rpcsx/rpcs3/Emu/GS/GL/GLFragmentProgram.h
DH 3c8815cc06 Improved Vertex Shader Decompiler
- Fixed condition register selection
- Implemented LIT
- Fixed RCP
2014-06-08 17:52:35 +03:00

227 lines
5.2 KiB
C++

#pragma once
#include "GLShaderParam.h"
#include "Emu/GS/RSXFragmentProgram.h"
struct GLFragmentDecompilerThread : public ThreadBase
{
union OPDEST
{
u32 HEX;
struct
{
u32 end : 1;
u32 dest_reg : 6;
u32 fp16 : 1;
u32 set_cond : 1;
u32 mask_x : 1;
u32 mask_y : 1;
u32 mask_z : 1;
u32 mask_w : 1;
u32 src_attr_reg_num : 4;
u32 tex_num : 4;
u32 exp_tex : 1;
u32 prec : 2;
u32 opcode : 6;
u32 no_dest : 1;
u32 saturate : 1;
};
} dst;
union SRC0
{
u32 HEX;
struct
{
u32 reg_type : 2;
u32 tmp_reg_index : 6;
u32 fp16 : 1;
u32 swizzle_x : 2;
u32 swizzle_y : 2;
u32 swizzle_z : 2;
u32 swizzle_w : 2;
u32 neg : 1;
u32 exec_if_lt : 1;
u32 exec_if_eq : 1;
u32 exec_if_gr : 1;
u32 cond_swizzle_x : 2;
u32 cond_swizzle_y : 2;
u32 cond_swizzle_z : 2;
u32 cond_swizzle_w : 2;
u32 abs : 1;
u32 cond_mod_reg_index : 1;
u32 cond_reg_index : 1;
};
} src0;
union SRC1
{
u32 HEX;
struct
{
u32 reg_type : 2;
u32 tmp_reg_index : 6;
u32 fp16 : 1;
u32 swizzle_x : 2;
u32 swizzle_y : 2;
u32 swizzle_z : 2;
u32 swizzle_w : 2;
u32 neg : 1;
u32 abs : 1;
u32 input_mod_src0 : 3;
u32 : 6;
u32 scale : 3;
u32 opcode_is_branch : 1;
};
struct
{
u32 else_offset : 31;
u32 : 1;
};
struct
{
u32 : 2;
u32 rep1 : 8;
u32 rep2 : 8;
u32 : 1;
u32 rep3 : 8;
};
} src1;
union SRC2
{
u32 HEX;
u32 end_offset;
struct
{
u32 reg_type : 2;
u32 tmp_reg_index : 6;
u32 fp16 : 1;
u32 swizzle_x : 2;
u32 swizzle_y : 2;
u32 swizzle_z : 2;
u32 swizzle_w : 2;
u32 neg : 1;
u32 abs : 1;
u32 addr_reg : 11;
u32 use_index_reg : 1;
u32 perspective_corr : 1;
};
} src2;
std::string main;
std::string& m_shader;
GLParamArray& m_parr;
u32 m_addr;
u32& m_size;
u32 m_const_index;
u32 m_offset;
u32 m_location;
u32 m_ctrl;
u32 m_loop_count;
int m_code_level;
std::vector<u32> m_end_offsets;
std::vector<u32> m_else_offsets;
GLFragmentDecompilerThread(std::string& shader, GLParamArray& parr, u32 addr, u32& size, u32 ctrl)
: ThreadBase("Fragment Shader Decompiler Thread")
, m_shader(shader)
, m_parr(parr)
, m_addr(addr)
, m_size(size)
, m_const_index(0)
, m_location(0)
, m_ctrl(ctrl)
{
m_size = 0;
}
std::string GetMask();
void SetDst(std::string code, bool append_mask = true);
void AddCode(const std::string& code);
std::string AddReg(u32 index, int fp16);
bool HasReg(u32 index, int fp16);
std::string AddCond();
std::string AddConst();
std::string AddTex();
std::string Format(const std::string& code);
std::string GetCond();
template<typename T> std::string GetSRC(T src);
std::string BuildCode();
virtual void Task();
u32 GetData(const u32 d) const { return d << 16 | d >> 16; }
};
/** Storage for an Fragment Program in the process of of recompilation.
* This class calls OpenGL functions and should only be used from the RSX/Graphics thread.
*/
class GLShaderProgram
{
public:
GLShaderProgram();
~GLShaderProgram();
/**
* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
*/
void Decompile(RSXShaderProgram& prog);
/**
* Asynchronously decompile a fragment shader located in the PS3's Memory.
* When this function is called you must call Wait() before GetShaderText() will return valid data.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
*/
void DecompileAsync(RSXShaderProgram& prog);
/** Wait for the decompiler task to complete decompilation. */
void Wait();
/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
void Compile();
/** Get the source text for this shader */
inline const std::string& GetShaderText() const { return m_shader; }
/**
* Set the source text for this shader
* @param shaderText supplied shader text
*/
inline void SetShaderText(const std::string& shaderText) { m_shader = shaderText; }
/** Get the OpenGL id this shader is bound to */
inline u32 GetId() const { return m_id; }
/**
* Set the OpenGL id this shader is bound to
* @param id supplied id
*/
inline void SetId(const u32 id) { m_id = id; }
private:
/** Threaded fragment shader decompiler responsible for decompiling this program */
GLFragmentDecompilerThread* m_decompiler_thread;
/** Shader parameter storage */
GLParamArray m_parr;
/** Text of our decompiler shader */
std::string m_shader;
/** OpenGL id this shader is bound to */
u32 m_id;
/** Deletes the shader and any stored information */
void Delete();
};