// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <fmt/format.h>
#include "common/assert.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/shader/glsl_decompiler.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) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#version 430 core\n";
out += "// Shader Unique Id: VS" + id + '\n';
out += "#extension GL_ARB_separate_shader_objects : enable\n";
out += GetCommonDeclarations();
out += R"(
layout (location = 0) out vec4 position;
layout(std140) uniform vs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;
};
)";
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 =
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);
execute_vertex();
)";
if (setup.IsDualProgram()) {
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) {
// Viewport can be flipped, which is unsupported by glViewport
position.xy *= viewport_flip.xy;
}
gl_Position = position;
// TODO(bunnei): This is likely a hack, position.w should be interpolated as 1.0
// For now, this is here to bring order in lieu of proper emulation
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.
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = out += "// Shader Unique Id: GS" + id + '\n';
out += "#extension GL_ARB_separate_shader_objects : enable\n";
out += GetCommonDeclarations();
ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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 {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;
};
)";
out += program.first;
out = R"(
void main() {
execute_geometry();
};)";
return {out, program.second};
}
ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#version 430 core\n";
out += "// Shader Unique Id: FS" + id + '\n';
out += "#extension GL_ARB_separate_shader_objects : enable\n";
out += GetCommonDeclarations();
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) in vec4 position;
layout (std140) uniform fs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;
};
bool AlphaFunc(in float value) {
float ref = uintBitsToFloat(alpha_test[2]);
switch (alpha_test[1]) {
case 1:
return false;
case 2:
return value < ref;
case 3:
return value == ref;
case 4:
return value <= ref;
case 5:
return value > ref;
case 6:
return value != ref;
case 7:
return value >= ref;
case 8:
return true;
default:
return false;
}
})";
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() {
execute_fragment();
}
)";
return {out, program.second};
}
} // namespace OpenGL::GLShader