forked from suyu/suyu
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
// Copyright 2018 yuzu Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "common/assert.h"
|
|
#include "video_core/engines/maxwell_3d.h"
|
|
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
|
|
#include "video_core/renderer_opengl/gl_shader_gen.h"
|
|
|
|
namespace GLShader {
|
|
|
|
using Tegra::Engines::Maxwell3D;
|
|
|
|
static constexpr u32 PROGRAM_OFFSET{10};
|
|
|
|
ProgramResult GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config) {
|
|
std::string out = "#version 430 core\n";
|
|
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
|
out += Decompiler::GetCommonDeclarations();
|
|
|
|
ProgramResult program = Decompiler::DecompileProgram(setup.program_code, PROGRAM_OFFSET,
|
|
Maxwell3D::Regs::ShaderStage::Vertex)
|
|
.get_value_or({});
|
|
out += R"(
|
|
|
|
out gl_PerVertex {
|
|
vec4 gl_Position;
|
|
};
|
|
|
|
out vec4 position;
|
|
|
|
layout (std140) uniform vs_config {
|
|
vec4 viewport_flip;
|
|
};
|
|
|
|
void main() {
|
|
exec_shader();
|
|
|
|
// Viewport can be flipped, which is unsupported by glViewport
|
|
position.xy *= viewport_flip.xy;
|
|
gl_Position = position;
|
|
|
|
// TODO(bunnei): This is likely a hack, position.w should be interpolated as 1.0
|
|
// For now, this is here to bring order in lieu of proper emulation
|
|
position.w = 1.0;
|
|
}
|
|
)";
|
|
out += program.first;
|
|
return {out, program.second};
|
|
}
|
|
|
|
ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config) {
|
|
std::string out = "#version 430 core\n";
|
|
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
|
out += Decompiler::GetCommonDeclarations();
|
|
|
|
ProgramResult program = Decompiler::DecompileProgram(setup.program_code, PROGRAM_OFFSET,
|
|
Maxwell3D::Regs::ShaderStage::Fragment)
|
|
.get_value_or({});
|
|
out += R"(
|
|
|
|
in vec4 position;
|
|
out vec4 color;
|
|
|
|
layout (std140) uniform fs_config {
|
|
vec4 viewport_flip;
|
|
};
|
|
|
|
void main() {
|
|
exec_shader();
|
|
}
|
|
|
|
)";
|
|
out += program.first;
|
|
return {out, program.second};
|
|
}
|
|
|
|
} // namespace GLShader
|