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d3d12: Use the fragment decompile class
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11 changed files with 175 additions and 1025 deletions
141
rpcs3/Emu/RSX/D3D12/D3D12FragmentProgramDecompiler.cpp
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141
rpcs3/Emu/RSX/D3D12/D3D12FragmentProgramDecompiler.cpp
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#include "stdafx.h"
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#if defined(DX12_SUPPORT)
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#include "D3D12FragmentProgramDecompiler.h"
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#include "Utilities/Log.h"
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#include "Emu/Memory/Memory.h"
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#include "Emu/System.h"
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static std::string typeName[] =
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{
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"float",
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"float2",
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"float3",
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"float4"
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};
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static std::string functionName[] =
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{
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"saturate",
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"float4(dot($0.xy, $1.xy), dot($0.xy, $1.xy), dot($0.xy, $1.xy), dot($0.xy, $1.xy))",
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"frac($0)",
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};
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D3D12FragmentDecompiler::D3D12FragmentDecompiler(u32 addr, u32& size, u32 ctrl) :
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FragmentProgramDecompiler(addr, size, ctrl)
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{
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}
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void D3D12FragmentDecompiler::insertHeader(std::stringstream & OS)
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{
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OS << "// Header" << std::endl;
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}
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void D3D12FragmentDecompiler::insertIntputs(std::stringstream & OS)
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{
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OS << "struct PixelInput" << std::endl;
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OS << "{" << std::endl;
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OS << " float4 Position : SV_POSITION;" << std::endl;
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OS << " float4 diff_color : COLOR0;" << std::endl;
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OS << " float4 spec_color : COLOR1;" << std::endl;
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OS << " float4 dst_reg3 : COLOR2;" << std::endl;
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OS << " float4 dst_reg4 : COLOR3;" << std::endl;
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OS << " float fogc : FOG;" << std::endl;
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OS << " float4 dummy : COLOR4;" << std::endl;
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OS << " float4 tc0 : TEXCOORD0;" << std::endl;
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OS << " float4 tc1 : TEXCOORD1;" << std::endl;
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OS << " float4 tc2 : TEXCOORD2;" << std::endl;
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OS << " float4 tc3 : TEXCOORD3;" << std::endl;
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OS << " float4 tc4 : TEXCOORD4;" << std::endl;
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OS << " float4 tc5 : TEXCOORD5;" << std::endl;
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OS << " float4 tc6 : TEXCOORD6;" << std::endl;
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OS << " float4 tc7 : TEXCOORD7;" << std::endl;
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OS << " float4 tc8 : TEXCOORD8;" << std::endl;
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OS << "};" << std::endl;
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}
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void D3D12FragmentDecompiler::insertOutputs(std::stringstream & OS)
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{
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OS << "struct PixelOutput" << std::endl;
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OS << "{" << std::endl;
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const std::pair<std::string, std::string> table[] =
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{
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{ "ocol0", "r0" },
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{ "ocol1", "r2" },
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{ "ocol2", "r3" },
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{ "ocol3", "r4" },
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};
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for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, typeName[3], table[i].second))
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OS << " " << typeName[3] << " " << table[i].first << " : SV_TARGET" << i << ";" << std::endl;
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}
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OS << "};" << std::endl;
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}
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void D3D12FragmentDecompiler::insertConstants(std::stringstream & OS)
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{
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OS << "cbuffer CONSTANT : register(b2)" << std::endl;
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OS << "{" << std::endl;
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for (ParamType PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (PT.type == "sampler2D")
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continue;
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for (ParamItem PI : PT.items)
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OS << " " << PT.type << " " << PI.name << ";" << std::endl;
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}
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OS << "};" << std::endl << std::endl;
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size_t textureIndex = 0;
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for (ParamType PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (PT.type != "sampler2D")
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continue;
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for (ParamItem PI : PT.items)
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{
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OS << "Texture2D " << PI.name << " : register(t" << textureIndex << ");" << std::endl;
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OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
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textureIndex++;
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}
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}
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}
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void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
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{
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OS << "PixelOutput main(PixelInput In)" << std::endl;
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OS << "{" << std::endl;
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for (ParamType PT : m_parr.params[PF_PARAM_IN])
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{
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for (ParamItem PI : PT.items)
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OS << " " << PT.type << " " << PI.name << " = In." << PI.name << ";" << std::endl;
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}
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// Declare output
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for (ParamType PT : m_parr.params[PF_PARAM_NONE])
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{
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for (ParamItem PI : PT.items)
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OS << " " << PT.type << " " << PI.name << " = float4(0., 0., 0., 0.);" << std::endl;
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}
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}
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void D3D12FragmentDecompiler::insertMainEnd(std::stringstream & OS)
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{
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const std::pair<std::string, std::string> table[] =
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{
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{ "ocol0", "r0" },
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{ "ocol1", "r2" },
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{ "ocol2", "r3" },
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{ "ocol3", "r4" },
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};
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OS << " PixelOutput Out;" << std::endl;
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for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, typeName[3], table[i].second))
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OS << " Out." << table[i].first << " = " << table[i].second << ";" << std::endl;
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}
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OS << " return Out;" << std::endl;
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OS << "}" << std::endl;
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}
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#endif
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