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authorFernandoS27 <fsahmkow27@gmail.com>2018-10-28 16:38:40 +0100
committerFernandoS27 <fsahmkow27@gmail.com>2018-10-28 16:38:40 +0100
commite5ca097e32d9ec03b1ba4b5e44e3b6553e3addd4 (patch)
tree4d67b25f67f13f69f4be495a8f01dfdd89418f7c /src/video_core
parentImproved Shader accuracy on Vertex and Geometry Shaders with FFMA, FMUL and FADD (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp102
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp9
2 files changed, 37 insertions, 74 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 002ae90a7..dcf6941b0 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -341,10 +341,10 @@ public:
*/
void SetRegisterToFloat(const Register& reg, u64 elem, const std::string& value,
u64 dest_num_components, u64 value_num_components,
- bool is_saturated = false, u64 dest_elem = 0) {
+ bool is_saturated = false, u64 dest_elem = 0, bool precise = false) {
SetRegister(reg, elem, is_saturated ? "clamp(" + value + ", 0.0, 1.0)" : value,
- dest_num_components, value_num_components, dest_elem);
+ dest_num_components, value_num_components, dest_elem, precise);
}
/**
@@ -368,7 +368,7 @@ public:
const std::string func{is_signed ? "intBitsToFloat" : "uintBitsToFloat"};
SetRegister(reg, elem, func + '(' + ConvertIntegerSize(value, size) + ')',
- dest_num_components, value_num_components, dest_elem);
+ dest_num_components, value_num_components, dest_elem, false);
if (sets_cc) {
const std::string zero_condition = "( " + ConvertIntegerSize(value, size) + " == 0 )";
@@ -416,7 +416,7 @@ public:
}
}();
- SetRegister(reg, elem, result, dest_num_components, value_num_components, dest_elem);
+ SetRegister(reg, elem, result, dest_num_components, value_num_components, dest_elem, false);
}
/**
@@ -757,7 +757,8 @@ private:
* @param dest_elem Optional, the destination element to use for the operation.
*/
void SetRegister(const Register& reg, u64 elem, const std::string& value,
- u64 dest_num_components, u64 value_num_components, u64 dest_elem) {
+ u64 dest_num_components, u64 value_num_components, u64 dest_elem,
+ bool precise) {
if (reg == Register::ZeroIndex) {
LOG_CRITICAL(HW_GPU, "Cannot set Register::ZeroIndex");
UNREACHABLE();
@@ -774,7 +775,18 @@ private:
src += GetSwizzle(elem);
}
- shader.AddLine(dest + " = " + src + ';');
+ if (precise && stage != Maxwell3D::Regs::ShaderStage::Fragment) {
+ shader.AddLine('{');
+ ++shader.scope;
+ // This avoids optimizations of constant propagation and keeps the code as the original
+ // Sadly using the precise keyword causes "linking" errors on fragment shaders.
+ shader.AddLine("precise float tmp = " + src + ';');
+ shader.AddLine(dest + " = tmp;");
+ --shader.scope;
+ shader.AddLine('}');
+ } else {
+ shader.AddLine(dest + " = " + src + ';');
+ }
}
/// Build the GLSL register list.
@@ -1511,24 +1523,8 @@ private:
op_b = GetOperandAbsNeg(op_b, false, instr.fmul.negate_b);
- shader.AddLine('{');
- ++shader.scope;
-
- // This avoids optimizations of constant propagation and keeps the code as the original
- // Sadly using the precise keyword causes "linking" errors on fragment shaders.
- if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
- shader.AddLine("float tmp = " + op_a + " * " + op_b + ';');
- } else {
- shader.AddLine("precise float tmp = " + op_a + " * " + op_b + ';');
- }
-
-
- regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
- instr.alu.saturate_d);
-
-
- --shader.scope;
- shader.AddLine('}');
+ regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " * " + op_b, 1, 1,
+ instr.alu.saturate_d, 0, true);
break;
}
case OpCode::Id::FADD_C:
@@ -1537,24 +1533,8 @@ private:
op_a = GetOperandAbsNeg(op_a, instr.alu.abs_a, instr.alu.negate_a);
op_b = GetOperandAbsNeg(op_b, instr.alu.abs_b, instr.alu.negate_b);
- shader.AddLine('{');
- ++shader.scope;
-
- // This avoids optimizations of constant propagation and keeps the code as the original
- // Sadly using the precise keyword causes "linking" errors on fragment shaders.
- if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
- shader.AddLine("float tmp = " + op_a + " + " + op_b + ';');
- } else {
- shader.AddLine("precise float tmp = " + op_a + " + " + op_b + ';');
- }
- regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
- instr.alu.saturate_d);
-
-
- --shader.scope;
- shader.AddLine('}');
-
-
+ regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1,
+ instr.alu.saturate_d, 0, true);
break;
}
case OpCode::Id::MUFU: {
@@ -1562,31 +1542,31 @@ private:
switch (instr.sub_op) {
case SubOp::Cos:
regs.SetRegisterToFloat(instr.gpr0, 0, "cos(" + op_a + ')', 1, 1,
- instr.alu.saturate_d);
+ instr.alu.saturate_d, 0, true);
break;
case SubOp::Sin:
regs.SetRegisterToFloat(instr.gpr0, 0, "sin(" + op_a + ')', 1, 1,
- instr.alu.saturate_d);
+ instr.alu.saturate_d, 0, true);
break;
case SubOp::Ex2:
regs.SetRegisterToFloat(instr.gpr0, 0, "exp2(" + op_a + ')', 1, 1,
- instr.alu.saturate_d);
+ instr.alu.saturate_d, 0, true);
break;
case SubOp::Lg2:
regs.SetRegisterToFloat(instr.gpr0, 0, "log2(" + op_a + ')', 1, 1,
- instr.alu.saturate_d);
+ instr.alu.saturate_d, 0, true);
break;
case SubOp::Rcp:
regs.SetRegisterToFloat(instr.gpr0, 0, "1.0 / " + op_a, 1, 1,
- instr.alu.saturate_d);
+ instr.alu.saturate_d, 0, true);
break;
case SubOp::Rsq:
regs.SetRegisterToFloat(instr.gpr0, 0, "inversesqrt(" + op_a + ')', 1, 1,
- instr.alu.saturate_d);
+ instr.alu.saturate_d, 0, true);
break;
case SubOp::Sqrt:
regs.SetRegisterToFloat(instr.gpr0, 0, "sqrt(" + op_a + ')', 1, 1,
- instr.alu.saturate_d);
+ instr.alu.saturate_d, 0, true);
break;
default:
LOG_CRITICAL(HW_GPU, "Unhandled MUFU sub op: {0:x}",
@@ -1607,7 +1587,7 @@ private:
regs.SetRegisterToFloat(instr.gpr0, 0,
'(' + condition + ") ? min(" + parameters + ") : max(" +
parameters + ')',
- 1, 1);
+ 1, 1, false, 0, true);
break;
}
case OpCode::Id::RRO_C:
@@ -1636,7 +1616,7 @@ private:
regs.SetRegisterToFloat(instr.gpr0, 0,
regs.GetRegisterAsFloat(instr.gpr8) + " * " +
GetImmediate32(instr),
- 1, 1, instr.fmul32.saturate);
+ 1, 1, instr.fmul32.saturate, 0, true);
break;
}
case OpCode::Id::FADD32I: {
@@ -1659,7 +1639,7 @@ private:
op_b = "-(" + op_b + ')';
}
- regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1);
+ regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " + " + op_b, 1, 1, false, 0, true);
break;
}
}
@@ -2121,23 +2101,9 @@ private:
}
}
- shader.AddLine('{');
- ++shader.scope;
+ regs.SetRegisterToFloat(instr.gpr0, 0, "fma(" + op_a + ", " + op_b + ", " + op_c + ')',
+ 1, 1, instr.alu.saturate_d, 0, true);
- // This avoids optimizations of constant propagation and keeps the code as the original
- // Sadly using the precise keyword causes "linking" errors on fragment shaders.
- if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
- shader.AddLine("float tmp = fma(" + op_a + ", " + op_b + ", " + op_c + ");");
- } else {
- shader.AddLine("precise float tmp = fma(" + op_a + ", " + op_b + ", " + op_c + ");");
- }
-
- regs.SetRegisterToFloat(instr.gpr0, 0, "tmp", 1, 1,
- instr.alu.saturate_d);
-
-
- --shader.scope;
- shader.AddLine('}');
break;
}
case OpCode::Type::Hfma2: {
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 08dd8dc6c..dfb562706 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -15,8 +15,7 @@ static constexpr u32 PROGRAM_OFFSET{10};
ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
std::string out = "#version 430 core\n";
- out += "#extension GL_ARB_separate_shader_objects : enable\n";
- out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
+ out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += Decompiler::GetCommonDeclarations();
out += R"(
@@ -84,8 +83,7 @@ void main() {
ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
std::string out = "#version 430 core\n";
- out += "#extension GL_ARB_separate_shader_objects : enable\n";
- out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
+ out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += Decompiler::GetCommonDeclarations();
out += "bool exec_geometry();\n";
@@ -119,8 +117,7 @@ void main() {
ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
std::string out = "#version 430 core\n";
- out += "#extension GL_ARB_separate_shader_objects : enable\n";
- out += "#extension GL_ARB_gpu_shader5 : enable\n\n";
+ out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += Decompiler::GetCommonDeclarations();
out += "bool exec_fragment();\n";