// 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::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 {
float y_direction;
};
)";
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() {
gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);
execute_vertex();
)";
if (ir_b) {
out += " execute_vertex_b();";
}
out += "}\n";
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 {
float y_direction;
};
)";
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 {
float y_direction;
};
)";
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