d3d12: Use the fragment decompile class

This commit is contained in:
vlj 2015-05-19 18:17:33 +02:00 committed by Vincent Lejeune
parent edb9a97c17
commit c465b6699a
11 changed files with 175 additions and 1025 deletions

View file

@ -0,0 +1,141 @@
#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12FragmentProgramDecompiler.h"
#include "Utilities/Log.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
static std::string typeName[] =
{
"float",
"float2",
"float3",
"float4"
};
static std::string functionName[] =
{
"saturate",
"float4(dot($0.xy, $1.xy), dot($0.xy, $1.xy), dot($0.xy, $1.xy), dot($0.xy, $1.xy))",
"frac($0)",
};
D3D12FragmentDecompiler::D3D12FragmentDecompiler(u32 addr, u32& size, u32 ctrl) :
FragmentProgramDecompiler(addr, size, ctrl)
{
}
void D3D12FragmentDecompiler::insertHeader(std::stringstream & OS)
{
OS << "// Header" << std::endl;
}
void D3D12FragmentDecompiler::insertIntputs(std::stringstream & OS)
{
OS << "struct PixelInput" << std::endl;
OS << "{" << std::endl;
OS << " float4 Position : SV_POSITION;" << std::endl;
OS << " float4 diff_color : COLOR0;" << std::endl;
OS << " float4 spec_color : COLOR1;" << std::endl;
OS << " float4 dst_reg3 : COLOR2;" << std::endl;
OS << " float4 dst_reg4 : COLOR3;" << std::endl;
OS << " float fogc : FOG;" << std::endl;
OS << " float4 dummy : COLOR4;" << std::endl;
OS << " float4 tc0 : TEXCOORD0;" << std::endl;
OS << " float4 tc1 : TEXCOORD1;" << std::endl;
OS << " float4 tc2 : TEXCOORD2;" << std::endl;
OS << " float4 tc3 : TEXCOORD3;" << std::endl;
OS << " float4 tc4 : TEXCOORD4;" << std::endl;
OS << " float4 tc5 : TEXCOORD5;" << std::endl;
OS << " float4 tc6 : TEXCOORD6;" << std::endl;
OS << " float4 tc7 : TEXCOORD7;" << std::endl;
OS << " float4 tc8 : TEXCOORD8;" << std::endl;
OS << "};" << std::endl;
}
void D3D12FragmentDecompiler::insertOutputs(std::stringstream & OS)
{
OS << "struct PixelOutput" << std::endl;
OS << "{" << std::endl;
const std::pair<std::string, std::string> table[] =
{
{ "ocol0", "r0" },
{ "ocol1", "r2" },
{ "ocol2", "r3" },
{ "ocol3", "r4" },
};
for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
{
if (m_parr.HasParam(PF_PARAM_NONE, typeName[3], table[i].second))
OS << " " << typeName[3] << " " << table[i].first << " : SV_TARGET" << i << ";" << std::endl;
}
OS << "};" << std::endl;
}
void D3D12FragmentDecompiler::insertConstants(std::stringstream & OS)
{
OS << "cbuffer CONSTANT : register(b2)" << std::endl;
OS << "{" << std::endl;
for (ParamType PT : m_parr.params[PF_PARAM_UNIFORM])
{
if (PT.type == "sampler2D")
continue;
for (ParamItem PI : PT.items)
OS << " " << PT.type << " " << PI.name << ";" << std::endl;
}
OS << "};" << std::endl << std::endl;
size_t textureIndex = 0;
for (ParamType PT : m_parr.params[PF_PARAM_UNIFORM])
{
if (PT.type != "sampler2D")
continue;
for (ParamItem PI : PT.items)
{
OS << "Texture2D " << PI.name << " : register(t" << textureIndex << ");" << std::endl;
OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
textureIndex++;
}
}
}
void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
{
OS << "PixelOutput main(PixelInput In)" << std::endl;
OS << "{" << std::endl;
for (ParamType PT : m_parr.params[PF_PARAM_IN])
{
for (ParamItem PI : PT.items)
OS << " " << PT.type << " " << PI.name << " = In." << PI.name << ";" << std::endl;
}
// Declare output
for (ParamType PT : m_parr.params[PF_PARAM_NONE])
{
for (ParamItem PI : PT.items)
OS << " " << PT.type << " " << PI.name << " = float4(0., 0., 0., 0.);" << std::endl;
}
}
void D3D12FragmentDecompiler::insertMainEnd(std::stringstream & OS)
{
const std::pair<std::string, std::string> table[] =
{
{ "ocol0", "r0" },
{ "ocol1", "r2" },
{ "ocol2", "r3" },
{ "ocol3", "r4" },
};
OS << " PixelOutput Out;" << std::endl;
for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
{
if (m_parr.HasParam(PF_PARAM_NONE, typeName[3], table[i].second))
OS << " Out." << table[i].first << " = " << table[i].second << ";" << std::endl;
}
OS << " return Out;" << std::endl;
OS << "}" << std::endl;
}
#endif