#pragma once #include "GLShaderParam.h" #include "Emu/GS/RSXVertexProgram.h" struct GLVertexDecompilerThread : public ThreadBase { union D0 { u32 HEX; struct { u32 addr_swz : 2; u32 mask_w : 2; u32 mask_z : 2; u32 mask_y : 2; u32 mask_x : 2; u32 cond : 3; u32 cond_test_enable : 1; u32 cond_update_enable_0 : 1; u32 dst_tmp : 6; u32 src0_abs : 1; u32 src1_abs : 1; u32 src2_abs : 1; u32 addr_reg_sel_1 : 1; u32 cond_reg_sel_1 : 1; u32 staturate : 1; u32 index_input : 1; u32 : 1; u32 cond_update_enable_1 : 1; u32 vec_result : 1; u32 : 1; }; } d0; union D1 { u32 HEX; struct { u32 src0h : 8; u32 input_src : 4; u32 const_src : 10; u32 vec_opcode : 5; u32 sca_opcode : 5; }; } d1; union D2 { u32 HEX; struct { u32 src2h : 6; u32 src1 : 17; u32 src0l : 9; }; struct { u32 iaddrh : 6; u32 : 26; }; } d2; union D3 { u32 HEX; struct { u32 end : 1; u32 index_const : 1; u32 dst : 5; u32 sca_dst_tmp : 6; u32 vec_writemask_w : 1; u32 vec_writemask_z : 1; u32 vec_writemask_y : 1; u32 vec_writemask_x : 1; u32 sca_writemask_w : 1; u32 sca_writemask_z : 1; u32 sca_writemask_y : 1; u32 sca_writemask_x : 1; u32 src2l : 11; }; struct { u32 : 29; u32 iaddrl : 3; }; } d3; union SRC { union { u32 HEX; struct { u32 src0l : 9; u32 src0h : 8; }; struct { u32 src1 : 17; }; struct { u32 src2l : 11; u32 src2h : 6; }; }; struct { u32 reg_type : 2; u32 tmp_src : 6; u32 swz_w : 2; u32 swz_z : 2; u32 swz_y : 2; u32 swz_x : 2; u32 neg : 1; }; } src[3]; struct FuncInfo { u32 offset; std::string name; }; struct Instruction { std::vector body; int open_scopes; int close_scopes; int put_close_scopes; int do_count; void reset() { body.clear(); put_close_scopes = open_scopes = close_scopes = do_count = 0; } }; static const size_t m_max_instr_count = 512; Instruction m_instructions[m_max_instr_count]; Instruction* m_cur_instr; size_t m_instr_count; std::vector m_body; std::vector m_funcs; //wxString main; std::string& m_shader; std::vector& m_data; GLParamArray& m_parr; GLVertexDecompilerThread(std::vector& data, std::string& shader, GLParamArray& parr) : ThreadBase("Vertex Shader Decompiler Thread") , m_data(data) , m_shader(shader) , m_parr(parr) { m_funcs.emplace_back(); m_funcs[0].offset = 0; m_funcs[0].name = "main"; m_funcs.emplace_back(); m_funcs[1].offset = 0; m_funcs[1].name = "func0"; //m_cur_func->body = "\tgl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n"; } std::string GetMask(bool is_sca); std::string GetVecMask(); std::string GetScaMask(); std::string GetDST(bool is_sca = false); std::string GetSRC(const u32 n); std::string GetFunc(); std::string GetCond(); std::string AddAddrMask(); std::string AddAddrReg(); u32 GetAddr(); std::string Format(const std::string& code); void AddCode(const std::string& code); void SetDST(bool is_sca, std::string value); void SetDSTVec(const std::string& code); void SetDSTSca(const std::string& code); std::string BuildFuncBody(const FuncInfo& func); std::string BuildCode(); virtual void Task(); }; class GLVertexProgram { public: GLVertexProgram(); ~GLVertexProgram(); GLParamArray parr; u32 id; std::string shader; void Decompile(RSXVertexProgram& prog); void DecompileAsync(RSXVertexProgram& prog); void Wait(); void Compile(); private: GLVertexDecompilerThread* m_decompiler_thread; void Delete(); };