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@ -165,6 +165,7 @@ public: |
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DeclareConstantBuffers(); |
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DeclareGlobalMemory(); |
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DeclareSamplers(); |
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DeclarePhysicalAttributeReader(); |
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code.AddLine("void execute_" + suffix + "() {"); |
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++code.scope; |
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@ -330,8 +331,7 @@ private: |
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void DeclareInputAttributes() { |
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if (ir.HasPhysicalAttributes()) { |
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const u32 num_inputs{stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() |
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: GetNumPhysicalVaryings()}; |
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const u32 num_inputs{GetNumPhysicalInputAttributes()}; |
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for (u32 i = 0; i < num_inputs; ++i) { |
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DeclareInputAttribute(ToGenericAttribute(i)); |
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} |
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@ -374,7 +374,7 @@ private: |
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} |
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void DeclareOutputAttributes() { |
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if (ir.HasPhysicalAttributes()) { |
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if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) { |
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for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) { |
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DeclareOutputAttribute(ToGenericAttribute(i)); |
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} |
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@ -461,6 +461,31 @@ private: |
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code.AddNewLine(); |
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} |
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void DeclarePhysicalAttributeReader() { |
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if (!ir.HasPhysicalAttributes()) { |
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return; |
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} |
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code.AddLine("float readPhysicalAttribute(uint physical_address) {"); |
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++code.scope; |
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code.AddLine("switch (physical_address) {"); |
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// Just declare generic attributes for now.
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const auto num_attributes{static_cast<u32>(GetNumPhysicalAttributes())}; |
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for (u32 index = 0; index < num_attributes; ++index) { |
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for (u32 element = 0; element < 4; ++element) { |
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code.AddLine(fmt::format("case 0x{:x}: return {};", 0x80 + index * 16 + element * 4, |
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ReadAttribute(ToGenericAttribute(index), element))); |
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} |
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} |
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code.AddLine("default: return 0;"); |
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code.AddLine('}'); |
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--code.scope; |
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code.AddLine('}'); |
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code.AddNewLine(); |
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} |
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void VisitBlock(const NodeBlock& bb) { |
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for (const Node node : bb) { |
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if (const std::string expr = Visit(node); !expr.empty()) { |
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@ -515,69 +540,12 @@ private: |
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return value; |
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} else if (const auto abuf = std::get_if<AbufNode>(node)) { |
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const auto attribute = abuf->GetIndex(); |
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const auto element = abuf->GetElement(); |
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const auto GeometryPass = [&](const std::string& name) { |
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if (stage == ShaderStage::Geometry && abuf->GetBuffer()) { |
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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// set an 0x80000000 index for those and the shader fails to build. Find out why
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// this happens and what's its intent.
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return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) + |
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") % MAX_VERTEX_INPUT]"; |
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} |
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return name; |
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}; |
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switch (attribute) { |
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case Attribute::Index::Position: |
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if (stage != ShaderStage::Fragment) { |
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return GeometryPass("position") + GetSwizzle(element); |
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} else { |
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element); |
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} |
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case Attribute::Index::PointCoord: |
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switch (element) { |
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case 0: |
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return "gl_PointCoord.x"; |
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case 1: |
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return "gl_PointCoord.y"; |
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case 2: |
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case 3: |
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return "0"; |
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} |
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UNREACHABLE(); |
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return "0"; |
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case Attribute::Index::TessCoordInstanceIDVertexID: |
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// TODO(Subv): Find out what the values are for the first two elements when inside a
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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ASSERT(stage == ShaderStage::Vertex); |
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switch (element) { |
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case 2: |
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// Config pack's first value is instance_id.
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return "uintBitsToFloat(config_pack[0])"; |
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case 3: |
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return "uintBitsToFloat(gl_VertexID)"; |
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} |
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UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element); |
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return "0"; |
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case Attribute::Index::FrontFacing: |
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// TODO(Subv): Find out what the values are for the other elements.
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ASSERT(stage == ShaderStage::Fragment); |
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switch (element) { |
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case 3: |
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return "itof(gl_FrontFacing ? -1 : 0)"; |
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} |
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UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element); |
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return "0"; |
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default: |
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if (IsGenericAttribute(attribute)) { |
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return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element); |
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} |
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break; |
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UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry, |
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"Physical attributes in geometry shaders are not implemented"); |
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if (abuf->IsPhysicalBuffer()) { |
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return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))"; |
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} |
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UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute)); |
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return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer()); |
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} else if (const auto cbuf = std::get_if<CbufNode>(node)) { |
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const Node offset = cbuf->GetOffset(); |
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@ -629,6 +597,69 @@ private: |
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return {}; |
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} |
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std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) { |
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const auto GeometryPass = [&](std::string name) { |
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if (stage == ShaderStage::Geometry && buffer) { |
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// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
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// set an 0x80000000 index for those and the shader fails to build. Find out why
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// this happens and what's its intent.
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return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]"; |
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} |
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return name; |
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}; |
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switch (attribute) { |
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case Attribute::Index::Position: |
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if (stage != ShaderStage::Fragment) { |
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return GeometryPass("position") + GetSwizzle(element); |
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} else { |
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return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element); |
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} |
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case Attribute::Index::PointCoord: |
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switch (element) { |
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case 0: |
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return "gl_PointCoord.x"; |
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case 1: |
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return "gl_PointCoord.y"; |
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case 2: |
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case 3: |
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return "0"; |
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} |
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UNREACHABLE(); |
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return "0"; |
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case Attribute::Index::TessCoordInstanceIDVertexID: |
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// TODO(Subv): Find out what the values are for the first two elements when inside a
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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ASSERT(stage == ShaderStage::Vertex); |
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switch (element) { |
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case 2: |
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// Config pack's first value is instance_id.
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return "uintBitsToFloat(config_pack[0])"; |
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case 3: |
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return "uintBitsToFloat(gl_VertexID)"; |
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} |
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UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element); |
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return "0"; |
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case Attribute::Index::FrontFacing: |
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// TODO(Subv): Find out what the values are for the other elements.
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ASSERT(stage == ShaderStage::Fragment); |
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switch (element) { |
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case 3: |
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return "itof(gl_FrontFacing ? -1 : 0)"; |
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} |
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UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element); |
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return "0"; |
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default: |
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if (IsGenericAttribute(attribute)) { |
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return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element); |
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} |
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break; |
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} |
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UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute)); |
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return "0"; |
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} |
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std::string ApplyPrecise(Operation operation, const std::string& value) { |
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if (!IsPrecise(operation)) { |
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return value; |
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@ -1677,6 +1708,10 @@ private: |
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return name + '_' + std::to_string(index) + '_' + suffix; |
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} |
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u32 GetNumPhysicalInputAttributes() const { |
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return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings(); |
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} |
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u32 GetNumPhysicalAttributes() const { |
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return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes); |
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} |
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