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-rw-r--r--src/video_core/renderer_opengl/gl_shader_decompiler.cpp313
1 files changed, 197 insertions, 116 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
index 1a62795e1..4bff54a59 100644
--- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp
@@ -134,6 +134,19 @@ bool IsPrecise(Node node) {
return false;
}
+constexpr bool IsGenericAttribute(Attribute::Index index) {
+ return index >= Attribute::Index::Attribute_0 && index <= Attribute::Index::Attribute_31;
+}
+
+constexpr Attribute::Index ToGenericAttribute(u32 value) {
+ return static_cast<Attribute::Index>(value + static_cast<u32>(Attribute::Index::Attribute_0));
+}
+
+u32 GetGenericAttributeIndex(Attribute::Index index) {
+ ASSERT(IsGenericAttribute(index));
+ return static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
+}
+
class GLSLDecompiler final {
public:
explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ShaderStage stage,
@@ -152,6 +165,7 @@ public:
DeclareConstantBuffers();
DeclareGlobalMemory();
DeclareSamplers();
+ DeclarePhysicalAttributeReader();
code.AddLine("void execute_" + suffix + "() {");
++code.scope;
@@ -296,76 +310,95 @@ private:
}
std::string GetInputFlags(AttributeUse attribute) {
- std::string out;
-
switch (attribute) {
- case AttributeUse::Constant:
- out += "flat ";
- break;
- case AttributeUse::ScreenLinear:
- out += "noperspective ";
- break;
case AttributeUse::Perspective:
// Default, Smooth
- break;
+ return {};
+ case AttributeUse::Constant:
+ return "flat ";
+ case AttributeUse::ScreenLinear:
+ return "noperspective ";
default:
- LOG_CRITICAL(HW_GPU, "Unused attribute being fetched");
- UNREACHABLE();
+ case AttributeUse::Unused:
+ UNREACHABLE_MSG("Unused attribute being fetched");
+ return {};
+ UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute));
+ return {};
}
- return out;
}
void DeclareInputAttributes() {
- const auto& attributes = ir.GetInputAttributes();
- for (const auto element : attributes) {
- const Attribute::Index index = element.first;
- if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
- // Skip when it's not a generic attribute
- continue;
- }
-
- // TODO(bunnei): Use proper number of elements for these
- u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0);
- if (stage != ShaderStage::Vertex) {
- // If inputs are varyings, add an offset
- idx += GENERIC_VARYING_START_LOCATION;
+ if (ir.HasPhysicalAttributes()) {
+ const u32 num_inputs{GetNumPhysicalInputAttributes()};
+ for (u32 i = 0; i < num_inputs; ++i) {
+ DeclareInputAttribute(ToGenericAttribute(i), true);
}
+ code.AddNewLine();
+ return;
+ }
- std::string attr = GetInputAttribute(index);
- if (stage == ShaderStage::Geometry) {
- attr = "gs_" + attr + "[]";
- }
- std::string suffix;
- if (stage == ShaderStage::Fragment) {
- const auto input_mode =
- header.ps.GetAttributeUse(idx - GENERIC_VARYING_START_LOCATION);
- suffix = GetInputFlags(input_mode);
+ const auto& attributes = ir.GetInputAttributes();
+ for (const auto index : attributes) {
+ if (IsGenericAttribute(index)) {
+ DeclareInputAttribute(index, false);
}
- code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " +
- attr + ';');
}
if (!attributes.empty())
code.AddNewLine();
}
+ void DeclareInputAttribute(Attribute::Index index, bool skip_unused) {
+ const u32 generic_index{GetGenericAttributeIndex(index)};
+
+ std::string name{GetInputAttribute(index)};
+ if (stage == ShaderStage::Geometry) {
+ name = "gs_" + name + "[]";
+ }
+
+ std::string suffix;
+ if (stage == ShaderStage::Fragment) {
+ const auto input_mode{header.ps.GetAttributeUse(generic_index)};
+ if (skip_unused && input_mode == AttributeUse::Unused) {
+ return;
+ }
+ suffix = GetInputFlags(input_mode);
+ }
+
+ u32 location = generic_index;
+ if (stage != ShaderStage::Vertex) {
+ // If inputs are varyings, add an offset
+ location += GENERIC_VARYING_START_LOCATION;
+ }
+
+ code.AddLine("layout (location = " + std::to_string(location) + ") " + suffix + "in vec4 " +
+ name + ';');
+ }
+
void DeclareOutputAttributes() {
+ if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
+ for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
+ DeclareOutputAttribute(ToGenericAttribute(i));
+ }
+ code.AddNewLine();
+ return;
+ }
+
const auto& attributes = ir.GetOutputAttributes();
for (const auto index : attributes) {
- if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) {
- // Skip when it's not a generic attribute
- continue;
+ if (IsGenericAttribute(index)) {
+ DeclareOutputAttribute(index);
}
- // TODO(bunnei): Use proper number of elements for these
- const auto idx = static_cast<u32>(index) -
- static_cast<u32>(Attribute::Index::Attribute_0) +
- GENERIC_VARYING_START_LOCATION;
- code.AddLine("layout (location = " + std::to_string(idx) + ") out vec4 " +
- GetOutputAttribute(index) + ';');
}
if (!attributes.empty())
code.AddNewLine();
}
+ void DeclareOutputAttribute(Attribute::Index index) {
+ const u32 location{GetGenericAttributeIndex(index) + GENERIC_VARYING_START_LOCATION};
+ code.AddLine("layout (location = " + std::to_string(location) + ") out vec4 " +
+ GetOutputAttribute(index) + ';');
+ }
+
void DeclareConstantBuffers() {
for (const auto& entry : ir.GetConstantBuffers()) {
const auto [index, size] = entry;
@@ -429,6 +462,39 @@ private:
code.AddNewLine();
}
+ void DeclarePhysicalAttributeReader() {
+ if (!ir.HasPhysicalAttributes()) {
+ return;
+ }
+ code.AddLine("float readPhysicalAttribute(uint physical_address) {");
+ ++code.scope;
+ code.AddLine("switch (physical_address) {");
+
+ // Just declare generic attributes for now.
+ const auto num_attributes{static_cast<u32>(GetNumPhysicalInputAttributes())};
+ for (u32 index = 0; index < num_attributes; ++index) {
+ const auto attribute{ToGenericAttribute(index)};
+ for (u32 element = 0; element < 4; ++element) {
+ constexpr u32 generic_base{0x80};
+ constexpr u32 generic_stride{16};
+ constexpr u32 element_stride{4};
+ const u32 address{generic_base + index * generic_stride + element * element_stride};
+
+ const bool declared{stage != ShaderStage::Fragment ||
+ header.ps.GetAttributeUse(index) != AttributeUse::Unused};
+ const std::string value{declared ? ReadAttribute(attribute, element) : "0"};
+ code.AddLine(fmt::format("case 0x{:x}: return {};", address, value));
+ }
+ }
+
+ code.AddLine("default: return 0;");
+
+ code.AddLine('}');
+ --code.scope;
+ code.AddLine('}');
+ code.AddNewLine();
+ }
+
void VisitBlock(const NodeBlock& bb) {
for (const Node node : bb) {
if (const std::string expr = Visit(node); !expr.empty()) {
@@ -483,70 +549,12 @@ private:
return value;
} else if (const auto abuf = std::get_if<AbufNode>(node)) {
- const auto attribute = abuf->GetIndex();
- const auto element = abuf->GetElement();
-
- const auto GeometryPass = [&](const std::string& name) {
- if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
- // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
- // set an 0x80000000 index for those and the shader fails to build. Find out why
- // this happens and what's its intent.
- return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
- ") % MAX_VERTEX_INPUT]";
- }
- return name;
- };
-
- switch (attribute) {
- case Attribute::Index::Position:
- if (stage != ShaderStage::Fragment) {
- return GeometryPass("position") + GetSwizzle(element);
- } else {
- return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
- }
- case Attribute::Index::PointCoord:
- switch (element) {
- case 0:
- return "gl_PointCoord.x";
- case 1:
- return "gl_PointCoord.y";
- case 2:
- case 3:
- return "0";
- }
- UNREACHABLE();
- return "0";
- case Attribute::Index::TessCoordInstanceIDVertexID:
- // TODO(Subv): Find out what the values are for the first two elements when inside a
- // vertex shader, and what's the value of the fourth element when inside a Tess Eval
- // shader.
- ASSERT(stage == ShaderStage::Vertex);
- switch (element) {
- case 2:
- // Config pack's first value is instance_id.
- return "uintBitsToFloat(config_pack[0])";
- case 3:
- return "uintBitsToFloat(gl_VertexID)";
- }
- UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
- return "0";
- case Attribute::Index::FrontFacing:
- // TODO(Subv): Find out what the values are for the other elements.
- ASSERT(stage == ShaderStage::Fragment);
- switch (element) {
- case 3:
- return "itof(gl_FrontFacing ? -1 : 0)";
- }
- UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
- return "0";
- default:
- if (attribute >= Attribute::Index::Attribute_0 &&
- attribute <= Attribute::Index::Attribute_31) {
- return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
- }
- break;
+ UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
+ "Physical attributes in geometry shaders are not implemented");
+ if (abuf->IsPhysicalBuffer()) {
+ return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))";
}
- UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
+ return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer());
} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
const Node offset = cbuf->GetOffset();
@@ -598,6 +606,69 @@ private:
return {};
}
+ std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) {
+ const auto GeometryPass = [&](std::string name) {
+ if (stage == ShaderStage::Geometry && buffer) {
+ // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
+ // set an 0x80000000 index for those and the shader fails to build. Find out why
+ // this happens and what's its intent.
+ return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]";
+ }
+ return name;
+ };
+
+ switch (attribute) {
+ case Attribute::Index::Position:
+ if (stage != ShaderStage::Fragment) {
+ return GeometryPass("position") + GetSwizzle(element);
+ } else {
+ return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
+ }
+ case Attribute::Index::PointCoord:
+ switch (element) {
+ case 0:
+ return "gl_PointCoord.x";
+ case 1:
+ return "gl_PointCoord.y";
+ case 2:
+ case 3:
+ return "0";
+ }
+ UNREACHABLE();
+ return "0";
+ case Attribute::Index::TessCoordInstanceIDVertexID:
+ // TODO(Subv): Find out what the values are for the first two elements when inside a
+ // vertex shader, and what's the value of the fourth element when inside a Tess Eval
+ // shader.
+ ASSERT(stage == ShaderStage::Vertex);
+ switch (element) {
+ case 2:
+ // Config pack's first value is instance_id.
+ return "uintBitsToFloat(config_pack[0])";
+ case 3:
+ return "uintBitsToFloat(gl_VertexID)";
+ }
+ UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element);
+ return "0";
+ case Attribute::Index::FrontFacing:
+ // TODO(Subv): Find out what the values are for the other elements.
+ ASSERT(stage == ShaderStage::Fragment);
+ switch (element) {
+ case 3:
+ return "itof(gl_FrontFacing ? -1 : 0)";
+ }
+ UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element);
+ return "0";
+ default:
+ if (IsGenericAttribute(attribute)) {
+ return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
+ }
+ break;
+ }
+ UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute));
+ return "0";
+ }
+
std::string ApplyPrecise(Operation operation, const std::string& value) {
if (!IsPrecise(operation)) {
return value;
@@ -833,6 +904,8 @@ private:
target = GetRegister(gpr->GetIndex());
} else if (const auto abuf = std::get_if<AbufNode>(dest)) {
+ UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer());
+
target = [&]() -> std::string {
switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) {
case Attribute::Index::Position:
@@ -844,8 +917,7 @@ private:
case Attribute::Index::ClipDistances4567:
return "gl_ClipDistance[" + std::to_string(abuf->GetElement() + 4) + ']';
default:
- if (attribute >= Attribute::Index::Attribute_0 &&
- attribute <= Attribute::Index::Attribute_31) {
+ if (IsGenericAttribute(attribute)) {
return GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement());
}
UNIMPLEMENTED_MSG("Unhandled output attribute: {}",
@@ -1591,15 +1663,11 @@ private:
}
std::string GetInputAttribute(Attribute::Index attribute) const {
- const auto index{static_cast<u32>(attribute) -
- static_cast<u32>(Attribute::Index::Attribute_0)};
- return GetDeclarationWithSuffix(index, "input_attr");
+ return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "input_attr");
}
std::string GetOutputAttribute(Attribute::Index attribute) const {
- const auto index{static_cast<u32>(attribute) -
- static_cast<u32>(Attribute::Index::Attribute_0)};
- return GetDeclarationWithSuffix(index, "output_attr");
+ return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "output_attr");
}
std::string GetConstBuffer(u32 index) const {
@@ -1640,6 +1708,19 @@ private:
return name + '_' + std::to_string(index) + '_' + suffix;
}
+ u32 GetNumPhysicalInputAttributes() const {
+ return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
+ }
+
+ u32 GetNumPhysicalAttributes() const {
+ return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
+ }
+
+ u32 GetNumPhysicalVaryings() const {
+ return std::min<u32>(device.GetMaxVaryings() - GENERIC_VARYING_START_LOCATION,
+ Maxwell::NumVaryings);
+ }
+
const Device& device;
const ShaderIR& ir;
const ShaderStage stage;