mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-02 13:01:27 +12:00
514 lines
14 KiB
C++
514 lines
14 KiB
C++
#include "stdafx.h"
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#include "VKFragmentProgram.h"
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#include "VKCommonDecompiler.h"
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#include "VKHelpers.h"
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#include "vkutils/device.h"
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#include "Emu/system_config.h"
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#include "../Program/GLSLCommon.h"
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std::string VKFragmentDecompilerThread::getFloatTypeName(usz elementCount)
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{
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return glsl::getFloatTypeNameImpl(elementCount);
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}
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std::string VKFragmentDecompilerThread::getHalfTypeName(usz elementCount)
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{
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return glsl::getHalfTypeNameImpl(elementCount);
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}
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std::string VKFragmentDecompilerThread::getFunction(FUNCTION f)
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{
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return glsl::getFunctionImpl(f);
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}
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std::string VKFragmentDecompilerThread::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 VKFragmentDecompilerThread::prepareBindingTable()
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{
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// First check if we have constants and textures as those need extra work
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bool has_constants = false, has_textures = false;
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for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM])
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{
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if (has_constants && has_textures)
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{
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break;
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}
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if (PT.type.starts_with("sampler"))
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{
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has_textures = true;
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continue;
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}
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ensure(PT.type.starts_with("vec"));
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has_constants = true;
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}
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unsigned location = 0; // All bindings must be set from this var
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vk_prog->binding_table.context_buffer_location = location++;
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if (has_constants)
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{
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vk_prog->binding_table.cbuf_location = location++;
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}
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vk_prog->binding_table.tex_param_location = location++;
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vk_prog->binding_table.polygon_stipple_params_location = location++;
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std::memset(vk_prog->binding_table.ftex_location, 0xff, sizeof(vk_prog->binding_table.ftex_location));
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std::memset(vk_prog->binding_table.ftex_stencil_location, 0xff, sizeof(vk_prog->binding_table.ftex_stencil_location));
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if (has_textures) [[ likely ]]
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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.starts_with("sampler"))
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{
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continue;
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}
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for (const ParamItem& PI : PT.items)
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{
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const auto texture_id = vk::get_texture_index(PI.name);
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const auto mask = 1u << texture_id;
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// Allocate real binding
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vk_prog->binding_table.ftex_location[texture_id] = location++;
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// Tag the stencil mirror if required
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if (properties.redirected_sampler_mask & mask) [[ unlikely ]]
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{
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vk_prog->binding_table.ftex_stencil_location[texture_id] = 0;
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}
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}
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// Normalize stencil offsets
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if (properties.redirected_sampler_mask != 0) [[ unlikely ]]
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{
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for (auto& stencil_location : vk_prog->binding_table.ftex_stencil_location)
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{
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if (stencil_location != 0)
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{
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continue;
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}
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stencil_location = location++;
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}
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}
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}
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}
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}
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void VKFragmentDecompilerThread::insertHeader(std::stringstream & OS)
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{
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prepareBindingTable();
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std::vector<const char*> required_extensions;
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if (device_props.has_native_half_support)
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{
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required_extensions.emplace_back("GL_EXT_shader_explicit_arithmetic_types_float16");
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}
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if (properties.multisampled_sampler_mask)
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{
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required_extensions.emplace_back("GL_ARB_shader_texture_image_samples");
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}
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if (m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION)
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{
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required_extensions.emplace_back("GL_EXT_fragment_shader_barycentric");
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}
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OS << "#version 450\n";
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for (const auto ext : required_extensions)
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{
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OS << "#extension " << ext << ": require\n";
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}
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OS << "#extension GL_ARB_separate_shader_objects: enable\n\n";
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glsl::insert_subheader_block(OS);
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}
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void VKFragmentDecompilerThread::insertInputs(std::stringstream & OS)
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{
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glsl::insert_fragment_shader_inputs_block(
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OS,
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glsl::extension_flavour::EXT,
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m_prog,
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m_parr.params[PF_PARAM_IN],
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{
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.two_sided_color = !!(properties.in_register_mask & in_diff_color),
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.two_sided_specular = !!(properties.in_register_mask & in_spec_color)
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},
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vk::get_varying_register_location
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);
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}
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void VKFragmentDecompilerThread::insertOutputs(std::stringstream & OS)
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{
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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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//NOTE: We do not skip outputs, the only possible combinations are a(0), b(0), ab(0,1), abc(0,1,2), abcd(0,1,2,3)
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u8 output_index = 0;
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const bool float_type = (m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) || !device_props.has_native_half_support;
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const auto reg_type = float_type ? "vec4" : getHalfTypeName(4);
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for (uint i = 0; i < std::size(table); ++i)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, reg_type, table[i].second))
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{
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OS << "layout(location=" << std::to_string(output_index++) << ") " << "out vec4 " << table[i].first << ";\n";
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vk_prog->output_color_masks[i] = -1;
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}
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}
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}
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void VKFragmentDecompilerThread::insertConstants(std::stringstream & OS)
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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.starts_with("sampler"))
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{
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continue;
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}
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for (const ParamItem& PI : PT.items)
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{
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std::string samplerType = PT.type;
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const int index = vk::get_texture_index(PI.name);
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const auto mask = (1 << index);
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if (properties.multisampled_sampler_mask & mask)
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{
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if (samplerType != "sampler1D" && samplerType != "sampler2D")
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{
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rsx_log.error("Unexpected multisampled image type '%s'", samplerType);
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}
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samplerType = "sampler2DMS";
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}
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else if (properties.shadow_sampler_mask & mask)
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{
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if (properties.common_access_sampler_mask & mask)
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{
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rsx_log.error("Texture unit %d is sampled as both a shadow texture and a depth texture", index);
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}
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else
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{
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samplerType += "Shadow";
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}
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}
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const int id = vk::get_texture_index(PI.name);
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auto in = vk::glsl::program_input::make(
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glsl::glsl_fragment_program,
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PI.name,
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vk::glsl::input_type_texture,
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vk::glsl::binding_set_index_fragment,
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vk_prog->binding_table.ftex_location[id]
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);
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inputs.push_back(in);
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OS << "layout(set=1, binding=" << in.location << ") uniform " << samplerType << " " << PI.name << ";\n";
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if (properties.redirected_sampler_mask & mask)
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{
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// Insert stencil mirror declaration
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in.name += "_stencil";
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in.location = vk_prog->binding_table.ftex_stencil_location[id];
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inputs.push_back(in);
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OS << "layout(set=1, binding=" << in.location << ") uniform u" << samplerType << " " << in.name << ";\n";
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}
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}
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}
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std::string constants_block;
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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.starts_with("sampler"))
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{
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continue;
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}
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for (const ParamItem& PI : PT.items)
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{
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constants_block += " " + PT.type + " " + PI.name + ";\n";
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}
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}
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if (!constants_block.empty())
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{
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OS << "layout(std140, set=1, binding=" << vk_prog->binding_table.cbuf_location << ") uniform FragmentConstantsBuffer\n";
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OS << "{\n";
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OS << constants_block;
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OS << "};\n\n";
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}
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OS << "layout(std140, set=1, binding=" << vk_prog->binding_table.context_buffer_location << ") uniform FragmentStateBuffer\n";
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OS << "{\n";
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OS << " float fog_param0;\n";
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OS << " float fog_param1;\n";
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OS << " uint rop_control;\n";
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OS << " float alpha_ref;\n";
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OS << " uint reserved;\n";
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OS << " uint fog_mode;\n";
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OS << " float wpos_scale;\n";
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OS << " float wpos_bias;\n";
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OS << "};\n\n";
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OS << "layout(std140, set=1, binding=" << vk_prog->binding_table.tex_param_location << ") uniform TextureParametersBuffer\n";
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OS << "{\n";
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OS << " sampler_info texture_parameters[16];\n";
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OS << "};\n\n";
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OS << "layout(std140, set=1, binding=" << vk_prog->binding_table.polygon_stipple_params_location << ") uniform RasterizerHeap\n";
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OS << "{\n";
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OS << " uvec4 stipple_pattern[8];\n";
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OS << "};\n\n";
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vk::glsl::program_input in
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{
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.domain = glsl::glsl_fragment_program,
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.type = vk::glsl::input_type_uniform_buffer,
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.set = vk::glsl::binding_set_index_fragment
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};
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if (!constants_block.empty())
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{
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in.location = vk_prog->binding_table.cbuf_location;
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in.name = "FragmentConstantsBuffer";
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inputs.push_back(in);
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}
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in.location = vk_prog->binding_table.context_buffer_location;
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in.name = "FragmentStateBuffer";
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inputs.push_back(in);
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in.location = vk_prog->binding_table.tex_param_location;
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in.name = "TextureParametersBuffer";
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inputs.push_back(in);
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in.location = vk_prog->binding_table.polygon_stipple_params_location;
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in.name = "RasterizerHeap";
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inputs.push_back(in);
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}
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void VKFragmentDecompilerThread::insertGlobalFunctions(std::stringstream &OS)
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{
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m_shader_props.domain = glsl::glsl_fragment_program;
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m_shader_props.require_lit_emulation = properties.has_lit_op;
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m_shader_props.fp32_outputs = !!(m_prog.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS);
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m_shader_props.require_depth_conversion = properties.redirected_sampler_mask != 0;
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m_shader_props.require_wpos = !!(properties.in_register_mask & in_wpos);
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m_shader_props.require_texture_ops = properties.has_tex_op;
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m_shader_props.require_tex_shadow_ops = properties.shadow_sampler_mask != 0;
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m_shader_props.require_msaa_ops = m_prog.texture_state.multisampled_textures != 0;
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m_shader_props.require_texture_expand = properties.has_exp_tex_op;
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m_shader_props.require_srgb_to_linear = properties.has_upg;
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m_shader_props.require_linear_to_srgb = properties.has_pkg;
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m_shader_props.require_fog_read = properties.in_register_mask & in_fogc;
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m_shader_props.emulate_coverage_tests = g_cfg.video.antialiasing_level == msaa_level::none;
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m_shader_props.emulate_shadow_compare = device_props.emulate_depth_compare;
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m_shader_props.low_precision_tests = device_props.has_low_precision_rounding && !(m_prog.ctrl & RSX_SHADER_CONTROL_ATTRIBUTE_INTERPOLATION);
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m_shader_props.disable_early_discard = !vk::is_NVIDIA(vk::get_driver_vendor());
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m_shader_props.supports_native_fp16 = device_props.has_native_half_support;
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m_shader_props.ROP_output_rounding = g_cfg.video.shader_precision != gpu_preset_level::low;
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m_shader_props.require_tex1D_ops = properties.has_tex1D;
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m_shader_props.require_tex2D_ops = properties.has_tex2D;
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m_shader_props.require_tex3D_ops = properties.has_tex3D;
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m_shader_props.require_shadowProj_ops = properties.shadow_sampler_mask != 0 && properties.has_texShadowProj;
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glsl::insert_glsl_legacy_function(OS, m_shader_props);
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}
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void VKFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
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{
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std::set<std::string> output_registers;
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS)
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{
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output_registers = { "r0", "r2", "r3", "r4" };
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}
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else
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{
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output_registers = { "h0", "h4", "h6", "h8" };
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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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output_registers.insert("r1");
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}
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std::string registers;
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std::string reg_type;
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const auto half4 = getHalfTypeName(4);
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for (auto ®_name : output_registers)
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{
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const auto type = (reg_name[0] == 'r' || !device_props.has_native_half_support)? "vec4" : half4;
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if (reg_type == type) [[likely]]
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{
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registers += ", " + reg_name + " = " + type + "(0.)";
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}
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else
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{
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if (!registers.empty())
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registers += ";\n";
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registers += type + " " + reg_name + " = " + type + "(0.)";
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}
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reg_type = type;
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}
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if (!registers.empty())
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{
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OS << registers << ";\n";
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}
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OS << "void fs_main()\n";
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OS << "{\n";
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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 (output_registers.find(PI.name) != output_registers.end())
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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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if (properties.has_w_access)
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OS << " float in_w = (1. / gl_FragCoord.w);\n";
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if (properties.in_register_mask & in_ssa)
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OS << " vec4 ssa = gl_FrontFacing ? vec4(1.) : vec4(-1.);\n";
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if (properties.in_register_mask & in_wpos)
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OS << " vec4 wpos = get_wpos();\n";
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if (properties.in_register_mask & in_fogc)
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OS << " vec4 fogc = fetch_fog_value(fog_mode);\n";
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if (m_prog.two_sided_lighting)
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{
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if (properties.in_register_mask & in_diff_color)
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OS << " vec4 diff_color = gl_FrontFacing ? diff_color1 : diff_color0;\n";
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if (properties.in_register_mask & in_spec_color)
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OS << " vec4 spec_color = gl_FrontFacing ? spec_color1 : spec_color0;\n";
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}
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}
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void VKFragmentDecompilerThread::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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::glsl::insert_rop_init(OS);
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OS << "\n" << " fs_main();\n\n";
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glsl::insert_rop(OS, m_shader_props);
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
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{
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if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "r1"))
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{
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// NOTE: Depth writes are always from a fp32 register. See issues section on nvidia's NV_fragment_program spec
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// https://www.khronos.org/registry/OpenGL/extensions/NV/NV_fragment_program.txt
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// NOTE: Depth writes in OpenGL (and by extension RSX) are clamped to 0,1 range.
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// Indeed, hardware tests on realhw prove that even in depth float mode, values outside this range are clamped.
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OS << " gl_FragDepth = _saturate(r1.z);\n";
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}
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else
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{
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//Input not declared. Leave commented to assist in debugging the shader
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OS << " //gl_FragDepth = r1.z;\n";
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}
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}
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OS << "}\n";
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}
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void VKFragmentDecompilerThread::Task()
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{
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m_shader = Decompile();
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vk_prog->SetInputs(inputs);
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}
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VKFragmentProgram::VKFragmentProgram() = default;
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VKFragmentProgram::~VKFragmentProgram()
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{
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Delete();
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}
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void VKFragmentProgram::Decompile(const RSXFragmentProgram& prog)
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{
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u32 size;
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std::string source;
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VKFragmentDecompilerThread decompiler(source, parr, prog, size, *this);
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const auto pdev = vk::get_current_renderer();
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if (g_cfg.video.shader_precision == gpu_preset_level::low)
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{
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decompiler.device_props.has_native_half_support = pdev->get_shader_types_support().allow_float16;
|
|
}
|
|
|
|
decompiler.device_props.emulate_depth_compare = !pdev->get_formats_support().d24_unorm_s8;
|
|
decompiler.device_props.has_low_precision_rounding = vk::is_NVIDIA(vk::get_driver_vendor());
|
|
decompiler.Task();
|
|
|
|
shader.create(::glsl::program_domain::glsl_fragment_program, source);
|
|
|
|
for (const ParamType& PT : decompiler.m_parr.params[PF_PARAM_UNIFORM])
|
|
{
|
|
for (const ParamItem& PI : PT.items)
|
|
{
|
|
if (PT.type.starts_with("sampler"))
|
|
continue;
|
|
|
|
usz offset = atoi(PI.name.c_str() + 2);
|
|
FragmentConstantOffsetCache.push_back(offset);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VKFragmentProgram::Compile()
|
|
{
|
|
if (g_cfg.video.log_programs)
|
|
fs::write_file(fs::get_cache_dir() + "shaderlog/FragmentProgram" + std::to_string(id) + ".spirv", fs::rewrite, shader.get_source());
|
|
handle = shader.compile();
|
|
}
|
|
|
|
void VKFragmentProgram::Delete()
|
|
{
|
|
shader.destroy();
|
|
}
|
|
|
|
void VKFragmentProgram::SetInputs(std::vector<vk::glsl::program_input>& inputs)
|
|
{
|
|
for (auto &it : inputs)
|
|
{
|
|
uniforms.push_back(it);
|
|
}
|
|
}
|