Fix modulo operator

Support sample offsets

Include FragmentIn as additional arg

Always declare frag output struct

SubgroupLaneId
This commit is contained in:
Isaac Marovitz 2024-05-30 16:11:48 +01:00
parent 8e2e6c48de
commit 4a4ac78373
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GPG Key ID: 97250B2B09A132E1
7 changed files with 61 additions and 12 deletions

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@ -9,7 +9,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
public const string Tab = " ";
// The number of additional arguments that every function (except for the main one) must have (for instance support_buffer)
public const int additionalArgCount = 1;
public const int AdditionalArgCount = 2;
public StructuredFunction CurrentFunction { get; set; }

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@ -220,7 +220,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
}
}
private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs)
{
if (context.Definitions.IaIndexing)
{
@ -228,7 +228,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
}
else
{
if (inputs.Any())
if (outputs.Any() || context.Definitions.Stage == ShaderStage.Fragment)
{
string prefix = "";
@ -247,7 +247,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
context.EnterScope();
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
foreach (var ioDefinition in outputs.OrderBy(x => x.Location))
{
string type = ioDefinition.IoVariable switch
{

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@ -13,12 +13,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
var functon = context.GetFunction(funcId.Value);
int argCount = operation.SourcesCount - 1;
string[] args = new string[argCount + CodeGenContext.additionalArgCount];
string[] args = new string[argCount + CodeGenContext.AdditionalArgCount];
// Additional arguments
args[0] = "support_buffer";
args[0] = "in";
args[1] = "support_buffer";
int argIndex = CodeGenContext.additionalArgCount;
int argIndex = CodeGenContext.AdditionalArgCount;
for (int i = 0; i < argCount; i++)
{
args[argIndex++] = GetSourceExpr(context, operation.GetSource(i + 1), functon.GetArgumentType(i));

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@ -98,7 +98,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
Add(Instruction.MemoryBarrier, InstType.Special);
Add(Instruction.Minimum, InstType.CallBinary, "min");
Add(Instruction.MinimumU32, InstType.CallBinary, "min");
Add(Instruction.Modulo, InstType.CallBinary, "%");
Add(Instruction.Modulo, InstType.CallBinary, "fmod");
Add(Instruction.Multiply, InstType.OpBinaryCom, "*", 1);
Add(Instruction.MultiplyHighS32, InstType.CallBinary, "mulhi");
Add(Instruction.MultiplyHighU32, InstType.CallBinary, "mulhi");

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@ -1,3 +1,4 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
@ -193,11 +194,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
bool isArray = (texOp.Type & SamplerType.Array) != 0;
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
bool colorIsVector = isGather || !isShadow;
@ -291,6 +296,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
Append(Src(AggregateType.S32));
}
if (hasDerivatives)
{
Logger.Warning?.PrintMsg(LogClass.Gpu, "Unused sampler derivatives!");
}
if (hasLodBias)
{
Logger.Warning?.PrintMsg(LogClass.Gpu, "Unused sample LOD bias!");
}
if (hasLodLevel)
{
if (intCoords)
@ -303,7 +318,37 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
}
}
// TODO: Support offsets
string AssembleOffsetVector(int count)
{
if (count > 1)
{
string[] elems = new string[count];
for (int index = 0; index < count; index++)
{
elems[index] = Src(AggregateType.S32);
}
return "int" + count + "(" + string.Join(", ", elems) + ")";
}
else
{
return Src(AggregateType.S32);
}
}
// TODO: Support reads with offsets
if (!intCoords)
{
if (hasOffset)
{
Append(AssembleOffsetVector(coordsCount));
}
else if (hasOffsets)
{
Logger.Warning?.PrintMsg(LogClass.Gpu, "Multiple offsets on gathers are not yet supported!");
}
}
texCall += ")" + (colorIsVector ? GetMaskMultiDest(texOp.Index) : "");

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@ -33,6 +33,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32),
IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
IoVariable.ThreadId => ("thread_position_in_threadgroup", AggregateType.Vector3 | AggregateType.U32),
IoVariable.SubgroupLaneId => ("thread_index_in_simdgroup", AggregateType.U32),
IoVariable.VertexId => ("vertex_id", AggregateType.S32),
// gl_VertexIndex does not have a direct equivalent in MSL
IoVariable.VertexIndex => ("vertex_id", AggregateType.U32),

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@ -63,14 +63,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
ShaderStage stage,
bool isMainFunc = false)
{
int additionalArgCount = isMainFunc ? 0 : CodeGenContext.additionalArgCount;
int additionalArgCount = isMainFunc ? 0 : CodeGenContext.AdditionalArgCount;
string[] args = new string[additionalArgCount + function.InArguments.Length + function.OutArguments.Length];
// All non-main functions need to be able to access the support_buffer as well
if (!isMainFunc)
{
args[0] = "constant Struct_support_buffer* support_buffer";
args[0] = "FragmentIn in";
args[1] = "constant Struct_support_buffer* support_buffer";
}
int argIndex = additionalArgCount;
@ -135,6 +136,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
args = args.Append("uint3 threadgroup_position_in_grid [[threadgroup_position_in_grid]]").ToArray();
args = args.Append("uint3 thread_position_in_grid [[thread_position_in_grid]]").ToArray();
args = args.Append("uint3 thread_position_in_threadgroup [[thread_position_in_threadgroup]]").ToArray();
args = args.Append("uint thread_index_in_simdgroup [[thread_index_in_simdgroup]]").ToArray();
}
foreach (var constantBuffer in context.Properties.ConstantBuffers.Values)