IaIndexing

Fixes shader problems in Donkey Kong Country Tropical Freeze, and Fire Emblem: Three Houses
This commit is contained in:
Isaac Marovitz 2024-08-11 20:29:08 +01:00 committed by Isaac Marovitz
parent 324befedac
commit 8170f918e9
3 changed files with 175 additions and 144 deletions

View File

@ -76,7 +76,7 @@ namespace Ryujinx.Graphics.Metal
return; return;
} }
switch (_shaders[index].Stage) switch (shader.Stage)
{ {
case ShaderStage.Compute: case ShaderStage.Compute:
ComputeFunction = library.NewFunction(StringHelper.NSString("kernelMain")); ComputeFunction = library.NewFunction(StringHelper.NSString("kernelMain"));
@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Metal
FragmentFunction = library.NewFunction(StringHelper.NSString("fragmentMain")); FragmentFunction = library.NewFunction(StringHelper.NSString("fragmentMain"));
break; break;
default: default:
Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {_shaders[index].Stage}!"); Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shader.Stage}!");
break; break;
} }

View File

@ -60,9 +60,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
return _sb.ToString(); return _sb.ToString();
} }
public void EnterScope() public void EnterScope(string prefix = "")
{ {
AppendLine("{"); AppendLine(prefix + "{");
_level++; _level++;

View File

@ -139,6 +139,19 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{ {
if (isMainFunc) if (isMainFunc)
{ {
// TODO: Support OaIndexing
if (context.Definitions.IaIndexing)
{
context.EnterScope($"array<float4, {Constants.MaxAttributes}> {Defaults.IAttributePrefix} = ");
for (int i = 0; i < Constants.MaxAttributes; i++)
{
context.AppendLine($"in.{Defaults.IAttributePrefix}{i},");
}
context.LeaveScope(";");
}
DeclareMemories(context, context.Properties.LocalMemories.Values, isShared: false); DeclareMemories(context, context.Properties.LocalMemories.Values, isShared: false);
DeclareMemories(context, context.Properties.SharedMemories.Values, isShared: true); DeclareMemories(context, context.Properties.SharedMemories.Values, isShared: true);
@ -356,171 +369,189 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs) private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
{ {
if (context.Definitions.Stage == ShaderStage.Compute)
{
return;
}
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
context.AppendLine("struct VertexIn");
break;
case ShaderStage.Fragment:
context.AppendLine("struct FragmentIn");
break;
}
context.EnterScope();
if (context.Definitions.Stage == ShaderStage.Fragment)
{
// TODO: check if it's needed
context.AppendLine("float4 position [[position, invariant]];");
context.AppendLine("bool front_facing [[front_facing]];");
context.AppendLine("float2 point_coord [[point_coord]];");
}
if (context.Definitions.IaIndexing) if (context.Definitions.IaIndexing)
{ {
Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled IA Indexing!"); // MSL does not support arrays in stage I/O
} // We need to use the SPIRV-Cross workaround
else for (int i = 0; i < Constants.MaxAttributes; i++)
{
if (inputs.Any() || context.Definitions.Stage != ShaderStage.Compute)
{ {
string prefix = ""; var suffix = context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{i})]]" : $"[[attribute({i})]]";
context.AppendLine($"float4 {Defaults.IAttributePrefix}{i} {suffix};");
}
}
switch (context.Definitions.Stage) if (inputs.Any())
{
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
{
if (context.Definitions.IaIndexing && ioDefinition.IoVariable == IoVariable.UserDefined)
{ {
case ShaderStage.Vertex: continue;
context.AppendLine($"struct VertexIn");
break;
case ShaderStage.Fragment:
context.AppendLine($"struct FragmentIn");
break;
} }
context.EnterScope(); string iq = string.Empty;
if (context.Definitions.Stage == ShaderStage.Fragment) if (context.Definitions.Stage == ShaderStage.Fragment)
{ {
// TODO: check if it's needed iq = context.Definitions.ImapTypes[ioDefinition.Location].GetFirstUsedType() switch
context.AppendLine("float4 position [[position, invariant]];"); {
context.AppendLine("bool front_facing [[front_facing]];"); PixelImap.Constant => "[[flat]] ",
context.AppendLine("float2 point_coord [[point_coord]];"); PixelImap.ScreenLinear => "[[center_no_perspective]] ",
_ => string.Empty,
};
} }
foreach (var ioDefinition in inputs.OrderBy(x => x.Location)) string type = ioDefinition.IoVariable switch
{ {
string iq = string.Empty; // IoVariable.Position => "float4",
IoVariable.GlobalId => "uint3",
IoVariable.VertexId => "uint",
IoVariable.VertexIndex => "uint",
// IoVariable.PointCoord => "float2",
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
};
string name = ioDefinition.IoVariable switch
{
// IoVariable.Position => "position",
IoVariable.GlobalId => "global_id",
IoVariable.VertexId => "vertex_id",
IoVariable.VertexIndex => "vertex_index",
// IoVariable.PointCoord => "point_coord",
_ => $"{Defaults.IAttributePrefix}{ioDefinition.Location}"
};
string suffix = ioDefinition.IoVariable switch
{
// IoVariable.Position => "[[position, invariant]]",
IoVariable.GlobalId => "[[thread_position_in_grid]]",
IoVariable.VertexId => "[[vertex_id]]",
// TODO: Avoid potential redeclaration
IoVariable.VertexIndex => "[[vertex_id]]",
// IoVariable.PointCoord => "[[point_coord]]",
IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
_ => ""
};
if (context.Definitions.Stage == ShaderStage.Fragment) context.AppendLine($"{type} {name} {iq}{suffix};");
{
iq = context.Definitions.ImapTypes[ioDefinition.Location].GetFirstUsedType() switch
{
PixelImap.Constant => "[[flat]] ",
PixelImap.ScreenLinear => "[[center_no_perspective]] ",
_ => string.Empty,
};
}
string type = ioDefinition.IoVariable switch
{
// IoVariable.Position => "float4",
IoVariable.GlobalId => "uint3",
IoVariable.VertexId => "uint",
IoVariable.VertexIndex => "uint",
// IoVariable.PointCoord => "float2",
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
};
string name = ioDefinition.IoVariable switch
{
// IoVariable.Position => "position",
IoVariable.GlobalId => "global_id",
IoVariable.VertexId => "vertex_id",
IoVariable.VertexIndex => "vertex_index",
// IoVariable.PointCoord => "point_coord",
_ => $"{Defaults.IAttributePrefix}{ioDefinition.Location}"
};
string suffix = ioDefinition.IoVariable switch
{
// IoVariable.Position => "[[position, invariant]]",
IoVariable.GlobalId => "[[thread_position_in_grid]]",
IoVariable.VertexId => "[[vertex_id]]",
// TODO: Avoid potential redeclaration
IoVariable.VertexIndex => "[[vertex_id]]",
// IoVariable.PointCoord => "[[point_coord]]",
IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
_ => ""
};
context.AppendLine($"{type} {name} {iq}{suffix};");
}
context.LeaveScope(";");
} }
} }
context.LeaveScope(";");
} }
private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs) private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs)
{ {
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
context.AppendLine("struct VertexOut");
break;
case ShaderStage.Fragment:
context.AppendLine("struct FragmentOut");
break;
case ShaderStage.Compute:
context.AppendLine("struct KernelOut");
break;
}
context.EnterScope();
if (context.Definitions.OaIndexing) if (context.Definitions.OaIndexing)
{ {
Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled OA Indexing!"); // MSL does not support arrays in stage I/O
} // We need to use the SPIRV-Cross workaround
else for (int i = 0; i < Constants.MaxAttributes; i++)
{
if (outputs.Any() || context.Definitions.Stage == ShaderStage.Fragment)
{ {
string prefix = ""; context.AppendLine($"float4 {Defaults.OAttributePrefix}{i} [[user(loc{i})]];");
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
context.AppendLine($"struct VertexOut");
break;
case ShaderStage.Fragment:
context.AppendLine($"struct FragmentOut");
break;
case ShaderStage.Compute:
context.AppendLine($"struct KernelOut");
break;
}
context.EnterScope();
outputs = outputs.OrderBy(x => x.Location);
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
{
IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
var type1 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(firstOutput.Location));
var type2 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(secondOutput.Location));
var name1 = $"color{firstOutput.Location}";
var name2 = $"color{firstOutput.Location + 1}";
context.AppendLine($"{type1} {name1} [[color({firstOutput.Location}), index(0)]];");
context.AppendLine($"{type2} {name2} [[color({firstOutput.Location}), index(1)]];");
outputs = outputs.Skip(2);
}
foreach (var ioDefinition in outputs)
{
string type = ioDefinition.IoVariable switch
{
IoVariable.Position => "float4",
IoVariable.PointSize => "float",
IoVariable.FragmentOutputColor => GetVarTypeName(context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
IoVariable.FragmentOutputDepth => "float",
IoVariable.ClipDistance => "float",
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
};
string name = ioDefinition.IoVariable switch
{
IoVariable.Position => "position",
IoVariable.PointSize => "point_size",
IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
IoVariable.FragmentOutputDepth => "depth",
IoVariable.ClipDistance => "clip_distance",
_ => $"{Defaults.OAttributePrefix}{ioDefinition.Location}"
};
string suffix = ioDefinition.IoVariable switch
{
IoVariable.Position => "[[position, invariant]]",
IoVariable.PointSize => "[[point_size]]",
IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
IoVariable.FragmentOutputDepth => "[[depth(any)]]",
IoVariable.ClipDistance => $"[[clip_distance]][{Defaults.TotalClipDistances}]",
_ => ""
};
context.AppendLine($"{type} {name} {suffix};");
}
context.LeaveScope(";");
} }
} }
if (outputs.Any())
{
outputs = outputs.OrderBy(x => x.Location);
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
{
IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
var type1 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(firstOutput.Location));
var type2 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(secondOutput.Location));
var name1 = $"color{firstOutput.Location}";
var name2 = $"color{firstOutput.Location + 1}";
context.AppendLine($"{type1} {name1} [[color({firstOutput.Location}), index(0)]];");
context.AppendLine($"{type2} {name2} [[color({firstOutput.Location}), index(1)]];");
outputs = outputs.Skip(2);
}
foreach (var ioDefinition in outputs)
{
if (context.Definitions.OaIndexing && ioDefinition.IoVariable == IoVariable.UserDefined)
{
continue;
}
string type = ioDefinition.IoVariable switch
{
IoVariable.Position => "float4",
IoVariable.PointSize => "float",
IoVariable.FragmentOutputColor => GetVarTypeName(context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
IoVariable.FragmentOutputDepth => "float",
IoVariable.ClipDistance => "float",
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
};
string name = ioDefinition.IoVariable switch
{
IoVariable.Position => "position",
IoVariable.PointSize => "point_size",
IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
IoVariable.FragmentOutputDepth => "depth",
IoVariable.ClipDistance => "clip_distance",
_ => $"{Defaults.OAttributePrefix}{ioDefinition.Location}"
};
string suffix = ioDefinition.IoVariable switch
{
IoVariable.Position => "[[position, invariant]]",
IoVariable.PointSize => "[[point_size]]",
IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
IoVariable.FragmentOutputDepth => "[[depth(any)]]",
IoVariable.ClipDistance => $"[[clip_distance]][{Defaults.TotalClipDistances}]",
_ => ""
};
context.AppendLine($"{type} {name} {suffix};");
}
}
context.LeaveScope(";");
} }
private static void AppendHelperFunction(CodeGenContext context, string filename) private static void AppendHelperFunction(CodeGenContext context, string filename)