// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_shader_decompiler.h" #include "video_core/renderer_opengl/gl_shader_gen.h" #include "video_core/shader/shader_ir.h" namespace OpenGL::GLShader { using Tegra::Engines::Maxwell3D; using VideoCommon::Shader::CompileDepth; using VideoCommon::Shader::CompilerSettings; using VideoCommon::Shader::ProgramCode; using VideoCommon::Shader::ShaderIR; std::string GenerateVertexShader(const Device& device, const ShaderIR& ir, const ShaderIR* ir_b) { std::string out = GetCommonDeclarations(); out += R"( layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config { vec4 viewport_flip; uvec4 config_pack; // instance_id, flip_stage, y_direction, padding }; )"; const auto stage = ir_b ? ProgramType::VertexA : ProgramType::VertexB; out += Decompile(device, ir, stage, "vertex"); if (ir_b) { out += Decompile(device, *ir_b, ProgramType::VertexB, "vertex_b"); } out += R"( void main() { execute_vertex(); )"; if (ir_b) { out += " execute_vertex_b();"; } out += R"( // Set Position Y direction gl_Position.y *= utof(config_pack[2]); // 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 gl_Position.xy *= viewport_flip.xy; } } )"; return out; } std::string GenerateGeometryShader(const Device& device, const ShaderIR& ir) { std::string out = GetCommonDeclarations(); out += R"( layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config { vec4 viewport_flip; uvec4 config_pack; // instance_id, flip_stage, y_direction, padding }; )"; out += Decompile(device, ir, ProgramType::Geometry, "geometry"); out += R"( void main() { execute_geometry(); } )"; return out; } std::string GenerateFragmentShader(const Device& device, const ShaderIR& ir) { std::string 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 (std140, binding = EMULATION_UBO_BINDING) uniform fs_config { vec4 viewport_flip; uvec4 config_pack; // instance_id, flip_stage, y_direction, padding }; )"; out += Decompile(device, ir, ProgramType::Fragment, "fragment"); out += R"( void main() { execute_fragment(); } )"; return out; } std::string GenerateComputeShader(const Device& device, const ShaderIR& ir) { std::string out = GetCommonDeclarations(); out += Decompile(device, ir, ProgramType::Compute, "compute"); out += R"( void main() { execute_compute(); } )"; return out; } } // namespace OpenGL::GLShader