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authorbunnei <bunneidev@gmail.com>2018-04-29 18:56:16 +0200
committerGitHub <noreply@github.com>2018-04-29 18:56:16 +0200
commit6c464a2a4a50ec531cd2c5c20fa03f1579eced88 (patch)
tree49eb4e1010af58ab7c14fe906aba1b0bcf842bfe
parentMerge pull request #417 from bunnei/lang-codes (diff)
parentgl_shader_decompiler: Partially implement I2I_R, and I2F_R. (diff)
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-rw-r--r--src/video_core/engines/shader_bytecode.h33
-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp287
2 files changed, 206 insertions, 114 deletions
diff --git a/src/video_core/engines/shader_bytecode.h b/src/video_core/engines/shader_bytecode.h
index f3ca30cfa..f20c2cd41 100644
--- a/src/video_core/engines/shader_bytecode.h
+++ b/src/video_core/engines/shader_bytecode.h
@@ -25,6 +25,13 @@ struct Register {
/// Register 255 is special cased to always be 0
static constexpr size_t ZeroIndex = 255;
+ enum class Size : u64 {
+ Byte = 0,
+ Short = 1,
+ Word = 2,
+ Long = 3,
+ };
+
constexpr Register() = default;
constexpr Register(u64 value) : value(value) {}
@@ -236,6 +243,15 @@ union Instruction {
BitField<56, 1, u64> neg_imm;
} fset;
+ union {
+ BitField<10, 2, Register::Size> size;
+ BitField<13, 1, u64> is_signed;
+ BitField<41, 2, u64> selector;
+ BitField<45, 1, u64> negate_a;
+ BitField<49, 1, u64> abs_a;
+ BitField<50, 1, u64> saturate_a;
+ } conversion;
+
BitField<61, 1, u64> is_b_imm;
BitField<60, 1, u64> is_b_gpr;
BitField<59, 1, u64> is_c_gpr;
@@ -290,7 +306,7 @@ public:
MOV_C,
MOV_R,
MOV_IMM,
- MOV32I,
+ MOV32_IMM,
SHR_C,
SHR_R,
SHR_IMM,
@@ -314,6 +330,7 @@ public:
FloatSet,
FloatSetPredicate,
IntegerSetPredicate,
+ Conversion,
Unknown,
};
@@ -435,20 +452,20 @@ private:
INST("0100110010110---", Id::F2I_C, Type::Arithmetic, "F2I_C"),
INST("0101110010110---", Id::F2I_R, Type::Arithmetic, "F2I_R"),
INST("0011100-10110---", Id::F2I_IMM, Type::Arithmetic, "F2I_IMM"),
- INST("0100110010111---", Id::I2F_C, Type::Arithmetic, "I2F_C"),
- INST("0101110010111---", Id::I2F_R, Type::Arithmetic, "I2F_R"),
- INST("0011100-10111---", Id::I2F_IMM, Type::Arithmetic, "I2F_IMM"),
- INST("0100110011100---", Id::I2I_C, Type::Arithmetic, "I2I_C"),
- INST("0101110011100---", Id::I2I_R, Type::Arithmetic, "I2I_R"),
- INST("01110001-1000---", Id::I2I_IMM, Type::Arithmetic, "I2I_IMM"),
INST("000001----------", Id::LOP32I, Type::Arithmetic, "LOP32I"),
INST("0100110010011---", Id::MOV_C, Type::Arithmetic, "MOV_C"),
INST("0101110010011---", Id::MOV_R, Type::Arithmetic, "MOV_R"),
INST("0011100-10011---", Id::MOV_IMM, Type::Arithmetic, "MOV_IMM"),
- INST("000000010000----", Id::MOV32I, Type::Arithmetic, "MOV32I"),
+ INST("000000010000----", Id::MOV32_IMM, Type::Arithmetic, "MOV32_IMM"),
INST("0100110000101---", Id::SHR_C, Type::Arithmetic, "SHR_C"),
INST("0101110000101---", Id::SHR_R, Type::Arithmetic, "SHR_R"),
INST("0011100-00101---", Id::SHR_IMM, Type::Arithmetic, "SHR_IMM"),
+ INST("0100110011100---", Id::I2I_C, Type::Conversion, "I2I_C"),
+ INST("0101110011100---", Id::I2I_R, Type::Conversion, "I2I_R"),
+ INST("01110001-1000---", Id::I2I_IMM, Type::Conversion, "I2I_IMM"),
+ INST("0100110010111---", Id::I2F_C, Type::Conversion, "I2F_C"),
+ INST("0101110010111---", Id::I2F_R, Type::Conversion, "I2F_R"),
+ INST("0011100-10111---", Id::I2F_IMM, Type::Conversion, "I2F_IMM"),
INST("01011000--------", Id::FSET_R, Type::FloatSet, "FSET_R"),
INST("0100100---------", Id::FSET_C, Type::FloatSet, "FSET_C"),
INST("0011000---------", Id::FSET_IMM, Type::FloatSet, "FSET_IMM"),
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 8b235e252..27190cc45 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -153,85 +153,61 @@ private:
*/
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)} {}
+ enum class Type {
+ Float,
+ Integer,
+ UnsignedInteger,
+ };
- /// Returns a GLSL string representing the current state of the register
- const std::string& GetActiveString() {
- declr_type.insert(active_type);
+ GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
- switch (active_type) {
+ /// Gets the GLSL type string for a register
+ static std::string GetTypeString(Type type) {
+ switch (type) {
case Type::Float:
- return float_str;
+ return "float";
case Type::Integer:
- return integer_str;
+ return "int";
+ case Type::UnsignedInteger:
+ return "uint";
}
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 + ");");
+ return {};
}
- /// 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();
+ /// Gets the GLSL register prefix string, used for declarations and referencing
+ static std::string GetPrefixString(Type type) {
+ return "reg_" + GetTypeString(type) + '_';
}
- /// 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();
+ /// Returns a GLSL string representing the current state of the register
+ const std::string GetActiveString() {
+ declr_type.insert(active_type);
+ return GetPrefixString(active_type) + std::to_string(index);
}
- /// Returns true if the active type is float
+ /// Returns true if the active type is a float
bool IsFloat() const {
return active_type == Type::Float;
}
- /// Returns true if the active type is integer
+ /// Returns true if the active type is an integer
bool IsInteger() const {
return active_type == Type::Integer;
}
-private:
- enum class Type {
- Float,
- Integer,
- };
+ /// Returns the index of the register
+ size_t GetIndex() const {
+ return index;
+ }
+ /// Returns a set of the declared types of the register
+ const std::set<Type>& DeclaredTypes() const {
+ return declr_type;
+ }
+
+private:
const size_t index;
const std::string float_str;
const std::string integer_str;
@@ -254,18 +230,35 @@ public:
BuildRegisterList();
}
- /// Generates code representing a temporary (GPR) register.
- std::string GetRegister(const Register& reg, unsigned elem = 0) {
- if (reg == Register::ZeroIndex) {
- return "0";
- }
+ /**
+ * Gets a register as an float.
+ * @param reg The register to get.
+ * @param elem The element to use for the operation.
+ * @returns GLSL string corresponding to the register as a float.
+ */
+ std::string GetRegisterAsFloat(const Register& reg, unsigned elem = 0) {
+ ASSERT(regs[reg].IsFloat());
+ return GetRegister(reg, elem);
+ }
- return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
+ /**
+ * Gets a register as an integer.
+ * @param reg The register to get.
+ * @param elem The element to use for the operation.
+ * @param is_signed Whether to get the register as a signed (or unsigned) integer.
+ * @returns GLSL string corresponding to the register as an integer.
+ */
+ std::string GetRegisterAsInteger(const Register& reg, unsigned elem = 0,
+ bool is_signed = true) {
+ const std::string func = GetGLSLConversionFunc(
+ GLSLRegister::Type::Float,
+ is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger);
+
+ return func + '(' + GetRegister(reg, elem) + ')';
}
/**
- * Writes code that does a register assignment to float value operation. Should only be used
- * with shader instructions that deal with floats.
+ * Writes code that does a register assignment to float value operation.
* @param reg The destination register to use.
* @param elem The element to use for the operation.
* @param value The code representing the value to assign.
@@ -277,21 +270,28 @@ public:
void SetRegisterToFloat(const Register& reg, u64 elem, const std::string& value,
u64 dest_num_components, u64 value_num_components, bool is_abs = false,
u64 dest_elem = 0) {
- ASSERT(regs[reg].IsFloat());
-
- std::string dest = GetRegister(reg, dest_elem);
- if (dest_num_components > 1) {
- dest += GetSwizzle(elem);
- }
-
- std::string src = '(' + value + ')';
- if (value_num_components > 1) {
- src += GetSwizzle(elem);
- }
-
- src = is_abs ? "abs(" + src + ')' : src;
+ SetRegister(reg, elem, value, dest_num_components, value_num_components, is_abs, dest_elem);
+ }
- shader.AddLine(dest + " = " + src + ';');
+ /**
+ * Writes code that does a register assignment to integer value operation.
+ * @param reg The destination register to use.
+ * @param elem The element to use for the operation.
+ * @param value The code representing the value to assign.
+ * @param dest_num_components Number of components in the destination.
+ * @param value_num_components Number of components in the value.
+ * @param is_abs Optional, when True, applies absolute value to output.
+ * @param dest_elem Optional, the destination element to use for the operation.
+ */
+ void SetRegisterToInteger(const Register& reg, bool is_signed, u64 elem,
+ const std::string& value, u64 dest_num_components,
+ u64 value_num_components, bool is_abs = false, u64 dest_elem = 0) {
+ const std::string func = GetGLSLConversionFunc(
+ is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger,
+ GLSLRegister::Type::Float);
+
+ SetRegister(reg, elem, func + '(' + value + ')', dest_num_components, value_num_components,
+ is_abs, dest_elem);
}
/**
@@ -302,7 +302,7 @@ public:
* @param attribute The input attibute to use as the source value.
*/
void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
- std::string dest = GetRegister(reg);
+ std::string dest = GetRegisterAsFloat(reg);
std::string src = GetInputAttribute(attribute) + GetSwizzle(elem);
if (regs[reg].IsFloat()) {
@@ -323,7 +323,7 @@ public:
*/
void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
- std::string src = GetRegister(reg);
+ std::string src = GetRegisterAsFloat(reg);
ASSERT_MSG(regs[reg].IsFloat(), "Output attributes must be set to a float");
shader.AddLine(dest + " = " + src + ';');
}
@@ -347,11 +347,10 @@ public:
/// Add declarations for registers
void GenerateDeclarations() {
for (const auto& reg : regs) {
- if (reg.IsFloatUsed()) {
- declarations.AddLine("float " + reg.GetFloatString() + " = 0.0;");
- }
- if (reg.IsIntegerUsed()) {
- declarations.AddLine("int " + reg.GetIntegerString() + " = 0;");
+ for (const auto& type : reg.DeclaredTypes()) {
+ declarations.AddLine(GLSLRegister::GetTypeString(type) + ' ' +
+ GLSLRegister::GetPrefixString(type) +
+ std::to_string(reg.GetIndex()) + " = 0;");
}
}
declarations.AddNewLine();
@@ -395,6 +394,51 @@ public:
}
private:
+ /// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
+ const std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
+ const std::string src_type = GLSLRegister::GetTypeString(src);
+ std::string dest_type = GLSLRegister::GetTypeString(dest);
+ dest_type[0] = toupper(dest_type[0]);
+ return src_type + "BitsTo" + dest_type;
+ }
+
+ /// Generates code representing a temporary (GPR) register.
+ std::string GetRegister(const Register& reg, unsigned elem) {
+ if (reg == Register::ZeroIndex) {
+ return "0";
+ }
+
+ return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
+ }
+
+ /**
+ * Writes code that does a register assignment to value operation.
+ * @param reg The destination register to use.
+ * @param elem The element to use for the operation.
+ * @param value The code representing the value to assign.
+ * @param dest_num_components Number of components in the destination.
+ * @param value_num_components Number of components in the value.
+ * @param is_abs Optional, when True, applies absolute value to output.
+ * @param dest_elem Optional, the destination element to use for the operation.
+ */
+ void SetRegister(const Register& reg, u64 elem, const std::string& value,
+ u64 dest_num_components, u64 value_num_components, bool is_abs,
+ u64 dest_elem) {
+ std::string dest = GetRegister(reg, dest_elem);
+ if (dest_num_components > 1) {
+ dest += GetSwizzle(elem);
+ }
+
+ std::string src = '(' + value + ')';
+ if (value_num_components > 1) {
+ src += GetSwizzle(elem);
+ }
+
+ src = is_abs ? "abs(" + src + ')' : src;
+
+ shader.AddLine(dest + " = " + src + ';');
+ }
+
/// Build the GLSL register list.
void BuildRegisterList() {
for (size_t index = 0; index < Register::NumRegisters; ++index) {
@@ -598,7 +642,7 @@ private:
switch (opcode->GetType()) {
case OpCode::Type::Arithmetic: {
std::string op_a = instr.alu.negate_a ? "-" : "";
- op_a += regs.GetRegister(instr.gpr8);
+ op_a += regs.GetRegisterAsFloat(instr.gpr8);
if (instr.alu.abs_a) {
op_a = "abs(" + op_a + ')';
}
@@ -609,7 +653,7 @@ private:
op_b += GetImmediate19(instr);
} else {
if (instr.is_b_gpr) {
- op_b += regs.GetRegister(instr.gpr20);
+ op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
}
@@ -620,6 +664,11 @@ private:
}
switch (opcode->GetId()) {
+ case OpCode::Id::MOV32_IMM: {
+ // mov32i doesn't have abs or neg bits.
+ regs.SetRegisterToFloat(instr.gpr0, 0, GetImmediate32(instr), 1, 1);
+ break;
+ }
case OpCode::Id::FMUL_C:
case OpCode::Id::FMUL_R:
case OpCode::Id::FMUL_IMM: {
@@ -629,8 +678,8 @@ private:
case OpCode::Id::FMUL32_IMM: {
// fmul32i doesn't have abs or neg bits.
regs.SetRegisterToFloat(
- instr.gpr0, 0, regs.GetRegister(instr.gpr8) + " * " + GetImmediate32(instr), 1,
- 1);
+ instr.gpr0, 0,
+ regs.GetRegisterAsFloat(instr.gpr8) + " * " + GetImmediate32(instr), 1, 1);
break;
}
case OpCode::Id::FADD_C:
@@ -687,29 +736,29 @@ private:
break;
}
case OpCode::Type::Ffma: {
- std::string op_a = regs.GetRegister(instr.gpr8);
+ std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
std::string op_b = instr.ffma.negate_b ? "-" : "";
std::string op_c = instr.ffma.negate_c ? "-" : "";
switch (opcode->GetId()) {
case OpCode::Id::FFMA_CR: {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
- op_c += regs.GetRegister(instr.gpr39);
+ op_c += regs.GetRegisterAsFloat(instr.gpr39);
break;
}
case OpCode::Id::FFMA_RR: {
- op_b += regs.GetRegister(instr.gpr20);
- op_c += regs.GetRegister(instr.gpr39);
+ op_b += regs.GetRegisterAsFloat(instr.gpr20);
+ op_c += regs.GetRegisterAsFloat(instr.gpr39);
break;
}
case OpCode::Id::FFMA_RC: {
- op_b += regs.GetRegister(instr.gpr39);
+ op_b += regs.GetRegisterAsFloat(instr.gpr39);
op_c += regs.GetUniform(instr.uniform, instr.gpr0);
break;
}
case OpCode::Id::FFMA_IMM: {
op_b += GetImmediate19(instr);
- op_c += regs.GetRegister(instr.gpr39);
+ op_c += regs.GetRegisterAsFloat(instr.gpr39);
break;
}
default: {
@@ -721,6 +770,32 @@ private:
regs.SetRegisterToFloat(instr.gpr0, 0, op_a + " * " + op_b + " + " + op_c, 1, 1);
break;
}
+ case OpCode::Type::Conversion: {
+ ASSERT_MSG(instr.conversion.size == Register::Size::Word, "Unimplemented");
+ ASSERT_MSG(!instr.conversion.selector, "Unimplemented");
+ ASSERT_MSG(!instr.conversion.negate_a, "Unimplemented");
+ ASSERT_MSG(!instr.conversion.saturate_a, "Unimplemented");
+
+ switch (opcode->GetId()) {
+ case OpCode::Id::I2I_R:
+ case OpCode::Id::I2F_R: {
+ std::string op_a =
+ regs.GetRegisterAsInteger(instr.gpr20, 0, instr.conversion.is_signed);
+
+ if (instr.conversion.abs_a) {
+ op_a = "abs(" + op_a + ')';
+ }
+
+ regs.SetRegisterToInteger(instr.gpr0, instr.conversion.is_signed, 0, op_a, 1, 1);
+ break;
+ }
+ default: {
+ NGLOG_CRITICAL(HW_GPU, "Unhandled conversion instruction: {}", opcode->GetName());
+ UNREACHABLE();
+ }
+ }
+ break;
+ }
case OpCode::Type::Memory: {
const Attribute::Index attribute = instr.attribute.fmt20.index;
@@ -739,8 +814,8 @@ private:
}
case OpCode::Id::TEXS: {
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
- const std::string op_a = regs.GetRegister(instr.gpr8);
- const std::string op_b = regs.GetRegister(instr.gpr20);
+ const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
+ const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
// Add an extra scope and declare the texture coords inside to prevent overwriting
@@ -765,7 +840,7 @@ private:
}
case OpCode::Type::FloatSetPredicate: {
std::string op_a = instr.fsetp.neg_a ? "-" : "";
- op_a += regs.GetRegister(instr.gpr8);
+ op_a += regs.GetRegisterAsFloat(instr.gpr8);
if (instr.fsetp.abs_a) {
op_a = "abs(" + op_a + ')';
@@ -781,7 +856,7 @@ private:
op_b += '(' + GetImmediate19(instr) + ')';
} else {
if (instr.is_b_gpr) {
- op_b += regs.GetRegister(instr.gpr20);
+ op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
}
@@ -816,7 +891,7 @@ private:
}
case OpCode::Type::FloatSet: {
std::string op_a = instr.fset.neg_a ? "-" : "";
- op_a += regs.GetRegister(instr.gpr8);
+ op_a += regs.GetRegisterAsFloat(instr.gpr8);
if (instr.fset.abs_a) {
op_a = "abs(" + op_a + ')';
@@ -832,7 +907,7 @@ private:
op_b += imm;
} else {
if (instr.is_b_gpr) {
- op_b += regs.GetRegister(instr.gpr20);
+ op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
}
@@ -877,10 +952,10 @@ private:
// Final color output is currently hardcoded to GPR0-3 for fragment shaders
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
- shader.AddLine("color.r = " + regs.GetRegister(0) + ';');
- shader.AddLine("color.g = " + regs.GetRegister(1) + ';');
- shader.AddLine("color.b = " + regs.GetRegister(2) + ';');
- shader.AddLine("color.a = " + regs.GetRegister(3) + ';');
+ shader.AddLine("color.r = " + regs.GetRegisterAsFloat(0) + ';');
+ shader.AddLine("color.g = " + regs.GetRegisterAsFloat(1) + ';');
+ shader.AddLine("color.b = " + regs.GetRegisterAsFloat(2) + ';');
+ shader.AddLine("color.a = " + regs.GetRegisterAsFloat(3) + ';');
}
shader.AddLine("return true;");