#pragma once #include "ShaderParam.h" #include "Emu/RSX/RSXFragmentProgram.h" #include /** * This class is used to translate RSX Fragment program to GLSL/HLSL code * Backend with text based shader can subclass this class and implement : * - virtual std::string getFloatTypeName(size_t elementCount) = 0; * - virtual std::string getFunction(enum class FUNCTION) = 0; * - virtual std::string saturate(const std::string &code) = 0; * - virtual std::string compareFunction(enum class COMPARE, const std::string &, const std::string &) = 0; * - virtual void insertHeader(std::stringstream &OS) = 0; * - virtual void insertIntputs(std::stringstream &OS) = 0; * - virtual void insertOutputs(std::stringstream &OS) = 0; * - virtual void insertConstants(std::stringstream &OS) = 0; * - virtual void insertMainStart(std::stringstream &OS) = 0; * - virtual void insertMainEnd(std::stringstream &OS) = 0; */ class FragmentProgramDecompiler { OPDEST dst; SRC0 src0; SRC1 src1; SRC2 src2; std::string main; u32& m_size; u32 m_const_index; u32 m_offset; u32 m_location; u32 m_loop_count; int m_code_level; std::vector m_end_offsets; std::vector m_else_offsets; std::string GetMask(); void SetDst(std::string code, bool append_mask = true); void AddCode(const std::string& code); std::string AddReg(u32 index, int fp16); bool HasReg(u32 index, int fp16); std::string AddCond(); std::string AddConst(); std::string AddTex(); std::string Format(const std::string& code); void AddCodeCond(const std::string& dst, const std::string& src); std::string GetCond(); template std::string GetSRC(T src); std::string BuildCode(); u32 GetData(const u32 d) const { return d << 16 | d >> 16; } /** * Emits code if opcode is an SCT one and returns true, * otherwise do nothing and return false. * NOTE: What does SCT means ??? */ bool handle_sct(u32 opcode); /** * Emits code if opcode is an SCB one and returns true, * otherwise do nothing and return false. * NOTE: What does SCB means ??? */ bool handle_scb(u32 opcode); /** * Emits code if opcode is an TEX SRB one and returns true, * otherwise do nothing and return false. * NOTE: What does TEX SRB means ??? */ bool handle_tex_srb(u32 opcode); protected: const RSXFragmentProgram &m_prog; u32 m_ctrl; /** returns the type name of float vectors. */ virtual std::string getFloatTypeName(size_t elementCount) = 0; /** returns string calling function where arguments are passed via * $0 $1 $2 substring. */ virtual std::string getFunction(FUNCTION) = 0; /** returns string calling saturate function. */ virtual std::string saturate(const std::string &code) = 0; /** returns string calling comparison function on 2 args passed as strings. */ virtual std::string compareFunction(COMPARE, const std::string &, const std::string &) = 0; /** Insert header of shader file (eg #version, "system constants"...) */ virtual void insertHeader(std::stringstream &OS) = 0; /** Insert global declaration of fragments inputs. */ virtual void insertIntputs(std::stringstream &OS) = 0; /** insert global declaration of fragments outputs. */ virtual void insertOutputs(std::stringstream &OS) = 0; /** insert declaration of shader constants. */ virtual void insertConstants(std::stringstream &OS) = 0; /** insert beginning of main (signature, temporary declaration...) */ virtual void insertMainStart(std::stringstream &OS) = 0; /** insert end of main function (return value, output copy...) */ virtual void insertMainEnd(std::stringstream &OS) = 0; public: ParamArray m_parr; FragmentProgramDecompiler(const RSXFragmentProgram &prog, u32& size); FragmentProgramDecompiler(const FragmentProgramDecompiler&) = delete; FragmentProgramDecompiler(FragmentProgramDecompiler&&) = delete; std::string Decompile(); };