#include "stdafx.h" #include "VKFragmentProgram.h" #include "VKCommonDecompiler.h" #include "VKHelpers.h" #include "vkutils/device.h" #include "Emu/system_config.h" #include "../Program/GLSLCommon.h" #include "../GCM.h" std::string VKFragmentDecompilerThread::getFloatTypeName(usz elementCount) { return glsl::getFloatTypeNameImpl(elementCount); } std::string VKFragmentDecompilerThread::getHalfTypeName(usz elementCount) { return glsl::getHalfTypeNameImpl(elementCount); } std::string VKFragmentDecompilerThread::getFunction(FUNCTION f) { return glsl::getFunctionImpl(f); } std::string VKFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1) { return glsl::compareFunctionImpl(f, Op0, Op1); } void VKFragmentDecompilerThread::insertHeader(std::stringstream & OS) { if (device_props.has_native_half_support) { OS << "#version 450\n"; OS << "#extension GL_EXT_shader_explicit_arithmetic_types_float16: enable\n"; } else { OS << "#version 420\n"; } OS << "#extension GL_ARB_separate_shader_objects: enable\n\n"; glsl::insert_subheader_block(OS); } void VKFragmentDecompilerThread::insertInputs(std::stringstream & OS) { for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { //ssa is defined in the program body and is not a varying type if (PI.name == "ssa") continue; const auto reg_location = vk::get_varying_register_location(PI.name); std::string var_name = PI.name; if (var_name == "fogc") { var_name = "fog_c"; } else if (m_prog.two_sided_lighting) { if (var_name == "diff_color") { var_name = "diff_color0"; } else if (var_name == "spec_color") { var_name = "spec_color0"; } } OS << "layout(location=" << reg_location << ") in " << PT.type << " " << var_name << ";\n"; } } if (m_prog.two_sided_lighting) { if (properties.in_register_mask & in_diff_color) { OS << "layout(location=" << vk::get_varying_register_location("diff_color1") << ") in vec4 diff_color1;\n"; } if (properties.in_register_mask & in_spec_color) { OS << "layout(location=" << vk::get_varying_register_location("spec_color1") << ") in vec4 spec_color1;\n"; } } } void VKFragmentDecompilerThread::insertOutputs(std::stringstream & OS) { const std::pair table[] = { { "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" }, { "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" }, { "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" }, { "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" }, }; //NOTE: We do not skip outputs, the only possible combinations are a(0), b(0), ab(0,1), abc(0,1,2), abcd(0,1,2,3) u8 output_index = 0; const bool float_type = (m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) || !device_props.has_native_half_support; const auto reg_type = float_type ? "vec4" : getHalfTypeName(4); for (uint i = 0; i < std::size(table); ++i) { if (m_parr.HasParam(PF_PARAM_NONE, reg_type, table[i].second)) { OS << "layout(location=" << std::to_string(output_index++) << ") " << "out vec4 " << table[i].first << ";\n"; vk_prog->output_color_masks[i] = UINT32_MAX; } } } void VKFragmentDecompilerThread::insertConstants(std::stringstream & OS) { u32 location = m_binding_table.textures_first_bind_slot; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type != "sampler1D" && PT.type != "sampler2D" && PT.type != "sampler3D" && PT.type != "samplerCube") continue; for (const ParamItem& PI : PT.items) { std::string samplerType = PT.type; int index = atoi(&PI.name[3]); const auto mask = (1 << index); if (properties.shadow_sampler_mask & mask) { if (properties.common_access_sampler_mask & mask) { rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index); } else { samplerType += "Shadow"; } } vk::glsl::program_input in; in.location = location; in.domain = glsl::glsl_fragment_program; in.name = PI.name; in.type = vk::glsl::input_type_texture; inputs.push_back(in); OS << "layout(set=0, binding=" << location++ << ") uniform " << samplerType << " " << PI.name << ";\n"; if (properties.redirected_sampler_mask & mask) { // Insert stencil mirror declaration in.name += "_stencil"; in.location = location; inputs.push_back(in); OS << "layout(set=0, binding=" << location++ << ") uniform u" << PT.type << " " << in.name << ";\n"; } } } ensure(location <= m_binding_table.vertex_textures_first_bind_slot); // "Too many sampler descriptors!" std::string constants_block; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type == "sampler1D" || PT.type == "sampler2D" || PT.type == "sampler3D" || PT.type == "samplerCube") continue; for (const ParamItem& PI : PT.items) { constants_block += " " + PT.type + " " + PI.name + ";\n"; } } if (!constants_block.empty()) { OS << "layout(std140, set = 0, binding = 2) uniform FragmentConstantsBuffer\n"; OS << "{\n"; OS << constants_block; OS << "};\n\n"; } OS << "layout(std140, set = 0, binding = 3) uniform FragmentStateBuffer\n"; OS << "{\n"; OS << " float fog_param0;\n"; OS << " float fog_param1;\n"; OS << " uint rop_control;\n"; OS << " float alpha_ref;\n"; OS << " uint reserved;\n"; OS << " uint fog_mode;\n"; OS << " float wpos_scale;\n"; OS << " float wpos_bias;\n"; OS << "};\n\n"; OS << "layout(std140, set = 0, binding = 4) uniform TextureParametersBuffer\n"; OS << "{\n"; OS << " sampler_info texture_parameters[16];\n"; OS << "};\n\n"; OS << "layout(std140, set = 0, binding = " << std::to_string(m_binding_table.rasterizer_env_bind_slot) << ") uniform RasterizerHeap\n"; OS << "{\n"; OS << " uvec4 stipple_pattern[8];\n"; OS << "};\n\n"; vk::glsl::program_input in; in.location = m_binding_table.fragment_constant_buffers_bind_slot; in.domain = glsl::glsl_fragment_program; in.name = "FragmentConstantsBuffer"; in.type = vk::glsl::input_type_uniform_buffer; inputs.push_back(in); in.location = m_binding_table.fragment_state_bind_slot; in.name = "FragmentStateBuffer"; inputs.push_back(in); in.location = m_binding_table.fragment_texture_params_bind_slot; in.name = "TextureParametersBuffer"; inputs.push_back(in); in.location = m_binding_table.rasterizer_env_bind_slot; in.name = "RasterizerHeap"; inputs.push_back(in); } void VKFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS) { m_shader_props.domain = glsl::glsl_fragment_program; m_shader_props.require_lit_emulation = properties.has_lit_op; m_shader_props.fp32_outputs = !!(m_prog.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS); m_shader_props.require_depth_conversion = properties.redirected_sampler_mask != 0; m_shader_props.require_wpos = !!(properties.in_register_mask & in_wpos); m_shader_props.require_texture_ops = properties.has_tex_op; m_shader_props.require_shadow_ops = properties.shadow_sampler_mask != 0; m_shader_props.require_texture_expand = properties.has_exp_tex_op; m_shader_props.emulate_coverage_tests = g_cfg.video.antialiasing_level == msaa_level::none; m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare; m_shader_props.low_precision_tests = vk::get_driver_vendor() == vk::driver_vendor::NVIDIA; m_shader_props.disable_early_discard = vk::get_driver_vendor() != vk::driver_vendor::NVIDIA; m_shader_props.supports_native_fp16 = device_props.has_native_half_support; glsl::insert_glsl_legacy_function(OS, m_shader_props); } void VKFragmentDecompilerThread::insertMainStart(std::stringstream & OS) { if (properties.in_register_mask & in_fogc) glsl::insert_fog_declaration(OS); std::set output_registers; if (m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) { output_registers = { "r0", "r2", "r3", "r4" }; } else { output_registers = { "h0", "h4", "h6", "h8" }; } if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT) { output_registers.insert("r1"); } std::string registers; std::string reg_type; const auto half4 = getHalfTypeName(4); for (auto ®_name : output_registers) { const auto type = (reg_name[0] == 'r' || !device_props.has_native_half_support)? "vec4" : half4; if (reg_type == type) [[likely]] { registers += ", " + reg_name + " = " + type + "(0.)"; } else { if (!registers.empty()) registers += ";\n"; registers += type + " " + reg_name + " = " + type + "(0.)"; } reg_type = type; } if (!registers.empty()) { OS << registers << ";\n"; } OS << "void fs_main()\n"; OS << "{\n"; for (const ParamType& PT : m_parr.params[PF_PARAM_NONE]) { for (const ParamItem& PI : PT.items) { if (output_registers.find(PI.name) != output_registers.end()) continue; OS << " " << PT.type << " " << PI.name; if (!PI.value.empty()) OS << " = " << PI.value; OS << ";\n"; } } if (properties.has_w_access) OS << " float in_w = (1. / gl_FragCoord.w);\n"; if (properties.in_register_mask & in_ssa) OS << " vec4 ssa = gl_FrontFacing ? vec4(1.) : vec4(-1.);\n"; if (properties.in_register_mask & in_wpos) OS << " vec4 wpos = get_wpos();\n"; if (properties.in_register_mask & in_fogc) OS << " vec4 fogc = fetch_fog_value(fog_mode);\n"; if (m_prog.two_sided_lighting) { if (properties.in_register_mask & in_diff_color) OS << " vec4 diff_color = gl_FrontFacing ? diff_color1 : diff_color0;\n"; if (properties.in_register_mask & in_spec_color) OS << " vec4 spec_color = gl_FrontFacing ? spec_color1 : spec_color0;\n"; } } void VKFragmentDecompilerThread::insertMainEnd(std::stringstream & OS) { OS << "}\n\n"; OS << "void main()\n"; OS << "{\n"; ::glsl::insert_rop_init(OS); OS << "\n" << " fs_main();\n\n"; glsl::insert_rop(OS, m_shader_props); if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "r1")) { // NOTE: Depth writes are always from a fp32 register. See issues section on nvidia's NV_fragment_program spec // https://www.khronos.org/registry/OpenGL/extensions/NV/NV_fragment_program.txt // NOTE: Depth writes in OpenGL (and by extension RSX) are clamped to 0,1 range. // Indeed, hardware tests on realhw prove that even in depth float mode, values outside this range are clamped. OS << " gl_FragDepth = _saturate(r1.z);\n"; } else { //Input not declared. Leave commented to assist in debugging the shader OS << " //gl_FragDepth = r1.z;\n"; } } OS << "}\n"; } void VKFragmentDecompilerThread::Task() { m_binding_table = vk::g_render_device->get_pipeline_binding_table(); m_shader = Decompile(); vk_prog->SetInputs(inputs); } VKFragmentProgram::VKFragmentProgram() = default; VKFragmentProgram::~VKFragmentProgram() { Delete(); } void VKFragmentProgram::Decompile(const RSXFragmentProgram& prog) { u32 size; std::string source; VKFragmentDecompilerThread decompiler(source, parr, prog, size, *this); const auto pdev = vk::get_current_renderer(); if (!g_cfg.video.disable_native_float16) { decompiler.device_props.has_native_half_support = pdev->get_shader_types_support().allow_float16; } decompiler.device_props.emulate_depth_compare = !pdev->get_formats_support().d24_unorm_s8; decompiler.Task(); shader.create(::glsl::program_domain::glsl_fragment_program, source); for (const ParamType& PT : decompiler.m_parr.params[PF_PARAM_UNIFORM]) { for (const ParamItem& PI : PT.items) { if (PT.type == "sampler1D" || PT.type == "sampler2D" || PT.type == "sampler3D" || PT.type == "samplerCube") continue; usz offset = atoi(PI.name.c_str() + 2); FragmentConstantOffsetCache.push_back(offset); } } } void VKFragmentProgram::Compile() { if (g_cfg.video.log_programs) fs::file(fs::get_cache_dir() + "shaderlog/FragmentProgram" + std::to_string(id) + ".spirv", fs::rewrite).write(shader.get_source()); handle = shader.compile(); } void VKFragmentProgram::Delete() { shader.destroy(); } void VKFragmentProgram::SetInputs(std::vector& inputs) { for (auto &it : inputs) { uniforms.push_back(it); } }