(TranslationFlags.Feedback))
                        {
                            throw new NotImplementedException();
                        }
                        else
                        {
                            int currAttr    = AttributeConsts.UserAttributeBase + attr * 16;
                            var elemPointer = context.GetAttributeVectorPointer(new AstOperand(OperandType.Attribute, currAttr), true);
                            context.Store(elemPointer, context.CompositeConstruct(v4Type, zero, zero, zero, one));
                        }
                    }
                }
            }

            Generate(context, function.MainBlock);

            context.FunctionEnd();

            if (funcIndex == 0)
            {
                context.AddEntryPoint(context.Config.Stage.Convert(), spvFunc, "main", context.GetMainInterface());

                if (context.Config.Stage == ShaderStage.Fragment)
                {
                    context.AddExecutionMode(spvFunc, context.Config.Options.TargetApi == TargetApi.Vulkan
                        ? ExecutionMode.OriginUpperLeft
                        : ExecutionMode.OriginLowerLeft);
                }
                else if (context.Config.Stage == ShaderStage.Compute)
                {
                    var localSizeX = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeX();
                    var localSizeY = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeY();
                    var localSizeZ = (SpvLiteralInteger)context.Config.GpuAccessor.QueryComputeLocalSizeZ();

                    context.AddExecutionMode(
                        spvFunc,
                        ExecutionMode.LocalSize,
                        localSizeX,
                        localSizeY,
                        localSizeZ);
                }
            }
        }
Пример #3
0
        private static void Generate(CodeGenContext context, StructuredProgramInfo info, int funcIndex)
        {
            var function = info.Functions[funcIndex];

            (_, var spvFunc) = context.GetFunction(funcIndex);

            context.AddFunction(spvFunc);
            context.StartFunction();

            Declarations.DeclareParameters(context, function);

            context.EnterBlock(function.MainBlock);

            Declarations.DeclareLocals(context, function);
            Declarations.DeclareLocalForArgs(context, info.Functions);

            Generate(context, function.MainBlock);

            // Functions must always end with a return.
            if (!(function.MainBlock.Last is AstOperation operation) ||
                (operation.Inst != Instruction.Return && operation.Inst != Instruction.Discard))
            {
                context.Return();
            }

            context.FunctionEnd();

            if (funcIndex == 0)
            {
                context.AddEntryPoint(context.Config.Stage.Convert(), spvFunc, "main", context.GetMainInterface());

                if (context.Config.Stage == ShaderStage.TessellationControl)
                {
                    context.AddExecutionMode(spvFunc, ExecutionMode.OutputVertices, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
                }
                else if (context.Config.Stage == ShaderStage.TessellationEvaluation)
                {
                    switch (context.Config.GpuAccessor.QueryTessPatchType())
                    {
                    case TessPatchType.Isolines:
                        context.AddExecutionMode(spvFunc, ExecutionMode.Isolines);
                        break;

                    case TessPatchType.Triangles:
                        context.AddExecutionMode(spvFunc, ExecutionMode.Triangles);
                        break;

                    case TessPatchType.Quads:
                        context.AddExecutionMode(spvFunc, ExecutionMode.Quads);
                        break;
                    }

                    switch (context.Config.GpuAccessor.QueryTessSpacing())
                    {
                    case TessSpacing.EqualSpacing:
                        context.AddExecutionMode(spvFunc, ExecutionMode.SpacingEqual);
                        break;

                    case TessSpacing.FractionalEventSpacing:
                        context.AddExecutionMode(spvFunc, ExecutionMode.SpacingFractionalEven);
                        break;

                    case TessSpacing.FractionalOddSpacing:
                        context.AddExecutionMode(spvFunc, ExecutionMode.SpacingFractionalOdd);
                        break;
                    }

                    if (context.Config.GpuAccessor.QueryTessCw())
                    {
                        context.AddExecutionMode(spvFunc, ExecutionMode.VertexOrderCw);
                    }
                    else
                    {
                        context.AddExecutionMode(spvFunc, ExecutionMode.VertexOrderCcw);
                    }
                }
                else if (context.Config.Stage == ShaderStage.Geometry)
                {
                    InputTopology inputTopology = context.Config.GpuAccessor.QueryPrimitiveTopology();

                    context.AddExecutionMode(spvFunc, inputTopology switch
                    {
                        InputTopology.Points => ExecutionMode.InputPoints,
                        InputTopology.Lines => ExecutionMode.InputLines,
                        InputTopology.LinesAdjacency => ExecutionMode.InputLinesAdjacency,
                        InputTopology.Triangles => ExecutionMode.Triangles,
                        InputTopology.TrianglesAdjacency => ExecutionMode.InputTrianglesAdjacency,
                        _ => throw new InvalidOperationException($"Invalid input topology \"{inputTopology}\".")
                    });