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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <fmt/format.h>
#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::ProgramCode;
using VideoCommon::Shader::ShaderIR;
static constexpr u32 PROGRAM_OFFSET{10};
ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "// Shader Unique Id: VS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
layout (location = 0) out vec4 position;
layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
out += program.first;
if (setup.IsDualProgram()) {
const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET);
ProgramResult program_b =
Decompile(device, 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"(
// Set Position Y direction
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
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 {std::move(out), std::move(program.second)};
}
ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "// Shader Unique Id: GS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
layout (location = 0) in vec4 gs_position[];
layout (location = 0) out vec4 position;
layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
out += program.first;
out += R"(
void main() {
execute_geometry();
};)";
return {std::move(out), std::move(program.second)};
}
ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "// Shader Unique Id: FS" + id + "\n\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 noperspective vec4 position;
layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
ProgramResult program =
Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
out += program.first;
out += R"(
void main() {
execute_fragment();
}
)";
return {std::move(out), std::move(program.second)};
}
} // namespace OpenGL::GLShader
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