Skeleton SPIRV translator.
This commit is contained in:
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d2f7cc1602
commit
cd50aac6d2
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@ -94,17 +94,18 @@ int shader_compiler_main(const std::vector<std::wstring>& args) {
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const void* source_data = translated_shader->binary().data();
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size_t source_data_size = translated_shader->binary().size();
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std::unique_ptr<xe::ui::spirv::SpirvDisassembler::Result> spirv_disasm_result;
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if (FLAGS_shader_output_type == "spirvtext") {
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// Disassemble SPIRV.
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auto disasm_result = xe::ui::spirv::SpirvDisassembler().Disassemble(
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spirv_disasm_result = xe::ui::spirv::SpirvDisassembler().Disassemble(
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reinterpret_cast<const uint32_t*>(source_data), source_data_size / 4);
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source_data = disasm_result->text();
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source_data_size = std::strlen(disasm_result->text()) + 1;
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source_data = spirv_disasm_result->text();
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source_data_size = std::strlen(spirv_disasm_result->text()) + 1;
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}
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if (!FLAGS_shader_output.empty()) {
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auto output_file = fopen(FLAGS_shader_output.c_str(), "w");
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fwrite(source_data, source_data_size, 1, output_file);
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auto output_file = fopen(FLAGS_shader_output.c_str(), "wb");
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fwrite(source_data, 1, source_data_size, output_file);
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fclose(output_file);
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}
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@ -140,6 +140,14 @@ void ShaderTranslator::EmitTranslationError(const char* message) {
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errors_.push_back(std::move(error));
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}
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void ShaderTranslator::EmitUnimplementedTranslationError() {
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TranslatedShader::Error error;
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error.is_fatal = true;
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error.message = "Unimplemented translation";
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// TODO(benvanik): location information.
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errors_.push_back(std::move(error));
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}
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void ShaderTranslator::GatherBindingInformation(
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const ControlFlowInstruction& cf) {
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switch (cf.opcode()) {
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@ -538,6 +538,9 @@ class ShaderTranslator {
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StringBuffer& ucode_disasm_buffer() { return ucode_disasm_buffer_; }
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// Emits a translation error that will be passed back in the result.
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void EmitTranslationError(const char* message);
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// Emits a translation error indicating that the current translation is not
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// implemented or supported.
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void EmitUnimplementedTranslationError();
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// Handles the start of translation.
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// At this point the vertex and texture bindings have been gathered.
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@ -16,8 +16,248 @@ SpirvShaderTranslator::SpirvShaderTranslator() = default;
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SpirvShaderTranslator::~SpirvShaderTranslator() = default;
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void SpirvShaderTranslator::StartTranslation() {
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auto& e = emitter_;
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auto fn = e.MakeMainEntry();
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auto float_1_0 = e.MakeFloatConstant(1.0f);
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auto acos = e.CreateGlslStd450InstructionCall(
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spv::Decoration::Invariant, e.MakeFloatType(32), spv::GLSLstd450::Acos,
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{{float_1_0}});
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e.MakeReturn(true);
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}
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std::vector<uint8_t> SpirvShaderTranslator::CompleteTranslation() {
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return std::vector<uint8_t>();
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auto& e = emitter_;
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std::vector<uint32_t> spirv_words;
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e.Serialize(spirv_words);
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std::vector<uint8_t> spirv_bytes;
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spirv_bytes.resize(spirv_words.size() * 4);
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std::memcpy(spirv_bytes.data(), spirv_words.data(), spirv_bytes.size());
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return spirv_bytes;
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}
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void SpirvShaderTranslator::ProcessLabel(uint32_t cf_index) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessControlFlowNopInstruction() {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessExecInstructionBegin(
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const ParsedExecInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessExecInstructionEnd(
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const ParsedExecInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessLoopStartInstruction(
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const ParsedLoopStartInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessLoopEndInstruction(
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const ParsedLoopEndInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessCallInstruction(
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const ParsedCallInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessReturnInstruction(
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const ParsedReturnInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessJumpInstruction(
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const ParsedJumpInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessAllocInstruction(
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const ParsedAllocInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessVertexFetchInstruction(
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const ParsedVertexFetchInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessTextureFetchInstruction(
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const ParsedTextureFetchInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessAluInstruction(
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const ParsedAluInstruction& instr) {
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auto& e = emitter_;
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switch (instr.type) {
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case ParsedAluInstruction::Type::kNop:
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e.CreateNop();
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break;
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case ParsedAluInstruction::Type::kVector:
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ProcessVectorAluInstruction(instr);
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break;
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case ParsedAluInstruction::Type::kScalar:
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ProcessScalarAluInstruction(instr);
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break;
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}
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}
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void SpirvShaderTranslator::ProcessVectorAluInstruction(
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const ParsedAluInstruction& instr) {
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auto& e = emitter_;
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EmitUnimplementedTranslationError();
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}
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void SpirvShaderTranslator::ProcessScalarAluInstruction(
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const ParsedAluInstruction& instr) {
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auto& e = emitter_;
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spv::Id value_id = LoadFromOperand(instr.operands[0]);
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StoreToResult(value_id, instr.result);
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EmitUnimplementedTranslationError();
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}
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spv::Id SpirvShaderTranslator::LoadFromOperand(const InstructionOperand& op) {
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auto& e = emitter_;
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spv::Id current_type_id = e.MakeFloatType(32);
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spv::Id current_value_id = e.CreateUndefined(current_type_id);
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// storage_addressing_mode
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switch (op.storage_source) {
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case InstructionStorageSource::kRegister:
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//
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op.storage_index;
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break;
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case InstructionStorageSource::kConstantFloat:
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//
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op.storage_index;
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break;
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case InstructionStorageSource::kConstantInt:
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//
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op.storage_index;
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break;
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case InstructionStorageSource::kConstantBool:
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//
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op.storage_index;
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break;
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case InstructionStorageSource::kVertexFetchConstant:
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//
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op.storage_index;
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break;
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case InstructionStorageSource::kTextureFetchConstant:
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//
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op.storage_index;
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break;
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}
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if (op.is_absolute_value) {
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current_value_id = e.CreateGlslStd450InstructionCall(
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spv::Decoration::RelaxedPrecision, current_type_id,
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spv::GLSLstd450::FAbs, {current_value_id});
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}
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if (op.is_negated) {
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current_value_id =
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e.CreateUnaryOp(spv::Op::OpFNegate, current_type_id, current_value_id);
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}
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// swizzle
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return current_value_id;
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}
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void SpirvShaderTranslator::StoreToResult(spv::Id source_value_id,
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const InstructionResult& result) {
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auto& e = emitter_;
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if (result.storage_target == InstructionStorageTarget::kNone) {
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// No-op?
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return;
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}
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spv::Id storage_pointer = 0;
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// storage_addressing_mode
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switch (result.storage_target) {
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case InstructionStorageTarget::kRegister:
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//
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result.storage_index;
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break;
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case InstructionStorageTarget::kInterpolant:
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//
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result.storage_index;
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break;
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case InstructionStorageTarget::kPosition:
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//
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break;
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case InstructionStorageTarget::kPointSize:
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//
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break;
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case InstructionStorageTarget::kColorTarget:
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//
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result.storage_index;
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break;
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case InstructionStorageTarget::kDepth:
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//
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break;
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}
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spv::Id current_value_id = source_value_id;
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spv::Id current_type_id = e.GetTypeId(source_value_id);
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// Clamp the input value.
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if (result.is_clamped) {
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//
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}
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// write mask
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// swizzle
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// Convert to the appropriate type, if needed.
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spv::Id desired_type_id = e.MakeFloatType(32);
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if (current_value_id != desired_type_id) {
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EmitTranslationError("Type conversion on storage not yet implemented");
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}
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// Perform store into the pointer.
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}
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} // namespace gpu
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@ -15,6 +15,7 @@
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#include <vector>
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#include "xenia/gpu/shader_translator.h"
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#include "xenia/ui/spirv/spirv_emitter.h"
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namespace xe {
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namespace gpu {
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@ -25,7 +26,41 @@ class SpirvShaderTranslator : public ShaderTranslator {
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~SpirvShaderTranslator() override;
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protected:
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void StartTranslation() override;
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std::vector<uint8_t> CompleteTranslation() override;
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void ProcessLabel(uint32_t cf_index) override;
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void ProcessControlFlowNopInstruction() override;
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void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override;
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void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
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void ProcessLoopStartInstruction(
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const ParsedLoopStartInstruction& instr) override;
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void ProcessLoopEndInstruction(
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const ParsedLoopEndInstruction& instr) override;
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void ProcessCallInstruction(const ParsedCallInstruction& instr) override;
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void ProcessReturnInstruction(const ParsedReturnInstruction& instr) override;
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void ProcessJumpInstruction(const ParsedJumpInstruction& instr) override;
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void ProcessAllocInstruction(const ParsedAllocInstruction& instr) override;
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void ProcessVertexFetchInstruction(
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const ParsedVertexFetchInstruction& instr) override;
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void ProcessTextureFetchInstruction(
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const ParsedTextureFetchInstruction& instr) override;
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void ProcessAluInstruction(const ParsedAluInstruction& instr) override;
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private:
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void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
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void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);
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// Loads an operand into a value.
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// The value returned will be in the form described in the operand (number of
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// components, etc).
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spv::Id LoadFromOperand(const InstructionOperand& op);
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// Stores a value based on the specified result information.
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// The value will be transformed into the appropriate form for the result and
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// the proper components will be selected.
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void StoreToResult(spv::Id source_value_id, const InstructionResult& result);
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xe::ui::spirv::SpirvEmitter emitter_;
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};
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} // namespace gpu
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@ -60,7 +60,7 @@ namespace shader_playground {
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};
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sourceCodeTextBox.Text = string.Join(
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"\r\n", new string[] {
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Environment.NewLine, new string[] {
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"xps_3_0",
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"dcl_texcoord1 r0",
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"dcl_color r1.xy",
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@ -134,7 +134,7 @@ namespace shader_playground {
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Microsoft.Xna.Framework.TargetPlatform.Xbox360);
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var disassembledSourceCode = compiledShader.ErrorsAndWarnings;
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disassembledSourceCode = disassembledSourceCode.Replace("\n", "\r\n");
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disassembledSourceCode = disassembledSourceCode.Replace("\n", Environment.NewLine);
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if (disassembledSourceCode.IndexOf("// PDB hint 00000000-00000000-00000000") == -1) {
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outputTextBox.Text = disassembledSourceCode;
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compilerUcodeTextBox.Text = "";
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@ -147,11 +147,11 @@ namespace shader_playground {
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disassembledSourceCode =
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disassembledSourceCode.Replace(prefix + ": ", "");
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disassembledSourceCode = disassembledSourceCode.Replace(
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"// PDB hint 00000000-00000000-00000000\r\n", "");
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"// PDB hint 00000000-00000000-00000000" + Environment.NewLine, "");
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var firstLine = disassembledSourceCode.IndexOf("//");
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var warnings = "// " +
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disassembledSourceCode.Substring(0, firstLine)
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.Replace("\r\n", "\r\n// ");
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.Replace(Environment.NewLine, Environment.NewLine + "// ");
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disassembledSourceCode =
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warnings + disassembledSourceCode.Substring(firstLine + 3);
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disassembledSourceCode = disassembledSourceCode.Trim();
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@ -209,7 +209,7 @@ namespace shader_playground {
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process.WaitForExit();
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}
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string disasmText = File.ReadAllText(ucodeDisasmPath);
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compilerUcodeTextBox.Text = disasmText;
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compilerUcodeTextBox.Text = disasmText.Replace("\n", Environment.NewLine);
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} catch {
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compilerUcodeTextBox.Text = "COMPILER FAILURE";
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}
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@ -236,7 +236,7 @@ namespace shader_playground {
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process.WaitForExit();
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}
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string disasmText = File.ReadAllText(translatedDisasmPath);
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compilerTranslatedTextBox.Text = disasmText;
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compilerTranslatedTextBox.Text = disasmText.Replace("\n", Environment.NewLine);
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} catch {
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compilerTranslatedTextBox.Text = "COMPILER FAILURE";
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}
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@ -300,8 +300,8 @@ namespace shader_playground {
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for (int i = 0; i < swappedCode.Length; ++i) {
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sb.AppendFormat("0x{0:X8}, ", swappedCode[i]);
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}
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sb.Append("};\r\n");
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sb.Append("shader_type = ShaderType::" + (shaderType == "vs" ? "kVertex" : "kPixel") + ";\r\n");
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sb.Append("};" + Environment.NewLine);
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sb.Append("shader_type = ShaderType::" + (shaderType == "vs" ? "kVertex" : "kPixel") + ";" + Environment.NewLine);
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wordsTextBox.Text = sb.ToString();
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wordsTextBox.SelectAll();
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