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The "Output_from_h0" flag seems to concern color output. There might be another flag for depth from half float value.
274 lines
6.9 KiB
C++
274 lines
6.9 KiB
C++
#include "stdafx.h"
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#include "Emu/Memory/Memory.h"
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#include "Emu/System.h"
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#include "GLFragmentProgram.h"
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#include "GLCommonDecompiler.h"
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#include "../GCM.h"
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std::string GLFragmentDecompilerThread::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 GLFragmentDecompilerThread::getFunction(FUNCTION f)
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{
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return getFunctionImpl(f);
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}
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std::string GLFragmentDecompilerThread::saturate(const std::string & code)
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{
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return "clamp(" + code + ", 0., 1.)";
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}
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std::string GLFragmentDecompilerThread::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 GLFragmentDecompilerThread::insertHeader(std::stringstream & OS)
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{
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OS << "#version 420" << std::endl;
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}
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void GLFragmentDecompilerThread::insertIntputs(std::stringstream & OS)
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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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OS << "in " << PT.type << " " << PI.name << ";" << std::endl;
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}
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}
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void GLFragmentDecompilerThread::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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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, "vec4", table[i].second))
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OS << "out vec4 " << table[i].first << ";" << std::endl;
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}
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}
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void GLFragmentDecompilerThread::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 != "sampler2D")
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continue;
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for (const ParamItem& PI : PT.items)
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OS << "uniform " << PT.type << " " << PI.name << ";" << std::endl;
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}
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OS << "layout(std140, binding = 2) uniform FragmentConstantsBuffer" << 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 == "sampler2D")
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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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// A dummy value otherwise it's invalid to create an empty uniform buffer
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OS << " vec4 void_value;" << std::endl;
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OS << "};" << std::endl;
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}
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void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
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{
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// "lib" function
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// 0.00001 is used as "some non zero very little number"
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OS << "vec4 divsq_legacy(vec4 num, vec4 denum)\n";
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OS << "{\n";
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OS << " return num / sqrt(max(denum.xxxx, 0.00001));\n";
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OS << "}\n";
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OS << "vec4 rcp_legacy(vec4 denum)\n";
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OS << "{\n";
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OS << " return 1. / denum;\n";
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OS << "}\n";
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OS << "vec4 rsq_legacy(vec4 denum)\n";
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OS << "{\n";
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OS << " return 1. / sqrt(max(denum, 0.00001));\n";
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OS << "}\n";
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OS << "void main ()" << std::endl;
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OS << "{" << std::endl;
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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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}
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void GLFragmentDecompilerThread::insertMainEnd(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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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, "vec4", table[i].second))
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OS << " " << table[i].first << " = " << table[i].second << ";" << std::endl;
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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 << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl;
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OS << " gl_FragDepth = r1.z;\n";
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}
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}
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OS << "}" << std::endl;
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}
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void GLFragmentDecompilerThread::Task()
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{
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m_shader = Decompile();
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}
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GLFragmentProgram::GLFragmentProgram()
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{
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}
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GLFragmentProgram::~GLFragmentProgram()
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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 GLFragmentProgram::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 GLFragmentProgram::Decompile(const RSXFragmentProgram& prog)
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{
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u32 size;
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GLFragmentDecompilerThread decompiler(shader, parr, prog, size);
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decompiler.Task();
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for (const ParamType& PT : decompiler.m_parr.params[PF_PARAM_UNIFORM])
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{
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for (const ParamItem& PI : PT.items)
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{
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if (PT.type == "sampler2D")
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continue;
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size_t offset = atoi(PI.name.c_str() + 2);
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FragmentConstantOffsetCache.push_back(offset);
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}
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}
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}
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//void GLFragmentProgram::DecompileAsync(RSXFragmentProgram& 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 GLFragmentDecompilerThread(shader, parr, prog.addr, prog.size, prog.ctrl);
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// m_decompiler_thread->Start();
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//}
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void GLFragmentProgram::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_FRAGMENT_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 compileStatus = GL_FALSE;
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glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); // Determine the result of the glCompileShader call
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if (compileStatus != GL_TRUE) // If the shader failed to compile...
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{
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GLint infoLength;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &infoLength); // Retrieve the length in bytes (including trailing NULL) of the shader info log
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if (infoLength > 0)
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{
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GLsizei len;
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char* buf = new char[infoLength]; // Buffer to store infoLog
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glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer
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LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console
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delete[] buf;
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}
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LOG_NOTICE(RSX, shader.c_str()); // Log the text of the shader that failed to compile
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Emu.Pause(); // Pause the emulator, we can't really continue from here
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}
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}
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void GLFragmentProgram::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, "GLFragmentProgram::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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