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