GLSL shaders translating (modulo texture fetches).
This commit is contained in:
parent
58cff84550
commit
5b2672a1b8
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@ -48,7 +48,7 @@ void StringBuffer::AppendVarargs(const char* format, va_list args) {
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auto offset = buffer_.size();
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Grow(length + 1);
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buffer_.resize(buffer_.size() + length);
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vsnprintf(buffer_.data() + offset, buffer_.capacity() - 1, format, args);
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vsnprintf(buffer_.data() + offset, buffer_.capacity(), format, args);
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buffer_[buffer_.size()] = 0;
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}
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@ -62,7 +62,7 @@ void StringBuffer::AppendBytes(const uint8_t* buffer, size_t length) {
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const char* StringBuffer::GetString() const { return buffer_.data(); }
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std::string StringBuffer::to_string() { return std::string(buffer_.data()); }
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std::string StringBuffer::to_string() { return std::string(buffer_.data(), buffer_.size()); }
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char* StringBuffer::ToString() { return strdup(buffer_.data()); }
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@ -1661,15 +1661,6 @@ bool CommandProcessor::UpdateRenderTargets(DrawCommand* draw_command) {
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// TODO(benvanik): do we want this on READ too?
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer);
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// TEST TEST TEST TEST TEST TEST TEST TEST TEST TEST
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// Pretend we are drawing.
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// glEnable(GL_SCISSOR_TEST);
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// glScissor(100, 100, 100, 100);
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// float red[] = {rand() / (float)RAND_MAX, 0, 0, 1.0f};
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// glClearNamedFramebufferfv(active_framebuffer_->framebuffer, GL_COLOR, 0,
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// red);
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// glDisable(GL_SCISSOR_TEST);
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return true;
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}
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@ -1691,8 +1682,7 @@ bool CommandProcessor::UpdateShaders(DrawCommand* draw_command) {
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}
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if (!active_pixel_shader_->has_prepared()) {
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if (!active_pixel_shader_->PreparePixelShader(program_cntl,
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active_vertex_shader_)) {
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if (!active_pixel_shader_->PreparePixelShader(program_cntl)) {
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XELOGE("Unable to prepare pixel shader");
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return false;
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}
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@ -92,22 +92,17 @@ bool GL4Shader::PrepareVertexShader(
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" float gl_PointSize;\n"
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" float gl_ClipDistance[];\n"
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"};\n"
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"layout(location = 0) in vec3 iF0;\n"
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"layout(location = 1) in vec4 iF1;\n"
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"layout(location = 0) out VertexData vtx;\n"
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"void main() {\n"
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//" vec4 oPos = vec4(iF0.xy, 0.0, 1.0);\n"
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" vec4 oPos = iF0.xxxx * state->float_consts[0];\n"
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" oPos = (iF0.yyyy * state->float_consts[1]) + oPos;\n"
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" oPos = (iF0.zzzz * state->float_consts[2]) + oPos;\n"
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" oPos = (vec4(1.0, 1.0, 1.0, 1.0) * state->float_consts[3]) + oPos;\n"
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//" gl_PointSize = 1.0;\n"
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"void processVertex();\n"
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"void main() {\n" +
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(alloc_counts().positions ? " gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
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: "") +
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(alloc_counts().point_size ? " gl_PointSize = 1.0;\n" : "") +
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" for (int i = 0; i < vtx.o.length(); ++i) {\n"
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" vtx.o[0] = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" vtx.o[i] = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" }\n"
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" vtx.o[0] = iF1;\n"
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" gl_Position = applyViewport(oPos);\n"
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//" gl_Position = oPos;\n"
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" processVertex();\n"
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" gl_Position = applyViewport(gl_Position);\n"
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"}\n";
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std::string translated_source =
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@ -116,6 +111,7 @@ bool GL4Shader::PrepareVertexShader(
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PLOGE("Vertex shader failed translation");
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return false;
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}
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source += translated_source;
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if (!CompileProgram(source)) {
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return false;
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@ -126,31 +122,34 @@ bool GL4Shader::PrepareVertexShader(
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}
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bool GL4Shader::PreparePixelShader(
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const xenos::xe_gpu_program_cntl_t& program_cntl,
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GL4Shader* vertex_shader) {
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const xenos::xe_gpu_program_cntl_t& program_cntl) {
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if (has_prepared_) {
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return is_valid_;
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}
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has_prepared_ = true;
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std::string source = header +
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"layout(location = 0) in VertexData vtx;\n"
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"layout(location = 0) out vec4 oC[4];\n"
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"void main() {\n"
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" for (int i = 0; i < oC.length(); ++i) {\n"
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" oC[i] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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" }\n"
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" oC[0] = vtx.o[0];\n"
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//" gl_FragDepth = 0.0;\n"
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"}\n";
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std::string source =
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header +
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"layout(location = 0) in VertexData vtx;\n"
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"layout(location = 0) out vec4 oC[4];\n"
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"void processFragment();\n"
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"void main() {\n"
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" for (int i = 0; i < oC.length(); ++i) {\n"
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" oC[i] = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" }\n" +
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(program_cntl.ps_export_depth ? " gl_FragDepth = 0.0\n" : "") +
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" processFragment();\n"
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"}\n";
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std::string translated_source = shader_translator_.TranslatePixelShader(
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this, program_cntl, vertex_shader->alloc_counts());
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std::string translated_source =
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shader_translator_.TranslatePixelShader(this, program_cntl);
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if (translated_source.empty()) {
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PLOGE("Pixel shader failed translation");
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return false;
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}
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source += translated_source;
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if (!CompileProgram(source)) {
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return false;
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}
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@ -166,12 +165,13 @@ bool GL4Shader::CompileProgram(std::string source) {
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const char* source_str = translated_disassembly_.c_str();
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// Save to disk, if we asked for it.
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auto base_path = FLAGS_dump_shaders.c_str();
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char file_name[poly::max_path];
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snprintf(file_name, poly::countof(file_name), "%s/gl4_gen_%.16llX.%s",
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base_path, data_hash_,
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shader_type_ == ShaderType::kVertex ? "vert" : "frag");
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if (FLAGS_dump_shaders.size()) {
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auto base_path = FLAGS_dump_shaders.c_str();
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char file_name[poly::max_path];
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snprintf(file_name, poly::countof(file_name), "%s/gl4_gen_%.16llX.%s",
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base_path, data_hash_,
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shader_type_ == ShaderType::kVertex ? "vert" : "frag");
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// Note that we put the translated source first so we get good line numbers.
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FILE* f = fopen(file_name, "w");
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fprintf(f, translated_disassembly_.c_str());
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fprintf(f, "\n\n");
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@ -190,6 +190,7 @@ bool GL4Shader::CompileProgram(std::string source) {
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return false;
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}
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// Get error log, if we failed to link.
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GLint link_status = 0;
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glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
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if (!link_status) {
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@ -205,6 +206,50 @@ bool GL4Shader::CompileProgram(std::string source) {
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return false;
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}
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// Get program binary, if it's available.
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GLint binary_length = 0;
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glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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if (binary_length) {
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translated_binary_.resize(binary_length);
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GLenum binary_format;
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glGetProgramBinary(program_, binary_length, &binary_length, &binary_format,
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translated_binary_.data());
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// Append to shader dump.
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if (FLAGS_dump_shaders.size()) {
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// If we are on nvidia, we can find the disassembly string.
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// I haven't been able to figure out from the format how to do this
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// without a search like this.
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const char* disasm_start = nullptr;
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size_t search_offset = 0;
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char* search_start = reinterpret_cast<char*>(translated_binary_.data());
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while (true) {
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auto p = reinterpret_cast<char*>(
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memchr(translated_binary_.data() + search_offset, '!',
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translated_binary_.size() - search_offset));
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if (!p) {
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break;
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}
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if (p[0] == '!' && p[1] == '!' && p[2] == 'N' && p[3] == 'V') {
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disasm_start = p;
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break;
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}
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search_offset = p - search_start;
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++search_offset;
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}
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if (disasm_start) {
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FILE* f = fopen(file_name, "a");
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fprintf(f, "\n\n/*\n");
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fprintf(f, disasm_start);
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fprintf(f, "\n*/\n");
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fclose(f);
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} else {
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PLOGW("Got program binary but unable to find disassembly");
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}
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}
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}
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return true;
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}
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@ -27,8 +27,7 @@ class GL4Shader : public Shader {
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GLuint program() const { return program_; }
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bool PrepareVertexShader(const xenos::xe_gpu_program_cntl_t& program_cntl);
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bool PreparePixelShader(const xenos::xe_gpu_program_cntl_t& program_cntl,
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GL4Shader* vertex_shader);
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bool PreparePixelShader(const xenos::xe_gpu_program_cntl_t& program_cntl);
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protected:
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bool CompileProgram(std::string source);
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@ -33,35 +33,27 @@ const char* GetVertexFormatTypeName(const GL4Shader::BufferDescElement& el) {
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return "float";
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case VertexFormat::k_16_16:
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case VertexFormat::k_32_32:
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if (el.is_normalized) {
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return el.is_signed ? "snorm float2" : "unorm float2";
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} else {
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return el.is_signed ? "int2" : "uint2";
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}
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return el.is_signed ? "ivec2" : "uvec2";
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case VertexFormat::k_16_16_FLOAT:
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case VertexFormat::k_32_32_FLOAT:
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return "float2";
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return "vec2";
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case VertexFormat::k_10_11_11:
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case VertexFormat::k_11_11_10:
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return "int3"; // ?
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case VertexFormat::k_32_32_32_FLOAT:
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return "float3";
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return "vec3";
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case VertexFormat::k_8_8_8_8:
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case VertexFormat::k_2_10_10_10:
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case VertexFormat::k_16_16_16_16:
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case VertexFormat::k_32_32_32_32:
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if (el.is_normalized) {
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return el.is_signed ? "snorm float4" : "unorm float4";
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} else {
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return el.is_signed ? "int4" : "uint4";
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}
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return el.is_signed ? "ivec4" : "uvec4";
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case VertexFormat::k_16_16_16_16_FLOAT:
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case VertexFormat::k_32_32_32_32_FLOAT:
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return "float4";
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return "vec4";
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default:
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XELOGE("Unknown vertex format: %d", el.format);
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assert_always();
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return "float4";
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return "vec4";
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}
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}
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@ -81,45 +73,12 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
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GL4Shader* vertex_shader, const xe_gpu_program_cntl_t& program_cntl) {
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Reset(vertex_shader);
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// Add constants buffers.
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// We could optimize this by only including used buffers, but the compiler
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// seems to do a good job of doing this for us.
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// It also does read detection, so c[512] can end up c[4] in the asm -
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// instead of doing this optimization ourselves we could maybe just query
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// this from the compiler.
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Append(
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"cbuffer float_consts : register(b0) {\n"
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" float4 c[512];\n"
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"};\n");
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// TODO(benvanik): add bool/loop constants.
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// Normal shaders only, for now.
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assert_true(program_cntl.vs_export_mode == 0);
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AppendTextureHeader(vertex_shader->sampler_inputs());
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// Transform utilities. We adjust the output position in various ways
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// as we can't do this via D3D11 APIs.
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Append(
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"cbuffer vs_consts : register(b3) {\n"
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" float4 window;\n" // x,y,w,h
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" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
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" float4 viewport_size;\n" // x,y,w,h
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"};"
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"float4 applyViewport(float4 pos) {\n"
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" if (viewport_z_enable.w) {\n"
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//" pos.x = (pos.x + 1) * viewport_size.z * 0.5 + viewport_size.x;\n"
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//" pos.y = (1 - pos.y) * viewport_size.w * 0.5 + viewport_size.y;\n"
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//" pos.z = viewport_z_enable.x + pos.z * viewport_z_enable.y;\n"
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// w?
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" } else {\n"
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" pos.xy = pos.xy / float2(window.z / 2.0, -window.w / 2.0) + "
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"float2(-1.0, 1.0);\n"
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" pos.zw = float2(0.0, 1.0);\n"
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" }\n"
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" pos.xy += window.xy;\n"
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" return pos;\n"
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"}\n");
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// Add vertex shader input.
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Append("struct VS_INPUT {\n");
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uint32_t el_index = 0;
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const auto& buffer_inputs = vertex_shader->buffer_inputs();
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for (uint32_t n = 0; n < buffer_inputs.count; n++) {
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@ -129,55 +88,23 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
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const char* type_name = GetVertexFormatTypeName(el);
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const auto& fetch = el.vtx_fetch;
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uint32_t fetch_slot = fetch.const_index * 3 + fetch.const_index_sel;
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Append(" %s vf%u_%d : XE_VF%u;\n", type_name, fetch_slot, fetch.offset,
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el_index);
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Append("layout(location = %d) in %s vf%u_%d;\n", el_index, type_name,
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fetch_slot, fetch.offset);
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el_index++;
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}
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}
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Append("};\n");
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// Add vertex shader output (pixel shader input).
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const auto& alloc_counts = vertex_shader->alloc_counts();
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Append("struct VS_OUTPUT {\n");
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if (alloc_counts.positions) {
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assert_true(alloc_counts.positions == 1);
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Append(" float4 oPos : SV_POSITION;\n");
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}
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if (alloc_counts.params) {
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Append(" float4 o[%d] : XE_O;\n", kMaxInterpolators);
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}
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if (alloc_counts.point_size) {
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Append(" float4 oPointSize : PSIZE;\n");
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}
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Append("};\n");
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// Vertex shader main() header.
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Append(
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"VS_OUTPUT main(VS_INPUT i) {\n"
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" VS_OUTPUT o;\n");
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// Always write position, as some shaders seem to only write certain values.
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if (alloc_counts.positions) {
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Append(" o.oPos = float4(0.0, 0.0, 0.0, 1.0);\n");
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}
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if (alloc_counts.point_size) {
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Append(" o.oPointSize = float4(1.0, 0.0, 0.0, 0.0);\n");
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}
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// TODO(benvanik): remove this, if possible (though the compiler may be smart
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// enough to do it for us).
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if (alloc_counts.params) {
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for (uint32_t n = 0; n < kMaxInterpolators; n++) {
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Append(" o.o[%d] = float4(0.0, 0.0, 0.0, 0.0);\n", n);
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}
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}
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Append("void processVertex() {\n");
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// Add temporaries for any registers we may use.
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uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
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for (uint32_t n = 0; n <= temp_regs; n++) {
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Append(" float4 r%d = c[%d];\n", n, n);
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Append(" vec4 r%d = state->float_consts[%d];\n", n, n);
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}
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Append(" float4 t;\n");
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Append(" vec4 t;\n");
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// Execute blocks.
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const auto& execs = vertex_shader->execs();
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@ -189,20 +116,12 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
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}
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}
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// main footer.
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if (alloc_counts.positions) {
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Append(" o.oPos = applyViewport(o.oPos);\n");
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}
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Append(
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" return o;\n"
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"};\n");
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Append("}\n");
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return output_.to_string();
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}
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std::string GL4ShaderTranslator::TranslatePixelShader(
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GL4Shader* pixel_shader, const xe_gpu_program_cntl_t& program_cntl,
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const GL4Shader::AllocCounts& alloc_counts) {
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GL4Shader* pixel_shader, const xe_gpu_program_cntl_t& program_cntl) {
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Reset(pixel_shader);
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// We need an input VS to make decisions here.
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@ -210,63 +129,22 @@ std::string GL4ShaderTranslator::TranslatePixelShader(
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// If the same PS is used with different VS that output different amounts
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// (and less than the number of required registers), things may die.
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// Add constants buffers.
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// We could optimize this by only including used buffers, but the compiler
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// seems to do a good job of doing this for us.
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// It also does read detection, so c[512] can end up c[4] in the asm -
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// instead of doing this optimization ourselves we could maybe just query
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// this from the compiler.
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Append(
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"cbuffer float_consts : register(b0) {\n"
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" float4 c[512];\n"
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"};\n");
|
||||
// TODO(benvanik): add bool/loop constants.
|
||||
|
||||
AppendTextureHeader(pixel_shader->sampler_inputs());
|
||||
|
||||
// Add vertex shader output (pixel shader input).
|
||||
Append("struct VS_OUTPUT {\n");
|
||||
if (alloc_counts.positions) {
|
||||
assert_true(alloc_counts.positions == 1);
|
||||
Append(" float4 oPos : SV_POSITION;\n");
|
||||
}
|
||||
if (alloc_counts.params) {
|
||||
Append(" float4 o[%d] : XE_O;\n", kMaxInterpolators);
|
||||
}
|
||||
Append("};\n");
|
||||
|
||||
// Add pixel shader output.
|
||||
Append("struct PS_OUTPUT {\n");
|
||||
for (uint32_t n = 0; n < alloc_counts.params; n++) {
|
||||
Append(" float4 oC%d : SV_TARGET%d;\n", n, n);
|
||||
if (program_cntl.ps_export_depth) {
|
||||
// Is this per render-target?
|
||||
Append(" float oD%d : SV_DEPTH%d;\n", n, n);
|
||||
}
|
||||
}
|
||||
Append("};\n");
|
||||
|
||||
// Pixel shader main() header.
|
||||
Append(
|
||||
"PS_OUTPUT main(VS_OUTPUT i) {\n"
|
||||
" PS_OUTPUT o;\n");
|
||||
for (uint32_t n = 0; n < alloc_counts.params; n++) {
|
||||
Append(" o.oC%d = float4(1.0, 0.0, 0.0, 1.0);\n", n);
|
||||
}
|
||||
Append("void processFragment() {\n");
|
||||
|
||||
// Add temporary registers.
|
||||
uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
|
||||
for (uint32_t n = 0; n <= std::max(15u, temp_regs); n++) {
|
||||
Append(" float4 r%d = c[%d];\n", n, n + 256);
|
||||
Append(" vec4 r%d = state->float_consts[%d];\n", n, n + 256);
|
||||
}
|
||||
Append(" float4 t;\n");
|
||||
Append(" vec4 t;\n");
|
||||
Append(" float s;\n"); // scalar result (used for RETAIN_PREV)
|
||||
|
||||
// Bring registers local.
|
||||
if (alloc_counts.params) {
|
||||
for (uint32_t n = 0; n < kMaxInterpolators; n++) {
|
||||
Append(" r%d = i.o[%d];\n", n, n);
|
||||
}
|
||||
for (uint32_t n = 0; n < kMaxInterpolators; n++) {
|
||||
Append(" r%d = vtx.o[%d];\n", n, n);
|
||||
}
|
||||
|
||||
// Execute blocks.
|
||||
|
@ -279,11 +157,7 @@ std::string GL4ShaderTranslator::TranslatePixelShader(
|
|||
}
|
||||
}
|
||||
|
||||
// main footer.
|
||||
Append(
|
||||
" return o;\n"
|
||||
"}\n");
|
||||
|
||||
Append("}\n");
|
||||
return output_.to_string();
|
||||
}
|
||||
|
||||
|
@ -343,7 +217,7 @@ void GL4ShaderTranslator::AppendSrcReg(uint32_t num, uint32_t type,
|
|||
if (abs_constants) {
|
||||
Append("abs(");
|
||||
}
|
||||
Append("c[%u]", is_pixel_shader() ? num + 256 : num);
|
||||
Append("state->float_consts[%u]", is_pixel_shader() ? num + 256 : num);
|
||||
if (abs_constants) {
|
||||
Append(")");
|
||||
}
|
||||
|
@ -367,14 +241,14 @@ void GL4ShaderTranslator::AppendDestRegName(uint32_t num, uint32_t dst_exp) {
|
|||
case ShaderType::kVertex:
|
||||
switch (num) {
|
||||
case 62:
|
||||
Append("o.oPos");
|
||||
Append("gl_Position");
|
||||
break;
|
||||
case 63:
|
||||
Append("o.oPointSize");
|
||||
Append("gl_PointSize");
|
||||
break;
|
||||
default:
|
||||
// Varying.
|
||||
Append("o.o[%u]", num);
|
||||
Append("vtx.o[%u]", num);
|
||||
;
|
||||
break;
|
||||
}
|
||||
|
@ -382,7 +256,7 @@ void GL4ShaderTranslator::AppendDestRegName(uint32_t num, uint32_t dst_exp) {
|
|||
case ShaderType::kPixel:
|
||||
switch (num) {
|
||||
case 0:
|
||||
Append("o.oC0");
|
||||
Append("oC[0]");
|
||||
break;
|
||||
default:
|
||||
// TODO(benvanik): other render targets?
|
||||
|
@ -412,7 +286,7 @@ void GL4ShaderTranslator::AppendDestRegPost(uint32_t num, uint32_t mask,
|
|||
// Masking.
|
||||
Append(" ");
|
||||
AppendDestRegName(num, dst_exp);
|
||||
Append(" = float4(");
|
||||
Append(" = vec4(");
|
||||
for (int i = 0; i < 4; i++) {
|
||||
// TODO(benvanik): mask out values? mix in old value as temp?
|
||||
// Append("%c", (mask & 0x1) ? chan_names[i] : 'w');
|
||||
|
@ -487,6 +361,9 @@ void GL4ShaderTranslator::PrintExportComment(uint32_t num) {
|
|||
case 63:
|
||||
name = "gl_PointSize";
|
||||
break;
|
||||
default:
|
||||
name = "??";
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case ShaderType::kPixel:
|
||||
|
@ -494,6 +371,9 @@ void GL4ShaderTranslator::PrintExportComment(uint32_t num) {
|
|||
case 0:
|
||||
name = "gl_FragColor";
|
||||
break;
|
||||
default:
|
||||
name = "??";
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -509,7 +389,7 @@ bool GL4ShaderTranslator::TranslateALU_ADDv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
|
@ -530,7 +410,7 @@ bool GL4ShaderTranslator::TranslateALU_MULv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
|
@ -540,7 +420,7 @@ bool GL4ShaderTranslator::TranslateALU_MULv(const instr_alu_t& alu) {
|
|||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -551,7 +431,7 @@ bool GL4ShaderTranslator::TranslateALU_MAXv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
if (alu.src1_reg == alu.src2_reg && alu.src1_sel == alu.src2_sel &&
|
||||
alu.src1_swiz == alu.src2_swiz &&
|
||||
|
@ -569,7 +449,7 @@ bool GL4ShaderTranslator::TranslateALU_MAXv(const instr_alu_t& alu) {
|
|||
Append(")");
|
||||
}
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -580,7 +460,7 @@ bool GL4ShaderTranslator::TranslateALU_MINv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("min(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
|
@ -590,7 +470,7 @@ bool GL4ShaderTranslator::TranslateALU_MINv(const instr_alu_t& alu) {
|
|||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -602,9 +482,9 @@ bool GL4ShaderTranslator::TranslateALU_SETXXv(const instr_alu_t& alu,
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("float4((");
|
||||
Append("vec4((");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(").x %s (", op);
|
||||
|
@ -630,7 +510,7 @@ bool GL4ShaderTranslator::TranslateALU_SETXXv(const instr_alu_t& alu,
|
|||
alu.abs_constants);
|
||||
Append(").w ? 1.0 : 0.0)");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -653,14 +533,14 @@ bool GL4ShaderTranslator::TranslateALU_FRACv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("frac(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -671,14 +551,14 @@ bool GL4ShaderTranslator::TranslateALU_TRUNCv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("trunc(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -689,14 +569,14 @@ bool GL4ShaderTranslator::TranslateALU_FLOORv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("floor(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -707,20 +587,19 @@ bool GL4ShaderTranslator::TranslateALU_MULADDv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("mad(");
|
||||
Append("(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(", ");
|
||||
Append(" * ");
|
||||
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(", ");
|
||||
Append(") + ");
|
||||
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -732,11 +611,11 @@ bool GL4ShaderTranslator::TranslateALU_CNDXXv(const instr_alu_t& alu,
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
// TODO(benvanik): check argument order - could be 3 as compare and 1 and 2 as
|
||||
// values.
|
||||
Append("float4((");
|
||||
Append("vec4((");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(").x %s 0.0 ? (", op);
|
||||
|
@ -774,7 +653,7 @@ bool GL4ShaderTranslator::TranslateALU_CNDXXv(const instr_alu_t& alu,
|
|||
alu.abs_constants);
|
||||
Append(").w)");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -794,7 +673,7 @@ bool GL4ShaderTranslator::TranslateALU_DOT4v(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("dot(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
|
@ -804,7 +683,7 @@ bool GL4ShaderTranslator::TranslateALU_DOT4v(const instr_alu_t& alu) {
|
|||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -815,17 +694,17 @@ bool GL4ShaderTranslator::TranslateALU_DOT3v(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("dot(float4(");
|
||||
Append("dot(vec4(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(").xyz, float4(");
|
||||
Append(").xyz, vec4(");
|
||||
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(").xyz)");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -836,12 +715,12 @@ bool GL4ShaderTranslator::TranslateALU_DOT2ADDv(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("dot(float4(");
|
||||
Append("dot(vec4(");
|
||||
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(").xy, float4(");
|
||||
Append(").xy, vec4(");
|
||||
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(").xy) + ");
|
||||
|
@ -849,7 +728,7 @@ bool GL4ShaderTranslator::TranslateALU_DOT2ADDv(const instr_alu_t& alu) {
|
|||
alu.abs_constants);
|
||||
Append(".x");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -862,7 +741,7 @@ bool GL4ShaderTranslator::TranslateALU_MAX4v(const instr_alu_t& alu) {
|
|||
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.vector_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("max(");
|
||||
Append("max(");
|
||||
|
@ -880,7 +759,7 @@ bool GL4ShaderTranslator::TranslateALU_MAX4v(const instr_alu_t& alu) {
|
|||
alu.abs_constants);
|
||||
Append(".w)");
|
||||
if (alu.vector_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
|
||||
|
@ -894,7 +773,7 @@ bool GL4ShaderTranslator::TranslateALU_MAXs(const instr_alu_t& alu) {
|
|||
alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.scalar_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
if ((alu.src3_swiz & 0x3) == (((alu.src3_swiz >> 2) + 1) & 0x3)) {
|
||||
// This is a mov.
|
||||
|
@ -910,7 +789,7 @@ bool GL4ShaderTranslator::TranslateALU_MAXs(const instr_alu_t& alu) {
|
|||
Append(".y).xxxx");
|
||||
}
|
||||
if (alu.scalar_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(get_alu_scalar_dest(alu), alu.scalar_write_mask,
|
||||
|
@ -923,7 +802,7 @@ bool GL4ShaderTranslator::TranslateALU_MINs(const instr_alu_t& alu) {
|
|||
alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.scalar_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("min(");
|
||||
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
|
||||
|
@ -933,7 +812,7 @@ bool GL4ShaderTranslator::TranslateALU_MINs(const instr_alu_t& alu) {
|
|||
alu.abs_constants);
|
||||
Append(".y).xxxx");
|
||||
if (alu.scalar_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(get_alu_scalar_dest(alu), alu.scalar_write_mask,
|
||||
|
@ -947,14 +826,14 @@ bool GL4ShaderTranslator::TranslateALU_SETXXs(const instr_alu_t& alu,
|
|||
alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.scalar_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("((");
|
||||
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(".x %s 0.0) ? 1.0 : 0.0).xxxx", op);
|
||||
if (alu.scalar_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(get_alu_scalar_dest(alu), alu.scalar_write_mask,
|
||||
|
@ -979,14 +858,14 @@ bool GL4ShaderTranslator::TranslateALU_RECIP_IEEE(const instr_alu_t& alu) {
|
|||
alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.scalar_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
Append("(1.0 / ");
|
||||
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
|
||||
alu.abs_constants);
|
||||
Append(")");
|
||||
if (alu.scalar_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(get_alu_scalar_dest(alu), alu.scalar_write_mask,
|
||||
|
@ -999,7 +878,7 @@ bool GL4ShaderTranslator::TranslateALU_MUL_CONST_0(const instr_alu_t& alu) {
|
|||
alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.scalar_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
|
||||
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
|
||||
|
@ -1013,7 +892,7 @@ bool GL4ShaderTranslator::TranslateALU_MUL_CONST_0(const instr_alu_t& alu) {
|
|||
Append(".%c", chan_names[swiz_b]);
|
||||
Append(").xxxx");
|
||||
if (alu.scalar_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(get_alu_scalar_dest(alu), alu.scalar_write_mask,
|
||||
|
@ -1029,7 +908,7 @@ bool GL4ShaderTranslator::TranslateALU_ADD_CONST_0(const instr_alu_t& alu) {
|
|||
alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.scalar_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
|
||||
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
|
||||
|
@ -1043,7 +922,7 @@ bool GL4ShaderTranslator::TranslateALU_ADD_CONST_0(const instr_alu_t& alu) {
|
|||
Append(".%c", chan_names[swiz_b]);
|
||||
Append(").xxxx");
|
||||
if (alu.scalar_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(get_alu_scalar_dest(alu), alu.scalar_write_mask,
|
||||
|
@ -1059,7 +938,7 @@ bool GL4ShaderTranslator::TranslateALU_SUB_CONST_0(const instr_alu_t& alu) {
|
|||
alu.export_data);
|
||||
Append(" = ");
|
||||
if (alu.scalar_clamp) {
|
||||
Append("saturate(");
|
||||
Append("clamp(");
|
||||
}
|
||||
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
|
||||
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
|
||||
|
@ -1073,7 +952,7 @@ bool GL4ShaderTranslator::TranslateALU_SUB_CONST_0(const instr_alu_t& alu) {
|
|||
Append(".%c", chan_names[swiz_b]);
|
||||
Append(").xxxx");
|
||||
if (alu.scalar_clamp) {
|
||||
Append(")");
|
||||
Append(", 0.0, 1.0)");
|
||||
}
|
||||
Append(";\n");
|
||||
AppendDestRegPost(get_alu_scalar_dest(alu), alu.scalar_write_mask,
|
||||
|
@ -1491,10 +1370,10 @@ bool GL4ShaderTranslator::TranslateVertexFetch(const instr_fetch_vtx_t* vtx,
|
|||
// Translate.
|
||||
Append(" ");
|
||||
Append("r%u.xyzw", vtx->dst_reg);
|
||||
Append(" = float4(");
|
||||
Append(" = vec4(");
|
||||
uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
|
||||
// TODO(benvanik): detect xyzw = xyzw, etc.
|
||||
// TODO(benvanik): detect and set as rN = float4(samp.xyz, 1.0); / etc
|
||||
// TODO(benvanik): detect and set as rN = vec4(samp.xyz, 1.0); / etc
|
||||
uint32_t component_count =
|
||||
GetVertexFormatComponentCount(static_cast<VertexFormat>(vtx->format));
|
||||
uint32_t dst_swiz = vtx->dst_swiz;
|
||||
|
@ -1509,8 +1388,7 @@ bool GL4ShaderTranslator::TranslateVertexFetch(const instr_fetch_vtx_t* vtx,
|
|||
} else if ((dst_swiz & 0x7) == 7) {
|
||||
Append("r%u.%c", vtx->dst_reg, chan_names[i]);
|
||||
} else {
|
||||
Append("i.vf%u_%d.%c", fetch_slot, vtx->offset,
|
||||
chan_names[dst_swiz & 0x3]);
|
||||
Append("vf%u_%d.%c", fetch_slot, vtx->offset, chan_names[dst_swiz & 0x3]);
|
||||
}
|
||||
if (i < 3) {
|
||||
Append(", ");
|
||||
|
@ -1633,7 +1511,7 @@ bool GL4ShaderTranslator::TranslateTextureFetch(const instr_fetch_tex_t* tex,
|
|||
}
|
||||
Append(");\n");
|
||||
|
||||
Append(" r%u.xyzw = float4(", tex->dst_reg);
|
||||
Append(" r%u.xyzw = vec4(", tex->dst_reg);
|
||||
uint32_t dst_swiz = tex->dst_swiz;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (i) {
|
||||
|
|
|
@ -34,8 +34,8 @@ class GL4ShaderTranslator {
|
|||
GL4Shader* vertex_shader,
|
||||
const xenos::xe_gpu_program_cntl_t& program_cntl);
|
||||
std::string TranslatePixelShader(
|
||||
GL4Shader* pixel_shader, const xenos::xe_gpu_program_cntl_t& program_cntl,
|
||||
const GL4Shader::AllocCounts& alloc_counts);
|
||||
GL4Shader* pixel_shader,
|
||||
const xenos::xe_gpu_program_cntl_t& program_cntl);
|
||||
|
||||
protected:
|
||||
ShaderType shader_type_;
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#define XENIA_GPU_SHADER_H_
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <xenia/gpu/ucode.h>
|
||||
#include <xenia/gpu/xenos.h>
|
||||
|
@ -29,6 +30,7 @@ class Shader {
|
|||
const std::string& translated_disassembly() const {
|
||||
return translated_disassembly_;
|
||||
}
|
||||
const std::vector<uint8_t> translated_binary() { return translated_binary_; }
|
||||
|
||||
const uint32_t* data() const { return data_.data(); }
|
||||
|
||||
|
@ -93,6 +95,7 @@ class Shader {
|
|||
|
||||
std::string ucode_disassembly_;
|
||||
std::string translated_disassembly_;
|
||||
std::vector<uint8_t> translated_binary_;
|
||||
std::string error_log_;
|
||||
|
||||
AllocCounts alloc_counts_;
|
||||
|
|
Loading…
Reference in New Issue