// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "shader_recompiler/backend/bindings.h" #include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/profile.h" namespace Shader::Backend::GLSL { namespace { std::string_view InterpDecorator(Interpolation interp) { switch (interp) { case Interpolation::Smooth: return ""; case Interpolation::Flat: return "flat"; case Interpolation::NoPerspective: return "noperspective"; } throw InvalidArgument("Invalid interpolation {}", interp); } } // namespace EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_) : info{program.info}, profile{profile_} { std::string header = "#version 450\n"; SetupExtensions(header); stage = program.stage; switch (program.stage) { case Stage::VertexA: case Stage::VertexB: stage_name = "vertex"; attrib_name = "vertex"; // TODO: add only what's used by the shader header += "out gl_PerVertex {vec4 gl_Position;float gl_PointSize;float gl_ClipDistance[];};"; break; case Stage::TessellationControl: case Stage::TessellationEval: stage_name = "primitive"; attrib_name = "primitive"; break; case Stage::Geometry: stage_name = "primitive"; attrib_name = "vertex"; break; case Stage::Fragment: stage_name = "fragment"; attrib_name = "fragment"; break; case Stage::Compute: stage_name = "invocation"; header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n", program.workgroup_size[0], program.workgroup_size[1], program.workgroup_size[2]); break; } code += header; const std::string_view attr_stage{stage == Stage::Fragment ? "fragment" : "vertex"}; for (size_t index = 0; index < info.input_generics.size(); ++index) { const auto& generic{info.input_generics[index]}; if (generic.used) { Add("layout(location={}) {} in vec4 in_attr{};", index, InterpDecorator(generic.interpolation), index); } } for (size_t index = 0; index < info.stores_frag_color.size(); ++index) { if (!info.stores_frag_color[index]) { continue; } Add("layout(location={})out vec4 frag_color{};", index, index); } for (size_t index = 0; index < info.stores_generics.size(); ++index) { if (info.stores_generics[index]) { Add("layout(location={}) out vec4 out_attr{};", index, index); } } DefineConstantBuffers(); DefineStorageBuffers(); DefineHelperFunctions(); SetupImages(bindings); Add("void main(){{"); if (stage == Stage::VertexA || stage == Stage::VertexB) { Add("gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);"); } } void EmitContext::SetupExtensions(std::string& header) { header += "#extension GL_ARB_separate_shader_objects : enable\n"; if (info.uses_int64) { header += "#extension GL_ARB_gpu_shader_int64 : enable\n"; } if (info.uses_int64_bit_atomics) { header += "#extension GL_NV_shader_atomic_int64 : enable\n"; } if (info.uses_atomic_f32_add) { header += "#extension GL_NV_shader_atomic_float : enable\n"; } if (info.uses_atomic_f16x2_add || info.uses_atomic_f16x2_min || info.uses_atomic_f16x2_max) { header += "#extension NV_shader_atomic_fp16_vector : enable\n"; } if (info.uses_fp16) { if (profile.support_gl_nv_gpu_shader_5) { header += "#extension GL_NV_gpu_shader5 : enable\n"; } if (profile.support_gl_amd_gpu_shader_half_float) { header += "#extension GL_AMD_gpu_shader_half_float : enable\n"; } } } void EmitContext::DefineConstantBuffers() { if (info.constant_buffer_descriptors.empty()) { return; } u32 binding{}; for (const auto& desc : info.constant_buffer_descriptors) { Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, desc.index, desc.index, 4 * 1024); ++binding; } } void EmitContext::DefineStorageBuffers() { if (info.storage_buffers_descriptors.empty()) { return; } u32 binding{}; for (const auto& desc : info.storage_buffers_descriptors) { Add("layout(std430,binding={}) buffer ssbo_{}{{uint ssbo{}[];}};", binding, binding, desc.cbuf_index, desc.count); ++binding; } } void EmitContext::DefineHelperFunctions() { if (info.uses_global_increment) { code += "uint CasIncrement(uint op_a,uint op_b){return(op_a>=op_b)?0u:(op_a+1u);}\n"; } if (info.uses_global_decrement) { code += "uint CasDecrement(uint op_a,uint op_b){return(op_a==0||op_a>op_b)?op_b:(op_a-1u);}\n"; } if (info.uses_atomic_f32_add) { code += "uint CasFloatAdd(uint op_a,float op_b){return " "floatBitsToUint(uintBitsToFloat(op_a)+op_b);}\n"; } if (info.uses_atomic_f32x2_add) { code += "uint CasFloatAdd32x2(uint op_a,vec2 op_b){return " "packHalf2x16(unpackHalf2x16(op_a)+op_b);}\n"; } if (info.uses_atomic_f32x2_min) { code += "uint CasFloatMin32x2(uint op_a,vec2 op_b){return " "packHalf2x16(min(unpackHalf2x16(op_a),op_b));}\n"; } if (info.uses_atomic_f32x2_max) { code += "uint CasFloatMax32x2(uint op_a,vec2 op_b){return " "packHalf2x16(max(unpackHalf2x16(op_a),op_b));}\n"; } if (info.uses_atomic_f16x2_add) { code += "uint CasFloatAdd16x2(uint op_a,f16vec2 op_b){return " "packFloat2x16(unpackFloat2x16(op_a)+op_b);}\n"; } if (info.uses_atomic_f16x2_min) { code += "uint CasFloatMin16x2(uint op_a,f16vec2 op_b){return " "packFloat2x16(min(unpackFloat2x16(op_a),op_b));}\n"; } if (info.uses_atomic_f16x2_max) { code += "uint CasFloatMax16x2(uint op_a,f16vec2 op_b){return " "packFloat2x16(max(unpackFloat2x16(op_a),op_b));}\n"; } if (info.uses_atomic_s32_min) { code += "uint CasMinS32(uint op_a,uint op_b){return uint(min(int(op_a),int(op_b)));}"; } if (info.uses_atomic_s32_max) { code += "uint CasMaxS32(uint op_a,uint op_b){return uint(max(int(op_a),int(op_b)));}"; } } void EmitContext::SetupImages(Bindings& bindings) { image_buffer_bindings.reserve(info.image_buffer_descriptors.size()); for (const auto& desc : info.image_buffer_descriptors) { throw NotImplementedException("image_buffer_descriptors"); image_buffer_bindings.push_back(bindings.image); bindings.image += desc.count; } image_bindings.reserve(info.image_descriptors.size()); for (const auto& desc : info.image_descriptors) { throw NotImplementedException("image_bindings"); image_bindings.push_back(bindings.image); bindings.image += desc.count; } texture_buffer_bindings.reserve(info.texture_buffer_descriptors.size()); for (const auto& desc : info.texture_buffer_descriptors) { throw NotImplementedException("TextureType::Buffer"); texture_buffer_bindings.push_back(bindings.texture); bindings.texture += desc.count; } texture_bindings.reserve(info.texture_descriptors.size()); for (const auto& desc : info.texture_descriptors) { texture_bindings.push_back(bindings.texture); const auto indices{bindings.texture + desc.count}; for (u32 index = bindings.texture; index < indices; ++index) { Add("layout(binding={}) uniform sampler2D tex{};", bindings.texture, index); } bindings.texture += desc.count; } } } // namespace Shader::Backend::GLSL