rpcsx/rpcs3/Emu/RSX/GL/GLCommonDecompiler.cpp

134 lines
4.3 KiB
C++

#include "stdafx.h"
#include "GLCommonDecompiler.h"
std::string getFloatTypeNameImpl(size_t elementCount)
{
switch (elementCount)
{
default:
abort();
case 1:
return "float";
case 2:
return "vec2";
case 3:
return "vec3";
case 4:
return "vec4";
}
}
std::string getFunctionImpl(FUNCTION f)
{
switch (f)
{
default:
abort();
case FUNCTION::FUNCTION_DP2:
return "vec4(dot($0.xy, $1.xy))";
case FUNCTION::FUNCTION_DP2A:
return "vec4(dot($0.xy, $1.xy) + $2.x)";
case FUNCTION::FUNCTION_DP3:
return "vec4(dot($0.xyz, $1.xyz))";
case FUNCTION::FUNCTION_DP4:
return "vec4(dot($0, $1))";
case FUNCTION::FUNCTION_DPH:
return "vec4(dot(vec4($0.xyz, 1.0), $1))";
case FUNCTION::FUNCTION_SFL:
return "vec4(0., 0., 0., 0.)";
case FUNCTION::FUNCTION_STR:
return "vec4(1., 1., 1., 1.)";
case FUNCTION::FUNCTION_FRACT:
return "fract($0)";
case FUNCTION::FUNCTION_REFL:
return "vec4($0 - 2.0 * (dot($0, $1)) * $1)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D:
return "texture($t, $0.x)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_PROJ:
return "textureProj($t, $0.x, $1.x)"; // Note: $1.x is bias
case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_LOD:
return "textureLod($t, $0.x, $1.x)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_GRAD:
return "textureGrad($t, $0.x, $1.x, $2.x)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D:
return "texture($t, $0.xy * $t_coord_scale)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_PROJ:
return "textureProj($t, $0 , $1.x)"; // Note: $1.x is bias
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_LOD:
return "textureLod($t, $0.xy * $t_coord_scale, $1.x)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_GRAD:
return "textureGrad($t, $0.xy * $t_coord_scale , $1.xy, $2.xy)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE:
return "texture($t, $0.xyz)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_PROJ:
return "texture($t, ($0.xyz / $0.w))";
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_LOD:
return "textureLod($t, $0.xyz, $1.x)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_GRAD:
return "textureGrad($t, $0.xyz, $1.xyz, $2.xyz)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D:
return "texture($t, $0.xyz)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_PROJ:
return "textureProj($t, $0.xyzw, $1.x)"; // Note: $1.x is bias
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_LOD:
return "textureLod($t, $0.xyz, $1.x)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_GRAD:
return "textureGrad($t, $0.xyz, $1.xyz, $2.xyz)";
case FUNCTION::FUNCTION_DFDX:
return "dFdx($0)";
case FUNCTION::FUNCTION_DFDY:
return "dFdy($0)";
case FUNCTION::FUNCTION_VERTEX_TEXTURE_FETCH2D:
return "textureLod($t, $0.xy, 0)";
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_DEPTH_RGBA:
return "texture2DReconstruct($t, $0.xy)";
}
}
std::string compareFunctionImpl(COMPARE f, const std::string &Op0, const std::string &Op1)
{
switch (f)
{
case COMPARE::FUNCTION_SEQ:
return "equal(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SGE:
return "greaterThanEqual(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SGT:
return "greaterThan(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SLE:
return "lessThanEqual(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SLT:
return "lessThan(" + Op0 + ", " + Op1 + ")";
case COMPARE::FUNCTION_SNE:
return "notEqual(" + Op0 + ", " + Op1 + ")";
}
fmt::throw_exception("Unknown compare function" HERE);
}
void insert_glsl_legacy_function(std::ostream& OS)
{
OS << "vec4 lit_legacy(vec4 val)";
OS << "{\n";
OS << " vec4 clamped_val = val;\n";
OS << " clamped_val.x = max(val.x, 0);\n";
OS << " clamped_val.y = max(val.y, 0);\n";
OS << " vec4 result;\n";
OS << " result.x = 1.0;\n";
OS << " result.w = 1.;\n";
OS << " result.y = clamped_val.x;\n";
OS << " result.z = clamped_val.x > 0.0 ? exp(clamped_val.w * log(max(clamped_val.y, 1.E-10))) : 0.0;\n";
OS << " return result;\n";
OS << "}\n\n";
//NOTE: We lose precision if we just store depth value into 8-bit textures i.e (depth, 0, 0)
OS << "vec4 texture2DReconstruct(sampler2D tex, vec2 coord)\n";
OS << "{\n";
OS << " float depth_value = texture(tex, coord.xy).r;\n";
OS << " uint value = uint(depth_value * 16777215);\n";
OS << " uint b = (value & 0xff);\n";
OS << " uint g = (value >> 8) & 0xff;\n";
OS << " uint r = (value >> 16) & 0xff;\n";
OS << " return vec4(float(r)/255., float(g)/255., float(b)/255., 1.);\n";
OS << "}\n\n";
}