rpcs3/rpcs3/Emu/RSX/GL/GLFragmentProgram.h
kd-11 a668560c68 rsx: Use native half float types if available
- Emulating f16 with f32 is not ideal and requires a lot of value clamping
- Using native data type can significantly improve performance and accuracy
- With openGL, check for the compatible extensions NV_gpu_shader5 and
AMD_gpu_shader_half_float
- With Vulkan, enable this functionality in the deviceFeatures if
applicable. (VK_KHR_shader_float16_int8 extension)
- Temporarily disable hw fp16 for vulkan
2019-04-25 16:23:05 +03:00

65 lines
2.1 KiB
C++

#pragma once
#include "../Common/FragmentProgramDecompiler.h"
#include "Emu/RSX/RSXFragmentProgram.h"
#include "Utilities/Thread.h"
#include "OpenGL.h"
struct GLFragmentDecompilerThread : public FragmentProgramDecompiler
{
std::string& m_shader;
ParamArray& m_parrDummy;
public:
GLFragmentDecompilerThread(std::string& shader, ParamArray& parr, const RSXFragmentProgram &prog, u32& size)
: FragmentProgramDecompiler(prog, size)
, m_shader(shader)
, m_parrDummy(parr)
{
}
void Task();
protected:
virtual std::string getFloatTypeName(size_t elementCount) override;
virtual std::string getHalfTypeName(size_t elementCount) override;
virtual std::string getFunction(FUNCTION) override;
virtual std::string saturate(const std::string &code) override;
virtual std::string compareFunction(COMPARE, const std::string&, const std::string&) override;
virtual void insertHeader(std::stringstream &OS) override;
virtual void insertInputs(std::stringstream &OS) override;
virtual void insertOutputs(std::stringstream &OS) override;
virtual void insertConstants(std::stringstream &OS) override;
virtual void insertGlobalFunctions(std::stringstream &OS) override;
virtual void insertMainStart(std::stringstream &OS) override;
virtual void insertMainEnd(std::stringstream &OS) override;
};
/** Storage for an Fragment Program in the process of of recompilation.
* This class calls OpenGL functions and should only be used from the RSX/Graphics thread.
*/
class GLFragmentProgram
{
public:
GLFragmentProgram();
~GLFragmentProgram();
ParamArray parr;
u32 id = 0;
std::string shader;
std::vector<size_t> FragmentConstantOffsetCache;
/**
* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
* @param td texture dimensions of input textures
*/
void Decompile(const RSXFragmentProgram& prog);
/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
void Compile();
private:
/** Deletes the shader and any stored information */
void Delete();
};