#include "stdafx.h" #include "GLVertexProgram.h" std::string GLVertexDecompilerThread::GetMask(bool is_sca) { std::string ret; if(is_sca) { if(d3.sca_writemask_x) ret += "x"; if(d3.sca_writemask_y) ret += "y"; if(d3.sca_writemask_z) ret += "z"; if(d3.sca_writemask_w) ret += "w"; } else { if(d3.vec_writemask_x) ret += "x"; if(d3.vec_writemask_y) ret += "y"; if(d3.vec_writemask_z) ret += "z"; if(d3.vec_writemask_w) ret += "w"; } return ret.empty() || ret == "xyzw" ? "" : ("." + ret); } std::string GLVertexDecompilerThread::GetVecMask() { return GetMask(false); } std::string GLVertexDecompilerThread::GetScaMask() { return GetMask(true); } std::string GLVertexDecompilerThread::GetDST(bool isSca) { static const std::string reg_table[] = { "gl_Position", "col0", "col1", "bfc0", "bfc1", "gl_ClipDistance[%d]", "gl_ClipDistance[%d]", "tc0", "tc1", "tc2", "tc3", "tc4", "tc5", "tc6", "tc7" }; std::string ret; switch(isSca ? 0x1f : d3.dst) { case 0x0: case 0x5: case 0x6: ret += reg_table[d3.dst]; break; case 0x1f: ret += m_parr.AddParam(PARAM_NONE, "vec4", std::string("tmp") + std::to_string(isSca ? d3.sca_dst_tmp : d0.dst_tmp)); break; default: if(d3.dst < WXSIZEOF(reg_table)) { ret += m_parr.AddParam(PARAM_OUT, "vec4", reg_table[d3.dst]); } else { ConLog.Error("Bad dst reg num: %d", fmt::by_value(d3.dst)); ret += m_parr.AddParam(PARAM_OUT, "vec4", "unk"); } break; } return ret; } std::string GLVertexDecompilerThread::GetSRC(const u32 n, bool isSca) { static const std::string reg_table[] = { "in_pos", "in_weight", "in_normal", "in_col0", "in_col1", "in_fogc", "in_6", "in_7", "in_tc0", "in_tc1", "in_tc2", "in_tc3", "in_tc4", "in_tc5", "in_tc6", "in_tc7" }; std::string ret; switch(src[n].reg_type) { case 1: //temp ret += m_parr.AddParam(PARAM_NONE, "vec4", std::string("tmp") + std::to_string(src[n].tmp_src)); break; case 2: //input if(d1.input_src < WXSIZEOF(reg_table)) { ret += m_parr.AddParam(PARAM_IN, "vec4", reg_table[d1.input_src], d1.input_src); } else { ConLog.Error("Bad input src num: %d", fmt::by_value(d1.input_src)); ret += m_parr.AddParam(PARAM_IN, "vec4", "in_unk", d1.input_src); } break; case 3: //const ret += m_parr.AddParam(PARAM_UNIFORM, "vec4", std::string("vc") + std::to_string(d1.const_src)); break; default: ConLog.Error("Bad src%u reg type: %d", n, fmt::by_value(src[n].reg_type)); Emu.Pause(); break; } static const std::string f = "xyzw"; if (isSca) { assert(src[n].swz_x == src[n].swz_y); assert(src[n].swz_z == src[n].swz_w); assert(src[n].swz_x == src[n].swz_z); ret += '.'; ret += f[src[n].swz_x]; } else { std::string swizzle; swizzle += f[src[n].swz_x]; swizzle += f[src[n].swz_y]; swizzle += f[src[n].swz_z]; swizzle += f[src[n].swz_w]; if(swizzle != f) ret += '.' + swizzle; } bool abs; switch(n) { case 0: abs = d0.src0_abs; break; case 1: abs = d0.src1_abs; break; case 2: abs = d0.src2_abs; break; } if(abs) ret = "abs(" + ret + ")"; if(src[n].neg) ret = "-" + ret; return ret; } void GLVertexDecompilerThread::AddCode(bool is_sca, const std::string& pCode, bool src_mask, bool set_dst, bool set_cond) { std::string code = pCode; if(d0.cond == 0) return; enum { lt = 0x1, eq = 0x2, gt = 0x4, }; static const char* cond_string_table[(lt | gt | eq) + 1] = { "error", "lessThan", "equal", "lessThanEqual", "greaterThan", "notEqual", "greaterThanEqual", "error" }; std::string cond; if((set_cond || d0.cond_test_enable) && d0.cond != (lt | gt | eq)) { static const char f[4] = {'x', 'y', 'z', 'w'}; std::string swizzle; swizzle += f[d0.mask_x]; swizzle += f[d0.mask_y]; swizzle += f[d0.mask_z]; swizzle += f[d0.mask_w]; swizzle = swizzle == "xyzw" ? "" : "." + swizzle; cond = fmt::Format("if(all(%s(rc%s, vec4(0.0)%s))) ", cond_string_table[d0.cond], swizzle.c_str(), swizzle.c_str()); } std::string mask = GetMask(is_sca); std::string value = src_mask ? code + mask : code; if(is_sca && d0.vec_result) { value = "vec4(" + value + ")" + mask; } if(d0.staturate) { value = "clamp(" + value + ", 0.0, 1.0)"; } if(set_dst) { std::string dest; if(d0.cond_update_enable_0) { dest = m_parr.AddParam(PARAM_NONE, "vec4", "rc", "vec4(0.0)") + mask; } else if(d3.dst == 5 || d3.dst == 6) { if(d3.vec_writemask_x) { dest = m_parr.AddParam(PARAM_OUT, "vec4", "fogc") + mask; } else { int num = d3.dst == 5 ? 0 : 3; //if(d3.vec_writemask_y) num += 0; if(d3.vec_writemask_z) num += 1; else if(d3.vec_writemask_w) num += 2; dest = fmt::Format(GetDST(is_sca) + "/*" + mask + "*/", num); } } else { dest = GetDST(is_sca) + mask; } code = cond + dest + " = " + value; } else { code = cond + value; } m_body.push_back(code + ";"); } std::string GLVertexDecompilerThread::GetFunc() { u32 offset = (d2.iaddrh << 3) | d3.iaddrl; std::string name = fmt::Format("func%u", offset); for(uint i=0; i0; --i) { fp += fmt::Format("void %s();\n", m_funcs[i].name.c_str()); } std::string f; f += fmt::Format("void %s()\n{\n\tgl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n\t%s();\n\tgl_Position = gl_Position * scaleOffsetMat;\n}\n", m_funcs[0].name.c_str(), m_funcs[1].name.c_str()); for(uint i=1; iIsAlive()) { m_decompiler_thread->Stop(); } delete m_decompiler_thread; m_decompiler_thread = nullptr; } Delete(); } void GLVertexProgram::Decompile(RSXVertexProgram& prog) { #if 0 GLVertexDecompilerThread(data, shader, parr).Entry(); #else 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(); #endif } void GLVertexProgram::Compile() { if(id) glDeleteShader(id); id = glCreateShader(GL_VERTEX_SHADER); const char* str = shader.c_str(); const int strlen = 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; memset(buf, 0, r+1); glGetShaderInfoLog(id, r, &len, buf); ConLog.Error("Failed to compile vertex shader: %s", buf); delete[] buf; } ConLog.Write(shader); Emu.Pause(); } //else ConLog.Write("Vertex shader compiled successfully!"); } void GLVertexProgram::Delete() { parr.params.Clear(); shader.clear(); if(id) { glDeleteShader(id); id = 0; } }