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gl_arb_decompiler: Implement an assembly shader decompiler

Emit code compatible with NV_gpu_program5.
This should emit code compatible with Fermi, but it wasn't tested on
that architecture. Pascal has some issues not present on Turing GPUs.
This commit is contained in:
ReinUsesLisp 2020-06-03 18:07:35 -03:00
parent d89888389d
commit a63a0daa5e
8 changed files with 2095 additions and 1 deletions

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@ -51,6 +51,8 @@ endif()
# The variable SRC_DIR must be passed into the script (since it uses the current build directory for all values of CMAKE_*_DIR) # The variable SRC_DIR must be passed into the script (since it uses the current build directory for all values of CMAKE_*_DIR)
set(VIDEO_CORE "${SRC_DIR}/src/video_core") set(VIDEO_CORE "${SRC_DIR}/src/video_core")
set(HASH_FILES set(HASH_FILES
"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.cpp"
"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.h"
"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp" "${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp"
"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h" "${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h"
"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp" "${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp"

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@ -32,6 +32,8 @@ add_custom_command(OUTPUT scm_rev.cpp
DEPENDS DEPENDS
# WARNING! It was too much work to try and make a common location for this list, # WARNING! It was too much work to try and make a common location for this list,
# so if you need to change it, please update CMakeModules/GenerateSCMRev.cmake as well # so if you need to change it, please update CMakeModules/GenerateSCMRev.cmake as well
"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.cpp"
"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.h"
"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp" "${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp"
"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h" "${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h"
"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp" "${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp"

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@ -54,6 +54,8 @@ add_library(video_core STATIC
rasterizer_interface.h rasterizer_interface.h
renderer_base.cpp renderer_base.cpp
renderer_base.h renderer_base.h
renderer_opengl/gl_arb_decompiler.cpp
renderer_opengl/gl_arb_decompiler.h
renderer_opengl/gl_buffer_cache.cpp renderer_opengl/gl_buffer_cache.cpp
renderer_opengl/gl_buffer_cache.h renderer_opengl/gl_buffer_cache.h
renderer_opengl/gl_device.cpp renderer_opengl/gl_device.cpp

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@ -0,0 +1,29 @@
// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <string_view>
#include "common/common_types.h"
namespace Tegra::Engines {
enum class ShaderType : u32;
}
namespace VideoCommon::Shader {
class ShaderIR;
class Registry;
} // namespace VideoCommon::Shader
namespace OpenGL {
class Device;
std::string DecompileAssemblyShader(const Device& device, const VideoCommon::Shader::ShaderIR& ir,
const VideoCommon::Shader::Registry& registry,
Tegra::Engines::ShaderType stage, std::string_view identifier);
} // namespace OpenGL

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@ -213,6 +213,7 @@ Device::Device()
has_component_indexing_bug = is_amd; has_component_indexing_bug = is_amd;
has_precise_bug = TestPreciseBug(); has_precise_bug = TestPreciseBug();
has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data; has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 && use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
GLAD_GL_NV_transform_feedback2; GLAD_GL_NV_transform_feedback2;

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@ -88,6 +88,10 @@ public:
return has_fast_buffer_sub_data; return has_fast_buffer_sub_data;
} }
bool HasNvViewportArray2() const {
return has_nv_viewport_array2;
}
bool UseAssemblyShaders() const { bool UseAssemblyShaders() const {
return use_assembly_shaders; return use_assembly_shaders;
} }
@ -111,6 +115,7 @@ private:
bool has_component_indexing_bug{}; bool has_component_indexing_bug{};
bool has_precise_bug{}; bool has_precise_bug{};
bool has_fast_buffer_sub_data{}; bool has_fast_buffer_sub_data{};
bool has_nv_viewport_array2{};
bool use_assembly_shaders{}; bool use_assembly_shaders{};
}; };

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@ -20,6 +20,7 @@
#include "video_core/engines/maxwell_3d.h" #include "video_core/engines/maxwell_3d.h"
#include "video_core/engines/shader_type.h" #include "video_core/engines/shader_type.h"
#include "video_core/memory_manager.h" #include "video_core/memory_manager.h"
#include "video_core/renderer_opengl/gl_arb_decompiler.h"
#include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h" #include "video_core/renderer_opengl/gl_shader_decompiler.h"
@ -147,7 +148,8 @@ ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 u
auto program = std::make_shared<ProgramHandle>(); auto program = std::make_shared<ProgramHandle>();
if (device.UseAssemblyShaders()) { if (device.UseAssemblyShaders()) {
const std::string arb = "Not implemented"; const std::string arb =
DecompileAssemblyShader(device, ir, registry, shader_type, shader_id);
GLuint& arb_prog = program->assembly_program.handle; GLuint& arb_prog = program->assembly_program.handle;