// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "video_core/engines/maxwell_3d.h" #include "video_core/engines/shader_type.h" #include "video_core/renderer_opengl/gl_device.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 Tegra::Engines::ShaderType; 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 += fmt::format(R"( layout (std140, binding = {}) uniform vs_config {{ float y_direction; }}; )", EmulationUniformBlockBinding); out += Decompile(device, ir, ShaderType::Vertex, "vertex"); if (ir_b) { out += Decompile(device, *ir_b, ShaderType::Vertex, "vertex_b"); } out += R"( void main() { 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 += fmt::format(R"( layout (std140, binding = {}) uniform gs_config {{ float y_direction; }}; )", EmulationUniformBlockBinding); out += Decompile(device, ir, ShaderType::Geometry, "geometry"); out += R"( void main() { execute_geometry(); } )"; return out; } std::string GenerateFragmentShader(const Device& device, const ShaderIR& ir) { std::string out = GetCommonDeclarations(); out += fmt::format(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 = {}) uniform fs_config {{ float y_direction; }}; )", EmulationUniformBlockBinding); out += Decompile(device, ir, ShaderType::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, ShaderType::Compute, "compute"); out += R"( void main() { execute_compute(); } )"; return out; } } // namespace OpenGL::GLShader