rpcs3/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp
2015-05-23 20:45:08 +02:00

287 lines
6.5 KiB
C++

#include "stdafx.h"
#include "Utilities/Log.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "GLFragmentProgram.h"
std::string GLFragmentDecompilerThread::getFloatTypeName(size_t elementCount)
{
switch (elementCount)
{
default:
abort();
case 1:
return "float";
case 2:
return "vec2";
case 3:
return "vec3";
case 4:
return "vec4";
}
}
std::string GLFragmentDecompilerThread::getFunction(FUNCTION f)
{
switch (f)
{
default:
abort();
case FUNCTION::FUNCTION_DP2:
return "vec4(dot($0.xy, $1.xy))";
case FUNCTION::FUNCTION_DP2A:
return "";
case FUNCTION::FUNCTION_DP3:
return "vec4(dot($0.xyz, $1.xyz))";
case FUNCTION::FUNCTION_DP4:
return "vec4(dot($0, $1))";
case FUNCTION::FUNCTION_SFL:
return "vec4(0., 0., 0., 0.)";
case FUNCTION::FUNCTION_STR:
return "vec4(1., 1., 1., 1.)";
case FUNCTION::FUNCTION_FRACT:
return "fract($0)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE:
return "texture($t, $0.xy)";
case FUNCTION::FUNCTION_DFDX:
return "dFdx($0)";
case FUNCTION::FUNCTION_DFDY:
return "dFdy($0)";
}
}
std::string GLFragmentDecompilerThread::saturate(const std::string & code)
{
return "clamp(" + code + ", 0., 1.)";
}
std::string GLFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1)
{
switch (f)
{
case COMPARE::FUNCTION_SEQ:
return "equal(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SGE:
return "greaterThanEqual(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SGT:
return "greaterThan(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SLE:
return "lessThanEqual(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SLT:
return "lessThan(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SNE:
return "notEqual(" + Op0 + ", " + Op1 + ")";
}
}
void GLFragmentDecompilerThread::insertHeader(std::stringstream & OS)
{
OS << "#version 420" << std::endl;
}
void GLFragmentDecompilerThread::insertIntputs(std::stringstream & OS)
{
for (ParamType PT : m_parr.params[PF_PARAM_IN])
{
for (ParamItem PI : PT.items)
OS << "in " << PT.type << " " << PI.name << ";" << std::endl;
}
}
void GLFragmentDecompilerThread::insertOutputs(std::stringstream & OS)
{
const std::pair<std::string, std::string> table[] =
{
{ "ocol0", m_ctrl & 0x40 ? "r0" : "h0" },
{ "ocol1", m_ctrl & 0x40 ? "r2" : "h4" },
{ "ocol2", m_ctrl & 0x40 ? "r3" : "h6" },
{ "ocol3", m_ctrl & 0x40 ? "r4" : "h8" },
};
for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
{
if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second))
OS << "out vec4 " << table[i].first << ";" << std::endl;
}
}
void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
{
for (ParamType PT : m_parr.params[PF_PARAM_UNIFORM])
{
if (PT.type != "sampler2D")
continue;
for (ParamItem PI : PT.items)
OS << "uniform " << PT.type << " " << PI.name << ";" << std::endl;
}
for (ParamType PT : m_parr.params[PF_PARAM_UNIFORM])
{
if (PT.type == "sampler2D")
continue;
for (ParamItem PI : PT.items)
OS << "uniform " << PT.type << " " << PI.name << ";" << std::endl;
}
}
void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
{
OS << "void main ()" << std::endl;
OS << "{" << std::endl;
for (ParamType PT : m_parr.params[PF_PARAM_NONE])
{
for (ParamItem PI : PT.items)
{
OS << " " << PT.type << " " << PI.name;
if (!PI.value.empty())
OS << " = " << PI.value;
OS << ";" << std::endl;
}
}
}
void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
{
const std::pair<std::string, std::string> table[] =
{
{ "ocol0", m_ctrl & 0x40 ? "r0" : "h0" },
{ "ocol1", m_ctrl & 0x40 ? "r2" : "h4" },
{ "ocol2", m_ctrl & 0x40 ? "r3" : "h6" },
{ "ocol3", m_ctrl & 0x40 ? "r4" : "h8" },
};
for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
{
if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second))
OS << " " << table[i].first << " = " << table[i].second << ";" << std::endl;
}
OS << "};" << std::endl;
}
void GLFragmentDecompilerThread::Task()
{
m_shader = Decompile();
}
GLFragmentProgram::GLFragmentProgram()
: m_decompiler_thread(nullptr)
, id(0)
{
}
GLFragmentProgram::~GLFragmentProgram()
{
if (m_decompiler_thread)
{
Wait();
if (m_decompiler_thread->IsAlive())
{
m_decompiler_thread->Stop();
}
delete m_decompiler_thread;
m_decompiler_thread = nullptr;
}
Delete();
}
void GLFragmentProgram::Wait()
{
if (m_decompiler_thread && m_decompiler_thread->IsAlive())
{
m_decompiler_thread->Join();
}
}
void GLFragmentProgram::Decompile(RSXFragmentProgram& prog)
{
GLFragmentDecompilerThread decompiler(shader, parr, prog.addr, prog.size, prog.ctrl);
decompiler.Task();
for (const ParamType& PT : decompiler.m_parr.params[PF_PARAM_UNIFORM])
{
for (const ParamItem PI : PT.items)
{
size_t offset = atoi(PI.name.c_str() + 2);
FragmentConstantOffsetCache.push_back(offset);
}
}
}
void GLFragmentProgram::DecompileAsync(RSXFragmentProgram& prog)
{
if (m_decompiler_thread)
{
Wait();
if (m_decompiler_thread->IsAlive())
{
m_decompiler_thread->Stop();
}
delete m_decompiler_thread;
m_decompiler_thread = nullptr;
}
m_decompiler_thread = new GLFragmentDecompilerThread(shader, parr, prog.addr, prog.size, prog.ctrl);
m_decompiler_thread->Start();
}
void GLFragmentProgram::Compile()
{
if (id)
{
glDeleteShader(id);
}
id = glCreateShader(GL_FRAGMENT_SHADER);
const char* str = shader.c_str();
const int strlen = shader.length();
glShaderSource(id, 1, &str, &strlen);
glCompileShader(id);
GLint compileStatus = GL_FALSE;
glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); // Determine the result of the glCompileShader call
if (compileStatus != GL_TRUE) // If the shader failed to compile...
{
GLint infoLength;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &infoLength); // Retrieve the length in bytes (including trailing NULL) of the shader info log
if (infoLength > 0)
{
GLsizei len;
char* buf = new char[infoLength]; // Buffer to store infoLog
glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer
LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console
delete[] buf;
}
LOG_NOTICE(RSX, shader.c_str()); // Log the text of the shader that failed to compile
Emu.Pause(); // Pause the emulator, we can't really continue from here
}
}
void GLFragmentProgram::Delete()
{
shader.clear();
if (id)
{
if (Emu.IsStopped())
{
LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id);
}
else
{
glDeleteShader(id);
}
id = 0;
}
}