Пример #1
0
        public void PrepareForReturn()
        {
            if (_config.Stage == ShaderStage.Fragment)
            {
                if (_config.OmapDepth)
                {
                    Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);

                    Operand src = Register(_config.GetDepthRegister(), RegisterType.Gpr);

                    this.Copy(dest, src);
                }

                int regIndex = 0;

                for (int attachment = 0; attachment < 8; attachment++)
                {
                    OmapTarget target = _config.OmapTargets[attachment];

                    for (int component = 0; component < 4; component++)
                    {
                        if (target.ComponentEnabled(component))
                        {
                            Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + attachment * 16 + component * 4);

                            Operand src = Register(regIndex, RegisterType.Gpr);

                            this.Copy(dest, src);

                            regIndex++;
                        }
                    }
                }
            }
        }
Пример #2
0
        public void PrepareForReturn()
        {
            if (Config.Stage == ShaderStage.Fragment)
            {
                if (Config.OmapDepth)
                {
                    Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);

                    Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);

                    this.Copy(dest, src);
                }

                int regIndex = 0;

                for (int rtIndex = 0; rtIndex < 8; rtIndex++)
                {
                    OmapTarget target = Config.OmapTargets[rtIndex];

                    for (int component = 0; component < 4; component++)
                    {
                        if (!target.ComponentEnabled(component))
                        {
                            continue;
                        }

                        int fragmentOutputColorAttr = AttributeConsts.FragmentOutputColorBase + rtIndex * 16;

                        Operand src = Register(regIndex, RegisterType.Gpr);

                        // Perform B <-> R swap if needed, for BGRA formats (not supported on OpenGL).
                        if (component == 0 || component == 2)
                        {
                            Operand isBgra = Attribute(AttributeConsts.FragmentOutputIsBgraBase + rtIndex * 4);

                            Operand lblIsBgra = Label();
                            Operand lblEnd    = Label();

                            this.BranchIfTrue(lblIsBgra, isBgra);

                            this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src);
                            this.Branch(lblEnd);

                            MarkLabel(lblIsBgra);

                            this.Copy(Attribute(fragmentOutputColorAttr + (2 - component) * 4), src);

                            MarkLabel(lblEnd);
                        }
                        else
                        {
                            this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src);
                        }

                        regIndex++;
                    }
                }
            }
        }
Пример #3
0
        public ShaderHeader(IGpuAccessor gpuAccessor, ulong address)
        {
            int commonWord0 = gpuAccessor.MemoryRead <int>(address + 0);
            int commonWord1 = gpuAccessor.MemoryRead <int>(address + 4);
            int commonWord2 = gpuAccessor.MemoryRead <int>(address + 8);
            int commonWord3 = gpuAccessor.MemoryRead <int>(address + 12);
            int commonWord4 = gpuAccessor.MemoryRead <int>(address + 16);

            SphType = commonWord0.Extract(0, 5);
            Version = commonWord0.Extract(5, 5);

            Stage = (ShaderStage)commonWord0.Extract(10, 4);

            // Invalid.
            if (Stage == ShaderStage.Compute)
            {
                Stage = ShaderStage.Vertex;
            }

            MrtEnable = commonWord0.Extract(14);

            KillsPixels = commonWord0.Extract(15);

            DoesGlobalStore = commonWord0.Extract(16);

            SassVersion = commonWord0.Extract(17, 4);

            GpPassthrough = commonWord0.Extract(24);

            DoesLoadOrStore = commonWord0.Extract(26);
            DoesFp64        = commonWord0.Extract(27);

            StreamOutMask = commonWord0.Extract(28, 4);

            ShaderLocalMemoryLowSize = commonWord1.Extract(0, 24);

            PerPatchAttributeCount = commonWord1.Extract(24, 8);

            ShaderLocalMemoryHighSize = commonWord2.Extract(0, 24);

            ThreadsPerInputPrimitive = commonWord2.Extract(24, 8);

            ShaderLocalMemoryCrsSize = commonWord3.Extract(0, 24);

            OutputTopology = (OutputTopology)commonWord3.Extract(24, 4);

            MaxOutputVertexCount = commonWord4.Extract(0, 12);

            StoreReqStart = commonWord4.Extract(12, 8);
            StoreReqEnd   = commonWord4.Extract(24, 8);

            ImapTypes = new ImapPixelType[32];

            for (ulong i = 0; i < 32; i++)
            {
                byte imap = gpuAccessor.MemoryRead <byte>(address + 0x18 + i);

                ImapTypes[i] = new ImapPixelType(
                    (PixelImap)((imap >> 0) & 3),
                    (PixelImap)((imap >> 2) & 3),
                    (PixelImap)((imap >> 4) & 3),
                    (PixelImap)((imap >> 6) & 3));
            }

            int type2OmapTarget = gpuAccessor.MemoryRead <int>(address + 0x48);
            int type2Omap       = gpuAccessor.MemoryRead <int>(address + 0x4c);

            OmapTargets = new OmapTarget[8];

            for (int offset = 0; offset < OmapTargets.Length * 4; offset += 4)
            {
                OmapTargets[offset >> 2] = new OmapTarget(
                    type2OmapTarget.Extract(offset + 0),
                    type2OmapTarget.Extract(offset + 1),
                    type2OmapTarget.Extract(offset + 2),
                    type2OmapTarget.Extract(offset + 3));
            }

            OmapSampleMask = type2Omap.Extract(0);
            OmapDepth      = type2Omap.Extract(1);
        }
Пример #4
0
        public void PrepareForReturn()
        {
            if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
            {
                // Here we attempt to implement viewport swizzle on the vertex shader.
                // Perform permutation and negation of the output gl_Position components.
                // Note that per-viewport swizzling can't be supported using thhis approach.
                int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
                int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
                int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
                int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);

                bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;

                if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
                {
                    Operand[] temp = new Operand[4];

                    temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
                    temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
                    temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
                    temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));

                    this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
                    this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
                    this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
                    this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
                }
            }
            else if (Config.Stage == ShaderStage.Fragment)
            {
                if (Config.OmapDepth)
                {
                    Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);

                    Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);

                    this.Copy(dest, src);
                }

                int regIndex = 0;

                for (int attachment = 0; attachment < 8; attachment++)
                {
                    OmapTarget target = Config.OmapTargets[attachment];

                    for (int component = 0; component < 4; component++)
                    {
                        if (target.ComponentEnabled(component))
                        {
                            Operand dest = Attribute(AttributeConsts.FragmentOutputColorBase + attachment * 16 + component * 4);

                            Operand src = Register(regIndex, RegisterType.Gpr);

                            this.Copy(dest, src);

                            regIndex++;
                        }
                    }
                }
            }
        }
Пример #5
0
        public void PrepareForReturn()
        {
            if (Config.Stage == ShaderStage.Vertex && (Config.Flags & TranslationFlags.VertexA) == 0)
            {
                // Here we attempt to implement viewport swizzle on the vertex shader.
                // Perform permutation and negation of the output gl_Position components.
                // Note that per-viewport swizzling can't be supported using this approach.
                int swizzleX = Config.GpuAccessor.QueryViewportSwizzle(0);
                int swizzleY = Config.GpuAccessor.QueryViewportSwizzle(1);
                int swizzleZ = Config.GpuAccessor.QueryViewportSwizzle(2);
                int swizzleW = Config.GpuAccessor.QueryViewportSwizzle(3);

                bool nonStandardSwizzle = swizzleX != 0 || swizzleY != 2 || swizzleZ != 4 || swizzleW != 6;

                if (!Config.GpuAccessor.QuerySupportsViewportSwizzle() && nonStandardSwizzle)
                {
                    Operand[] temp = new Operand[4];

                    temp[0] = this.Copy(Attribute(AttributeConsts.PositionX));
                    temp[1] = this.Copy(Attribute(AttributeConsts.PositionY));
                    temp[2] = this.Copy(Attribute(AttributeConsts.PositionZ));
                    temp[3] = this.Copy(Attribute(AttributeConsts.PositionW));

                    this.Copy(Attribute(AttributeConsts.PositionX), this.FPNegate(temp[(swizzleX >> 1) & 3], (swizzleX & 1) != 0));
                    this.Copy(Attribute(AttributeConsts.PositionY), this.FPNegate(temp[(swizzleY >> 1) & 3], (swizzleY & 1) != 0));
                    this.Copy(Attribute(AttributeConsts.PositionZ), this.FPNegate(temp[(swizzleZ >> 1) & 3], (swizzleZ & 1) != 0));
                    this.Copy(Attribute(AttributeConsts.PositionW), this.FPNegate(temp[(swizzleW >> 1) & 3], (swizzleW & 1) != 0));
                }
            }
            else if (Config.Stage == ShaderStage.Fragment)
            {
                if (Config.OmapDepth)
                {
                    Operand dest = Attribute(AttributeConsts.FragmentOutputDepth);

                    Operand src = Register(Config.GetDepthRegister(), RegisterType.Gpr);

                    this.Copy(dest, src);
                }

                int regIndex = 0;

                for (int rtIndex = 0; rtIndex < 8; rtIndex++)
                {
                    OmapTarget target = Config.OmapTargets[rtIndex];

                    for (int component = 0; component < 4; component++)
                    {
                        if (!target.ComponentEnabled(component))
                        {
                            continue;
                        }

                        int fragmentOutputColorAttr = AttributeConsts.FragmentOutputColorBase + rtIndex * 16;

                        Operand src = Register(regIndex, RegisterType.Gpr);

                        // Perform B <-> R swap if needed, for BGRA formats (not supported on OpenGL).
                        if (component == 0 || component == 2)
                        {
                            Operand isBgra = Attribute(AttributeConsts.FragmentOutputIsBgraBase + rtIndex * 4);

                            Operand lblIsBgra = Label();
                            Operand lblEnd    = Label();

                            this.BranchIfTrue(lblIsBgra, isBgra);

                            this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src);
                            this.Branch(lblEnd);

                            MarkLabel(lblIsBgra);

                            this.Copy(Attribute(fragmentOutputColorAttr + (2 - component) * 4), src);

                            MarkLabel(lblEnd);
                        }
                        else
                        {
                            this.Copy(Attribute(fragmentOutputColorAttr + component * 4), src);
                        }

                        regIndex++;
                    }
                }
            }
        }
Пример #6
0
        public ShaderHeader(IGpuAccessor gpuAccessor, ulong address)
        {
            ReadOnlySpan <int> header = MemoryMarshal.Cast <ulong, int>(gpuAccessor.GetCode(address, 0x50));

            int commonWord0 = header[0];
            int commonWord1 = header[1];
            int commonWord2 = header[2];
            int commonWord3 = header[3];
            int commonWord4 = header[4];

            SphType = commonWord0.Extract(0, 5);
            Version = commonWord0.Extract(5, 5);

            Stage = (ShaderStage)commonWord0.Extract(10, 4);

            // Invalid.
            if (Stage == ShaderStage.Compute)
            {
                Stage = ShaderStage.Vertex;
            }

            MrtEnable = commonWord0.Extract(14);

            KillsPixels = commonWord0.Extract(15);

            DoesGlobalStore = commonWord0.Extract(16);

            SassVersion = commonWord0.Extract(17, 4);

            GpPassthrough = commonWord0.Extract(24);

            DoesLoadOrStore = commonWord0.Extract(26);
            DoesFp64        = commonWord0.Extract(27);

            StreamOutMask = commonWord0.Extract(28, 4);

            ShaderLocalMemoryLowSize = commonWord1.Extract(0, 24);

            PerPatchAttributeCount = commonWord1.Extract(24, 8);

            ShaderLocalMemoryHighSize = commonWord2.Extract(0, 24);

            ThreadsPerInputPrimitive = commonWord2.Extract(24, 8);

            ShaderLocalMemoryCrsSize = commonWord3.Extract(0, 24);

            OutputTopology = (OutputTopology)commonWord3.Extract(24, 4);

            MaxOutputVertexCount = commonWord4.Extract(0, 12);

            StoreReqStart = commonWord4.Extract(12, 8);
            StoreReqEnd   = commonWord4.Extract(24, 8);

            ImapTypes = new ImapPixelType[32];

            for (int i = 0; i < 32; i++)
            {
                byte imap = (byte)(header[6 + (i >> 2)] >> ((i & 3) * 8));

                ImapTypes[i] = new ImapPixelType(
                    (PixelImap)((imap >> 0) & 3),
                    (PixelImap)((imap >> 2) & 3),
                    (PixelImap)((imap >> 4) & 3),
                    (PixelImap)((imap >> 6) & 3));
            }

            int type2OmapTarget = header[18];
            int type2Omap       = header[19];

            OmapTargets = new OmapTarget[8];

            for (int offset = 0; offset < OmapTargets.Length * 4; offset += 4)
            {
                OmapTargets[offset >> 2] = new OmapTarget(
                    type2OmapTarget.Extract(offset + 0),
                    type2OmapTarget.Extract(offset + 1),
                    type2OmapTarget.Extract(offset + 2),
                    type2OmapTarget.Extract(offset + 3));
            }

            OmapSampleMask = type2Omap.Extract(0);
            OmapDepth      = type2Omap.Extract(1);
        }