175 lines
4.9 KiB
C++
175 lines
4.9 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <fmt/format.h>
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#include "common/assert.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/shader/shader_ir.h"
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namespace OpenGL::GLShader {
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using Tegra::Engines::Maxwell3D;
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using VideoCommon::Shader::ProgramCode;
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using VideoCommon::Shader::ShaderIR;
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static constexpr u32 PROGRAM_OFFSET{10};
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ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: VS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) out vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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};
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
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out += program.first;
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if (setup.IsDualProgram()) {
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ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET);
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ProgramResult program_b =
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Decompile(program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b");
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out += program_b.first;
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}
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out += R"(
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void main() {
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position = vec4(0.0, 0.0, 0.0, 0.0);
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execute_vertex();
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)";
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if (setup.IsDualProgram()) {
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out += " execute_vertex_b();";
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}
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out += R"(
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// Check if the flip stage is VertexB
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// Config pack's second value is flip_stage
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if (config_pack[1] == 1) {
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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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}
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gl_Position = position;
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// TODO(bunnei): This is likely a hack, position.w should be interpolated as 1.0
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// For now, this is here to bring order in lieu of proper emulation
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if (config_pack[1] == 1) {
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position.w = 1.0;
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}
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})";
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return {out, program.second};
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}
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ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: GS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) in vec4 gs_position[];
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layout (location = 0) out vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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};
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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out += program.first;
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out += R"(
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void main() {
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execute_geometry();
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};)";
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return {out, program.second};
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}
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ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += "// Shader Unique Id: FS" + id + "\n\n";
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out += GetCommonDeclarations();
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out += R"(
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layout (location = 0) out vec4 FragColor0;
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layout (location = 1) out vec4 FragColor1;
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layout (location = 2) out vec4 FragColor2;
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layout (location = 3) out vec4 FragColor3;
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layout (location = 4) out vec4 FragColor4;
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layout (location = 5) out vec4 FragColor5;
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layout (location = 6) out vec4 FragColor6;
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layout (location = 7) out vec4 FragColor7;
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layout (location = 0) in noperspective vec4 position;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
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vec4 viewport_flip;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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uvec4 alpha_test;
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};
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bool AlphaFunc(in float value) {
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float ref = uintBitsToFloat(alpha_test[2]);
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switch (alpha_test[1]) {
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case 1:
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return false;
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case 2:
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return value < ref;
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case 3:
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return value == ref;
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case 4:
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return value <= ref;
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case 5:
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return value > ref;
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case 6:
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return value != ref;
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case 7:
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return value >= ref;
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case 8:
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return true;
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default:
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return false;
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}
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}
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
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out += program.first;
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out += R"(
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void main() {
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execute_fragment();
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}
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)";
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return {out, program.second};
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}
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} // namespace OpenGL::GLShader
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