#include "stdafx.h" #include #include "Emu/Memory/vm.h" #include "Emu/System.h" #include "GLFragmentProgram.h" #include "../Common/ProgramStateCache.h" #include "GLCommonDecompiler.h" #include "../GCM.h" std::string GLFragmentDecompilerThread::getFloatTypeName(size_t elementCount) { return glsl::getFloatTypeNameImpl(elementCount); } std::string GLFragmentDecompilerThread::getFunction(FUNCTION f) { return glsl::getFunctionImpl(f); } std::string GLFragmentDecompilerThread::saturate(const std::string & code) { return "clamp(" + code + ", 0., 1.)"; } std::string GLFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1) { return glsl::compareFunctionImpl(f, Op0, Op1); } void GLFragmentDecompilerThread::insertHeader(std::stringstream & OS) { OS << "#version 430\n"; } void GLFragmentDecompilerThread::insertInputs(std::stringstream & OS) { bool two_sided_enabled = m_prog.front_back_color_enabled && (m_prog.back_color_diffuse_output || m_prog.back_color_specular_output); std::vector inputs_to_declare; 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; std::string var_name = PI.name; if (two_sided_enabled) { if (m_prog.back_color_diffuse_output && var_name == "diff_color") var_name = "back_diff_color"; if (m_prog.back_color_specular_output && var_name == "spec_color") var_name = "back_spec_color"; } if (var_name == "fogc") var_name = "fog_c"; inputs_to_declare.push_back(var_name); } } if (two_sided_enabled) { if (m_prog.front_color_diffuse_output && m_prog.back_color_diffuse_output) { inputs_to_declare.push_back("front_diff_color"); } if (m_prog.front_color_specular_output && m_prog.back_color_specular_output) { inputs_to_declare.push_back("front_spec_color"); } } for (auto &name: inputs_to_declare) { OS << "layout(location=" << gl::get_varying_register_location(name) << ") in vec4 " << name << ";\n"; } } void GLFragmentDecompilerThread::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" }, }; for (int i = 0; i < sizeof(table) / sizeof(*table); ++i) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second)) OS << "layout(location=" << i << ") out vec4 " << table[i].first << ";\n"; } } void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS) { 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.data()[3]); const auto mask = (1 << index); if (m_prog.shadow_textures & mask) { if (m_shadow_sampled_textures & mask) { if (m_2d_sampled_textures & mask) LOG_ERROR(RSX, "Texture unit %d is sampled as both a shadow texture and a depth texture", index); else samplerType = "sampler2DShadow"; } } OS << "uniform " << samplerType << " " << PI.name << ";\n"; } } OS << "\n"; OS << "layout(std140, binding = 2) uniform FragmentConstantsBuffer\n"; OS << "{\n"; 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) OS << " " << PT.type << " " << PI.name << ";\n"; } // Fragment state parameters 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 << " vec4 texture_parameters[16];\n"; //sampling: x,y scaling and (unused) offsets data OS << "};\n"; } void GLFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS) { glsl::insert_glsl_legacy_function(OS, glsl::glsl_fragment_program, properties.has_lit_op, m_prog.redirected_textures != 0, properties.has_wpos_input); } void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS) { //TODO: Generate input mask during parse stage to avoid this for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { if (PI.name == "fogc") { glsl::insert_fog_declaration(OS); break; } } } const std::set output_values = { "r0", "r1", "r2", "r3", "r4", "h0", "h2", "h4", "h6", "h8" }; std::string parameters = ""; for (auto ®_name : output_values) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", reg_name)) { if (parameters.length()) parameters += ", "; parameters += "inout vec4 " + reg_name; } } OS << "void fs_main(" << parameters << ")\n"; OS << "{\n"; for (const ParamType& PT : m_parr.params[PF_PARAM_NONE]) { for (const ParamItem& PI : PT.items) { if (output_values.find(PI.name) != output_values.end()) continue; OS << " " << PT.type << " " << PI.name; if (!PI.value.empty()) OS << " = " << PI.value; OS << ";\n"; } } if (m_parr.HasParam(PF_PARAM_IN, "vec4", "ssa")) OS << " vec4 ssa = gl_FrontFacing ? vec4(1.) : vec4(-1.);\n"; if (properties.has_wpos_input) OS << " vec4 wpos = get_wpos();\n"; bool two_sided_enabled = m_prog.front_back_color_enabled && (m_prog.back_color_diffuse_output || m_prog.back_color_specular_output); for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { if (two_sided_enabled) { if (PI.name == "spec_color") { if (m_prog.back_color_specular_output) { if (m_prog.back_color_specular_output && m_prog.front_color_specular_output) { OS << " vec4 spec_color = gl_FrontFacing ? front_spec_color : back_spec_color;\n"; } else { OS << " vec4 spec_color = back_spec_color;\n"; } } continue; } else if (PI.name == "diff_color") { if (m_prog.back_color_diffuse_output) { if (m_prog.back_color_diffuse_output && m_prog.front_color_diffuse_output) { OS << " vec4 diff_color = gl_FrontFacing ? front_diff_color : back_diff_color;\n"; } else { OS << " vec4 diff_color = back_diff_color;\n"; } } continue; } } if (PI.name == "fogc") { OS << " vec4 fogc = fetch_fog_value(fog_mode);\n"; continue; } } } } void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS) { const std::set output_values = { "r0", "r1", "r2", "r3", "r4", "h0", "h2", "h4", "h6", "h8" }; OS << "}\n\n"; OS << "void main()\n"; OS << "{\n"; std::string parameters = ""; for (auto ®_name : output_values) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", reg_name)) { if (parameters.length()) parameters += ", "; parameters += reg_name; OS << " vec4 " << reg_name << " = vec4(0.);\n"; } } OS << "\n" << " fs_main(" + parameters + ");\n\n"; glsl::insert_rop(OS, !!(m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS)); if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "r1")) { //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 OS << " gl_FragDepth = r1.z;\n"; } else { //Input not declared. Leave commented to assist in debugging the shader OS << " //gl_FragDepth = r1.z;\n"; } } OS << "}\n"; } void GLFragmentDecompilerThread::Task() { m_shader = Decompile(); } GLFragmentProgram::GLFragmentProgram() { } GLFragmentProgram::~GLFragmentProgram() { Delete(); } void GLFragmentProgram::Decompile(const RSXFragmentProgram& prog) { u32 size; GLFragmentDecompilerThread decompiler(shader, parr, prog, size); decompiler.Task(); 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; size_t offset = atoi(PI.name.c_str() + 2); FragmentConstantOffsetCache.push_back(offset); } } } void GLFragmentProgram::Compile() { if (id) { glDeleteShader(id); } id = glCreateShader(GL_FRAGMENT_SHADER); const char* str = shader.c_str(); const int strlen = ::narrow(shader.length()); fs::file(fs::get_config_dir() + "shaderlog/FragmentProgram" + std::to_string(id) + ".glsl", fs::rewrite).write(str); glShaderSource(id, 1, &str, &strlen); glCompileShader(id); GLint compileStatus = GL_FALSE; glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); // Determine the result of the glCompileShader call if (compileStatus != GL_TRUE) // If the shader failed to compile... { GLint infoLength; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &infoLength); // Retrieve the length in bytes (including trailing NULL) of the shader info log if (infoLength > 0) { GLsizei len; char* buf = new char[infoLength]; // Buffer to store infoLog glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console delete[] buf; } LOG_NOTICE(RSX, "%s", shader); // Log the text of the shader that failed to compile Emu.Pause(); // Pause the emulator, we can't really continue from here } } void GLFragmentProgram::Delete() { shader.clear(); if (id) { if (Emu.IsStopped()) { LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id); } else { glDeleteShader(id); } id = 0; } }