suyu/src/video_core/renderer_opengl/gl_shader_gen.cpp
ReinUsesLisp 0935c2d97b gl_shader_decompiler: Remove guest "position" varying
"position" was being written but not read anywhere besides geometry
shaders, where it had the same value as gl_Position.

This commit replaces "position" with gl_Position, reducing the
complexity of our code and the emitted GLSL code.
2019-06-03 01:01:34 -03:00

160 lines
4.5 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};
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
uvec4 alpha_test;
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
out += program.first;
if (setup.IsDualProgram()) {
const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET);
ProgramResult program_b =
Decompile(device, program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "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
uvec4 alpha_test;
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::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
uvec4 alpha_test;
};
bool AlphaFunc(in float value) {
float ref = uintBitsToFloat(alpha_test[2]);
switch (alpha_test[1]) {
case 1:
return false;
case 2:
return value < ref;
case 3:
return value == ref;
case 4:
return value <= ref;
case 5:
return value > ref;
case 6:
return value != ref;
case 7:
return value >= ref;
case 8:
return true;
default:
return false;
}
}
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
out += program.first;
out += R"(
void main() {
execute_fragment();
}
)";
return {std::move(out), std::move(program.second)};
}
} // namespace OpenGL::GLShader