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authorbunnei <bunneidev@gmail.com>2018-07-22 09:03:17 +0200
committerGitHub <noreply@github.com>2018-07-22 09:03:17 +0200
commitaf4bde8cd1d7a2a21fe8a60162452e62e6720d64 (patch)
treeaddac5fe384d21d0c3b12dcdc18501f2a825c810
parentMerge pull request #766 from bunnei/shader-sel (diff)
parentgl_shader_decompiler: Remove unused state tracking and minor cleanup. (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp93
1 files changed, 15 insertions, 78 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index bfbfc3ac2..f47fd217d 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -191,48 +191,21 @@ public:
UnsignedInteger,
};
- GLSLRegister(size_t index, ShaderWriter& shader, const std::string& suffix)
- : index{index}, shader{shader}, suffix{suffix} {}
+ GLSLRegister(size_t index, const std::string& suffix) : index{index}, suffix{suffix} {}
/// Gets the GLSL type string for a register
- static std::string GetTypeString(Type type) {
- switch (type) {
- case Type::Float:
- return "float";
- case Type::Integer:
- return "int";
- case Type::UnsignedInteger:
- return "uint";
- }
-
- UNREACHABLE();
- return {};
+ static std::string GetTypeString() {
+ return "float";
}
/// Gets the GLSL register prefix string, used for declarations and referencing
- static std::string GetPrefixString(Type type) {
- return "reg_" + GetTypeString(type) + '_';
+ static std::string GetPrefixString() {
+ return "reg_";
}
/// Returns a GLSL string representing the current state of the register
- std::string GetActiveString() {
- declr_type.insert(active_type);
- return GetPrefixString(active_type) + std::to_string(index) + '_' + suffix;
- }
-
- /// Returns true if the active type is a float
- bool IsFloat() const {
- return active_type == Type::Float;
- }
-
- /// Returns true if the active type is an integer
- bool IsInteger() const {
- return active_type == Type::Integer;
- }
-
- /// Returns the current active type of the register
- Type GetActiveType() const {
- return active_type;
+ std::string GetString() const {
+ return GetPrefixString() + std::to_string(index) + '_' + suffix;
}
/// Returns the index of the register
@@ -240,18 +213,8 @@ public:
return index;
}
- /// Returns a set of the declared types of the register
- const std::set<Type>& DeclaredTypes() const {
- return declr_type;
- }
-
private:
const size_t index;
- const std::string float_str;
- const std::string integer_str;
- ShaderWriter& shader;
- Type active_type{Type::Float};
- std::set<Type> declr_type;
const std::string& suffix;
};
@@ -297,7 +260,6 @@ public:
* @returns GLSL string corresponding to the register as a float.
*/
std::string GetRegisterAsFloat(const Register& reg, unsigned elem = 0) {
- ASSERT(regs[reg].IsFloat());
return GetRegister(reg, elem);
}
@@ -311,12 +273,8 @@ public:
*/
std::string GetRegisterAsInteger(const Register& reg, unsigned elem = 0, bool is_signed = true,
Register::Size size = Register::Size::Word) {
- const std::string func = GetGLSLConversionFunc(
- GLSLRegister::Type::Float,
- is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger);
-
- std::string value = func + '(' + GetRegister(reg, elem) + ')';
-
+ const std::string func{is_signed ? "floatBitsToInt" : "floatBitsToUint"};
+ const std::string value{func + '(' + GetRegister(reg, elem) + ')'};
return ConvertIntegerSize(value, size);
}
@@ -355,9 +313,7 @@ public:
u64 dest_elem = 0, Register::Size size = Register::Size::Word) {
ASSERT_MSG(!is_saturated, "Unimplemented");
- const std::string func = GetGLSLConversionFunc(
- is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger,
- GLSLRegister::Type::Float);
+ const std::string func{is_signed ? "intBitsToFloat" : "uintBitsToFloat"};
SetRegister(reg, elem, func + '(' + ConvertIntegerSize(value, size) + ')',
dest_num_components, value_num_components, dest_elem);
@@ -373,14 +329,7 @@ public:
void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
std::string dest = GetRegisterAsFloat(reg);
std::string src = GetInputAttribute(attribute) + GetSwizzle(elem);
-
- if (regs[reg].IsFloat()) {
- shader.AddLine(dest + " = " + src + ';');
- } else if (regs[reg].IsInteger()) {
- shader.AddLine(dest + " = floatBitsToInt(" + src + ");");
- } else {
- UNREACHABLE();
- }
+ shader.AddLine(dest + " = " + src + ';');
}
/**
@@ -393,7 +342,6 @@ public:
void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
std::string src = GetRegisterAsFloat(reg);
- ASSERT_MSG(regs[reg].IsFloat(), "Output attributes must be set to a float");
shader.AddLine(dest + " = " + src + ';');
}
@@ -434,11 +382,8 @@ public:
/// Add declarations for registers
void GenerateDeclarations(const std::string& suffix) {
for (const auto& reg : regs) {
- for (const auto& type : reg.DeclaredTypes()) {
- declarations.AddLine(GLSLRegister::GetTypeString(type) + ' ' +
- reg.GetPrefixString(type) + std::to_string(reg.GetIndex()) +
- '_' + suffix + " = 0;");
- }
+ declarations.AddLine(GLSLRegister::GetTypeString() + ' ' + reg.GetPrefixString() +
+ std::to_string(reg.GetIndex()) + '_' + suffix + " = 0;");
}
declarations.AddNewLine();
@@ -516,21 +461,13 @@ public:
}
private:
- /// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
- std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
- const std::string src_type = GLSLRegister::GetTypeString(src);
- std::string dest_type = GLSLRegister::GetTypeString(dest);
- dest_type[0] = toupper(dest_type[0]);
- return src_type + "BitsTo" + dest_type;
- }
-
/// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg, unsigned elem) {
if (reg == Register::ZeroIndex) {
return "0";
}
- return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
+ return regs[reg.GetSwizzledIndex(elem)].GetString();
}
/**
@@ -560,7 +497,7 @@ private:
/// Build the GLSL register list.
void BuildRegisterList() {
for (size_t index = 0; index < Register::NumRegisters; ++index) {
- regs.emplace_back(index, shader, suffix);
+ regs.emplace_back(index, suffix);
}
}