Forcing shader ganeration to use vec4 and float only and avoid some specific crashes

This commit is contained in:
Darabat 2018-08-04 00:00:18 -03:00 committed by Gummygamer
parent fa70629fab
commit 328d4db680

View file

@ -23,8 +23,6 @@ namespace Ryujinx.Graphics.Gal.Shader
private const int MaxVertexInput = 3;
private static string[] ElemTypes = new string[] { "float", "vec2", "vec3", "vec4" };
private GlslDecl Decl;
private ShaderHeader Header, HeaderB;
@ -110,18 +108,18 @@ namespace Ryujinx.Graphics.Gal.Shader
}
public GlslProgram Decompile(
IGalMemory Memory,
long VpAPosition,
long VpBPosition,
IGalMemory Memory,
long VpAPosition,
long VpBPosition,
GalShaderType ShaderType)
{
Header = new ShaderHeader(Memory, VpAPosition);
Header = new ShaderHeader(Memory, VpAPosition);
HeaderB = new ShaderHeader(Memory, VpBPosition);
Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
@ -131,10 +129,10 @@ namespace Ryujinx.Graphics.Gal.Shader
public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
{
Header = new ShaderHeader(Memory, Position);
Header = new ShaderHeader(Memory, Position);
HeaderB = null;
Blocks = ShaderDecoder.Decode(Memory, Position);
Blocks = ShaderDecoder.Decode(Memory, Position);
BlocksB = null;
Decl = new GlslDecl(Blocks, ShaderType);
@ -159,7 +157,7 @@ namespace Ryujinx.Graphics.Gal.Shader
if (BlocksB != null)
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
SB.AppendLine();
@ -167,7 +165,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
else
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
}
SB.AppendLine();
@ -192,8 +190,8 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Header.OutputTopology)
{
case ShaderHeader.PointList: OutputTopology = "points"; break;
case ShaderHeader.LineStrip: OutputTopology = "line_strip"; break;
case ShaderHeader.PointList: OutputTopology = "points"; break;
case ShaderHeader.LineStrip: OutputTopology = "line_strip"; break;
case ShaderHeader.TriangleStrip: OutputTopology = "triangle_strip"; break;
default: throw new InvalidOperationException();
@ -266,7 +264,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
if (DeclInfo.Index >= 0)
{
SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") " + GetDecl(DeclInfo) + "; ");
SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") " + "vec4 " + DeclInfo.Name + "; ");
}
}
@ -297,7 +295,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
if (DeclInfo.Index >= 0)
{
SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " " + GetDecl(DeclInfo) + ";");
SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " vec4 " + DeclInfo.Name + ";");
Count++;
}
@ -331,7 +329,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
{
Name = "layout (location = 0) out " + GetDecl(DeclInfo) + Suffix + ";" + Environment.NewLine;
Name = "layout (location = 0) out " + "vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine;
}
else
{
@ -354,7 +352,14 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetDecl(ShaderDeclInfo DeclInfo)
{
return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
if (DeclInfo.Size == 4)
{
return "vec4 " + DeclInfo.Name;
}
else
{
return "float " + DeclInfo.Name;
}
}
private void PrintMain()
@ -370,13 +375,11 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
if (Decl.ShaderType == GalShaderType.Geometry)
{
for (int Vertex = 0; Vertex < MaxVertexInput; Vertex++)
{
string Dst = Attr.Name + "[" + Vertex + "]" + Swizzle;
string Dst = Attr.Name + "[" + Vertex + "]";
string Src = "block_in[" + Vertex + "]." + DeclInfo.Name;
@ -385,7 +388,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
else
{
SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
SB.AppendLine(IdentationStr + Attr.Name + " = " + DeclInfo.Name + ";");
}
}
@ -418,8 +421,6 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
string Name = Attr.Name;
if (Decl.ShaderType == GalShaderType.Geometry)
@ -427,7 +428,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Name += "[0]";
}
SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + Swizzle + ";");
SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + ";");
}
if (Decl.ShaderType == GalShaderType.Vertex)
@ -446,9 +447,9 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string ScopeName,
string Identation,
bool IsDoWhile = false)
string ScopeName,
string Identation,
bool IsDoWhile = false)
{
string UpIdent = Identation.Substring(0, Identation.Length - IdentationStr.Length);
@ -479,10 +480,10 @@ namespace Ryujinx.Graphics.Gal.Shader
}
private ShaderIrBlock PrintNodes(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string Identation,
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string Identation,
params ShaderIrNode[] Nodes)
{
/*
@ -667,12 +668,12 @@ namespace Ryujinx.Graphics.Gal.Shader
{
switch (Node)
{
case ShaderIrOperAbuf Abuf: return GetName (Abuf);
case ShaderIrOperCbuf Cbuf: return GetName (Cbuf);
case ShaderIrOperGpr Gpr: return GetName (Gpr);
case ShaderIrOperImm Imm: return GetValue(Imm);
case ShaderIrOperAbuf Abuf: return GetName(Abuf);
case ShaderIrOperCbuf Cbuf: return GetName(Cbuf);
case ShaderIrOperGpr Gpr: return GetName(Gpr);
case ShaderIrOperImm Imm: return GetValue(Imm);
case ShaderIrOperImmf Immf: return GetValue(Immf);
case ShaderIrOperPred Pred: return GetName (Pred);
case ShaderIrOperPred Pred: return GetName(Pred);
case ShaderIrOp Op:
string Expr;
@ -752,7 +753,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
switch (Abuf.Offs)
{
case GlslDecl.VertexIdAttr: return "gl_VertexID";
case GlslDecl.VertexIdAttr: return "gl_VertexID";
case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
}
}
@ -779,8 +780,8 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetAttrTempName(ShaderIrOperAbuf Abuf)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
string Swizzle = "." + GetAttrSwizzle(Elem);
@ -820,7 +821,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetValue(ShaderIrOperImm Imm)
{
//Only use hex is the value is too big and would likely be hard to read as int.
if (Imm.Value > 0xfff ||
if (Imm.Value > 0xfff ||
Imm.Value < -0xfff)
{
return "0x" + Imm.Value.ToString("x8", CultureInfo.InvariantCulture);
@ -1145,31 +1146,31 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Src)
{
case ShaderIrOperGpr Gpr:
{
//When the Gpr is ZR, just return the 0 value directly,
//since the float encoding for 0 is 0.
if (Gpr.IsConst)
{
return "0";
//When the Gpr is ZR, just return the 0 value directly,
//since the float encoding for 0 is 0.
if (Gpr.IsConst)
{
return "0";
}
break;
}
break;
}
case ShaderIrOperImm Imm:
{
//For integer immediates being used as float,
//it's better (for readability) to just return the float value.
if (DstType == OperType.F32)
{
float Value = BitConverter.Int32BitsToSingle(Imm.Value);
if (!float.IsNaN(Value) && !float.IsInfinity(Value))
//For integer immediates being used as float,
//it's better (for readability) to just return the float value.
if (DstType == OperType.F32)
{
return GetFloatConst(Value);
float Value = BitConverter.Int32BitsToSingle(Imm.Value);
if (!float.IsNaN(Value) && !float.IsInfinity(Value))
{
return GetFloatConst(Value);
}
}
break;
}
break;
}
}
switch (DstType)
@ -1231,8 +1232,8 @@ namespace Ryujinx.Graphics.Gal.Shader
: OperType.F32;
case ShaderIrOperCbuf Cbuf: return OperType.F32;
case ShaderIrOperGpr Gpr: return OperType.F32;
case ShaderIrOperImm Imm: return OperType.I32;
case ShaderIrOperGpr Gpr: return OperType.F32;
case ShaderIrOperImm Imm: return OperType.I32;
case ShaderIrOperImmf Immf: return OperType.F32;
case ShaderIrOperPred Pred: return OperType.Bool;