// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #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::ProgramCode; using VideoCommon::Shader::ShaderIR; static constexpr u32 PROGRAM_OFFSET{10}; ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) { const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); std::string out = "// Shader Unique Id: VS" + id + "\n\n"; out += GetCommonDeclarations(); out += R"( layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config { vec4 viewport_flip; uvec4 config_pack; // instance_id, flip_stage, y_direction, padding }; )"; const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ProgramResult program = Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex"); out += program.first; if (setup.IsDualProgram()) { const ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET); ProgramResult program_b = Decompile(device, program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b"); out += program_b.first; } out += R"( void main() { execute_vertex(); )"; if (setup.IsDualProgram()) { out += " execute_vertex_b();"; } out += R"( // Set Position Y direction gl_Position.y *= utof(config_pack[2]); // Check if the flip stage is VertexB // Config pack's second value is flip_stage if (config_pack[1] == 1) { // Viewport can be flipped, which is unsupported by glViewport gl_Position.xy *= viewport_flip.xy; } })"; return {std::move(out), std::move(program.second)}; } ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) { const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); std::string out = "// Shader Unique Id: GS" + id + "\n\n"; out += GetCommonDeclarations(); out += R"( layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config { vec4 viewport_flip; uvec4 config_pack; // instance_id, flip_stage, y_direction, padding }; )"; const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ProgramResult program = Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry"); out += program.first; out += R"( void main() { execute_geometry(); };)"; return {std::move(out), std::move(program.second)}; } ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) { const std::string id = fmt::format("{:016x}", setup.program.unique_identifier); std::string out = "// Shader Unique Id: FS" + id + "\n\n"; 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 { vec4 viewport_flip; uvec4 config_pack; // instance_id, flip_stage, y_direction, padding }; )"; const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET); ProgramResult program = Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment"); out += program.first; out += R"( void main() { execute_fragment(); } )"; return {std::move(out), std::move(program.second)}; } } // namespace OpenGL::GLShader