forked from suyu/suyu
148 lines
4.6 KiB
C++
148 lines
4.6 KiB
C++
// Copyright 2018 yuzu Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <fmt/format.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"
|
|
#include "video_core/shader/shader_ir.h"
|
|
|
|
namespace OpenGL::GLShader {
|
|
|
|
using Tegra::Engines::Maxwell3D;
|
|
using VideoCommon::Shader::ProgramCode;
|
|
using VideoCommon::Shader::ShaderIR;
|
|
|
|
static constexpr u32 PROGRAM_OFFSET = 10;
|
|
static constexpr u32 COMPUTE_OFFSET = 0;
|
|
|
|
ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
|
|
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
|
|
|
|
std::string out = "// Shader Unique Id: VS" + id + "\n\n";
|
|
out += GetCommonDeclarations();
|
|
|
|
out += R"(
|
|
layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
|
|
vec4 viewport_flip;
|
|
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
|
|
};
|
|
|
|
)";
|
|
|
|
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a);
|
|
const auto stage = setup.IsDualProgram() ? ProgramType::VertexA : ProgramType::VertexB;
|
|
ProgramResult program = Decompile(device, program_ir, stage, "vertex");
|
|
out += program.first;
|
|
|
|
if (setup.IsDualProgram()) {
|
|
const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET, setup.program.size_b);
|
|
ProgramResult program_b = Decompile(device, program_ir_b, ProgramType::VertexB, "vertex_b");
|
|
out += program_b.first;
|
|
}
|
|
|
|
out += R"(
|
|
void main() {
|
|
execute_vertex();
|
|
)";
|
|
|
|
if (setup.IsDualProgram()) {
|
|
out += " execute_vertex_b();";
|
|
}
|
|
|
|
out += R"(
|
|
|
|
// Set Position Y direction
|
|
gl_Position.y *= utof(config_pack[2]);
|
|
// Check if the flip stage is VertexB
|
|
// Config pack's second value is flip_stage
|
|
if (config_pack[1] == 1) {
|
|
// Viewport can be flipped, which is unsupported by glViewport
|
|
gl_Position.xy *= viewport_flip.xy;
|
|
}
|
|
})";
|
|
|
|
return {std::move(out), std::move(program.second)};
|
|
}
|
|
|
|
ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
|
|
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
|
|
|
|
std::string out = "// Shader Unique Id: GS" + id + "\n\n";
|
|
out += GetCommonDeclarations();
|
|
|
|
out += R"(
|
|
layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
|
|
vec4 viewport_flip;
|
|
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
|
|
};
|
|
|
|
)";
|
|
|
|
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a);
|
|
ProgramResult program = Decompile(device, program_ir, ProgramType::Geometry, "geometry");
|
|
out += program.first;
|
|
|
|
out += R"(
|
|
void main() {
|
|
execute_geometry();
|
|
};)";
|
|
|
|
return {std::move(out), std::move(program.second)};
|
|
}
|
|
|
|
ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
|
|
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
|
|
|
|
std::string out = "// Shader Unique Id: FS" + id + "\n\n";
|
|
out += GetCommonDeclarations();
|
|
|
|
out += R"(
|
|
layout (location = 0) out vec4 FragColor0;
|
|
layout (location = 1) out vec4 FragColor1;
|
|
layout (location = 2) out vec4 FragColor2;
|
|
layout (location = 3) out vec4 FragColor3;
|
|
layout (location = 4) out vec4 FragColor4;
|
|
layout (location = 5) out vec4 FragColor5;
|
|
layout (location = 6) out vec4 FragColor6;
|
|
layout (location = 7) out vec4 FragColor7;
|
|
|
|
layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
|
|
vec4 viewport_flip;
|
|
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
|
|
};
|
|
|
|
)";
|
|
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a);
|
|
ProgramResult program = Decompile(device, program_ir, ProgramType::Fragment, "fragment");
|
|
out += program.first;
|
|
|
|
out += R"(
|
|
void main() {
|
|
execute_fragment();
|
|
}
|
|
|
|
)";
|
|
return {std::move(out), std::move(program.second)};
|
|
}
|
|
|
|
ProgramResult GenerateComputeShader(const Device& device, const ShaderSetup& setup) {
|
|
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
|
|
|
|
std::string out = "// Shader Unique Id: CS" + id + "\n\n";
|
|
out += GetCommonDeclarations();
|
|
|
|
const ShaderIR program_ir(setup.program.code, COMPUTE_OFFSET, setup.program.size_a);
|
|
ProgramResult program = Decompile(device, program_ir, ProgramType::Compute, "compute");
|
|
out += program.first;
|
|
|
|
out += R"(
|
|
void main() {
|
|
execute_compute();
|
|
}
|
|
)";
|
|
return {std::move(out), std::move(program.second)};
|
|
}
|
|
|
|
} // namespace OpenGL::GLShader
|