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@ -1,760 +0,0 @@
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#include "stdafx.h"
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#include "rsx_gl_cache.h"
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#include "gl_helpers.h"
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#include "../GCM.h"
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static void insert_texture_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
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{
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if (shader.textures.empty())
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{
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return;
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}
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dst += "vec4 texture_fetch(int index, vec4 coord)\n{\n";
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dst += "\tswitch (index)\n\t{\n";
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for (auto &texture : shader.textures)
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{
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dst += "\tcase " + std::to_string(texture.id) + ": return ";
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switch (state.textures[texture.id])
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{
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case rsx::texture_target::none: dst += "vec4(0.0)"; break;
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case rsx::texture_target::_1: dst += "texture(" + texture.name + ", coord.x)"; break;
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case rsx::texture_target::_2: dst += "texture(" + texture.name + ", coord.xy)"; break;
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case rsx::texture_target::cube:
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case rsx::texture_target::_3: dst += "texture(" + texture.name + ", coord.xyz)"; break;
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}
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dst += ";\n";
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}
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dst += "\t}\n";
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dst += "}\n";
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}
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static void insert_texture_bias_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
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{
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if (shader.textures.empty())
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{
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return;
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}
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dst += "vec4 texture_bias_fetch(int index, vec4 coord, float bias)\n{\n";
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dst += "\tswitch (index)\n\t{\n";
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for (auto &texture : shader.textures)
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{
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dst += "\tcase " + std::to_string(texture.id) + ": return ";
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switch (state.textures[texture.id])
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{
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case rsx::texture_target::none: dst += "vec4(0.0)"; break;
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case rsx::texture_target::_1: dst += "texture(" + texture.name + ", coord.x, bias)"; break;
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case rsx::texture_target::_2: dst += "texture(" + texture.name + ", coord.xy, bias)"; break;
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case rsx::texture_target::cube:
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case rsx::texture_target::_3: dst += "texture(" + texture.name + ", coord.xyz, bias)"; break;
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}
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dst += ";\n";
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}
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dst += "\t}\n";
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dst += "}\n";
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}
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static void insert_texture_grad_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
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{
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if (shader.textures.empty())
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{
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return;
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}
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dst += "vec4 texture_grad_fetch(int index, vec4 coord, vec4 dPdx, vec4 dPdy)\n{\n";
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dst += "\tswitch (index)\n\t{\n";
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for (auto &texture : shader.textures)
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{
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dst += "\tcase " + std::to_string(texture.id) + ": return ";
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switch (state.textures[texture.id])
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{
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case rsx::texture_target::none: dst += "vec4(0.0)"; break;
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case rsx::texture_target::_1: dst += "textureGrad(" + texture.name + ", coord.x, dPdx.x, dPdy.x)"; break;
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case rsx::texture_target::_2: dst += "textureGrad(" + texture.name + ", coord.xy, dPdx.xy, dPdy.xy)"; break;
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case rsx::texture_target::cube:
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case rsx::texture_target::_3: dst += "textureGrad(" + texture.name + ", coord.xyz, dPdx.xyz, dPdy.xyz)"; break;
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}
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dst += ";\n";
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}
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dst += "\t}\n";
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dst += "}\n";
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}
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static void insert_texture_lod_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
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{
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if (shader.textures.empty())
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{
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return;
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}
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dst += "vec4 texture_lod_fetch(int index, vec4 coord, float lod)\n{\n";
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dst += "\tswitch (index)\n\t{\n";
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for (auto &texture : shader.textures)
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{
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dst += "\tcase " + std::to_string(texture.id) + ": return ";
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switch (state.textures[texture.id])
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{
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case rsx::texture_target::none: dst += "vec4(0.0)"; break;
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case rsx::texture_target::_1: dst += "textureLod(" + texture.name + ", coord.x, lod)"; break;
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case rsx::texture_target::_2: dst += "textureLod(" + texture.name + ", coord.xy, lod)"; break;
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case rsx::texture_target::cube:
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case rsx::texture_target::_3: dst += "textureLod(" + texture.name + ", coord.xyz, lod)"; break;
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}
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dst += ";\n";
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}
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dst += "\t}\n";
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dst += "}\n";
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}
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static void insert_texture_proj_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
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{
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if (shader.textures.empty())
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{
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return;
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}
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dst += "vec4 texture_proj_fetch(int index, vec4 coord, float bias)\n{\n";
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dst += "\tswitch (index)\n\t{\n";
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for (auto &texture : shader.textures)
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{
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dst += "\tcase " + std::to_string(texture.id) + ": return ";
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switch (state.textures[texture.id])
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{
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case rsx::texture_target::cube:
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case rsx::texture_target::none: dst += "vec4(0.0)"; break;
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case rsx::texture_target::_1: dst += "textureProj(" + texture.name + ", coord.xy, bias)"; break;
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case rsx::texture_target::_2: dst += "textureProj(" + texture.name + ", coord.xyz, bias)"; break;
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case rsx::texture_target::_3: dst += "textureProj(" + texture.name + ", coord, bias)"; break;
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}
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dst += ";\n";
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}
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dst += "\t}\n";
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dst += "}\n";
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}
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rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader, rsx::program_state state)
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{
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rsx::complete_shader result;
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result.decompiled = &shader;
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result.code = "#version 430\n\n";
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if (shader.raw->type == rsx::program_type::vertex)
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{
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result.code += "layout(std140, binding = 0) uniform MatrixBuffer\n{\n"
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"\tmat4 viewport_matrix;\n"
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"\tmat4 window_matrix;\n"
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"\tmat4 normalize_matrix;\n"
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"};\n";
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}
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else if (shader.raw->type == rsx::program_type::fragment)
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{
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result.code += "layout(std140, binding = 3) uniform StateParameters\n{\n"
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"\tfloat fog_param0;\n"
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"\tfloat fog_param1;\n"
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"\tuint alpha_test;\n"
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"\tfloat alpha_ref;\n"
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"};\n";
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}
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if (!shader.constants.empty())
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{
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if (shader.raw->type == rsx::program_type::vertex)
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{
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result.code += "layout(std140, binding = 1) uniform VertexConstantsBuffer\n";
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}
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else
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{
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result.code += "layout(std140, binding = 2) uniform FragmentConstantsBuffer\n";
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}
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result.code += "{\n";
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for (const rsx::constant_info& constant : shader.constants)
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{
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result.code += "\tvec4 " + constant.name + ";\n";
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}
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result.code += "};\n\n";
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}
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for (const rsx::register_info& temporary : shader.temporary_registers)
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{
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std::string value;
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std::string type;
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switch (temporary.type)
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{
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case rsx::register_type::half_float_point:
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case rsx::register_type::single_float_point:
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type = "vec4";
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if (temporary.name == "o0")
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{
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value = "vec4(vec3(0.0), 1.0)";
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}
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else
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{
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value = "vec4(0.0)";
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}
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break;
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case rsx::register_type::integer:
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type = "ivec4";
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value = "ivec4(0)";
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break;
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default:
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throw;
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}
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result.code += type + " " + temporary.name + " = " + value + ";\n";
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}
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result.code += "\n";
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std::string prepare;
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std::string finalize;
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int location = 1;
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switch (shader.raw->type)
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{
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case rsx::program_type::fragment:
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for (const rsx::texture_info& texture : shader.textures)
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{
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result.code += "uniform vec4 " + texture.name + "_cm = vec4(1.0);\n";
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rsx::texture_target target = state.textures[texture.id];
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result.code += "uniform sampler";
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switch (target)
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{
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default:
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case rsx::texture_target::_1: result.code += "1D"; break;
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case rsx::texture_target::_2: result.code += "2D"; break;
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case rsx::texture_target::_3: result.code += "3D"; break;
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case rsx::texture_target::cube: result.code += "Cube"; break;
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}
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result.code += " " + texture.name + ";\n";
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}
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insert_texture_fetch_function(result.code, shader, state);
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insert_texture_bias_fetch_function(result.code, shader, state);
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insert_texture_grad_fetch_function(result.code, shader, state);
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insert_texture_lod_fetch_function(result.code, shader, state);
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insert_texture_proj_fetch_function(result.code, shader, state);
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result.code += "\n";
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result.code += "layout(location = 0) out vec4 ocol;\n";
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if (state.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS)
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{
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if (shader.temporary_registers.find({ "r0" }) != shader.temporary_registers.end())
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{
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//Some shaders only write to gl_FragDepth and ignore color output
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finalize += "\tocol = r0;\n";
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}
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if (shader.temporary_registers.find({ "r2" }) != shader.temporary_registers.end())
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{
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result.code += "layout(location = 1) out vec4 ocol1;\n";
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finalize += "\tocol1 = r2;\n";
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}
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if (shader.temporary_registers.find({ "r3" }) != shader.temporary_registers.end())
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{
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result.code += "layout(location = 2) out vec4 ocol2;\n";
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finalize += "\tocol2 = r3;\n";
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}
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if (shader.temporary_registers.find({ "r4" }) != shader.temporary_registers.end())
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{
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result.code += "layout(location = 3) out vec4 ocol3;\n";
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finalize += "\tocol3 = r4;\n";
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}
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}
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else
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{
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if (shader.temporary_registers.find({ "h0" }) != shader.temporary_registers.end())
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{
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//Some shaders only write to gl_FragDepth and ignore color output
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finalize += "\tocol = h0;\n";
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}
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if (shader.temporary_registers.find({ "h4" }) != shader.temporary_registers.end())
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{
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result.code += "layout(location = 1) out vec4 ocol1;\n";
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finalize += "\tocol1 = h4;\n";
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}
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if (shader.temporary_registers.find({ "h6" }) != shader.temporary_registers.end())
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{
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result.code += "layout(location = 2) out vec4 ocol2;\n";
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finalize += "\tocol2 = h6;\n";
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}
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if (shader.temporary_registers.find({ "h8" }) != shader.temporary_registers.end())
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{
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result.code += "layout(location = 3) out vec4 ocol3;\n";
|
|
|
|
|
finalize += "\tocol3 = h8;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
|
|
|
|
|
{
|
|
|
|
|
//@NOTE: Checking for CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS to determine whether to read 16f or 32f depth is incorrect (always seems to be r1.z)
|
|
|
|
|
//Resogun shows this behaviour as well as Naruto UNS2
|
|
|
|
|
//See also D3D12FragmentProgramDecompiler.cpp
|
|
|
|
|
|
|
|
|
|
if (shader.temporary_registers.find({ "r1" }) != shader.temporary_registers.end())
|
|
|
|
|
{
|
|
|
|
|
finalize += "\tgl_FragDepth = r1.z;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
if (~state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_FOG)
|
|
|
|
|
{
|
|
|
|
|
result.code += "vec4 fog = vec4(0.0);\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
result.code += "vec4 fogc;\n";
|
|
|
|
|
|
|
|
|
|
std::string body;
|
|
|
|
|
switch ((rsx::fog_mode)state.fog_mode)
|
|
|
|
|
{
|
|
|
|
|
case rsx::fog_mode::linear:
|
|
|
|
|
body = "fog_param1 * fog.x + (fog_param0 - 1.0), fog_param1 * fog.x + (fog_param0 - 1.0)";
|
|
|
|
|
break;
|
|
|
|
|
case rsx::fog_mode::exponential:
|
|
|
|
|
body = "11.084 * (fog_param1 * fog.x + fog_param0 - 1.5), exp(11.084 * (fog_param1 * fog.x + fog_param0 - 1.5))";
|
|
|
|
|
break;
|
|
|
|
|
case rsx::fog_mode::exponential2:
|
|
|
|
|
body = "4.709 * (fog_param1 * fog.x + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * fog.x + fog_param0 - 1.5), 2.0))";
|
|
|
|
|
break;
|
|
|
|
|
case rsx::fog_mode::linear_abs:
|
|
|
|
|
body = "fog_param1 * abs(fog.x) + (fog_param0 - 1.0), fog_param1 * abs(fog.x) + (fog_param0 - 1.0)";
|
|
|
|
|
break;
|
|
|
|
|
case rsx::fog_mode::exponential_abs:
|
|
|
|
|
body = "11.084 * (fog_param1 * abs(fog.x) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(fog.x) + fog_param0 - 1.5))";
|
|
|
|
|
break;
|
|
|
|
|
case rsx::fog_mode::exponential2_abs:
|
|
|
|
|
body = "4.709 * (fog_param1 * abs(fog.x) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(fog.x) + fog_param0 - 1.5), 2.0))";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
body = "0.0, 0.0";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
prepare += "\tfogc = clamp(vec4(" + body + ", 0.0, 0.0), 0.0, 1.0);\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
u32 diffuse_color = state.output_attributes & (CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE);
|
|
|
|
|
u32 specular_color = state.output_attributes & (CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR);
|
|
|
|
|
|
|
|
|
|
if (diffuse_color)
|
|
|
|
|
{
|
|
|
|
|
result.code += "vec4 col0;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (specular_color)
|
|
|
|
|
{
|
|
|
|
|
result.code += "vec4 col1;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (diffuse_color == (CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE) &&
|
|
|
|
|
specular_color == (CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR))
|
|
|
|
|
{
|
|
|
|
|
prepare += "\tif (gl_FrontFacing)\n\t{";
|
|
|
|
|
prepare += "\t\tcol0 = front_diffuse_color;\n";
|
|
|
|
|
prepare += "\t\tcol1 = front_specular_color;\n";
|
|
|
|
|
prepare += "\t}\nelse\n\t{\n";
|
|
|
|
|
prepare += "\t\tcol0 = back_diffuse_color;\n";
|
|
|
|
|
prepare += "\t\tcol1 = back_specular_color;\n";
|
|
|
|
|
prepare += "\t}";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
switch (diffuse_color)
|
|
|
|
|
{
|
|
|
|
|
case CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE:
|
|
|
|
|
prepare += "\tcol0 = gl_FrontFacing ? front_diffuse_color : back_diffuse_color;\n";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE:
|
|
|
|
|
prepare += "\tcol0 = front_diffuse_color;\n";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE:
|
|
|
|
|
prepare += "\tcol0 = back_diffuse_color;\n";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
if (shader.input_attributes & (1 << 1))
|
|
|
|
|
{
|
|
|
|
|
result.code += "vec4 col0 = vec4(0.0);\n";
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (specular_color)
|
|
|
|
|
{
|
|
|
|
|
case CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR:
|
|
|
|
|
prepare += "\tcol1 = gl_FrontFacing ? front_specular_color : back_specular_color;\n";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR:
|
|
|
|
|
prepare += "\tcol1 = front_specular_color;\n";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR:
|
|
|
|
|
prepare += "\tcol1 = back_specular_color;\n";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
if (shader.input_attributes & (1 << 2))
|
|
|
|
|
{
|
|
|
|
|
result.code += "vec4 col1 = vec4(0.0);\n";
|
|
|
|
|
|
|
|
|
|
if (diffuse_color)
|
|
|
|
|
{
|
|
|
|
|
prepare += "\tcol1 = col0;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
result.code += "in vec4 " + rsx::fragment_program::input_attrib_names[0] + ";\n";
|
|
|
|
|
|
|
|
|
|
for (std::size_t index = 0; index < 22; ++index)
|
|
|
|
|
{
|
|
|
|
|
if (state.output_attributes & (1 << index))
|
|
|
|
|
{
|
|
|
|
|
result.code += "in vec4 " + rsx::vertex_program::output_attrib_names[index] + ";\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
auto make_comparsion_test = [](rsx::comparison_function compare_func, const std::string &test, const std::string &a, const std::string &b) -> std::string
|
|
|
|
|
{
|
|
|
|
|
if (compare_func == rsx::comparison_function::always)
|
|
|
|
|
{
|
|
|
|
|
return{};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (compare_func == rsx::comparison_function::never)
|
|
|
|
|
{
|
|
|
|
|
return "\tdiscard;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string compare;
|
|
|
|
|
|
|
|
|
|
switch (compare_func)
|
|
|
|
|
{
|
|
|
|
|
case rsx::comparison_function::equal:
|
|
|
|
|
compare = "==";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case rsx::comparison_function::not_equal:
|
|
|
|
|
compare = "!=";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case rsx::comparison_function::less_or_equal:
|
|
|
|
|
compare = "<=";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case rsx::comparison_function::less:
|
|
|
|
|
compare = "<";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case rsx::comparison_function::greater:
|
|
|
|
|
compare = ">";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case rsx::comparison_function::greater_or_equal:
|
|
|
|
|
compare = ">=";
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return "\tif (" + test + "!(" + a + " " + compare + " " + b + ")) discard;\n";
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
for (u8 index = 0; index < 16; ++index)
|
|
|
|
|
{
|
|
|
|
|
if (state.textures_alpha_kill[index])
|
|
|
|
|
{
|
|
|
|
|
std::string index_string = std::to_string(index);
|
|
|
|
|
std::string fetch_texture = "texture_fetch(" + index_string + ", tex" + index_string + " * ftexture" + index_string + "_cm).a";
|
|
|
|
|
finalize += make_comparsion_test((rsx::comparison_function)state.textures_zfunc[index], "", "0", fetch_texture);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
finalize += make_comparsion_test((rsx::comparison_function)state.alpha_func, "alpha_test != 0 && ", "ocol.a", "alpha_ref");
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case rsx::program_type::vertex:
|
|
|
|
|
for (const rsx::texture_info& texture : shader.textures)
|
|
|
|
|
{
|
|
|
|
|
result.code += "uniform vec4 " + texture.name + "_cm = vec4(1.0);\n";
|
|
|
|
|
|
|
|
|
|
rsx::texture_target target = state.vertex_textures[texture.id];
|
|
|
|
|
|
|
|
|
|
result.code += "uniform sampler";
|
|
|
|
|
|
|
|
|
|
switch (target)
|
|
|
|
|
{
|
|
|
|
|
default:
|
|
|
|
|
case rsx::texture_target::_1: result.code += "1D"; break;
|
|
|
|
|
case rsx::texture_target::_2: result.code += "2D"; break;
|
|
|
|
|
case rsx::texture_target::_3: result.code += "3D"; break;
|
|
|
|
|
case rsx::texture_target::cube: result.code += "Cube"; break;
|
|
|
|
|
}
|
|
|
|
|
result.code += " " + texture.name + ";\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
insert_texture_lod_fetch_function(result.code, shader, state);
|
|
|
|
|
|
|
|
|
|
result.code += "out vec4 wpos;\n";
|
|
|
|
|
|
|
|
|
|
finalize +=
|
|
|
|
|
" wpos = window_matrix * viewport_matrix * vec4(o0.xyz, 1.0);\n"
|
|
|
|
|
" gl_Position = normalize_matrix * vec4(wpos.xyz, 1.0);\n"
|
|
|
|
|
" gl_Position.w = o0.w;\n";
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
std::string code_end;
|
|
|
|
|
|
|
|
|
|
for (std::size_t index = 0; index < 16; ++index)
|
|
|
|
|
{
|
|
|
|
|
if (shader.input_attributes & (1 << index))
|
|
|
|
|
{
|
|
|
|
|
const std::string &attrib_name = rsx::vertex_program::input_attrib_names[index];
|
|
|
|
|
|
|
|
|
|
result.code += "uniform ";
|
|
|
|
|
|
|
|
|
|
if (state.is_int & (1 << index))
|
|
|
|
|
{
|
|
|
|
|
result.code += "isamplerBuffer ";
|
|
|
|
|
code_end += "ivec4 ";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
result.code += "samplerBuffer ";
|
|
|
|
|
code_end += "vec4 ";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
result.code += attrib_name + "_buffer" + ";\n";
|
|
|
|
|
|
|
|
|
|
code_end += attrib_name + ";\n";
|
|
|
|
|
|
|
|
|
|
std::string vertex_id;
|
|
|
|
|
|
|
|
|
|
if (state.frequency[index] == 1)
|
|
|
|
|
{
|
|
|
|
|
if (state.divider_op & (1 << index))
|
|
|
|
|
{
|
|
|
|
|
vertex_id += "0";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
vertex_id += "gl_VertexID";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
vertex_id = "gl_VertexID";
|
|
|
|
|
|
|
|
|
|
if (state.frequency[index])
|
|
|
|
|
{
|
|
|
|
|
if (state.divider_op & (1 << index))
|
|
|
|
|
{
|
|
|
|
|
vertex_id += " % ";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
vertex_id += " / ";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vertex_id += std::to_string(state.frequency[index]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
prepare += '\t' + attrib_name + " = texelFetch(" + attrib_name + "_buffer, " + vertex_id + ");\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
result.code += code_end;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_FOG)
|
|
|
|
|
{
|
|
|
|
|
result.code += "out vec4 fog;\n";
|
|
|
|
|
finalize += "\tfog = o5.xxxx;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto map_register = [&](int to, int from)
|
|
|
|
|
{
|
|
|
|
|
if (shader.output_attributes & (1 << from))
|
|
|
|
|
{
|
|
|
|
|
result.code += "out vec4 " + rsx::vertex_program::output_attrib_names[to] + ";\n";
|
|
|
|
|
finalize += "\t" + rsx::vertex_program::output_attrib_names[to] + " = o" + std::to_string(from) + ";\n";
|
|
|
|
|
}
|
|
|
|
|
else if (state.output_attributes & (1 << to))
|
|
|
|
|
{
|
|
|
|
|
result.code += "out vec4 " + rsx::vertex_program::output_attrib_names[to] + ";\n";
|
|
|
|
|
|
|
|
|
|
if (to == CELL_GCM_ATTRIB_OUTPUT_BACKDIFFUSE && shader.output_attributes & (1 << 1))
|
|
|
|
|
{
|
|
|
|
|
finalize += "\t" + rsx::vertex_program::output_attrib_names[to] + " = o1;\n";
|
|
|
|
|
}
|
|
|
|
|
else if (to == CELL_GCM_ATTRIB_OUTPUT_BACKSPECULAR && shader.output_attributes & (1 << 2))
|
|
|
|
|
{
|
|
|
|
|
finalize += "\t" + rsx::vertex_program::output_attrib_names[to] + " = o2;\n";
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
finalize += "\t" + rsx::vertex_program::output_attrib_names[to] + " = vec4(0.0);\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_FRONTDIFFUSE, 1);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_FRONTSPECULAR, 2);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_BACKDIFFUSE, 3);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_BACKSPECULAR, 4);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX0, 7);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX1, 8);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX2, 9);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX3, 10);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX4, 11);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX5, 12);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX6, 13);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX7, 14);
|
|
|
|
|
map_register(CELL_GCM_ATTRIB_OUTPUT_TEX8, 15);
|
|
|
|
|
|
|
|
|
|
if (shader.output_attributes & (1 << 5))
|
|
|
|
|
{
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_UC0)
|
|
|
|
|
{
|
|
|
|
|
result.code += "uniform int uc_m0 = 0;\n";
|
|
|
|
|
finalize += "\tgl_ClipDistance[0] = uc_m0 * o5.y;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_UC1)
|
|
|
|
|
{
|
|
|
|
|
result.code += "uniform int uc_m1 = 0;\n";
|
|
|
|
|
finalize += "\tgl_ClipDistance[1] = uc_m1 * o5.z;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_UC2)
|
|
|
|
|
{
|
|
|
|
|
result.code += "uniform int uc_m2 = 0;\n";
|
|
|
|
|
finalize += "\tgl_ClipDistance[2] = uc_m2 * o5.w;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (shader.output_attributes & (1 << 6))
|
|
|
|
|
{
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_POINTSIZE)
|
|
|
|
|
{
|
|
|
|
|
finalize += "\tgl_PointSize = o6.x;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_UC3)
|
|
|
|
|
{
|
|
|
|
|
result.code += "uniform int uc_m3 = 0;\n";
|
|
|
|
|
finalize += "\tgl_ClipDistance[3] = uc_m3 * o6.y;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_UC4)
|
|
|
|
|
{
|
|
|
|
|
result.code += "uniform int uc_m4 = 0;\n";
|
|
|
|
|
finalize += "\tgl_ClipDistance[4] = uc_m4 * o6.z;\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state.output_attributes & CELL_GCM_ATTRIB_OUTPUT_MASK_UC4)
|
|
|
|
|
{
|
|
|
|
|
result.code += "uniform int uc_m5 = 0;\n";
|
|
|
|
|
finalize += "\tgl_ClipDistance[5] = uc_m5 * o6.w;\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
throw;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
result.code += "\n";
|
|
|
|
|
result.code += shader.code;
|
|
|
|
|
|
|
|
|
|
result.code += "void main()\n{\n" + prepare + "\n\t" + shader.entry_function + "();\n\n" + finalize + "}";
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void* glsl_compile_shader(rsx::program_type type, const std::string &code)
|
|
|
|
|
{
|
|
|
|
|
gl::glsl::shader *result = new gl::glsl::shader();
|
|
|
|
|
|
|
|
|
|
result->create(type == rsx::program_type::vertex ? ::gl::glsl::shader::type::vertex : ::gl::glsl::shader::type::fragment);
|
|
|
|
|
result->source(code);
|
|
|
|
|
result->compile();
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void* glsl_make_program(const void *vertex_shader, const void *fragment_shader)
|
|
|
|
|
{
|
|
|
|
|
gl::glsl::program *result = new gl::glsl::program();
|
|
|
|
|
|
|
|
|
|
result->create();
|
|
|
|
|
result->attach(*(gl::glsl::shader*)vertex_shader);
|
|
|
|
|
result->attach(*(gl::glsl::shader*)fragment_shader);
|
|
|
|
|
|
|
|
|
|
result->link();
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void glsl_remove_program(void *buf)
|
|
|
|
|
{
|
|
|
|
|
delete (gl::glsl::program*)buf;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void glsl_remove_shader(void *buf)
|
|
|
|
|
{
|
|
|
|
|
delete (gl::glsl::shader*)buf;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void init_glsl_cache_program_context(rsx::program_cache_context &ctxt)
|
|
|
|
|
{
|
|
|
|
|
ctxt.compile_shader = glsl_compile_shader;
|
|
|
|
|
ctxt.complete_shader = glsl_complete_shader;
|
|
|
|
|
ctxt.make_program = glsl_make_program;
|
|
|
|
|
ctxt.remove_program = glsl_remove_program;
|
|
|
|
|
ctxt.remove_shader = glsl_remove_shader;
|
|
|
|
|
ctxt.lang = rsx::decompile_language::glsl;
|
|
|
|
|
}
|