forked from suyu/suyu
3fd5998d84
Quite a few unused includes have built up over time, particularly on core/memory.h. Removing these includes means the source files including those files will no longer need to be rebuilt if they're changed, making compilation slightly faster in this scenario.
174 lines
4.9 KiB
C++
174 lines
4.9 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <fmt/format.h>
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/shader/shader_ir.h"
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namespace OpenGL::GLShader {
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using Tegra::Engines::Maxwell3D;
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using VideoCommon::Shader::ProgramCode;
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using VideoCommon::Shader::ShaderIR;
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static constexpr u32 PROGRAM_OFFSET{10};
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ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: VS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) out vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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};
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
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out += program.first;
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if (setup.IsDualProgram()) {
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ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET);
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ProgramResult program_b =
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Decompile(program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b");
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out += program_b.first;
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}
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out += R"(
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void main() {
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position = vec4(0.0, 0.0, 0.0, 0.0);
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execute_vertex();
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)";
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if (setup.IsDualProgram()) {
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out += " execute_vertex_b();";
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}
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out += R"(
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// Check if the flip stage is VertexB
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// Config pack's second value is flip_stage
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if (config_pack[1] == 1) {
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// Viewport can be flipped, which is unsupported by glViewport
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position.xy *= viewport_flip.xy;
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}
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gl_Position = position;
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// TODO(bunnei): This is likely a hack, position.w should be interpolated as 1.0
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// For now, this is here to bring order in lieu of proper emulation
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if (config_pack[1] == 1) {
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position.w = 1.0;
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}
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})";
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return {out, program.second};
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}
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ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: GS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) in vec4 gs_position[];
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layout (location = 0) out vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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};
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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out += program.first;
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out += R"(
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void main() {
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execute_geometry();
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};)";
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return {out, program.second};
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}
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ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: FS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) out vec4 FragColor0;
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layout (location = 1) out vec4 FragColor1;
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layout (location = 2) out vec4 FragColor2;
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layout (location = 3) out vec4 FragColor3;
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layout (location = 4) out vec4 FragColor4;
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layout (location = 5) out vec4 FragColor5;
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layout (location = 6) out vec4 FragColor6;
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layout (location = 7) out vec4 FragColor7;
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layout (location = 0) in noperspective vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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};
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bool AlphaFunc(in float value) {
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float ref = uintBitsToFloat(alpha_test[2]);
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switch (alpha_test[1]) {
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case 1:
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return false;
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case 2:
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return value < ref;
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case 3:
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return value == ref;
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case 4:
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return value <= ref;
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case 5:
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return value > ref;
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case 6:
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return value != ref;
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case 7:
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return value >= ref;
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case 8:
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return true;
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default:
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return false;
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}
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}
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
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out += program.first;
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out += R"(
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void main() {
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execute_fragment();
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}
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)";
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return {out, program.second};
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}
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} // namespace OpenGL::GLShader
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