Ryujinx/src/Ryujinx.Graphics.Shader/CodeGen/Msl/MslGenerator.cs
Isaac Marovitz f07327166c More Shader Gen Stuff
Mostly copied from GLSL since in terms of syntax within blocks they’re pretty similar. Likely the result will need tweaking…

Isn’t that conveniant?

“Do the simd_shuffle”

atomics

Remaining instructions

Remove removed special instructions

Getting somewhere…
2024-09-28 19:03:01 -04:00

199 lines
No EOL
7.4 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
using static Ryujinx.Graphics.Shader.CodeGen.Msl.TypeConversion;
namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{
static class MslGenerator
{
public static string Generate(StructuredProgramInfo info, ShaderConfig config)
{
if (config.Stage is not (ShaderStage.Vertex or ShaderStage.Fragment or ShaderStage.Compute))
{
Logger.Warning?.Print(LogClass.Gpu, $"Attempted to generate unsupported shader type {config.Stage}!");
return "";
}
CodeGenContext context = new(info, config);
Declarations.Declare(context, info);
if (info.Functions.Count != 0)
{
for (int i = 1; i < info.Functions.Count; i++)
{
context.AppendLine($"{GetFunctionSignature(context, info.Functions[i], config.Stage)};");
}
context.AppendLine();
for (int i = 1; i < info.Functions.Count; i++)
{
PrintFunction(context, info.Functions[i], config.Stage);
context.AppendLine();
}
}
PrintFunction(context, info.Functions[0], config.Stage, true);
return context.GetCode();
}
private static void PrintFunction(CodeGenContext context, StructuredFunction function, ShaderStage stage, bool isMainFunc = false)
{
context.CurrentFunction = function;
context.AppendLine(GetFunctionSignature(context, function, stage, isMainFunc));
context.EnterScope();
Declarations.DeclareLocals(context, function);
PrintBlock(context, function.MainBlock, isMainFunc);
context.LeaveScope();
}
private static string GetFunctionSignature(CodeGenContext context, StructuredFunction function, ShaderStage stage, bool isMainFunc = false)
{
string[] args = new string[function.InArguments.Length + function.OutArguments.Length];
for (int i = 0; i < function.InArguments.Length; i++)
{
args[i] = $"{Declarations.GetVarTypeName(context, function.InArguments[i])} {OperandManager.GetArgumentName(i)}";
}
for (int i = 0; i < function.OutArguments.Length; i++)
{
int j = i + function.InArguments.Length;
// Likely need to be made into pointers
args[j] = $"out {Declarations.GetVarTypeName(context, function.OutArguments[i])} {OperandManager.GetArgumentName(j)}";
}
string funcKeyword = "inline";
string funcName = null;
if (isMainFunc)
{
if (stage == ShaderStage.Vertex)
{
funcKeyword = "vertex";
funcName = "vertexMain";
}
else if (stage == ShaderStage.Fragment)
{
funcKeyword = "fragment";
funcName = "fragmentMain";
}
}
return $"{funcKeyword} {Declarations.GetVarTypeName(context, function.ReturnType)} {funcName ?? function.Name}({string.Join(", ", args)})";
}
private static void PrintBlock(CodeGenContext context, AstBlock block, bool isMainFunction)
{
AstBlockVisitor visitor = new(block);
visitor.BlockEntered += (sender, e) =>
{
switch (e.Block.Type)
{
case AstBlockType.DoWhile:
context.AppendLine("do");
break;
case AstBlockType.Else:
context.AppendLine("else");
break;
case AstBlockType.ElseIf:
context.AppendLine($"else if ({GetCondExpr(context, e.Block.Condition)})");
break;
case AstBlockType.If:
context.AppendLine($"if ({GetCondExpr(context, e.Block.Condition)})");
break;
default:
throw new InvalidOperationException($"Found unexpected block type \"{e.Block.Type}\".");
}
context.EnterScope();
};
visitor.BlockLeft += (sender, e) =>
{
context.LeaveScope();
if (e.Block.Type == AstBlockType.DoWhile)
{
context.AppendLine($"while ({GetCondExpr(context, e.Block.Condition)});");
}
};
bool supportsBarrierDivergence = context.Config.GpuAccessor.QueryHostSupportsShaderBarrierDivergence();
bool mayHaveReturned = false;
foreach (IAstNode node in visitor.Visit())
{
if (node is AstOperation operation)
{
if (!supportsBarrierDivergence)
{
if (operation.Inst == IntermediateRepresentation.Instruction.Barrier)
{
// Barrier on divergent control flow paths may cause the GPU to hang,
// so skip emitting the barrier for those cases.
if (visitor.Block.Type != AstBlockType.Main || mayHaveReturned || !isMainFunction)
{
context.Config.GpuAccessor.Log($"Shader has barrier on potentially divergent block, the barrier will be removed.");
continue;
}
}
else if (operation.Inst == IntermediateRepresentation.Instruction.Return)
{
mayHaveReturned = true;
}
}
string expr = InstGen.GetExpression(context, operation);
if (expr != null)
{
context.AppendLine(expr + ";");
}
}
else if (node is AstAssignment assignment)
{
AggregateType dstType = OperandManager.GetNodeDestType(context, assignment.Destination);
AggregateType srcType = OperandManager.GetNodeDestType(context, assignment.Source);
string dest = InstGen.GetExpression(context, assignment.Destination);
string src = ReinterpretCast(context, assignment.Source, srcType, dstType);
context.AppendLine(dest + " = " + src + ";");
}
else if (node is AstComment comment)
{
context.AppendLine("// " + comment.Comment);
}
else
{
throw new InvalidOperationException($"Found unexpected node type \"{node?.GetType().Name ?? "null"}\".");
}
}
}
private static string GetCondExpr(CodeGenContext context, IAstNode cond)
{
AggregateType srcType = OperandManager.GetNodeDestType(context, cond);
return ReinterpretCast(context, cond, srcType, AggregateType.Bool);
}
}
}