#include "stdafx.h" #include "Emu/System.h" #include "GLVertexProgram.h" #include "GLCommonDecompiler.h" std::string GLVertexDecompilerThread::getFloatTypeName(size_t elementCount) { return getFloatTypeNameImpl(elementCount); } std::string GLVertexDecompilerThread::getIntTypeName(size_t elementCount) { return "ivec4"; } std::string GLVertexDecompilerThread::getFunction(FUNCTION f) { return getFunctionImpl(f); } std::string GLVertexDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1) { return compareFunctionImpl(f, Op0, Op1); } void GLVertexDecompilerThread::insertHeader(std::stringstream &OS) { OS << "#version 430" << std::endl << std::endl; OS << "layout(std140, binding = 0) uniform ScaleOffsetBuffer" << std::endl; OS << "{" << std::endl; OS << " mat4 scaleOffsetMat;" << std::endl; OS << " float fog_param0;\n"; OS << " float fog_param1;\n"; OS << "};" << std::endl; } void GLVertexDecompilerThread::insertInputs(std::stringstream & OS, const std::vector& inputs) { std::vector> input_data; for (const ParamType &PT : inputs) { for (const ParamItem &PI : PT.items) { input_data.push_back(std::make_tuple(PI.location, PI.name)); } } /** * Its is important that the locations are in the order that vertex attributes are expected. * If order is not adhered to, channels may be swapped leading to corruption */ std::sort(input_data.begin(), input_data.end()); int location = 1; for (const std::tuple item : input_data) { for (const ParamType &PT : inputs) { for (const ParamItem &PI : PT.items) { if (PI.name == std::get<1>(item)) OS << "layout(location=" << location++ << ")" << " uniform samplerBuffer" << " " << PI.name << "_buffer;" << std::endl; } } } } void GLVertexDecompilerThread::insertConstants(std::stringstream & OS, const std::vector & constants) { OS << "layout(std140, binding = 1) uniform VertexConstantsBuffer" << std::endl; OS << "{" << std::endl; OS << " vec4 vc[468];" << std::endl; OS << "};" << std::endl; } struct reg_info { std::string name; bool need_declare; std::string src_reg; std::string src_reg_mask; bool need_cast; }; static const reg_info reg_table[] = { { "gl_Position", false, "dst_reg0", "", false }, { "diff_color", true, "dst_reg1", "", false }, { "spec_color", true, "dst_reg2", "", false }, { "front_diff_color", true, "dst_reg3", "", false }, { "front_spec_color", true, "dst_reg4", "", false }, { "fog_c", true, "dst_reg5", ".xxxx", true }, { "gl_ClipDistance[0]", false, "dst_reg5", ".y", false }, { "gl_ClipDistance[1]", false, "dst_reg5", ".z", false }, { "gl_ClipDistance[2]", false, "dst_reg5", ".w", false }, { "gl_PointSize", false, "dst_reg6", ".x", false }, { "gl_ClipDistance[3]", false, "dst_reg6", ".y", false }, { "gl_ClipDistance[4]", false, "dst_reg6", ".z", false }, { "gl_ClipDistance[5]", false, "dst_reg6", ".w", false }, { "tc0", true, "dst_reg7", "", false }, { "tc1", true, "dst_reg8", "", false }, { "tc2", true, "dst_reg9", "", false }, { "tc3", true, "dst_reg10", "", false }, { "tc4", true, "dst_reg11", "", false }, { "tc5", true, "dst_reg12", "", false }, { "tc6", true, "dst_reg13", "", false }, { "tc7", true, "dst_reg14", "", false }, { "tc8", true, "dst_reg15", "", false }, { "tc9", true, "dst_reg6", "", false } // In this line, dst_reg6 is correct since dst_reg goes from 0 to 15. }; void GLVertexDecompilerThread::insertOutputs(std::stringstream & OS, const std::vector & outputs) { for (auto &i : reg_table) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", i.src_reg) && i.need_declare) { OS << "out vec4 " << i.name << ";" << std::endl; } } } void add_input(std::stringstream & OS, const ParamItem &PI, const std::vector &inputs) { for (const auto &real_input : inputs) { if (real_input.location != PI.location) continue; if (!real_input.is_array) { OS << " vec4 " << PI.name << " = texelFetch(" << PI.name << "_buffer, 0);" << std::endl; return; } if (real_input.frequency > 1) { if (real_input.is_modulo) { OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID %" << real_input.frequency << ");" << std::endl; return; } OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID /" << real_input.frequency << ");" << std::endl; return; } OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID);" << std::endl; return; } OS << " vec4 " << PI.name << " = vec4(0., 0., 0., 1.);" << std::endl; } void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS) { insert_glsl_legacy_function(OS); OS << "void main()" << std::endl; OS << "{" << std::endl; // Declare inside main function 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; } } for (const ParamType &PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem &PI : PT.items) add_input(OS, PI, rsx_vertex_program.rsx_vertex_inputs); } } void GLVertexDecompilerThread::insertMainEnd(std::stringstream & OS) { for (auto &i : reg_table) { if (m_parr.HasParam(PF_PARAM_NONE, "vec4", i.src_reg)) OS << " " << i.name << " = " << i.src_reg << i.src_reg_mask << ";" << std::endl; } OS << " gl_Position = gl_Position * scaleOffsetMat;" << std::endl; OS << "}" << std::endl; } void GLVertexDecompilerThread::Task() { m_shader = Decompile(); } GLVertexProgram::GLVertexProgram() { } GLVertexProgram::~GLVertexProgram() { //if (m_decompiler_thread) //{ // Wait(); // if (m_decompiler_thread->IsAlive()) // { // m_decompiler_thread->Stop(); // } // delete m_decompiler_thread; // m_decompiler_thread = nullptr; //} Delete(); } //void GLVertexProgram::Wait() //{ // if (m_decompiler_thread && m_decompiler_thread->IsAlive()) // { // m_decompiler_thread->Join(); // } //} void GLVertexProgram::Decompile(const RSXVertexProgram& prog) { GLVertexDecompilerThread decompiler(prog, shader, parr); decompiler.Task(); } //void GLVertexProgram::DecompileAsync(RSXVertexProgram& 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 GLVertexDecompilerThread(prog.data, shader, parr); // m_decompiler_thread->Start(); //} void GLVertexProgram::Compile() { if (id) { glDeleteShader(id); } id = glCreateShader(GL_VERTEX_SHADER); const char* str = shader.c_str(); const int strlen = gsl::narrow(shader.length()); glShaderSource(id, 1, &str, &strlen); glCompileShader(id); GLint r = GL_FALSE; glGetShaderiv(id, GL_COMPILE_STATUS, &r); if (r != GL_TRUE) { glGetShaderiv(id, GL_INFO_LOG_LENGTH, &r); if (r) { char* buf = new char[r + 1](); GLsizei len; glGetShaderInfoLog(id, r, &len, buf); LOG_ERROR(RSX, "Failed to compile vertex shader: %s", buf); delete[] buf; } LOG_NOTICE(RSX, "%s", shader.c_str()); Emu.Pause(); } //else LOG_WARNING(RSX, "Vertex shader compiled successfully!"); } void GLVertexProgram::Delete() { shader.clear(); if (id) { if (Emu.IsStopped()) { LOG_WARNING(RSX, "GLVertexProgram::Delete(): glDeleteShader(%d) avoided", id); } else { glDeleteShader(id); } id = 0; } }