#include "stdafx.h" #include "Emu/Memory/Memory.h" #include "Emu/System.h" #include "GLFragmentProgram.h" #include "GLCommonDecompiler.h" #include "../GCM.h" std::string GLFragmentDecompilerThread::getFloatTypeName(size_t elementCount) { return getFloatTypeNameImpl(elementCount); } std::string GLFragmentDecompilerThread::getFunction(FUNCTION f) { return getFunctionImpl(f); } std::string GLFragmentDecompilerThread::saturate(const std::string & code) { return "clamp(" + code + ", 0., 1.)"; } std::string GLFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1) { return compareFunctionImpl(f, Op0, Op1); } void GLFragmentDecompilerThread::insertHeader(std::stringstream & OS) { OS << "#version 420" << std::endl; } void GLFragmentDecompilerThread::insertIntputs(std::stringstream & OS) { for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) OS << "in " << PT.type << " " << PI.name << ";" << std::endl; } } void GLFragmentDecompilerThread::insertOutputs(std::stringstream & OS) { const std::pair table[] = { { "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" }, { "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" }, { "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" }, { "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" }, }; for (int i = 0; i < sizeof(table) / sizeof(*table); ++i) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second)) OS << "out vec4 " << table[i].first << ";" << std::endl; } } void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS) { for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type != "sampler2D") continue; for (const ParamItem& PI : PT.items) OS << "uniform " << PT.type << " " << PI.name << ";" << std::endl; } OS << "layout(std140, binding = 2) uniform FragmentConstantsBuffer" << std::endl; OS << "{" << std::endl; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type == "sampler2D") continue; for (const ParamItem& PI : PT.items) OS << " " << PT.type << " " << PI.name << ";" << std::endl; } // A dummy value otherwise it's invalid to create an empty uniform buffer OS << " vec4 void_value;" << std::endl; OS << "};" << std::endl; } void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS) { OS << "void main ()" << std::endl; OS << "{" << std::endl; for (const ParamType& PT : m_parr.params[PF_PARAM_NONE]) { for (const ParamItem& PI : PT.items) { OS << " " << PT.type << " " << PI.name; if (!PI.value.empty()) OS << " = " << PI.value; OS << ";" << std::endl; } } } void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS) { const std::pair table[] = { { "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" }, { "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" }, { "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" }, { "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" }, }; for (int i = 0; i < sizeof(table) / sizeof(*table); ++i) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second)) OS << " " << table[i].first << " = " << table[i].second << ";" << std::endl; } if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT) OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl; OS << "}" << std::endl; } void GLFragmentDecompilerThread::Task() { m_shader = Decompile(); } GLFragmentProgram::GLFragmentProgram() { } GLFragmentProgram::~GLFragmentProgram() { //if (m_decompiler_thread) //{ // Wait(); // if (m_decompiler_thread->IsAlive()) // { // m_decompiler_thread->Stop(); // } // delete m_decompiler_thread; // m_decompiler_thread = nullptr; //} Delete(); } //void GLFragmentProgram::Wait() //{ // if (m_decompiler_thread && m_decompiler_thread->IsAlive()) // { // m_decompiler_thread->Join(); // } //} void GLFragmentProgram::Decompile(RSXFragmentProgram& prog, const std::vector &td) { GLFragmentDecompilerThread decompiler(shader, parr, prog.addr, prog.size, prog.ctrl, td); decompiler.Task(); for (const ParamType& PT : decompiler.m_parr.params[PF_PARAM_UNIFORM]) { for (const ParamItem& PI : PT.items) { if (PT.type == "sampler2D") continue; size_t offset = atoi(PI.name.c_str() + 2); FragmentConstantOffsetCache.push_back(offset); } } } //void GLFragmentProgram::DecompileAsync(RSXFragmentProgram& prog) //{ // if (m_decompiler_thread) // { // Wait(); // if (m_decompiler_thread->IsAlive()) // { // m_decompiler_thread->Stop(); // } // // delete m_decompiler_thread; // m_decompiler_thread = nullptr; // } // // m_decompiler_thread = new GLFragmentDecompilerThread(shader, parr, prog.addr, prog.size, prog.ctrl); // m_decompiler_thread->Start(); //} void GLFragmentProgram::Compile() { if (id) { glDeleteShader(id); } id = glCreateShader(GL_FRAGMENT_SHADER); const char* str = shader.c_str(); const int strlen = shader.length(); glShaderSource(id, 1, &str, &strlen); glCompileShader(id); GLint compileStatus = GL_FALSE; glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); // Determine the result of the glCompileShader call if (compileStatus != GL_TRUE) // If the shader failed to compile... { GLint infoLength; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &infoLength); // Retrieve the length in bytes (including trailing NULL) of the shader info log if (infoLength > 0) { GLsizei len; char* buf = new char[infoLength]; // Buffer to store infoLog glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console delete[] buf; } LOG_NOTICE(RSX, shader.c_str()); // Log the text of the shader that failed to compile Emu.Pause(); // Pause the emulator, we can't really continue from here } } void GLFragmentProgram::Delete() { shader.clear(); if (id) { if (Emu.IsStopped()) { LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id); } else { glDeleteShader(id); } id = 0; } }