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https://git.suyu.dev/suyu/suyu.git
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gl_shader_gen: Implement dual vertex shader mode.
- When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage.
This commit is contained in:
parent
ce23ae3ede
commit
c4015cd93a
5 changed files with 139 additions and 55 deletions
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@ -181,6 +181,19 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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return {array_ptr, buffer_offset};
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}
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static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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// Fetch program code from memory
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GLShader::ProgramCode program_code;
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auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
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const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
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const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
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Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
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return program_code;
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}
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void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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// Helper function for uploading uniform data
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const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
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@ -193,18 +206,17 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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};
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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u32 current_constbuffer_bindpoint = uniform_buffers.size();
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u32 current_texture_bindpoint = 0;
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for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
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for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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auto& shader_config = gpu.regs.shader_config[index];
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const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
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const auto& stage = index - 1; // Stage indices are 0 - 5
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const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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const bool is_enabled = gpu.IsShaderStageEnabled(static_cast<Maxwell::ShaderStage>(stage));
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@ -228,16 +240,21 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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buffer_ptr += sizeof(GLShader::MaxwellUniformData);
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buffer_offset += sizeof(GLShader::MaxwellUniformData);
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// Fetch program code from memory
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GLShader::ProgramCode program_code;
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const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
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const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
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Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
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GLShader::ShaderSetup setup{std::move(program_code)};
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GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
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GLShader::ShaderEntries shader_resources;
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switch (program) {
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case Maxwell::ShaderProgram::VertexA: {
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// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
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// Conventional HW does not support this, so we combine VertexA and VertexB into one
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// stage here.
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setup.SetProgramB(GetShaderProgramCode(Maxwell::ShaderProgram::VertexB));
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GLShader::MaxwellVSConfig vs_config{setup};
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shader_resources =
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shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
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break;
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}
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case Maxwell::ShaderProgram::VertexB: {
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GLShader::MaxwellVSConfig vs_config{setup};
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shader_resources =
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@ -268,6 +285,12 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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current_texture_bindpoint =
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SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
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current_texture_bindpoint, shader_resources.texture_samplers);
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// When VertexA is enabled, we have dual vertex shaders
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if (program == Maxwell::ShaderProgram::VertexA) {
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// VertexB was combined with VertexA, so we skip the VertexB iteration
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index++;
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}
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}
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shader_program_manager->UseTrivialGeometryShader();
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@ -42,13 +42,14 @@ enum class ExitMethod {
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struct Subroutine {
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/// Generates a name suitable for GLSL source code.
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std::string GetName() const {
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return "sub_" + std::to_string(begin) + '_' + std::to_string(end);
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return "sub_" + std::to_string(begin) + '_' + std::to_string(end) + '_' + suffix;
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}
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u32 begin; ///< Entry point of the subroutine.
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u32 end; ///< Return point of the subroutine.
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ExitMethod exit_method; ///< Exit method of the subroutine.
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std::set<u32> labels; ///< Addresses refereced by JMP instructions.
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u32 begin; ///< Entry point of the subroutine.
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u32 end; ///< Return point of the subroutine.
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const std::string& suffix; ///< Suffix of the shader, used to make a unique subroutine name
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ExitMethod exit_method; ///< Exit method of the subroutine.
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std::set<u32> labels; ///< Addresses refereced by JMP instructions.
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bool operator<(const Subroutine& rhs) const {
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return std::tie(begin, end) < std::tie(rhs.begin, rhs.end);
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@ -58,11 +59,11 @@ struct Subroutine {
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/// Analyzes shader code and produces a set of subroutines.
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class ControlFlowAnalyzer {
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public:
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ControlFlowAnalyzer(const ProgramCode& program_code, u32 main_offset)
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ControlFlowAnalyzer(const ProgramCode& program_code, u32 main_offset, const std::string& suffix)
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: program_code(program_code) {
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// Recursively finds all subroutines.
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const Subroutine& program_main = AddSubroutine(main_offset, PROGRAM_END);
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const Subroutine& program_main = AddSubroutine(main_offset, PROGRAM_END, suffix);
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if (program_main.exit_method != ExitMethod::AlwaysEnd)
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throw DecompileFail("Program does not always end");
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}
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@ -77,12 +78,12 @@ private:
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std::map<std::pair<u32, u32>, ExitMethod> exit_method_map;
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/// Adds and analyzes a new subroutine if it is not added yet.
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const Subroutine& AddSubroutine(u32 begin, u32 end) {
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auto iter = subroutines.find(Subroutine{begin, end});
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const Subroutine& AddSubroutine(u32 begin, u32 end, const std::string& suffix) {
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auto iter = subroutines.find(Subroutine{begin, end, suffix});
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if (iter != subroutines.end())
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return *iter;
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Subroutine subroutine{begin, end};
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Subroutine subroutine{begin, end, suffix};
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subroutine.exit_method = Scan(begin, end, subroutine.labels);
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if (subroutine.exit_method == ExitMethod::Undetermined)
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throw DecompileFail("Recursive function detected");
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@ -191,7 +192,8 @@ public:
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UnsignedInteger,
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};
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GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
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GLSLRegister(size_t index, ShaderWriter& shader, const std::string& suffix)
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: index{index}, shader{shader}, suffix{suffix} {}
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/// Gets the GLSL type string for a register
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static std::string GetTypeString(Type type) {
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@ -216,7 +218,7 @@ public:
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/// Returns a GLSL string representing the current state of the register
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const std::string GetActiveString() {
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declr_type.insert(active_type);
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return GetPrefixString(active_type) + std::to_string(index);
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return GetPrefixString(active_type) + std::to_string(index) + '_' + suffix;
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}
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/// Returns true if the active type is a float
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ShaderWriter& shader;
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Type active_type{Type::Float};
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std::set<Type> declr_type;
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const std::string& suffix;
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};
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/**
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@ -262,8 +265,8 @@ private:
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class GLSLRegisterManager {
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public:
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GLSLRegisterManager(ShaderWriter& shader, ShaderWriter& declarations,
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const Maxwell3D::Regs::ShaderStage& stage)
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: shader{shader}, declarations{declarations}, stage{stage} {
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const Maxwell3D::Regs::ShaderStage& stage, const std::string& suffix)
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: shader{shader}, declarations{declarations}, stage{stage}, suffix{suffix} {
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BuildRegisterList();
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}
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}
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/// Add declarations for registers
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void GenerateDeclarations() {
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void GenerateDeclarations(const std::string& suffix) {
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for (const auto& reg : regs) {
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for (const auto& type : reg.DeclaredTypes()) {
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declarations.AddLine(GLSLRegister::GetTypeString(type) + ' ' +
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GLSLRegister::GetPrefixString(type) +
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std::to_string(reg.GetIndex()) + " = 0;");
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reg.GetPrefixString(type) + std::to_string(reg.GetIndex()) +
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'_' + suffix + " = 0;");
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}
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}
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declarations.AddNewLine();
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@ -558,7 +561,7 @@ private:
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/// Build the GLSL register list.
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void BuildRegisterList() {
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for (size_t index = 0; index < Register::NumRegisters; ++index) {
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regs.emplace_back(index, shader);
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regs.emplace_back(index, shader, suffix);
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}
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}
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@ -620,16 +623,17 @@ private:
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std::array<ConstBufferEntry, Maxwell3D::Regs::MaxConstBuffers> declr_const_buffers;
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std::vector<SamplerEntry> used_samplers;
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const Maxwell3D::Regs::ShaderStage& stage;
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const std::string& suffix;
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};
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class GLSLGenerator {
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public:
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GLSLGenerator(const std::set<Subroutine>& subroutines, const ProgramCode& program_code,
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u32 main_offset, Maxwell3D::Regs::ShaderStage stage)
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u32 main_offset, Maxwell3D::Regs::ShaderStage stage, const std::string& suffix)
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: subroutines(subroutines), program_code(program_code), main_offset(main_offset),
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stage(stage) {
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stage(stage), suffix(suffix) {
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Generate();
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Generate(suffix);
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}
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std::string GetShaderCode() {
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private:
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/// Gets the Subroutine object corresponding to the specified address.
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const Subroutine& GetSubroutine(u32 begin, u32 end) const {
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auto iter = subroutines.find(Subroutine{begin, end});
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auto iter = subroutines.find(Subroutine{begin, end, suffix});
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ASSERT(iter != subroutines.end());
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return *iter;
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}
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// Can't assign to the constant predicate.
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ASSERT(pred != static_cast<u64>(Pred::UnusedIndex));
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std::string variable = 'p' + std::to_string(pred);
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std::string variable = 'p' + std::to_string(pred) + '_' + suffix;
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shader.AddLine(variable + " = " + value + ';');
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declr_predicates.insert(std::move(variable));
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}
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if (index == static_cast<u64>(Pred::UnusedIndex))
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variable = "true";
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else
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variable = 'p' + std::to_string(index);
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variable = 'p' + std::to_string(index) + '_' + suffix;
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if (negate) {
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return "!(" + variable + ')';
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@ -1728,7 +1732,7 @@ private:
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return program_counter;
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}
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void Generate() {
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void Generate(const std::string& suffix) {
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// Add declarations for all subroutines
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for (const auto& subroutine : subroutines) {
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shader.AddLine("bool " + subroutine.GetName() + "();");
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shader.AddNewLine();
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// Add the main entry point
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shader.AddLine("bool exec_shader() {");
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shader.AddLine("bool exec_" + suffix + "() {");
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++shader.scope;
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CallSubroutine(GetSubroutine(main_offset, PROGRAM_END));
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--shader.scope;
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@ -1799,7 +1803,7 @@ private:
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/// Add declarations for registers
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void GenerateDeclarations() {
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regs.GenerateDeclarations();
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regs.GenerateDeclarations(suffix);
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for (const auto& pred : declr_predicates) {
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declarations.AddLine("bool " + pred + " = false;");
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const ProgramCode& program_code;
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const u32 main_offset;
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Maxwell3D::Regs::ShaderStage stage;
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const std::string& suffix;
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ShaderWriter shader;
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ShaderWriter declarations;
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GLSLRegisterManager regs{shader, declarations, stage};
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GLSLRegisterManager regs{shader, declarations, stage, suffix};
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// Declarations
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std::set<std::string> declr_predicates;
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}; // namespace Decompiler
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std::string GetCommonDeclarations() {
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std::string declarations = "bool exec_shader();\n";
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std::string declarations;
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declarations += "#define MAX_CONSTBUFFER_ELEMENTS " +
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std::to_string(RasterizerOpenGL::MaxConstbufferSize / (sizeof(GLvec4)));
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declarations += '\n';
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return declarations;
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}
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boost::optional<ProgramResult> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
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Maxwell3D::Regs::ShaderStage stage) {
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Maxwell3D::Regs::ShaderStage stage,
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const std::string& suffix) {
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try {
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset).GetSubroutines();
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GLSLGenerator generator(subroutines, program_code, main_offset, stage);
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset, suffix).GetSubroutines();
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GLSLGenerator generator(subroutines, program_code, main_offset, stage, suffix);
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return ProgramResult{generator.GetShaderCode(), generator.GetEntries()};
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} catch (const DecompileFail& exception) {
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LOG_ERROR(HW_GPU, "Shader decompilation failed: {}", exception.what());
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@ -20,7 +20,8 @@ using Tegra::Engines::Maxwell3D;
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std::string GetCommonDeclarations();
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boost::optional<ProgramResult> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
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Maxwell3D::Regs::ShaderStage stage);
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Maxwell3D::Regs::ShaderStage stage,
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const std::string& suffix);
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} // namespace Decompiler
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} // namespace GLShader
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@ -17,10 +17,17 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConf
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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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out += Decompiler::GetCommonDeclarations();
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out += "bool exec_vertex();\n";
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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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.get_value_or({});
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ProgramResult program = Decompiler::DecompileProgram(setup.program_code, PROGRAM_OFFSET,
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Maxwell3D::Regs::ShaderStage::Vertex)
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.get_value_or({});
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out += R"(
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out gl_PerVertex {
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};
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void main() {
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exec_shader();
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exec_vertex();
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)";
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if (setup.IsDualProgram()) {
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out += " exec_vertex_b();";
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}
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out += R"(
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// Viewport can be flipped, which is unsupported by glViewport
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position.xy *= viewport_flip.xy;
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// For now, this is here to bring order in lieu of proper emulation
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position.w = 1.0;
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}
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)";
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out += program.first;
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if (setup.IsDualProgram()) {
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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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.get_value_or({});
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out += program_b.first;
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}
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return {out, program.second};
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}
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@ -53,12 +78,13 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSCo
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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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out += Decompiler::GetCommonDeclarations();
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out += "bool exec_fragment();\n";
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ProgramResult program = Decompiler::DecompileProgram(setup.program_code, PROGRAM_OFFSET,
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Maxwell3D::Regs::ShaderStage::Fragment)
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.get_value_or({});
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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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.get_value_or({});
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out += R"(
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in vec4 position;
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out vec4 color;
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@ -67,7 +93,7 @@ layout (std140) uniform fs_config {
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};
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void main() {
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exec_shader();
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exec_fragment();
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}
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)";
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@ -115,21 +115,48 @@ struct ShaderEntries {
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using ProgramResult = std::pair<std::string, ShaderEntries>;
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struct ShaderSetup {
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ShaderSetup(ProgramCode&& program_code) : program_code(std::move(program_code)) {}
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ShaderSetup(const ProgramCode& program_code) {
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program.code = program_code;
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}
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struct {
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ProgramCode code;
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ProgramCode code_b; // Used for dual vertex shaders
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} program;
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ProgramCode program_code;
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bool program_code_hash_dirty = true;
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u64 GetProgramCodeHash() {
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if (program_code_hash_dirty) {
|
||||
program_code_hash = Common::ComputeHash64(&program_code, sizeof(program_code));
|
||||
program_code_hash = GetNewHash();
|
||||
program_code_hash_dirty = false;
|
||||
}
|
||||
return program_code_hash;
|
||||
}
|
||||
|
||||
/// Used in scenarios where we have a dual vertex shaders
|
||||
void SetProgramB(const ProgramCode& program_b) {
|
||||
program.code_b = program_b;
|
||||
has_program_b = true;
|
||||
}
|
||||
|
||||
bool IsDualProgram() const {
|
||||
return has_program_b;
|
||||
}
|
||||
|
||||
private:
|
||||
u64 GetNewHash() const {
|
||||
if (has_program_b) {
|
||||
// Compute hash over dual shader programs
|
||||
return Common::ComputeHash64(&program, sizeof(program));
|
||||
} else {
|
||||
// Compute hash over a single shader program
|
||||
return Common::ComputeHash64(&program.code, program.code.size());
|
||||
}
|
||||
}
|
||||
|
||||
u64 program_code_hash{};
|
||||
bool has_program_b{};
|
||||
};
|
||||
|
||||
struct MaxwellShaderConfigCommon {
|
||||
|
|
Loading…
Reference in a new issue