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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp119
1 files changed, 111 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 3dffb205d..3716bb782 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -146,6 +146,90 @@ private:
std::string shader_source;
};
+/**
+ * Represents an emulated shader register, used to track the state of that register for emulation
+ * with GLSL. At this time, a register can be used as a float or an integer. This class is used for
+ * bookkeeping within the GLSL program.
+ */
+class GLSLRegister {
+public:
+ GLSLRegister(size_t index, ShaderWriter& shader)
+ : index{index}, shader{shader}, float_str{"freg_" + std::to_string(index)},
+ integer_str{"ireg_" + std::to_string(index)} {}
+
+ /// Returns a GLSL string representing the current state of the register
+ const std::string& GetActiveString() {
+ declr_type.insert(active_type);
+
+ switch (active_type) {
+ case Type::Float:
+ return float_str;
+ case Type::Integer:
+ return integer_str;
+ }
+
+ UNREACHABLE();
+ return float_str;
+ }
+
+ /// Returns a GLSL string representing the register as a float
+ const std::string& GetFloatString() const {
+ ASSERT(IsFloatUsed());
+ return float_str;
+ }
+
+ /// Returns a GLSL string representing the register as an integer
+ const std::string& GetIntegerString() const {
+ ASSERT(IsIntegerUsed());
+ return integer_str;
+ }
+
+ /// Convert the current register state from float to integer
+ void FloatToInteger() {
+ ASSERT(active_type == Type::Float);
+
+ const std::string src = GetActiveString();
+ active_type = Type::Integer;
+ const std::string dest = GetActiveString();
+
+ shader.AddLine(dest + " = floatBitsToInt(" + src + ");");
+ }
+
+ /// Convert the current register state from integer to float
+ void IntegerToFloat() {
+ ASSERT(active_type == Type::Integer);
+
+ const std::string src = GetActiveString();
+ active_type = Type::Float;
+ const std::string dest = GetActiveString();
+
+ shader.AddLine(dest + " = intBitsToFloat(" + src + ");");
+ }
+
+ /// Returns true if the register was ever used as a float, used for register declarations
+ bool IsFloatUsed() const {
+ return declr_type.find(Type::Float) != declr_type.end();
+ }
+
+ /// Returns true if the register was ever used as an integer, used for register declarations
+ bool IsIntegerUsed() const {
+ return declr_type.find(Type::Integer) != declr_type.end();
+ }
+
+private:
+ enum class Type {
+ Float,
+ Integer,
+ };
+
+ const size_t index;
+ const std::string float_str;
+ const std::string integer_str;
+ ShaderWriter& shader;
+ Type active_type{Type::Float};
+ std::set<Type> declr_type;
+};
+
class GLSLGenerator {
public:
GLSLGenerator(const std::set<Subroutine>& subroutines, const ProgramCode& program_code,
@@ -153,6 +237,7 @@ public:
: subroutines(subroutines), program_code(program_code), main_offset(main_offset),
stage(stage) {
+ BuildRegisterList();
Generate();
}
@@ -166,6 +251,13 @@ public:
}
private:
+ /// Build the GLSL register list
+ void BuildRegisterList() {
+ for (size_t index = 0; index < Register::NumRegisters; ++index) {
+ regs.emplace_back(index, shader);
+ }
+ }
+
/// Gets the Subroutine object corresponding to the specified address.
const Subroutine& GetSubroutine(u32 begin, u32 end) const {
auto iter = subroutines.find(Subroutine{begin, end});
@@ -221,14 +313,11 @@ private:
/// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg, unsigned elem = 0) {
- if (reg == Register::ZeroIndex)
+ if (reg == Register::ZeroIndex) {
return "0";
- if (stage == Maxwell3D::Regs::ShaderStage::Fragment && reg < 4) {
- // GPRs 0-3 are output color for the fragment shader
- return std::string{"color."} + "rgba"[(reg + elem) & 3];
}
- return *declr_register.insert("register_" + std::to_string(reg + elem)).first;
+ return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
}
/// Generates code representing a uniform (C buffer) register.
@@ -628,6 +717,15 @@ private:
case OpCode::Id::EXIT: {
ASSERT_MSG(instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex),
"Predicated exits not implemented");
+
+ // Final color output is currently hardcoded to GPR0-3 for fragment shaders
+ if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
+ shader.AddLine("color.r = " + GetRegister(0) + ";");
+ shader.AddLine("color.g = " + GetRegister(1) + ";");
+ shader.AddLine("color.b = " + GetRegister(2) + ";");
+ shader.AddLine("color.a = " + GetRegister(3) + ";");
+ }
+
shader.AddLine("return true;");
offset = PROGRAM_END - 1;
break;
@@ -755,8 +853,13 @@ private:
/// Add declarations for registers
void GenerateDeclarations() {
- for (const auto& reg : declr_register) {
- declarations.AddLine("float " + reg + " = 0.0;");
+ for (const auto& reg : regs) {
+ if (reg.IsFloatUsed()) {
+ declarations.AddLine("float " + reg.GetFloatString() + " = 0.0;");
+ }
+ if (reg.IsIntegerUsed()) {
+ declarations.AddLine("int " + reg.GetIntegerString() + " = 0;");
+ }
}
declarations.AddNewLine();
@@ -803,9 +906,9 @@ private:
ShaderWriter shader;
ShaderWriter declarations;
+ std::vector<GLSLRegister> regs;
// Declarations
- std::set<std::string> declr_register;
std::set<std::string> declr_predicates;
std::set<Attribute::Index> declr_input_attribute;
std::set<Attribute::Index> declr_output_attribute;