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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-05-01 00:36:18 +0200
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-05-03 02:46:25 +0200
commitc6f9e651b21aca5ec5afef1f217b39a3b85518b9 (patch)
tree53a0bddbb9bc78f3c26fb91ed64fab8cb008f87b /src
parentshader_ir/memory: Implement physical input attributes (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp165
-rw-r--r--src/video_core/shader/shader_ir.h2
2 files changed, 101 insertions, 66 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 1ad33107d..47bfa5538 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -165,6 +165,7 @@ public:
DeclareConstantBuffers();
DeclareGlobalMemory();
DeclareSamplers();
+ DeclarePhysicalAttributeReader();
code.AddLine("void execute_" + suffix + "() {");
++code.scope;
@@ -330,8 +331,7 @@ private:
void DeclareInputAttributes() {
if (ir.HasPhysicalAttributes()) {
- const u32 num_inputs{stage == ShaderStage::Vertex ? GetNumPhysicalAttributes()
- : GetNumPhysicalVaryings()};
+ const u32 num_inputs{GetNumPhysicalInputAttributes()};
for (u32 i = 0; i < num_inputs; ++i) {
DeclareInputAttribute(ToGenericAttribute(i));
}
@@ -374,7 +374,7 @@ private:
}
void DeclareOutputAttributes() {
- if (ir.HasPhysicalAttributes()) {
+ if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
DeclareOutputAttribute(ToGenericAttribute(i));
}
@@ -461,6 +461,31 @@ private:
code.AddNewLine();
}
+ void DeclarePhysicalAttributeReader() {
+ if (!ir.HasPhysicalAttributes()) {
+ return;
+ }
+ code.AddLine("float readPhysicalAttribute(uint physical_address) {");
+ ++code.scope;
+ code.AddLine("switch (physical_address) {");
+
+ // Just declare generic attributes for now.
+ const auto num_attributes{static_cast<u32>(GetNumPhysicalAttributes())};
+ for (u32 index = 0; index < num_attributes; ++index) {
+ for (u32 element = 0; element < 4; ++element) {
+ code.AddLine(fmt::format("case 0x{:x}: return {};", 0x80 + index * 16 + element * 4,
+ ReadAttribute(ToGenericAttribute(index), element)));
+ }
+ }
+
+ code.AddLine("default: return 0;");
+
+ code.AddLine('}');
+ --code.scope;
+ code.AddLine('}');
+ code.AddNewLine();
+ }
+
void VisitBlock(const NodeBlock& bb) {
for (const Node node : bb) {
if (const std::string expr = Visit(node); !expr.empty()) {
@@ -515,69 +540,12 @@ private:
return value;
} else if (const auto abuf = std::get_if<AbufNode>(node)) {
- const auto attribute = abuf->GetIndex();
- const auto element = abuf->GetElement();
-
- const auto GeometryPass = [&](const std::string& name) {
- if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
- // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
- // set an 0x80000000 index for those and the shader fails to build. Find out why
- // this happens and what's its intent.
- return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
- ") % MAX_VERTEX_INPUT]";
- }
- return name;
- };
-
- switch (attribute) {
- case Attribute::Index::Position:
- if (stage != ShaderStage::Fragment) {
- return GeometryPass("position") + GetSwizzle(element);
- } else {
- return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
- }
- case Attribute::Index::PointCoord:
- switch (element) {
- case 0:
- return "gl_PointCoord.x";
- case 1:
- return "gl_PointCoord.y";
- case 2:
- case 3:
- return "0";
- }
- UNREACHABLE();
- return "0";
- case Attribute::Index::TessCoordInstanceIDVertexID:
- // TODO(Subv): Find out what the values are for the first two elements when inside a
- // vertex shader, and what's the value of the fourth element when inside a Tess Eval
- // shader.
- ASSERT(stage == ShaderStage::Vertex);
- switch (element) {
- case 2:
- // Config pack's first value is instance_id.
- return "uintBitsToFloat(config_pack[0])";
- case 3:
- return "uintBitsToFloat(gl_VertexID)";
- }
- UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
- return "0";
- case Attribute::Index::FrontFacing:
- // TODO(Subv): Find out what the values are for the other elements.
- ASSERT(stage == ShaderStage::Fragment);
- switch (element) {
- case 3:
- return "itof(gl_FrontFacing ? -1 : 0)";
- }
- UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
- return "0";
- default:
- if (IsGenericAttribute(attribute)) {
- return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
- }
- break;
+ UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
+ "Physical attributes in geometry shaders are not implemented");
+ if (abuf->IsPhysicalBuffer()) {
+ return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))";
}
- UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
+ return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer());
} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
const Node offset = cbuf->GetOffset();
@@ -629,6 +597,69 @@ private:
return {};
}
+ std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) {
+ const auto GeometryPass = [&](std::string name) {
+ if (stage == ShaderStage::Geometry && buffer) {
+ // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
+ // set an 0x80000000 index for those and the shader fails to build. Find out why
+ // this happens and what's its intent.
+ return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]";
+ }
+ return name;
+ };
+
+ switch (attribute) {
+ case Attribute::Index::Position:
+ if (stage != ShaderStage::Fragment) {
+ return GeometryPass("position") + GetSwizzle(element);
+ } else {
+ return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
+ }
+ case Attribute::Index::PointCoord:
+ switch (element) {
+ case 0:
+ return "gl_PointCoord.x";
+ case 1:
+ return "gl_PointCoord.y";
+ case 2:
+ case 3:
+ return "0";
+ }
+ UNREACHABLE();
+ return "0";
+ case Attribute::Index::TessCoordInstanceIDVertexID:
+ // TODO(Subv): Find out what the values are for the first two elements when inside a
+ // vertex shader, and what's the value of the fourth element when inside a Tess Eval
+ // shader.
+ ASSERT(stage == ShaderStage::Vertex);
+ switch (element) {
+ case 2:
+ // Config pack's first value is instance_id.
+ return "uintBitsToFloat(config_pack[0])";
+ case 3:
+ return "uintBitsToFloat(gl_VertexID)";
+ }
+ UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
+ return "0";
+ case Attribute::Index::FrontFacing:
+ // TODO(Subv): Find out what the values are for the other elements.
+ ASSERT(stage == ShaderStage::Fragment);
+ switch (element) {
+ case 3:
+ return "itof(gl_FrontFacing ? -1 : 0)";
+ }
+ UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
+ return "0";
+ default:
+ if (IsGenericAttribute(attribute)) {
+ return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
+ }
+ break;
+ }
+ UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
+ return "0";
+ }
+
std::string ApplyPrecise(Operation operation, const std::string& value) {
if (!IsPrecise(operation)) {
return value;
@@ -1677,6 +1708,10 @@ private:
return name + '_' + std::to_string(index) + '_' + suffix;
}
+ u32 GetNumPhysicalInputAttributes() const {
+ return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
+ }
+
u32 GetNumPhysicalAttributes() const {
return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
}
diff --git a/src/video_core/shader/shader_ir.h b/src/video_core/shader/shader_ir.h
index 3a1164d4f..a4bb0c41c 100644
--- a/src/video_core/shader/shader_ir.h
+++ b/src/video_core/shader/shader_ir.h
@@ -885,7 +885,7 @@ private:
std::set<Sampler> used_samplers;
std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
- bool use_physical_attributes = true; // Shader uses AL2P
+ bool use_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
Tegra::Shader::Header header;
};