#include "stdafx.h" #include "GLVertexProgram.h" #include "Emu/System.h" #include "Emu/system_config.h" #include "GLCommonDecompiler.h" #include "../Program/GLSLCommon.h" #include std::string GLVertexDecompilerThread::getFloatTypeName(usz elementCount) { return glsl::getFloatTypeNameImpl(elementCount); } std::string GLVertexDecompilerThread::getIntTypeName(usz /*elementCount*/) { return "ivec4"; } std::string GLVertexDecompilerThread::getFunction(FUNCTION f) { return glsl::getFunctionImpl(f); } std::string GLVertexDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1, bool scalar) { return glsl::compareFunctionImpl(f, Op0, Op1, scalar); } void GLVertexDecompilerThread::insertHeader(std::stringstream &OS) { OS << "#version 430\n"; OS << "layout(std140, binding = " << GL_VERTEX_PARAMS_BIND_SLOT << ") uniform VertexContextBuffer\n"; OS << "{\n"; OS << " mat4 scale_offset_mat;\n"; OS << " ivec4 user_clip_enabled[2];\n"; OS << " vec4 user_clip_factor[2];\n"; OS << " uint transform_branch_bits;\n"; OS << " float point_size;\n"; OS << " float z_near;\n"; OS << " float z_far;\n"; OS << "};\n\n"; OS << "layout(std140, binding = " << GL_VERTEX_LAYOUT_BIND_SLOT << ") uniform VertexLayoutBuffer\n"; OS << "{\n"; OS << " uint vertex_base_index;\n"; OS << " uint vertex_index_offset;\n"; OS << " uvec4 input_attributes_blob[16 / 2];\n"; OS << "};\n\n"; } void GLVertexDecompilerThread::insertInputs(std::stringstream& OS, const std::vector& /*inputs*/) { OS << "layout(location=0) uniform usamplerBuffer persistent_input_stream;\n"; //Data stream with persistent vertex data (cacheable) OS << "layout(location=1) uniform usamplerBuffer volatile_input_stream;\n"; //Data stream with per-draw data (registers and immediate draw data) } void GLVertexDecompilerThread::insertConstants(std::stringstream& OS, const std::vector& constants) { for (const ParamType &PT: constants) { for (const ParamItem &PI : PT.items) { if (PI.name.starts_with("vc[")) { OS << "layout(std140, binding = " << GL_VERTEX_CONSTANT_BUFFERS_BIND_SLOT << ") uniform VertexConstantsBuffer\n"; OS << "{\n"; OS << " vec4 " << PI.name << ";\n"; OS << "};\n\n"; continue; } OS << "uniform " << PT.type << " " << PI.name << ";\n"; } } } static const vertex_reg_info reg_table[] = { { "gl_Position", false, "dst_reg0", "", false }, { "diff_color", true, "dst_reg1", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE }, { "spec_color", true, "dst_reg2", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR }, //These are only present when back variants are specified, otherwise the default diff/spec color vars are for both front and back { "diff_color1", true, "dst_reg3", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTDIFFUSE | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKDIFFUSE }, { "spec_color1", true, "dst_reg4", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_FRONTSPECULAR | CELL_GCM_ATTRIB_OUTPUT_MASK_BACKSPECULAR }, //Fog output shares a data source register with clip planes 0-2 so only declare when specified { "fog_c", true, "dst_reg5", ".xxxx", true, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_FOG }, //Warning: Always define all 3 clip plane groups together to avoid flickering with openGL { "gl_ClipDistance[0]", false, "dst_reg5", ".y * user_clip_factor[0].x", false, "user_clip_enabled[0].x > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC0 }, { "gl_ClipDistance[1]", false, "dst_reg5", ".z * user_clip_factor[0].y", false, "user_clip_enabled[0].y > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC1 }, { "gl_ClipDistance[2]", false, "dst_reg5", ".w * user_clip_factor[0].z", false, "user_clip_enabled[0].z > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC2 }, { "gl_PointSize", false, "dst_reg6", ".x", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_POINTSIZE }, { "gl_ClipDistance[3]", false, "dst_reg6", ".y * user_clip_factor[0].w", false, "user_clip_enabled[0].w > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC3 }, { "gl_ClipDistance[4]", false, "dst_reg6", ".z * user_clip_factor[1].x", false, "user_clip_enabled[1].x > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC4 }, { "gl_ClipDistance[5]", false, "dst_reg6", ".w * user_clip_factor[1].y", false, "user_clip_enabled[1].y > 0", "0.5", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_UC5 }, { "tc0", true, "dst_reg7", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX0 }, { "tc1", true, "dst_reg8", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX1 }, { "tc2", true, "dst_reg9", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX2 }, { "tc3", true, "dst_reg10", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX3 }, { "tc4", true, "dst_reg11", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX4 }, { "tc5", true, "dst_reg12", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX5 }, { "tc6", true, "dst_reg13", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX6 }, { "tc7", true, "dst_reg14", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX7 }, { "tc8", true, "dst_reg15", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX8 }, { "tc9", true, "dst_reg6", "", false, "", "", "", true, CELL_GCM_ATTRIB_OUTPUT_MASK_TEX9 } // 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 (i.need_declare) { // All outputs must be declared always to allow setting default values OS << "layout(location=" << gl::get_varying_register_location(i.name) << ") out vec4 " << i.name << ";\n"; } } } void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS) { const auto& dev_caps = gl::get_driver_caps(); glsl::shader_properties properties2{}; properties2.domain = glsl::glsl_vertex_program; properties2.require_lit_emulation = properties.has_lit_op; properties2.emulate_zclip_transform = true; properties2.emulate_depth_clip_only = dev_caps.NV_depth_buffer_float_supported; properties2.low_precision_tests = dev_caps.vendor_NVIDIA; properties2.require_explicit_invariance = dev_caps.vendor_MESA || (dev_caps.vendor_NVIDIA && g_cfg.video.shader_precision != gpu_preset_level::low); insert_glsl_legacy_function(OS, properties2); glsl::insert_vertex_input_fetch(OS, glsl::glsl_rules_opengl4, dev_caps.vendor_INTEL == false); // Declare global registers with optional initialization std::string registers; if (ParamType *vec4Types = m_parr.SearchParam(PF_PARAM_OUT, "vec4")) { for (auto &PI : vec4Types->items) { if (registers.length()) registers += ", "; else registers = "vec4 "; registers += PI.name; if (!PI.value.empty()) { // Simplify default initialization if (PI.value == "vec4(0.0, 0.0, 0.0, 0.0)") registers += " = vec4(0.)"; else registers += " = " + PI.value; } } } if (!registers.empty()) { OS << registers << ";\n"; } OS << "void vs_main()\n"; OS << "{\n"; //Declare temporary registers, ignoring those mapped to outputs for (const ParamType &PT : m_parr.params[PF_PARAM_NONE]) { for (const ParamItem &PI : PT.items) { if (PI.name.starts_with("dst_reg")) continue; OS << " " << PT.type << " " << PI.name; if (!PI.value.empty()) OS << " = " << PI.value; OS << ";\n"; } } for (const ParamType &PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem &PI : PT.items) { OS << " vec4 " << PI.name << "= read_location(" << std::to_string(PI.location) << ");\n"; } } } void GLVertexDecompilerThread::insertMainEnd(std::stringstream & OS) { OS << "}\n\n"; OS << "void main ()\n"; OS << "{\n"; OS << "\n" << " vs_main();\n\n"; for (auto &i : reg_table) { if (!i.check_mask || i.test(rsx_vertex_program.output_mask)) { if (m_parr.HasParam(PF_PARAM_OUT, "vec4", i.src_reg)) { std::string condition = (!i.cond.empty()) ? "(" + i.cond + ") " : ""; if (condition.empty() || i.default_val.empty()) { if (!condition.empty()) condition = "if " + condition; OS << " " << condition << i.name << " = " << i.src_reg << i.src_reg_mask << ";\n"; } else { //Insert if-else condition OS << " " << i.name << " = " << condition << "? " << i.src_reg << i.src_reg_mask << ": " << i.default_val << ";\n"; } // Register was marked for output and a properly initialized source register exists // Nothing more to do continue; } } if (i.need_declare) { OS << " " << i.name << " = vec4(0., 0., 0., 1.);\n"; } else if (i.check_mask_value == CELL_GCM_ATTRIB_OUTPUT_MASK_POINTSIZE) { // Default point size if none was generated by the program OS << " gl_PointSize = point_size;\n"; } } OS << " gl_Position = gl_Position * scale_offset_mat;\n"; OS << " gl_Position = apply_zclip_xform(gl_Position, z_near, z_far);\n"; //Since our clip_space is symmetrical [-1, 1] we map it to linear space using the eqn: //ln = (clip * 2) - 1 to fully utilize the 0-1 range of the depth buffer //RSX matrices passed already map to the [0, 1] range but mapping to classic OGL requires that we undo this step //This can be made unnecessary using the call glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE). //However, ClipControl only made it to opengl core in ver 4.5 though, so this is a workaround. //NOTE: It is completely valid for games to use very large w values, causing the post-multiplied z to be in the hundreds //It is therefore critical that this step is done post-transform and the result re-scaled by w //SEE Naruto: UNS //NOTE: On GPUs, poor fp32 precision means dividing z by w, then multiplying by w again gives slightly incorrect results //This equation is simplified algebraically to an addition and subtraction which gives more accurate results (Fixes flickering skybox in Dark Souls 2) //OS << " float ndc_z = gl_Position.z / gl_Position.w;\n"; //OS << " ndc_z = (ndc_z * 2.) - 1.;\n"; //OS << " gl_Position.z = ndc_z * gl_Position.w;\n"; OS << " gl_Position.z = (gl_Position.z + gl_Position.z) - gl_Position.w;\n"; OS << "}\n"; } void GLVertexDecompilerThread::Task() { m_shader = Decompile(); } GLVertexProgram::GLVertexProgram() = default; GLVertexProgram::~GLVertexProgram() { Delete(); } void GLVertexProgram::Decompile(const RSXVertexProgram& prog) { std::string source; GLVertexDecompilerThread decompiler(prog, source, parr); decompiler.Task(); has_indexed_constants = decompiler.properties.has_indexed_constants; constant_ids = std::vector(decompiler.m_constant_ids.begin(), decompiler.m_constant_ids.end()); shader.create(::glsl::program_domain::glsl_vertex_program, source); id = shader.id(); } void GLVertexProgram::Delete() { shader.remove(); id = 0; }