rpcs3/rpcs3/Emu/RSX/Common/FragmentProgramDecompiler.h
kd-11 a8c0dd649e rsx/fp: RE work on precision modifier bits
- Testing DS2 has revealed clamping bits in SRC1 that were not respected and left negative values reaching the framebuffer
2017-11-20 15:18:57 +03:00

141 lines
4.7 KiB
C++

#pragma once
#include "ShaderParam.h"
#include "Emu/RSX/RSXFragmentProgram.h"
#include <sstream>
/**
* This class is used to translate RSX Fragment program to GLSL/HLSL code
* Backend with text based shader can subclass this class and implement :
* - virtual std::string getFloatTypeName(size_t elementCount) = 0;
* - virtual std::string getFunction(enum class FUNCTION) = 0;
* - virtual std::string saturate(const std::string &code) = 0;
* - virtual std::string compareFunction(enum class COMPARE, const std::string &, const std::string &) = 0;
* - virtual void insertHeader(std::stringstream &OS) = 0;
* - virtual void insertIntputs(std::stringstream &OS) = 0;
* - virtual void insertOutputs(std::stringstream &OS) = 0;
* - virtual void insertConstants(std::stringstream &OS) = 0;
* - virtual void insertMainStart(std::stringstream &OS) = 0;
* - virtual void insertMainEnd(std::stringstream &OS) = 0;
*/
class FragmentProgramDecompiler
{
OPDEST dst;
SRC0 src0;
SRC1 src1;
SRC2 src2;
std::string main;
u32& m_size;
u32 m_const_index;
u32 m_offset;
u32 m_location;
u32 m_loop_count;
int m_code_level;
std::vector<u32> m_end_offsets;
std::vector<u32> m_else_offsets;
std::string GetMask();
void SetDst(std::string code, bool append_mask = true);
void AddCode(const std::string& code);
std::string AddReg(u32 index, int fp16);
bool HasReg(u32 index, int fp16);
std::string AddCond();
std::string AddConst();
std::string AddTex();
void AddFlowOp(std::string code);
std::string Format(const std::string& code);
//Technically a temporary workaround until we know what type3 is
std::string AddType3();
//Prevent division by zero by catching denormals
//Simpler variant where input and output are expected to be positive
std::string NotZero(const std::string& code);
std::string NotZeroPositive(const std::string& code);
//Prevents operations from overflowing the desired range (tested with fp_dynamic3 autotest sample, DS2 for src1.input_prec_mod)
std::string ClampValue(const std::string& code, u32 precision);
/**
* Returns true if the dst set is not a vector (i.e only a single component)
*/
bool DstExpectsSca();
void AddCodeCond(const std::string& dst, const std::string& src);
std::string GetRawCond();
std::string GetCond();
template<typename T> std::string GetSRC(T src);
std::string BuildCode();
u32 GetData(const u32 d) const { return d << 16 | d >> 16; }
/**
* Emits code if opcode is an SCT one and returns true,
* otherwise do nothing and return false.
* NOTE: What does SCT means ???
*/
bool handle_sct(u32 opcode);
/**
* Emits code if opcode is an SCB one and returns true,
* otherwise do nothing and return false.
* NOTE: What does SCB means ???
*/
bool handle_scb(u32 opcode);
/**
* Emits code if opcode is an TEX SRB one and returns true,
* otherwise do nothing and return false.
* NOTE: What does TEX SRB means ???
*/
bool handle_tex_srb(u32 opcode);
protected:
const RSXFragmentProgram &m_prog;
u32 m_ctrl = 0;
u32 m_2d_sampled_textures = 0; //Mask of textures sampled as texture2D (conflicts with samplerShadow fetch)
u32 m_shadow_sampled_textures = 0; //Mask of textures sampled as boolean shadow comparisons
/** returns the type name of float vectors.
*/
virtual std::string getFloatTypeName(size_t elementCount) = 0;
/** returns string calling function where arguments are passed via
* $0 $1 $2 substring.
*/
virtual std::string getFunction(FUNCTION) = 0;
/** returns string calling saturate function.
*/
virtual std::string saturate(const std::string &code) = 0;
/** returns string calling comparison function on 2 args passed as strings.
*/
virtual std::string compareFunction(COMPARE, const std::string &, const std::string &) = 0;
/** Insert header of shader file (eg #version, "system constants"...)
*/
virtual void insertHeader(std::stringstream &OS) = 0;
/** Insert global declaration of fragments inputs.
*/
virtual void insertIntputs(std::stringstream &OS) = 0;
/** insert global declaration of fragments outputs.
*/
virtual void insertOutputs(std::stringstream &OS) = 0;
/** insert declaration of shader constants.
*/
virtual void insertConstants(std::stringstream &OS) = 0;
/** insert beginning of main (signature, temporary declaration...)
*/
virtual void insertMainStart(std::stringstream &OS) = 0;
/** insert end of main function (return value, output copy...)
*/
virtual void insertMainEnd(std::stringstream &OS) = 0;
public:
ParamArray m_parr;
FragmentProgramDecompiler(const RSXFragmentProgram &prog, u32& size);
FragmentProgramDecompiler(const FragmentProgramDecompiler&) = delete;
FragmentProgramDecompiler(FragmentProgramDecompiler&&) = delete;
std::string Decompile();
};