mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-06 15:01:28 +12:00
260 lines
9.4 KiB
C++
260 lines
9.4 KiB
C++
#include "stdafx.h"
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#include "stdafx_d3d12.h"
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#ifdef _MSC_VER
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#include "D3D12FragmentProgramDecompiler.h"
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#include "D3D12CommonDecompiler.h"
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#include "Emu/Memory/Memory.h"
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#include "Emu/System.h"
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D3D12FragmentDecompiler::D3D12FragmentDecompiler(const RSXFragmentProgram &prog, u32& size) :
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FragmentProgramDecompiler(prog, size)
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{
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}
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std::string D3D12FragmentDecompiler::getFloatTypeName(size_t elementCount)
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{
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return getFloatTypeNameImp(elementCount);
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}
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std::string D3D12FragmentDecompiler::getFunction(enum class FUNCTION f)
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{
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return getFunctionImp(f);
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}
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std::string D3D12FragmentDecompiler::saturate(const std::string & code)
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{
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return "saturate(" + code + ")";
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}
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std::string D3D12FragmentDecompiler::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1)
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{
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return compareFunctionImp(f, Op0, Op1);
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}
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void D3D12FragmentDecompiler::insertHeader(std::stringstream & OS)
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{
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OS << "cbuffer SCALE_OFFSET : register(b0)" << std::endl;
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OS << "{" << std::endl;
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OS << " float4x4 scaleOffsetMat;" << std::endl;
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OS << " int isAlphaTested;" << std::endl;
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OS << " float alphaRef;" << std::endl;
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OS << "};" << 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 tc9 : TEXCOORD9;" << 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", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" },
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{ "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" },
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{ "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" },
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{ "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" },
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};
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size_t idx = 0;
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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, "float4", table[i].second))
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OS << " " << "float4" << " " << table[i].first << " : SV_TARGET" << idx++ << ";" << std::endl;
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}
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
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OS << " float depth : SV_Depth;" << std::endl;
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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 (const ParamType &PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (PT.type == "sampler1D" || PT.type == "sampler2D" || PT.type == "samplerCube" || PT.type == "sampler3D")
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continue;
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for (const 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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for (const ParamType &PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (PT.type == "sampler1D")
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{
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for (const ParamItem &PI : PT.items)
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{
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size_t textureIndex = atoi(PI.name.data() + 3);
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OS << "Texture1D " << PI.name << " : register(t" << textureIndex + 16 << ");" << std::endl;
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OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
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}
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}
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else 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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size_t textureIndex = atoi(PI.name.data() + 3);
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OS << "Texture2D " << PI.name << " : register(t" << textureIndex + 16 << ");" << std::endl;
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OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
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}
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}
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else if (PT.type == "sampler3D")
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{
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for (const ParamItem &PI : PT.items)
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{
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size_t textureIndex = atoi(PI.name.data() + 3);
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OS << "Texture3D " << PI.name << " : register(t" << textureIndex + 16 << ");" << std::endl;
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OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
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}
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}
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else if (PT.type == "samplerCube")
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{
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for (const ParamItem &PI : PT.items)
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{
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size_t textureIndex = atoi(PI.name.data() + 3);
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OS << "TextureCube " << PI.name << " : register(t" << textureIndex + 16 << ");" << std::endl;
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OS << "sampler " << PI.name << "sampler : register(s" << textureIndex << ");" << std::endl;
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}
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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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insert_d3d12_legacy_function(OS);
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const std::set<std::string> output_value =
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{
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"r0", "r1", "r2", "r3", "r4",
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"h0", "h2", "h4", "h6", "h8"
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};
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OS << "void ps_impl(bool is_front_face, PixelInput In, inout float4 r0, inout float4 h0, inout float4 r1, inout float4 h2, inout float4 r2, inout float4 h4, inout float4 r3, inout float4 h6, inout float4 r4, inout float4 h8)" << std::endl;
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OS << "{" << std::endl;
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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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if (m_prog.front_back_color_enabled)
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{
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if (PI.name == "spec_color" && m_prog.back_color_specular_output)
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{
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OS << " float4 spec_color = is_front_face ? In.dst_reg4 : In.spec_color;\n";
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continue;
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}
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if (PI.name == "diff_color" && m_prog.back_color_diffuse_output)
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{
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OS << " float4 diff_color = is_front_face ? In.dst_reg3 : In.diff_color;\n";
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continue;
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}
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}
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OS << " " << PT.type << " " << PI.name << " = In." << PI.name << ";" << std::endl;
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}
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}
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// A bit unclean, but works.
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OS << " " << "float4 gl_Position = In.Position;" << std::endl;
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if (m_prog.origin_mode == rsx::window_origin::bottom)
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OS << " gl_Position.y = (" << std::to_string(m_prog.height) << " - gl_Position.y);\n";
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// Declare output
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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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if (output_value.find(PI.name) == output_value.end())
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OS << " " << PT.type << " " << PI.name << " = float4(0., 0., 0., 0.);" << std::endl;
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}
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// Declare texture coordinate scaling component (to handle unormalized texture coordinates)
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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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continue;
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for (const ParamItem& PI : PT.items)
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{
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size_t textureIndex = atoi(PI.name.data() + 3);
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bool is_unorm = !!(m_prog.unnormalized_coords & (1 << textureIndex));
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if (!is_unorm)
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{
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OS << " float2 " << PI.name << "_scale = float2(1., 1.);" << std::endl;
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continue;
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}
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OS << " float2 " << PI.name << "_dim;" << std::endl;
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OS << " " << PI.name << ".GetDimensions(" << PI.name << "_dim.x, " << PI.name << "_dim.y);" << std::endl;
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OS << " float2 " << PI.name << "_scale = float2(1., 1.) / " << PI.name << "_dim;" << std::endl;
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}
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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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OS << "}" << std::endl;
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OS << std::endl;
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OS << "PixelOutput main(PixelInput In, bool is_front_face : SV_IsFrontFace)" << std::endl;
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OS << "{" << std::endl;
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OS << " float4 r0 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r1 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r2 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r3 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 r4 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h0 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h2 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h4 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h6 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " float4 h8 = float4(0., 0., 0., 0.);" << std::endl;
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OS << " ps_impl(is_front_face, In, r0, h0, r1, h2, r2, h4, r3, h6, r4, h8);" << std::endl;
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const std::pair<std::string, std::string> table[] =
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{
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{ "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" },
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{ "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" },
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{ "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" },
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{ "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" },
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};
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std::string first_output_name;
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OS << " PixelOutput Out = (PixelOutput)0;" << 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, "float4", table[i].second))
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{
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OS << " Out." << table[i].first << " = " << table[i].second << ";" << std::endl;
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if (first_output_name.empty()) first_output_name = table[i].first;
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}
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}
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
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{
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/**
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* Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
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* but it writes depth in r1.z and not h2.z.
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* Maybe there's a different flag for depth ?
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*/
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// OS << " Out.depth = " << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "r1.z;" : "h2.z;") << std::endl;
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OS << " Out.depth = r1.z;\n";
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}
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// Shaders don't always output colors (for instance if they write to depth only)
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if (!first_output_name.empty())
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OS << " if (isAlphaTested && Out." << first_output_name << ".a <= alphaRef) discard;\n";
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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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