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@ -5,24 +5,27 @@ |
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#include <fmt/format.h>
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#include "common/assert.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/glsl_decompiler.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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std::string out = "#version 430 core\n"; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; |
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); |
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out += "// Shader Unique Id: VS" + id + "\n\n"; |
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out += Decompiler::GetCommonDeclarations(); |
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out += R"( |
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std::string out = "#version 430 core\n"; |
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out += "// Shader Unique Id: VS" + id + '\n'; |
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out += "#extension GL_ARB_separate_shader_objects : enable\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) uniform vs_config { |
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@ -31,39 +34,30 @@ layout(std140) uniform vs_config { |
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uvec4 alpha_test; |
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}; |
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)"; |
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if (setup.IsDualProgram()) { |
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out += "bool exec_vertex_b();\n"; |
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} |
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ProgramResult program = |
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Decompiler::DecompileProgram(setup.program.code, PROGRAM_OFFSET, |
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Maxwell3D::Regs::ShaderStage::Vertex, "vertex") |
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.value_or(ProgramResult()); |
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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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Decompiler::DecompileProgram(setup.program.code_b, PROGRAM_OFFSET, |
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Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b") |
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.value_or(ProgramResult()); |
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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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exec_vertex(); |
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execute_vertex(); |
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)"; |
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if (setup.IsDualProgram()) { |
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out += " exec_vertex_b();"; |
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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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@ -77,25 +71,23 @@ void main() { |
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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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)"; |
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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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// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n"; |
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); |
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out += "// Shader Unique Id: GS" + id + "\n\n"; |
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out += Decompiler::GetCommonDeclarations(); |
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out += "bool exec_geometry();\n"; |
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std::string out = out += "// Shader Unique Id: GS" + id + '\n'; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n"; |
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out += GetCommonDeclarations(); |
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); |
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ProgramResult program = |
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Decompiler::DecompileProgram(setup.program.code, PROGRAM_OFFSET, |
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Maxwell3D::Regs::ShaderStage::Geometry, "geometry") |
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.value_or(ProgramResult()); |
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry"); |
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out += R"( |
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out gl_PerVertex { |
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vec4 gl_Position; |
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@ -109,28 +101,26 @@ layout (std140) uniform gs_config { |
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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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out += program.first; |
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out = R"( |
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void main() { |
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exec_geometry(); |
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} |
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execute_geometry(); |
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};)"; |
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)"; |
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out += program.first; |
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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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std::string out = "#version 430 core\n"; |
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; |
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); |
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out += "// Shader Unique Id: FS" + id + "\n\n"; |
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out += Decompiler::GetCommonDeclarations(); |
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out += "bool exec_fragment();\n"; |
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ProgramResult program = |
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Decompiler::DecompileProgram(setup.program.code, PROGRAM_OFFSET, |
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Maxwell3D::Regs::ShaderStage::Fragment, "fragment") |
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.value_or(ProgramResult()); |
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std::string out = "#version 430 core\n"; |
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out += "// Shader Unique Id: FS" + id + '\n'; |
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out += "#extension GL_ARB_separate_shader_objects : enable\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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@ -171,14 +161,20 @@ bool AlphaFunc(in float value) { |
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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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exec_fragment(); |
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execute_fragment(); |
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} |
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)"; |
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out += program.first; |
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return {out, program.second}; |
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} |
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} // namespace OpenGL::GLShader
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} // namespace OpenGL::GLShader
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