mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-06 15:01:28 +12:00
- Updates vulkan to use GPU vertex processing - Rewrites vulkan to buffer entire frames and present when first available to avoid stalls - Move more state into dynamic descriptors to reduce progam cache misses; Fix render pass conflicts before texture access - Discards incomplete cb at destruction to avoid refs to destroyed objects - Move set_viewport to the uninterruptible block before drawing in case cb is switched before we're ready - Manage frame contexts separately for easier async frame management - Avoid wasteful create-destroy cycles when sampling rtts
395 lines
13 KiB
C++
395 lines
13 KiB
C++
#include "stdafx.h"
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#include "Emu/System.h"
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#include "GLVertexProgram.h"
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#include "GLCommonDecompiler.h"
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#include "../GCM.h"
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#include <algorithm>
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std::string GLVertexDecompilerThread::getFloatTypeName(size_t elementCount)
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{
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return glsl::getFloatTypeNameImpl(elementCount);
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}
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std::string GLVertexDecompilerThread::getIntTypeName(size_t elementCount)
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{
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return "ivec4";
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}
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std::string GLVertexDecompilerThread::getFunction(FUNCTION f)
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{
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return getFunctionImpl(f);
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}
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std::string GLVertexDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1)
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{
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return glsl::compareFunctionImpl(f, Op0, Op1);
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}
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void GLVertexDecompilerThread::insertHeader(std::stringstream &OS)
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{
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OS << "#version 430\n\n";
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OS << "layout(std140, binding = 0) uniform VertexContextBuffer\n";
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OS << "{\n";
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OS << " mat4 scale_offset_mat;\n";
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OS << " ivec4 user_clip_enabled[2];\n";
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OS << " vec4 user_clip_factor[2];\n";
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OS << " uint transform_branch_bits;\n";
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OS << " uint vertex_base_index;\n";
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OS << " ivec4 input_attributes[16];\n";
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OS << "};\n\n";
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}
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void GLVertexDecompilerThread::insertInputs(std::stringstream & OS, const std::vector<ParamType>& inputs)
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{
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OS << "layout(location=0) uniform usamplerBuffer persistent_input_stream;\n"; //Data stream with persistent vertex data (cacheable)
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OS << "layout(location=1) uniform usamplerBuffer volatile_input_stream;\n"; //Data stream with per-draw data (registers and immediate draw data)
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}
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void GLVertexDecompilerThread::insertConstants(std::stringstream & OS, const std::vector<ParamType> & constants)
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{
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OS << "layout(std140, binding = 1) uniform VertexConstantsBuffer\n";
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OS << "{\n";
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OS << " vec4 vc[468];\n";
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OS << "};\n\n";
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for (const ParamType &PT: constants)
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{
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for (const ParamItem &PI : PT.items)
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{
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if (PI.name == "vc[468]")
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continue;
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OS << "uniform " << PT.type << " " << PI.name << ";\n";
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}
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}
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}
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static const vertex_reg_info reg_table[] =
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{
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{ "gl_Position", false, "dst_reg0", "", false },
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{ "diff_color", true, "dst_reg1", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE },
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{ "spec_color", true, "dst_reg2", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR },
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//These are only present when back variants are specified, otherwise the default diff/spec color vars are for both front and back
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{ "front_diff_color", true, "dst_reg3", "", false },
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{ "front_spec_color", true, "dst_reg4", "", false },
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//Fog output shares a data source register with clip planes 0-2 so only declare when specified
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{ "fog_c", true, "dst_reg5", ".xxxx", true, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_FOG },
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//Warning: Always define all 3 clip plane groups together to avoid flickering with openGL
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{ "gl_ClipDistance[0]", false, "dst_reg5", ".y * user_clip_factor[0].x", false, "user_clip_enabled[0].x > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC0 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC1 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC2 },
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{ "gl_ClipDistance[1]", false, "dst_reg5", ".z * user_clip_factor[0].y", false, "user_clip_enabled[0].y > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC0 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC1 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC2 },
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{ "gl_ClipDistance[2]", false, "dst_reg5", ".w * user_clip_factor[0].z", false, "user_clip_enabled[0].z > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC0 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC1 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC2 },
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{ "gl_PointSize", false, "dst_reg6", ".x", false },
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{ "gl_ClipDistance[3]", false, "dst_reg6", ".y * user_clip_factor[0].w", false, "user_clip_enabled[0].w > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC3 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC4 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC5 },
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{ "gl_ClipDistance[4]", false, "dst_reg6", ".z * user_clip_factor[1].x", false, "user_clip_enabled[1].x > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC3 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC4 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC5 },
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{ "gl_ClipDistance[5]", false, "dst_reg6", ".w * user_clip_factor[1].y", false, "user_clip_enabled[1].y > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC3 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC4 | CELL_GCM_ATTRIB_OUTPUT_MASK_UC5 },
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{ "tc0", true, "dst_reg7", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX0 },
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{ "tc1", true, "dst_reg8", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX1 },
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{ "tc2", true, "dst_reg9", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX2 },
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{ "tc3", true, "dst_reg10", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX3 },
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{ "tc4", true, "dst_reg11", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX4 },
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{ "tc5", true, "dst_reg12", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX5 },
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{ "tc6", true, "dst_reg13", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX6 },
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{ "tc7", true, "dst_reg14", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX7 },
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{ "tc8", true, "dst_reg15", "", false, "", "", "", false, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX8 },
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{ "tc9", true, "dst_reg6", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX9 } // In this line, dst_reg6 is correct since dst_reg goes from 0 to 15.
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};
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void GLVertexDecompilerThread::insertOutputs(std::stringstream & OS, const std::vector<ParamType> & outputs)
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{
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bool insert_front_diffuse = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE) != 0;
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bool insert_back_diffuse = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE) != 0;
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bool insert_front_specular = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR) != 0;
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bool insert_back_specular = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR) != 0;
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bool front_back_diffuse = (insert_back_diffuse && insert_front_diffuse);
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bool front_back_specular = (insert_back_specular && insert_front_specular);
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for (auto &i : reg_table)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, "vec4", i.src_reg) && i.need_declare)
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{
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if (i.check_mask && (rsx_vertex_program.output_mask & i.check_mask_value) == 0)
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continue;
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if (i.name == "front_diff_color")
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insert_front_diffuse = false;
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if (i.name == "front_spec_color")
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insert_front_specular = false;
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std::string name = i.name;
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if (front_back_diffuse && name == "diff_color")
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name = "back_diff_color";
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if (front_back_specular && name == "spec_color")
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name = "back_spec_color";
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OS << "out vec4 " << name << ";\n";
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}
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else
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{
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//Mesa drivers are very strict on shader-stage matching
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//Force some outputs to be declared even if unused
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if (i.need_declare && (rsx_vertex_program.output_mask & i.check_mask_value) > 0)
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{
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OS << "out vec4 " << i.name << ";\n";
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}
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}
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}
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if (insert_back_diffuse && insert_front_diffuse)
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OS << "out vec4 front_diff_color;\n";
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if (insert_back_specular && insert_front_specular)
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OS << "out vec4 front_spec_color;\n";
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}
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void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
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{
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insert_glsl_legacy_function(OS, glsl::glsl_vertex_program);
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glsl::insert_vertex_input_fetch(OS, glsl::glsl_rules_opengl4);
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std::string parameters = "";
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for (int i = 0; i < 16; ++i)
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{
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std::string reg_name = "dst_reg" + std::to_string(i);
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if (m_parr.HasParam(PF_PARAM_NONE, "vec4", reg_name))
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{
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if (parameters.length())
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parameters += ", ";
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parameters += "inout vec4 " + reg_name;
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}
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}
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OS << "void vs_main(" << parameters << ")\n";
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OS << "{\n";
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//Declare temporary registers, ignoring those mapped to outputs
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for (const ParamType PT : m_parr.params[PF_PARAM_NONE])
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{
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for (const ParamItem &PI : PT.items)
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{
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if (PI.name.substr(0, 7) == "dst_reg")
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continue;
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OS << " " << PT.type << " " << PI.name;
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if (!PI.value.empty())
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OS << " = " << PI.value;
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OS << ";\n";
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}
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}
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for (const ParamType &PT : m_parr.params[PF_PARAM_IN])
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{
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for (const ParamItem &PI : PT.items)
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{
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OS << " vec4 " << PI.name << "= read_location(" << std::to_string(PI.location) << ");\n";
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}
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}
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for (const ParamType &PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (PT.type == "sampler2D")
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{
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for (const ParamItem &PI : PT.items)
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{
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OS << " vec2 " << PI.name << "_coord_scale = vec2(1.);\n";
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}
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}
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}
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}
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void GLVertexDecompilerThread::insertMainEnd(std::stringstream & OS)
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{
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OS << "}\n\n";
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OS << "void main ()\n";
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OS << "{\n";
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std::string parameters = "";
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if (ParamType *vec4Types = m_parr.SearchParam(PF_PARAM_NONE, "vec4"))
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{
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for (int i = 0; i < 16; ++i)
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{
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std::string reg_name = "dst_reg" + std::to_string(i);
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for (auto &PI : vec4Types->items)
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{
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if (reg_name == PI.name)
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{
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if (parameters.length())
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parameters += ", ";
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parameters += reg_name;
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OS << " vec4 " << reg_name;
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if (!PI.value.empty())
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OS << "= " << PI.value;
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OS << ";\n";
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}
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}
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}
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}
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OS << "\n" << " vs_main(" << parameters << ");\n\n";
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bool insert_front_diffuse = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE) != 0;
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bool insert_front_specular = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR) != 0;
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bool insert_back_diffuse = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE) != 0;
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bool insert_back_specular = (rsx_vertex_program.output_mask & CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR) != 0;
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bool front_back_diffuse = (insert_back_diffuse && insert_front_diffuse);
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bool front_back_specular = (insert_back_specular && insert_front_specular);
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for (auto &i : reg_table)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, "vec4", i.src_reg))
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{
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if (i.check_mask && (rsx_vertex_program.output_mask & i.check_mask_value) == 0)
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continue;
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if (i.name == "front_diff_color")
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insert_front_diffuse = false;
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if (i.name == "front_spec_color")
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insert_front_specular = false;
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std::string name = i.name;
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std::string condition = (!i.cond.empty()) ? "(" + i.cond + ") " : "";
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if (front_back_diffuse && name == "diff_color")
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name = "back_diff_color";
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if (front_back_specular && name == "spec_color")
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name = "back_spec_color";
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if (condition.empty() || i.default_val.empty())
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{
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if (!condition.empty()) condition = "if " + condition;
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OS << " " << condition << name << " = " << i.src_reg << i.src_reg_mask << ";\n";
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}
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else
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{
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//Insert if-else condition
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OS << " " << name << " = " << condition << "? " << i.src_reg << i.src_reg_mask << ": " << i.default_val << ";\n";
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}
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}
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else if (i.need_declare && (rsx_vertex_program.output_mask & i.check_mask_value) > 0)
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{
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//An output was declared but nothing was written to it
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//Set it to all ones (Atelier Escha)
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OS << " " << i.name << " = vec4(1.);\n";
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}
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}
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if (insert_back_diffuse && insert_front_diffuse)
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if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "dst_reg1"))
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OS << " front_diff_color = dst_reg1;\n";
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if (insert_back_specular && insert_front_specular)
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if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "dst_reg2"))
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OS << " front_spec_color = dst_reg2;\n";
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OS << " gl_Position = gl_Position * scale_offset_mat;\n";
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//Since our clip_space is symetrical [-1, 1] we map it to linear space using the eqn:
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//ln = (clip * 2) - 1 to fully utilize the 0-1 range of the depth buffer
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//RSX matrices passed already map to the [0, 1] range but mapping to classic OGL requires that we undo this step
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//This can be made unnecessary using the call glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE).
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//However, ClipControl only made it to opengl core in ver 4.5 though, so this is a workaround.
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//NOTE: It is completely valid for games to use very large w values, causing the post-multiplied z to be in the hundreds
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//It is therefore critical that this step is done post-transform and the result re-scaled by w
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//SEE Naruto: UNS
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OS << " float ndc_z = gl_Position.z / gl_Position.w;\n";
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OS << " ndc_z = (ndc_z * 2.) - 1.;\n";
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OS << " gl_Position.z = ndc_z * gl_Position.w;\n";
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OS << "}\n";
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}
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void GLVertexDecompilerThread::Task()
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{
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m_shader = Decompile();
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}
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GLVertexProgram::GLVertexProgram()
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{
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}
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GLVertexProgram::~GLVertexProgram()
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{
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Delete();
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}
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void GLVertexProgram::Decompile(const RSXVertexProgram& prog)
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{
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GLVertexDecompilerThread decompiler(prog, shader, parr);
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decompiler.Task();
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}
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void GLVertexProgram::Compile()
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{
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if (id)
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{
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glDeleteShader(id);
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}
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id = glCreateShader(GL_VERTEX_SHADER);
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const char* str = shader.c_str();
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const int strlen = ::narrow<int>(shader.length());
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fs::create_path(fs::get_config_dir() + "/shaderlog");
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fs::file(fs::get_config_dir() + "shaderlog/VertexProgram" + std::to_string(id) + ".glsl", fs::rewrite).write(str);
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glShaderSource(id, 1, &str, &strlen);
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glCompileShader(id);
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GLint r = GL_FALSE;
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glGetShaderiv(id, GL_COMPILE_STATUS, &r);
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if (r != GL_TRUE)
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{
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &r);
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if (r)
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{
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char* buf = new char[r + 1]();
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GLsizei len;
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glGetShaderInfoLog(id, r, &len, buf);
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LOG_ERROR(RSX, "Failed to compile vertex shader: %s", buf);
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delete[] buf;
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}
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LOG_NOTICE(RSX, "%s", shader.c_str());
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Emu.Pause();
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}
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}
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void GLVertexProgram::Delete()
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{
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shader.clear();
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if (id)
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{
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if (Emu.IsStopped())
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{
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LOG_WARNING(RSX, "GLVertexProgram::Delete(): glDeleteShader(%d) avoided", id);
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}
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else
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{
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glDeleteShader(id);
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}
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id = 0;
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}
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}
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