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[shader-decoder-part1] Implemented a shader decoder (Part 1) (#12)
* [shader-decoder-part1] Implemented a shader decoder for Gen5 shaders, including IR generation, metadata reading, scalar evaluation, and SPIR-V translation. Updated related exports and video output components to support the new shader decoding functionality. * [shader decoder] correct RDNA2 operands, fixing synchronization problems * [shader-decoder] RDNA2 decoder improvements * [shader-decoder] fix RDNA2 shift masking and sprite draws * [shader-decoder] improve RDNA2 shader decoder to support more instructions and fix some issues with the previous implementation.
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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namespace SharpEmu.Libs.Agc;
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internal static class SpirvFixedShaders
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{
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public static byte[] CreateFullscreenVertex(uint attributeCount)
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{
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var module = new SpirvModuleBuilder();
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module.AddCapability(SpirvCapability.Shader);
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var voidType = module.TypeVoid();
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var boolType = module.TypeBool();
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var uintType = module.TypeInt(32, signed: false);
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var floatType = module.TypeFloat(32);
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var vec4Type = module.TypeVector(floatType, 4);
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var inputUintPointer = module.TypePointer(SpirvStorageClass.Input, uintType);
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var outputVec4Pointer = module.TypePointer(SpirvStorageClass.Output, vec4Type);
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var vertexIndex = module.AddGlobalVariable(inputUintPointer, SpirvStorageClass.Input);
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module.AddName(vertexIndex, "vertexIndex");
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module.AddDecoration(
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vertexIndex,
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SpirvDecoration.BuiltIn,
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(uint)SpirvBuiltIn.VertexIndex);
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var position = module.AddGlobalVariable(outputVec4Pointer, SpirvStorageClass.Output);
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module.AddName(position, "position");
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module.AddDecoration(position, SpirvDecoration.BuiltIn, (uint)SpirvBuiltIn.Position);
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var attributes = new uint[attributeCount];
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for (uint index = 0; index < attributeCount; index++)
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{
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attributes[index] =
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module.AddGlobalVariable(outputVec4Pointer, SpirvStorageClass.Output);
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module.AddName(attributes[index], $"attr{index}");
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module.AddDecoration(attributes[index], SpirvDecoration.Location, index);
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module.AddDecoration(attributes[index], SpirvDecoration.NoPerspective);
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}
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var functionType = module.TypeFunction(voidType);
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var main = module.BeginFunction(voidType, functionType);
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module.AddName(main, "main");
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module.AddLabel();
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var indexValue = module.AddInstruction(SpirvOp.Load, uintType, vertexIndex);
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var one = module.Constant(uintType, 1);
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var two = module.Constant(uintType, 2);
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var shifted = module.AddInstruction(SpirvOp.ShiftLeftLogical, uintType, indexValue, one);
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var xBits = module.AddInstruction(SpirvOp.BitwiseAnd, uintType, shifted, two);
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var yBits = module.AddInstruction(SpirvOp.BitwiseAnd, uintType, indexValue, two);
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var x = module.AddInstruction(SpirvOp.ConvertUToF, floatType, xBits);
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var y = module.AddInstruction(SpirvOp.ConvertUToF, floatType, yBits);
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var zero = module.ConstantFloat(floatType, 0f);
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var oneFloat = module.ConstantFloat(floatType, 1f);
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var twoFloat = module.ConstantFloat(floatType, 2f);
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var xPosition = module.AddInstruction(SpirvOp.FMul, floatType, x, twoFloat);
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xPosition = module.AddInstruction(SpirvOp.FSub, floatType, xPosition, oneFloat);
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var yPosition = module.AddInstruction(SpirvOp.FMul, floatType, y, twoFloat);
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yPosition = module.AddInstruction(SpirvOp.FSub, floatType, yPosition, oneFloat);
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var positionValue = module.AddInstruction(
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SpirvOp.CompositeConstruct,
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vec4Type,
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xPosition,
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yPosition,
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zero,
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oneFloat);
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module.AddStatement(SpirvOp.Store, position, positionValue);
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var attributeValue = module.AddInstruction(
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SpirvOp.CompositeConstruct,
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vec4Type,
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x,
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y,
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zero,
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oneFloat);
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foreach (var attribute in attributes)
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{
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module.AddStatement(SpirvOp.Store, attribute, attributeValue);
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}
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module.AddStatement(SpirvOp.Return);
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module.EndFunction();
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var interfaces = new uint[2 + attributes.Length];
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interfaces[0] = vertexIndex;
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interfaces[1] = position;
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attributes.CopyTo(interfaces, 2);
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module.AddEntryPoint(SpirvExecutionModel.Vertex, main, "main", interfaces);
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_ = boolType;
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return module.Build();
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}
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public static byte[] CreateCopyFragment()
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{
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var module = new SpirvModuleBuilder();
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module.AddCapability(SpirvCapability.Shader);
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var voidType = module.TypeVoid();
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var floatType = module.TypeFloat(32);
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var vec2Type = module.TypeVector(floatType, 2);
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var vec4Type = module.TypeVector(floatType, 4);
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var inputVec4Pointer = module.TypePointer(SpirvStorageClass.Input, vec4Type);
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var outputVec4Pointer = module.TypePointer(SpirvStorageClass.Output, vec4Type);
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var imageType = module.TypeImage(
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floatType,
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SpirvImageDim.Dim2D,
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depth: false,
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arrayed: false,
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multisampled: false,
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sampled: 1,
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SpirvImageFormat.Unknown);
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var sampledImageType = module.TypeSampledImage(imageType);
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var sampledImagePointer =
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module.TypePointer(SpirvStorageClass.UniformConstant, sampledImageType);
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var attribute = module.AddGlobalVariable(inputVec4Pointer, SpirvStorageClass.Input);
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module.AddName(attribute, "attr0");
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module.AddDecoration(attribute, SpirvDecoration.Location, 0);
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var texture = module.AddGlobalVariable(
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sampledImagePointer,
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SpirvStorageClass.UniformConstant);
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module.AddName(texture, "tex0");
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module.AddDecoration(texture, SpirvDecoration.DescriptorSet, 0);
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module.AddDecoration(texture, SpirvDecoration.Binding, 1);
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var output = module.AddGlobalVariable(outputVec4Pointer, SpirvStorageClass.Output);
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module.AddName(output, "outColor");
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module.AddDecoration(output, SpirvDecoration.Location, 0);
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var functionType = module.TypeFunction(voidType);
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var main = module.BeginFunction(voidType, functionType);
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module.AddName(main, "main");
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module.AddLabel();
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var attributeValue = module.AddInstruction(SpirvOp.Load, vec4Type, attribute);
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var coordinates = module.AddInstruction(
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SpirvOp.VectorShuffle,
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vec2Type,
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attributeValue,
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attributeValue,
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0,
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1);
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var sampledImage = module.AddInstruction(SpirvOp.Load, sampledImageType, texture);
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var lod = module.ConstantFloat(floatType, 0f);
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var color = module.AddInstruction(
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SpirvOp.ImageSampleExplicitLod,
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vec4Type,
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sampledImage,
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coordinates,
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2,
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lod);
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module.AddStatement(SpirvOp.Store, output, color);
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module.AddStatement(SpirvOp.Return);
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module.EndFunction();
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module.AddEntryPoint(
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SpirvExecutionModel.Fragment,
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main,
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"main",
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[attribute, texture, output]);
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module.AddExecutionMode(main, SpirvExecutionMode.OriginUpperLeft);
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return module.Build();
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}
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}
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