mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-06 23:11:25 +12:00
310 lines
7.5 KiB
C++
310 lines
7.5 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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std::string GLVertexDecompilerThread::getFloatTypeName(size_t elementCount)
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{
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return 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 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" << std::endl << std::endl;
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OS << "layout(std140, binding = 0) uniform ScaleOffsetBuffer" << std::endl;
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OS << "{" << std::endl;
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OS << " mat4 scaleOffsetMat;" << std::endl;
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OS << " float fog_param0;\n";
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OS << " float fog_param1;\n";
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OS << "};" << std::endl;
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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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std::vector<std::tuple<size_t, std::string>> input_data;
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for (const ParamType &PT : inputs)
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{
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for (const ParamItem &PI : PT.items)
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{
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input_data.push_back(std::make_tuple(PI.location, PI.name));
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}
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}
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/**
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* Its is important that the locations are in the order that vertex attributes are expected.
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* If order is not adhered to, channels may be swapped leading to corruption
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*/
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std::sort(input_data.begin(), input_data.end());
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int location = 1;
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for (const std::tuple<size_t, std::string> item : input_data)
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{
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for (const ParamType &PT : inputs)
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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 == std::get<1>(item))
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OS << "layout(location=" << location++ << ")" << " uniform samplerBuffer" << " " << PI.name << "_buffer;" << std::endl;
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}
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}
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}
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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" << std::endl;
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OS << "{" << std::endl;
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OS << " vec4 vc[468];" << std::endl;
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OS << "};" << std::endl;
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}
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struct reg_info
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{
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std::string name;
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bool need_declare;
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std::string src_reg;
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std::string src_reg_mask;
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bool need_cast;
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};
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static const 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 },
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{ "spec_color", true, "dst_reg2", "", false },
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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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{ "fogc", true, "dst_reg5", ".x", true },
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{ "gl_ClipDistance[0]", false, "dst_reg5", ".y", false },
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{ "gl_ClipDistance[1]", false, "dst_reg5", ".z", false },
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{ "gl_ClipDistance[2]", false, "dst_reg5", ".w", false },
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{ "gl_PointSize", false, "dst_reg6", ".x", false },
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{ "gl_ClipDistance[3]", false, "dst_reg6", ".y", false },
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{ "gl_ClipDistance[4]", false, "dst_reg6", ".z", false },
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{ "gl_ClipDistance[5]", false, "dst_reg6", ".w", false },
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{ "tc0", true, "dst_reg7", "", false },
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{ "tc1", true, "dst_reg8", "", false },
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{ "tc2", true, "dst_reg9", "", false },
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{ "tc3", true, "dst_reg10", "", false },
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{ "tc4", true, "dst_reg11", "", false },
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{ "tc5", true, "dst_reg12", "", false },
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{ "tc6", true, "dst_reg13", "", false },
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{ "tc7", true, "dst_reg14", "", false },
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{ "tc8", true, "dst_reg15", "", false },
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{ "tc9", true, "dst_reg6", "", false } // 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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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.name == "fogc")
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OS << "out float " << i.name << ";" << std::endl;
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else
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OS << "out vec4 " << i.name << ";" << std::endl;
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}
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}
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}
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void add_input(std::stringstream & OS, const ParamItem &PI, const std::vector<rsx_vertex_input> &inputs)
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{
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for (const auto &real_input : inputs)
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{
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if (real_input.location != PI.location)
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continue;
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if (!real_input.is_array)
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{
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OS << " vec4 " << PI.name << " = texelFetch(" << PI.name << "_buffer, 0);" << std::endl;
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return;
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}
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if (real_input.frequency > 1)
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{
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if (real_input.is_modulo)
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{
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OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID %" << real_input.frequency << ");" << std::endl;
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return;
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}
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OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID /" << real_input.frequency << ");" << std::endl;
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return;
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}
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OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID);" << std::endl;
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return;
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}
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OS << " vec4 " << PI.name << " = vec4(0., 0., 0., 1.);" << std::endl;
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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);
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OS << "void main()" << std::endl;
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OS << "{" << std::endl;
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// Declare inside main function
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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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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 << ";" << std::endl;
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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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add_input(OS, PI, rsx_vertex_program.rsx_vertex_inputs);
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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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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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OS << " " << i.name << " = " << i.src_reg << i.src_reg_mask << ";" << std::endl;
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}
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OS << " gl_Position = gl_Position * scaleOffsetMat;" << std::endl;
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OS << "}" << std::endl;
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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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//if (m_decompiler_thread)
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//{
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// Wait();
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// if (m_decompiler_thread->IsAlive())
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// {
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// m_decompiler_thread->Stop();
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// }
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// delete m_decompiler_thread;
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// m_decompiler_thread = nullptr;
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//}
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Delete();
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}
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//void GLVertexProgram::Wait()
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//{
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// if (m_decompiler_thread && m_decompiler_thread->IsAlive())
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// {
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// m_decompiler_thread->Join();
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// }
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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::DecompileAsync(RSXVertexProgram& prog)
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//{
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// if (m_decompiler_thread)
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// {
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// Wait();
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// if (m_decompiler_thread->IsAlive())
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// {
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// m_decompiler_thread->Stop();
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// }
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//
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// delete m_decompiler_thread;
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// m_decompiler_thread = nullptr;
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// }
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//
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// m_decompiler_thread = new GLVertexDecompilerThread(prog.data, shader, parr);
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// m_decompiler_thread->Start();
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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 = gsl::narrow<int>(shader.length());
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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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//else LOG_WARNING(RSX, "Vertex shader compiled successfully!");
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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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