xenia-canary/src/xenia/gpu/shader_translator.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_SHADER_TRANSLATOR_H_
#define XENIA_GPU_SHADER_TRANSLATOR_H_
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#include <memory>
#include "xenia/gpu/shader.h"
namespace xe {
namespace gpu {
class ShaderTranslator {
public:
virtual ~ShaderTranslator();
virtual uint64_t GetDefaultVertexShaderModification(
uint32_t dynamic_addressable_register_count,
Shader::HostVertexShaderType host_vertex_shader_type =
Shader::HostVertexShaderType::kVertex) const {
return 0;
}
virtual uint64_t GetDefaultPixelShaderModification(
uint32_t dynamic_addressable_register_count) const {
return 0;
}
// AnalyzeUcode must be done on the shader before translating!
bool TranslateAnalyzedShader(Shader::Translation& translation);
protected:
ShaderTranslator();
// Resets translator state before beginning translation.
virtual void Reset();
// Shader and modification currently being translated.
Shader::Translation& current_translation() const { return *translation_; }
Shader& current_shader() const { return current_translation().shader(); }
// Register count from SQ_PROGRAM_CNTL, stored by the implementation in its
// modification bits.
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virtual uint32_t GetModificationRegisterCount() const {
return xenos::kMaxShaderTempRegisters;
}
// True if the current shader is a vertex shader.
bool is_vertex_shader() const {
return current_shader().type() == xenos::ShaderType::kVertex;
}
// True if the current shader is a pixel shader.
bool is_pixel_shader() const {
return current_shader().type() == xenos::ShaderType::kPixel;
}
// Temporary register count, accessible via static and dynamic addressing.
uint32_t register_count() const { return register_count_; }
// Emits a translation error that will be passed back in the result.
virtual void EmitTranslationError(const char* message, bool is_fatal = true);
// Handles the start of translation.
// At this point the vertex and texture bindings have been gathered.
virtual void StartTranslation() {}
// Handles the end of translation when all ucode has been processed.
// Returns the translated shader binary.
virtual std::vector<uint8_t> CompleteTranslation() {
return std::vector<uint8_t>();
}
// Handles post-translation tasks when the shader has been fully translated.
virtual void PostTranslation() {}
// Sets the host disassembly on a shader.
void set_host_disassembly(Shader::Translation& translation,
std::string value) {
translation.host_disassembly_ = std::move(value);
}
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// Pre-process a control-flow instruction before anything else.
virtual void PreProcessControlFlowInstructions(
std::vector<ucode::ControlFlowInstruction> instrs) {}
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// Handles translation for control flow label addresses.
// This is triggered once for each label required (due to control flow
// operations) before any of the instructions within the target exec.
virtual void ProcessLabel(uint32_t cf_index) {}
// Handles translation for control flow nop instructions.
virtual void ProcessControlFlowNopInstruction(uint32_t cf_index) {}
// Handles the start of a control flow instruction at the given address.
virtual void ProcessControlFlowInstructionBegin(uint32_t cf_index) {}
// Handles the end of a control flow instruction that began at the given
// address.
virtual void ProcessControlFlowInstructionEnd(uint32_t cf_index) {}
// Handles translation for control flow exec instructions prior to their
// contained ALU/fetch instructions.
virtual void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) {
}
// Handles translation for control flow exec instructions after their
// contained ALU/fetch instructions.
virtual void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) {}
// Handles translation for loop start instructions.
virtual void ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) {}
// Handles translation for loop end instructions.
virtual void ProcessLoopEndInstruction(
const ParsedLoopEndInstruction& instr) {}
// Handles translation for function call instructions.
virtual void ProcessCallInstruction(const ParsedCallInstruction& instr) {}
// Handles translation for function return instructions.
virtual void ProcessReturnInstruction(const ParsedReturnInstruction& instr) {}
// Handles translation for jump instructions.
virtual void ProcessJumpInstruction(const ParsedJumpInstruction& instr) {}
// Handles translation for alloc instructions. Memory exports for eM#
// indicated by export_eM must be performed, regardless of the alloc type.
virtual void ProcessAllocInstruction(const ParsedAllocInstruction& instr,
uint8_t export_eM) {}
// Handles translation for vertex fetch instructions.
virtual void ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) {}
// Handles translation for texture fetch instructions.
virtual void ProcessTextureFetchInstruction(
const ParsedTextureFetchInstruction& instr) {}
// Handles translation for ALU instructions.
// memexport_eM_potentially_written_before needs to be handled by `kill`
// instruction to make sure memory exports for the eM# writes earlier in
// previous execs and the current exec are done before the invocation becomes
// inactive.
virtual void ProcessAluInstruction(
const ParsedAluInstruction& instr,
uint8_t memexport_eM_potentially_written_before) {}
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private:
void TranslateControlFlowInstruction(const ucode::ControlFlowInstruction& cf);
void TranslateExecInstructions(const ParsedExecInstruction& instr);
// Current shader and modification being translated.
Shader::Translation* translation_ = nullptr;
// Accumulated translation errors.
std::vector<Shader::Error> errors_;
// Temporary register count, accessible via static and dynamic addressing.
uint32_t register_count_ = 0;
// Current control flow dword index.
uint32_t cf_index_ = 0;
// Kept for supporting vfetch_mini.
ucode::VertexFetchInstruction previous_vfetch_full_;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_SHADER_TRANSLATOR_H_