GL: old recompiler clean up (#2142)

This commit is contained in:
raven02 2016-09-18 13:19:26 +08:00 committed by GitHub
parent 11a442272d
commit 530ea688e4
13 changed files with 26 additions and 801 deletions

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@ -1,9 +1,9 @@
#pragma once #pragma once
#include "Emu/RSX/GSRender.h" #include "Emu/RSX/GSRender.h"
#include "gl_helpers.h" #include "GLHelpers.h"
#include "rsx_gl_texture.h" #include "GLTexture.h"
#include "gl_texture_cache.h" #include "GLTextureCache.h"
#include "gl_render_targets.h" #include "GLRenderTargets.h"
#include <Utilities/optional.hpp> #include <Utilities/optional.hpp>
#include "GLProgramBuffer.h" #include "GLProgramBuffer.h"

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@ -1,5 +1,5 @@
#include "stdafx.h" #include "stdafx.h"
#include "gl_helpers.h" #include "GLHelpers.h"
namespace gl namespace gl
{ {

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@ -1,6 +1,6 @@
#pragma once #pragma once
#include "../Common/surface_store.h" #include "../Common/surface_store.h"
#include "gl_helpers.h" #include "GLHelpers.h"
#include "stdafx.h" #include "stdafx.h"
#include "../RSXThread.h" #include "../RSXThread.h"

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@ -1,6 +1,6 @@
#include "stdafx.h" #include "stdafx.h"
#include "rsx_gl_texture.h" #include "GLTexture.h"
#include "gl_helpers.h" #include "GLHelpers.h"
#include "../GCM.h" #include "../GCM.h"
#include "../RSXThread.h" #include "../RSXThread.h"
#include "../RSXTexture.h" #include "../RSXTexture.h"

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@ -10,7 +10,7 @@
#include <unordered_map> #include <unordered_map>
#include "GLGSRender.h" #include "GLGSRender.h"
#include "gl_render_targets.h" #include "GLRenderTargets.h"
#include "../Common/TextureUtils.h" #include "../Common/TextureUtils.h"
#include <chrono> #include <chrono>

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@ -2,7 +2,7 @@
#include "GLGSRender.h" #include "GLGSRender.h"
#include "../rsx_methods.h" #include "../rsx_methods.h"
#include "../Common/BufferUtils.h" #include "../Common/BufferUtils.h"
#include "gl_helpers.h" #include "GLHelpers.h"
namespace namespace
{ {

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@ -1,760 +0,0 @@
#include "stdafx.h"
#include "rsx_gl_cache.h"
#include "gl_helpers.h"
#include "../GCM.h"
static void insert_texture_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
{
if (shader.textures.empty())
{
return;
}
dst += "vec4 texture_fetch(int index, vec4 coord)\n{\n";
dst += "\tswitch (index)\n\t{\n";
for (auto &texture : shader.textures)
{
dst += "\tcase " + std::to_string(texture.id) + ": return ";
switch (state.textures[texture.id])
{
case rsx::texture_target::none: dst += "vec4(0.0)"; break;
case rsx::texture_target::_1: dst += "texture(" + texture.name + ", coord.x)"; break;
case rsx::texture_target::_2: dst += "texture(" + texture.name + ", coord.xy)"; break;
case rsx::texture_target::cube:
case rsx::texture_target::_3: dst += "texture(" + texture.name + ", coord.xyz)"; break;
}
dst += ";\n";
}
dst += "\t}\n";
dst += "}\n";
}
static void insert_texture_bias_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
{
if (shader.textures.empty())
{
return;
}
dst += "vec4 texture_bias_fetch(int index, vec4 coord, float bias)\n{\n";
dst += "\tswitch (index)\n\t{\n";
for (auto &texture : shader.textures)
{
dst += "\tcase " + std::to_string(texture.id) + ": return ";
switch (state.textures[texture.id])
{
case rsx::texture_target::none: dst += "vec4(0.0)"; break;
case rsx::texture_target::_1: dst += "texture(" + texture.name + ", coord.x, bias)"; break;
case rsx::texture_target::_2: dst += "texture(" + texture.name + ", coord.xy, bias)"; break;
case rsx::texture_target::cube:
case rsx::texture_target::_3: dst += "texture(" + texture.name + ", coord.xyz, bias)"; break;
}
dst += ";\n";
}
dst += "\t}\n";
dst += "}\n";
}
static void insert_texture_grad_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
{
if (shader.textures.empty())
{
return;
}
dst += "vec4 texture_grad_fetch(int index, vec4 coord, vec4 dPdx, vec4 dPdy)\n{\n";
dst += "\tswitch (index)\n\t{\n";
for (auto &texture : shader.textures)
{
dst += "\tcase " + std::to_string(texture.id) + ": return ";
switch (state.textures[texture.id])
{
case rsx::texture_target::none: dst += "vec4(0.0)"; break;
case rsx::texture_target::_1: dst += "textureGrad(" + texture.name + ", coord.x, dPdx.x, dPdy.x)"; break;
case rsx::texture_target::_2: dst += "textureGrad(" + texture.name + ", coord.xy, dPdx.xy, dPdy.xy)"; break;
case rsx::texture_target::cube:
case rsx::texture_target::_3: dst += "textureGrad(" + texture.name + ", coord.xyz, dPdx.xyz, dPdy.xyz)"; break;
}
dst += ";\n";
}
dst += "\t}\n";
dst += "}\n";
}
static void insert_texture_lod_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
{
if (shader.textures.empty())
{
return;
}
dst += "vec4 texture_lod_fetch(int index, vec4 coord, float lod)\n{\n";
dst += "\tswitch (index)\n\t{\n";
for (auto &texture : shader.textures)
{
dst += "\tcase " + std::to_string(texture.id) + ": return ";
switch (state.textures[texture.id])
{
case rsx::texture_target::none: dst += "vec4(0.0)"; break;
case rsx::texture_target::_1: dst += "textureLod(" + texture.name + ", coord.x, lod)"; break;
case rsx::texture_target::_2: dst += "textureLod(" + texture.name + ", coord.xy, lod)"; break;
case rsx::texture_target::cube:
case rsx::texture_target::_3: dst += "textureLod(" + texture.name + ", coord.xyz, lod)"; break;
}
dst += ";\n";
}
dst += "\t}\n";
dst += "}\n";
}
static void insert_texture_proj_fetch_function(std::string &dst, const rsx::decompiled_shader &shader, const rsx::program_state &state)
{
if (shader.textures.empty())
{
return;
}
dst += "vec4 texture_proj_fetch(int index, vec4 coord, float bias)\n{\n";
dst += "\tswitch (index)\n\t{\n";
for (auto &texture : shader.textures)
{
dst += "\tcase " + std::to_string(texture.id) + ": return ";
switch (state.textures[texture.id])
{
case rsx::texture_target::cube:
case rsx::texture_target::none: dst += "vec4(0.0)"; break;
case rsx::texture_target::_1: dst += "textureProj(" + texture.name + ", coord.xy, bias)"; break;
case rsx::texture_target::_2: dst += "textureProj(" + texture.name + ", coord.xyz, bias)"; break;
case rsx::texture_target::_3: dst += "textureProj(" + texture.name + ", coord, bias)"; break;
}
dst += ";\n";
}
dst += "\t}\n";
dst += "}\n";
}
rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader, rsx::program_state state)
{
rsx::complete_shader result;
result.decompiled = &shader;
result.code = "#version 430\n\n";
if (shader.raw->type == rsx::program_type::vertex)
{
result.code += "layout(std140, binding = 0) uniform MatrixBuffer\n{\n"
"\tmat4 viewport_matrix;\n"
"\tmat4 window_matrix;\n"
"\tmat4 normalize_matrix;\n"
"};\n";
}
else if (shader.raw->type == rsx::program_type::fragment)
{
result.code += "layout(std140, binding = 3) uniform StateParameters\n{\n"
"\tfloat fog_param0;\n"
"\tfloat fog_param1;\n"
"\tuint alpha_test;\n"
"\tfloat alpha_ref;\n"
"};\n";
}
if (!shader.constants.empty())
{
if (shader.raw->type == rsx::program_type::vertex)
{
result.code += "layout(std140, binding = 1) uniform VertexConstantsBuffer\n";
}
else
{
result.code += "layout(std140, binding = 2) uniform FragmentConstantsBuffer\n";
}
result.code += "{\n";
for (const rsx::constant_info& constant : shader.constants)
{
result.code += "\tvec4 " + constant.name + ";\n";
}
result.code += "};\n\n";
}
for (const rsx::register_info& temporary : shader.temporary_registers)
{
std::string value;
std::string type;
switch (temporary.type)
{
case rsx::register_type::half_float_point:
case rsx::register_type::single_float_point:
type = "vec4";
if (temporary.name == "o0")
{
value = "vec4(vec3(0.0), 1.0)";
}
else
{
value = "vec4(0.0)";
}
break;
case rsx::register_type::integer:
type = "ivec4";
value = "ivec4(0)";
break;
default:
throw;
}
result.code += type + " " + temporary.name + " = " + value + ";\n";
}
result.code += "\n";
std::string prepare;
std::string finalize;
int location = 1;
switch (shader.raw->type)
{
case rsx::program_type::fragment:
for (const rsx::texture_info& texture : shader.textures)
{
result.code += "uniform vec4 " + texture.name + "_cm = vec4(1.0);\n";
rsx::texture_target target = state.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_fetch_function(result.code, shader, state);
insert_texture_bias_fetch_function(result.code, shader, state);
insert_texture_grad_fetch_function(result.code, shader, state);
insert_texture_lod_fetch_function(result.code, shader, state);
insert_texture_proj_fetch_function(result.code, shader, state);
result.code += "\n";
result.code += "layout(location = 0) out vec4 ocol;\n";
if (state.ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS)
{
if (shader.temporary_registers.find({ "r0" }) != shader.temporary_registers.end())
{
//Some shaders only write to gl_FragDepth and ignore color output
finalize += "\tocol = r0;\n";
}
if (shader.temporary_registers.find({ "r2" }) != shader.temporary_registers.end())
{
result.code += "layout(location = 1) out vec4 ocol1;\n";
finalize += "\tocol1 = r2;\n";
}
if (shader.temporary_registers.find({ "r3" }) != shader.temporary_registers.end())
{
result.code += "layout(location = 2) out vec4 ocol2;\n";
finalize += "\tocol2 = r3;\n";
}
if (shader.temporary_registers.find({ "r4" }) != shader.temporary_registers.end())
{
result.code += "layout(location = 3) out vec4 ocol3;\n";
finalize += "\tocol3 = r4;\n";
}
}
else
{
if (shader.temporary_registers.find({ "h0" }) != shader.temporary_registers.end())
{
//Some shaders only write to gl_FragDepth and ignore color output
finalize += "\tocol = h0;\n";
}
if (shader.temporary_registers.find({ "h4" }) != shader.temporary_registers.end())
{
result.code += "layout(location = 1) out vec4 ocol1;\n";
finalize += "\tocol1 = h4;\n";
}
if (shader.temporary_registers.find({ "h6" }) != shader.temporary_registers.end())
{
result.code += "layout(location = 2) out vec4 ocol2;\n";
finalize += "\tocol2 = h6;\n";
}
if (shader.temporary_registers.find({ "h8" }) != shader.temporary_registers.end())
{
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;
}

View File

@ -1,11 +0,0 @@
#pragma once
#include "../rsx_cache.h"
struct alignas(4) glsl_shader_matrix_buffer
{
float viewport_matrix[4 * 4];
float window_matrix[4 * 4];
float normalize_matrix[4 * 4];
};
void init_glsl_cache_program_context(rsx::program_cache_context &ctxt);

View File

@ -98,24 +98,22 @@
<ClInclude Include="Emu\RSX\GL\GLProcTable.h" /> <ClInclude Include="Emu\RSX\GL\GLProcTable.h" />
<ClInclude Include="Emu\RSX\GL\GLProgramBuffer.h" /> <ClInclude Include="Emu\RSX\GL\GLProgramBuffer.h" />
<ClInclude Include="Emu\RSX\GL\GLVertexProgram.h" /> <ClInclude Include="Emu\RSX\GL\GLVertexProgram.h" />
<ClInclude Include="Emu\RSX\GL\gl_helpers.h" /> <ClInclude Include="Emu\RSX\GL\GLHelpers.h" />
<ClInclude Include="Emu\RSX\GL\gl_render_targets.h" /> <ClInclude Include="Emu\RSX\GL\GLRenderTargets.h" />
<ClInclude Include="Emu\RSX\GL\gl_texture_cache.h" /> <ClInclude Include="Emu\RSX\GL\GLTextureCache.h" />
<ClInclude Include="Emu\RSX\GL\OpenGL.h" /> <ClInclude Include="Emu\RSX\GL\OpenGL.h" />
<ClInclude Include="Emu\RSX\GL\rsx_gl_cache.h" /> <ClInclude Include="Emu\RSX\GL\GLTexture.h" />
<ClInclude Include="Emu\RSX\GL\rsx_gl_texture.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" /> <ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" />
<ClCompile Include="Emu\RSX\GL\GLFragmentProgram.cpp" /> <ClCompile Include="Emu\RSX\GL\GLFragmentProgram.cpp" />
<ClCompile Include="Emu\RSX\GL\GLGSRender.cpp" /> <ClCompile Include="Emu\RSX\GL\GLGSRender.cpp" />
<ClCompile Include="Emu\RSX\GL\GLVertexProgram.cpp" /> <ClCompile Include="Emu\RSX\GL\GLVertexProgram.cpp" />
<ClCompile Include="Emu\RSX\GL\gl_helpers.cpp" /> <ClCompile Include="Emu\RSX\GL\GLHelpers.cpp" />
<ClCompile Include="Emu\RSX\GL\gl_render_targets.cpp" /> <ClCompile Include="Emu\RSX\GL\GLRenderTargets.cpp" />
<ClCompile Include="Emu\RSX\GL\OpenGL.cpp" /> <ClCompile Include="Emu\RSX\GL\OpenGL.cpp" />
<ClCompile Include="Emu\RSX\GL\rsx_gl_cache.cpp" /> <ClCompile Include="Emu\RSX\GL\GLTexture.cpp" />
<ClCompile Include="Emu\RSX\GL\rsx_gl_texture.cpp" /> <ClCompile Include="Emu\RSX\GL\GLVertexBuffers.cpp" />
<ClCompile Include="Emu\RSX\GL\vertex_buffer.cpp" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

View File

@ -1,20 +1,19 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup> <ItemGroup>
<ClCompile Include="Emu\RSX\GL\rsx_gl_texture.cpp" /> <ClCompile Include="Emu\RSX\GL\GLTexture.cpp" />
<ClCompile Include="Emu\RSX\GL\gl_helpers.cpp" /> <ClCompile Include="Emu\RSX\GL\GLHelpers.cpp" />
<ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" /> <ClCompile Include="Emu\RSX\GL\GLCommonDecompiler.cpp" />
<ClCompile Include="Emu\RSX\GL\GLFragmentProgram.cpp" /> <ClCompile Include="Emu\RSX\GL\GLFragmentProgram.cpp" />
<ClCompile Include="Emu\RSX\GL\GLGSRender.cpp" /> <ClCompile Include="Emu\RSX\GL\GLGSRender.cpp" />
<ClCompile Include="Emu\RSX\GL\GLVertexProgram.cpp" /> <ClCompile Include="Emu\RSX\GL\GLVertexProgram.cpp" />
<ClCompile Include="Emu\RSX\GL\OpenGL.cpp" /> <ClCompile Include="Emu\RSX\GL\OpenGL.cpp" />
<ClCompile Include="Emu\RSX\GL\gl_render_targets.cpp" /> <ClCompile Include="Emu\RSX\GL\GLRenderTargets.cpp" />
<ClCompile Include="Emu\RSX\GL\vertex_buffer.cpp" /> <ClCompile Include="Emu\RSX\GL\GLVertexBuffers.cpp" />
<ClCompile Include="Emu\RSX\GL\rsx_gl_cache.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Emu\RSX\GL\rsx_gl_texture.h" /> <ClInclude Include="Emu\RSX\GL\GLTexture.h" />
<ClInclude Include="Emu\RSX\GL\gl_helpers.h" /> <ClInclude Include="Emu\RSX\GL\GLHelpers.h" />
<ClInclude Include="Emu\RSX\GL\GLCommonDecompiler.h" /> <ClInclude Include="Emu\RSX\GL\GLCommonDecompiler.h" />
<ClInclude Include="Emu\RSX\GL\GLFragmentProgram.h" /> <ClInclude Include="Emu\RSX\GL\GLFragmentProgram.h" />
<ClInclude Include="Emu\RSX\GL\GLGSRender.h" /> <ClInclude Include="Emu\RSX\GL\GLGSRender.h" />
@ -22,8 +21,7 @@
<ClInclude Include="Emu\RSX\GL\GLProgramBuffer.h" /> <ClInclude Include="Emu\RSX\GL\GLProgramBuffer.h" />
<ClInclude Include="Emu\RSX\GL\GLVertexProgram.h" /> <ClInclude Include="Emu\RSX\GL\GLVertexProgram.h" />
<ClInclude Include="Emu\RSX\GL\OpenGL.h" /> <ClInclude Include="Emu\RSX\GL\OpenGL.h" />
<ClInclude Include="Emu\RSX\GL\gl_texture_cache.h" /> <ClInclude Include="Emu\RSX\GL\GLTextureCache.h" />
<ClInclude Include="Emu\RSX\GL\gl_render_targets.h" /> <ClInclude Include="Emu\RSX\GL\GLRenderTargets.h" />
<ClInclude Include="Emu\RSX\GL\rsx_gl_cache.h" />
</ItemGroup> </ItemGroup>
</Project> </Project>