#include "stdafx.h" #include "Emu/Memory/Memory.h" #include "Emu/System.h" #include "GLFragmentProgram.h" #include "GLCommonDecompiler.h" #include "../GCM.h" std::string GLFragmentDecompilerThread::getFloatTypeName(size_t elementCount) { return getFloatTypeNameImpl(elementCount); } std::string GLFragmentDecompilerThread::getFunction(FUNCTION f) { return getFunctionImpl(f); } std::string GLFragmentDecompilerThread::saturate(const std::string & code) { return "clamp(" + code + ", 0., 1.)"; } std::string GLFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1) { return compareFunctionImpl(f, Op0, Op1); } void GLFragmentDecompilerThread::insertHeader(std::stringstream & OS) { OS << "#version 420" << std::endl; OS << "layout(std140, binding = 0) uniform ScaleOffsetBuffer\n"; OS << "{\n"; OS << " mat4 scaleOffsetMat;\n"; OS << " float fog_param0;\n"; OS << " float fog_param1;\n"; OS << " uint alpha_test;\n"; OS << " float alpha_ref;\n"; OS << "};\n"; } void GLFragmentDecompilerThread::insertIntputs(std::stringstream & OS) { for (const ParamType& PT : m_parr.params[PF_PARAM_IN]) { for (const ParamItem& PI : PT.items) { //Rename fogc to fog_c to differentiate the input register from the variable if (PI.name == "fogc") OS << "in vec4 fog_c;" << std::endl; OS << "in " << PT.type << " " << PI.name << ";" << std::endl; } } } void GLFragmentDecompilerThread::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 << "out vec4 " << table[i].first << ";" << std::endl; } } void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS) { 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]); OS << "uniform " << samplerType << " " << PI.name << ";" << std::endl; } } OS << "layout(std140, 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; } namespace { // 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 GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS) { 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"; for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM]) { if (PT.type != "sampler2D") 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)) { OS << "vec2 tex" << index << "_coord_scale = 1. / textureSize(" << PI.name << ", 0);\n"; } else { OS << "vec2 tex" << index << "_coord_scale = vec2(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") { insert_fog_declaration(OS, m_prog.fog_equation); continue; } } } } void GLFragmentDecompilerThread::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" }, }; std::string first_output_name; 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 (first_output_name.empty()) first_output_name = table[i].first; } } 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"; } } if (!first_output_name.empty()) { switch (m_prog.alpha_func) { case rsx::comparison_function::equal: OS << " if (bool(alpha_test) && " << first_output_name << ".a != alpha_ref) discard;\n"; break; case rsx::comparison_function::not_equal: OS << " if (bool(alpha_test) && " << first_output_name << ".a == alpha_ref) discard;\n"; break; case rsx::comparison_function::less_or_equal: OS << " if (bool(alpha_test) && " << first_output_name << ".a > alpha_ref) discard;\n"; break; case rsx::comparison_function::less: OS << " if (bool(alpha_test) && " << first_output_name << ".a >= alpha_ref) discard;\n"; break; case rsx::comparison_function::greater: OS << " if (bool(alpha_test) && " << first_output_name << ".a <= alpha_ref) discard;\n"; break; case rsx::comparison_function::greater_or_equal: OS << " if (bool(alpha_test) && " << first_output_name << ".a < alpha_ref) discard;\n"; break; } } OS << "}" << std::endl; } void GLFragmentDecompilerThread::Task() { m_shader = Decompile(); } GLFragmentProgram::GLFragmentProgram() { } GLFragmentProgram::~GLFragmentProgram() { Delete(); } void GLFragmentProgram::Decompile(const RSXFragmentProgram& prog) { u32 size; GLFragmentDecompilerThread decompiler(shader, parr, prog, size); 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 GLFragmentProgram::Compile() { if (id) { glDeleteShader(id); } id = glCreateShader(GL_FRAGMENT_SHADER); const char* str = shader.c_str(); const int strlen = ::narrow(shader.length()); glShaderSource(id, 1, &str, &strlen); glCompileShader(id); GLint compileStatus = GL_FALSE; glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); // Determine the result of the glCompileShader call if (compileStatus != GL_TRUE) // If the shader failed to compile... { GLint infoLength; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &infoLength); // Retrieve the length in bytes (including trailing NULL) of the shader info log if (infoLength > 0) { GLsizei len; char* buf = new char[infoLength]; // Buffer to store infoLog glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console delete[] buf; } LOG_NOTICE(RSX, "%s", shader); // Log the text of the shader that failed to compile Emu.Pause(); // Pause the emulator, we can't really continue from here } } void GLFragmentProgram::Delete() { shader.clear(); if (id) { if (Emu.IsStopped()) { LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id); } else { glDeleteShader(id); } id = 0; } }