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-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp54
1 files changed, 48 insertions, 6 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 524c2cfb5..aeea1c805 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -3,18 +3,60 @@
// Refer to the license.txt file included.
#include "common/assert.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"
namespace GLShader {
-std::string GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config) {
- UNREACHABLE();
- return {};
+using Tegra::Engines::Maxwell3D;
+
+static constexpr u32 PROGRAM_OFFSET{10};
+
+ProgramResult GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config) {
+ std::string out = "#version 430 core\n";
+ out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
+ out += Decompiler::GetCommonDeclarations();
+
+ ProgramResult program = Decompiler::DecompileProgram(setup.program_code, PROGRAM_OFFSET,
+ Maxwell3D::Regs::ShaderStage::Vertex)
+ .get_value_or({});
+ out += R"(
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+void main() {
+ exec_shader();
+}
+
+)";
+ out += program.first;
+ return {out, program.second};
+}
+
+ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config) {
+ std::string out = "#version 430 core\n";
+ out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
+ out += Decompiler::GetCommonDeclarations();
+
+ ProgramResult program = Decompiler::DecompileProgram(setup.program_code, PROGRAM_OFFSET,
+ Maxwell3D::Regs::ShaderStage::Fragment)
+ .get_value_or({});
+ out += R"(
+
+out vec4 color;
+
+uniform sampler2D tex[32];
+
+void main() {
+ exec_shader();
}
-std::string GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config) {
- UNREACHABLE();
- return {};
+)";
+ out += program.first;
+ return {out, program.second};
}
} // namespace GLShader