diff options
Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 113 |
1 files changed, 52 insertions, 61 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 5d0819dc5..04e1db911 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -7,63 +7,57 @@ #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 ShaderSetup& setup) { - std::string out = "#version 430 core\n"; - out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); + + std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n"; out += "// Shader Unique Id: VS" + id + "\n\n"; - out += Decompiler::GetCommonDeclarations(); + out += GetCommonDeclarations(); out += R"( - layout (location = 0) out vec4 position; -layout(std140) uniform vs_config { +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; }; -)"; - - if (setup.IsDualProgram()) { - out += "bool exec_vertex_b();\n"; - } - ProgramResult program = - Decompiler::DecompileProgram(setup.program.code, PROGRAM_OFFSET, - Maxwell3D::Regs::ShaderStage::Vertex, "vertex") - .value_or(ProgramResult()); +)"; + ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); + ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex"); out += program.first; if (setup.IsDualProgram()) { + ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET); ProgramResult program_b = - Decompiler::DecompileProgram(setup.program.code_b, PROGRAM_OFFSET, - Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b") - .value_or(ProgramResult()); + Decompile(program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b"); + out += program_b.first; } out += R"( - void main() { position = vec4(0.0, 0.0, 0.0, 0.0); - exec_vertex(); + execute_vertex(); )"; if (setup.IsDualProgram()) { - out += " exec_vertex_b();"; + out += " execute_vertex_b();"; } out += R"( - // Check if the flip stage is VertexB // Config pack's second value is flip_stage if (config_pack[1] == 1) { @@ -77,73 +71,62 @@ void main() { if (config_pack[1] == 1) { position.w = 1.0; } -} - -)"; +})"; return {out, program.second}; } ProgramResult GenerateGeometryShader(const ShaderSetup& setup) { - // Version is intentionally skipped in shader generation, it's added by the lazy compilation. - std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n"; const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); + + std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n"; out += "// Shader Unique Id: GS" + id + "\n\n"; - out += Decompiler::GetCommonDeclarations(); - out += "bool exec_geometry();\n"; + out += GetCommonDeclarations(); - ProgramResult program = - Decompiler::DecompileProgram(setup.program.code, PROGRAM_OFFSET, - Maxwell3D::Regs::ShaderStage::Geometry, "geometry") - .value_or(ProgramResult()); out += R"( -out gl_PerVertex { - vec4 gl_Position; -}; - layout (location = 0) in vec4 gs_position[]; layout (location = 0) out vec4 position; -layout (std140) uniform gs_config { +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; }; -void main() { - exec_geometry(); -} - )"; + ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); + ProgramResult program = + Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry"); out += program.first; + + out += R"( +void main() { + execute_geometry(); +};)"; + return {out, program.second}; } ProgramResult GenerateFragmentShader(const ShaderSetup& setup) { - std::string out = "#version 430 core\n"; - out += "#extension GL_ARB_separate_shader_objects : enable\n\n"; const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); + + std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n"; out += "// Shader Unique Id: FS" + id + "\n\n"; - out += Decompiler::GetCommonDeclarations(); - out += "bool exec_fragment();\n"; + out += GetCommonDeclarations(); - ProgramResult program = - Decompiler::DecompileProgram(setup.program.code, PROGRAM_OFFSET, - Maxwell3D::Regs::ShaderStage::Fragment, "fragment") - .value_or(ProgramResult()); 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 (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 (location = 0) in vec4 position; -layout (std140) uniform fs_config { +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; @@ -173,12 +156,20 @@ bool AlphaFunc(in float value) { } } +)"; + ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); + ProgramResult program = + Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment"); + + out += program.first; + + out += R"( void main() { - exec_fragment(); + execute_fragment(); } )"; - out += program.first; return {out, program.second}; } -} // namespace OpenGL::GLShader + +} // namespace OpenGL::GLShader
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