#include "stdafx.h" #include "Emu/Memory/Memory.h" #include "Emu/System.h" #include "VKFragmentProgram.h" #include "VKCommonDecompiler.h" #include "VKHelpers.h" #include "../GCM.h" std::string VKFragmentDecompilerThread::getFloatTypeName(size_t elementCount) { return vk::getFloatTypeNameImpl(elementCount); } std::string VKFragmentDecompilerThread::getFunction(FUNCTION f) { return vk::getFunctionImpl(f); } std::string VKFragmentDecompilerThread::saturate(const std::string & code) { return "clamp(" + code + ", 0., 1.)"; } std::string VKFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1) { return vk::compareFunctionImpl(f, Op0, Op1); } void VKFragmentDecompilerThread::insertHeader(std::stringstream & OS) { OS << "#version 420" << std::endl; OS << "#extension GL_ARB_separate_shader_objects: enable" << std::endl << std::endl; OS << "layout(std140, set=0, binding = 0) uniform ScaleOffsetBuffer" << std::endl; OS << "{" << std::endl; OS << " mat4 scaleOffsetMat;" << std::endl; OS << " float fog_param0;" << std::endl; OS << " float fog_param1;" << std::endl; OS << "};" << std::endl << std::endl; vk::glsl::program_input in; in.location = 0; in.domain = vk::glsl::glsl_fragment_program; in.name = "ScaleOffsetBuffer"; in.type = vk::glsl::input_type_uniform_buffer; inputs.push_back(in); } void VKFragmentDecompilerThread::insertIntputs(std::stringstream & OS) { for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { const vk::varying_register_t ® = vk::get_varying_register(PI.name); std::string var_name = PI.name; if (var_name == "fogc") var_name = "fog_c"; OS << "layout(location=" << reg.reg_location << ") in " << PT.type << " " << var_name << ";" << std::endl; } } } void VKFragmentDecompilerThread::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 << "layout(location=" << i << ") " << "out vec4 " << table[i].first << ";" << std::endl; } } void VKFragmentDecompilerThread::insertConstants(std::stringstream & OS) { int location = 2; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type != "sampler1D" && PT.type != "sampler2D" && PT.type != "sampler3D" && PT.type != "samplerCube") continue; for (const ParamItem& PI : PT.items) { std::string samplerType = PT.type; int index = atoi(&PI.name.data()[3]); if (m_prog.unnormalized_coords & (1 << index)) samplerType = "sampler2DRect"; vk::glsl::program_input in; in.location = location; in.domain = vk::glsl::glsl_fragment_program; in.name = PI.name; in.type = vk::glsl::input_type_texture; inputs.push_back(in); OS << "layout(set=0, binding=" << 19 + location++ << ") uniform " << samplerType << " " << PI.name << ";" << std::endl; } } OS << "layout(std140, set = 0, binding = 2) uniform FragmentConstantsBuffer" << std::endl; OS << "{" << std::endl; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type == "sampler1D" || PT.type == "sampler2D" || PT.type == "sampler3D" || PT.type == "samplerCube") 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; vk::glsl::program_input in; in.location = 1; in.domain = vk::glsl::glsl_fragment_program; in.name = "FragmentConstantsBuffer"; in.type = vk::glsl::input_type_uniform_buffer; inputs.push_back(in); } namespace vk { // Note: It's not clear whether fog is computed per pixel or per vertex. // But it makes more sense to compute exp of interpoled value than to interpolate exp values. void insert_fog_declaration(std::stringstream & OS, rsx::fog_mode mode) { switch (mode) { case rsx::fog_mode::linear: OS << " vec4 fogc = vec4(fog_param1 * fog_c.x + (fog_param0 - 1.), fog_param1 * fog_c.x + (fog_param0 - 1.), 0., 0.);\n"; return; case rsx::fog_mode::exponential: OS << " vec4 fogc = vec4(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 0., 0.);\n"; return; case rsx::fog_mode::exponential2: OS << " vec4 fogc = vec4(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 2.), 0., 0.);\n"; return; case rsx::fog_mode::linear_abs: OS << " vec4 fogc = vec4(fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), 0., 0.);\n"; return; case rsx::fog_mode::exponential_abs: OS << " vec4 fogc = vec4(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 0., 0.);\n"; return; case rsx::fog_mode::exponential2_abs: OS << " vec4 fogc = vec4(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 2.), 0., 0.);\n"; return; } } } void VKFragmentDecompilerThread::insertMainStart(std::stringstream & OS) { vk::insert_glsl_legacy_function(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; } } OS << " vec4 ssa = gl_FrontFacing ? vec4(1.) : vec4(-1.);\n"; // search if there is fogc in inputs for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { if (PI.name == "fogc") { vk::insert_fog_declaration(OS, m_prog.fog_equation); return; } } } } void VKFragmentDecompilerThread::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) { { /** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader * but it writes depth in r1.z and not h2.z. * Maybe there's a different flag for depth ? */ //OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl; OS << " gl_FragDepth = r1.z;\n"; } } OS << "}" << std::endl; } void VKFragmentDecompilerThread::Task() { m_shader = Decompile(); vk_prog->SetInputs(inputs); } VKFragmentProgram::VKFragmentProgram() { } VKFragmentProgram::~VKFragmentProgram() { Delete(); } void VKFragmentProgram::Decompile(const RSXFragmentProgram& prog) { u32 size; VKFragmentDecompilerThread decompiler(shader, parr, prog, size, *this); 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 VKFragmentProgram::Compile() { fs::file(fs::get_config_dir() + "FragmentProgram.frag", fom::rewrite).write(shader); std::vector spir_v; if (!vk::compile_glsl_to_spv(shader, vk::glsl::glsl_fragment_program, spir_v)) throw EXCEPTION("Failed to compile fragment shader"); //Create the object and compile VkShaderModuleCreateInfo fs_info; fs_info.codeSize = spir_v.size() * sizeof(u32); fs_info.pNext = nullptr; fs_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; fs_info.pCode = (uint32_t*)spir_v.data(); fs_info.flags = 0; VkDevice dev = (VkDevice)*vk::get_current_renderer(); vkCreateShaderModule(dev, &fs_info, nullptr, &handle); id = (u32)((u64)handle); } void VKFragmentProgram::Delete() { shader.clear(); if (handle) { if (Emu.IsStopped()) { LOG_WARNING(RSX, "VKFragmentProgram::Delete(): vkDestroyShaderModule(0x%X) avoided", handle); } else { VkDevice dev = (VkDevice)*vk::get_current_renderer(); vkDestroyShaderModule(dev, handle, NULL); handle = nullptr; } } } void VKFragmentProgram::SetInputs(std::vector& inputs) { for (auto &it : inputs) { uniforms.push_back(it); } }