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