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Implemented LDBRX PPU instruction Enabled FRSQRTE PPU instruction Improved Fragment Program Decompiler Implemented Log lvl selection
198 lines
3.3 KiB
C
198 lines
3.3 KiB
C
#pragma once
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#include "GLShaderParam.h"
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#include "Emu/GS/RSXVertexProgram.h"
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struct GLVertexDecompilerThread : public ThreadBase
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{
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union D0
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{
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u32 HEX;
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struct
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{
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u32 addr_swz : 2;
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u32 mask_w : 2;
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u32 mask_z : 2;
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u32 mask_y : 2;
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u32 mask_x : 2;
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u32 cond : 3;
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u32 cond_test_enable : 1;
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u32 cond_update_enable_0 : 1;
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u32 dst_tmp : 6;
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u32 src0_abs : 1;
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u32 src1_abs : 1;
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u32 src2_abs : 1;
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u32 addr_reg_sel_1 : 1;
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u32 cond_reg_sel_1 : 1;
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u32 staturate : 1;
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u32 index_input : 1;
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u32 : 1;
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u32 cond_update_enable_1 : 1;
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u32 vec_result : 1;
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u32 : 1;
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};
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} d0;
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union D1
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{
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u32 HEX;
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struct
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{
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u32 src0h : 8;
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u32 input_src : 4;
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u32 const_src : 10;
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u32 vec_opcode : 5;
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u32 sca_opcode : 5;
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};
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} d1;
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union D2
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{
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u32 HEX;
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struct
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{
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u32 src2h : 6;
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u32 src1 : 17;
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u32 src0l : 9;
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};
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struct
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{
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u32 iaddrh : 6;
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u32 : 26;
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};
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} d2;
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union D3
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{
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u32 HEX;
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struct
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{
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u32 end : 1;
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u32 index_const : 1;
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u32 dst : 5;
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u32 sca_dst_tmp : 6;
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u32 vec_writemask_w : 1;
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u32 vec_writemask_z : 1;
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u32 vec_writemask_y : 1;
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u32 vec_writemask_x : 1;
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u32 sca_writemask_w : 1;
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u32 sca_writemask_z : 1;
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u32 sca_writemask_y : 1;
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u32 sca_writemask_x : 1;
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u32 src2l : 11;
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};
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struct
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{
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u32 : 29;
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u32 iaddrl : 3;
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};
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} d3;
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union SRC
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{
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union
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{
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u32 HEX;
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struct
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{
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u32 src0l : 9;
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u32 src0h : 8;
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};
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struct
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{
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u32 src1 : 17;
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};
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struct
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{
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u32 src2l : 11;
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u32 src2h : 6;
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};
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};
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struct
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{
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u32 reg_type : 2;
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u32 tmp_src : 6;
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u32 swz_w : 2;
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u32 swz_z : 2;
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u32 swz_y : 2;
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u32 swz_x : 2;
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u32 neg : 1;
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};
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} src[3];
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struct FuncInfo
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{
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u32 offset;
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wxString name;
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};
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wxArrayString m_body;
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ArrayF<FuncInfo> m_funcs;
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//wxString main;
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wxString& m_shader;
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Array<u32>& m_data;
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GLParamArray& m_parr;
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GLVertexDecompilerThread(Array<u32>& data, wxString& shader, GLParamArray& parr)
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: ThreadBase("Vertex Shader Decompiler Thread")
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, m_data(data)
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, m_shader(shader)
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, m_parr(parr)
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{
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m_funcs.Add(new FuncInfo());
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m_funcs[0].offset = 0;
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m_funcs[0].name = "main";
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m_funcs.Add(new FuncInfo());
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m_funcs[1].offset = 0;
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m_funcs[1].name = "func0";
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//m_cur_func->body = "\tgl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n";
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}
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wxString GetMask(bool is_sca);
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wxString GetVecMask();
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wxString GetScaMask();
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wxString GetDST(bool is_sca = false);
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wxString GetSRC(const u32 n, bool is_sca = false);
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wxString GetFunc();
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void AddCode(bool is_sca, wxString code, bool src_mask = true, bool set_dst = true, bool set_cond = true);
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void AddVecCode(const wxString& code, bool src_mask = true, bool set_dst = true);
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void AddScaCode(const wxString& code, bool set_dst = true, bool set_cond = true);
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wxString BuildFuncBody(const FuncInfo& func);
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wxString BuildCode();
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virtual void Task();
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};
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struct GLVertexProgram
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{
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GLVertexDecompilerThread* m_decompiler_thread;
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GLVertexProgram();
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~GLVertexProgram();
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GLParamArray parr;
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u32 id;
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wxString shader;
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void Wait()
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{
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if(m_decompiler_thread && m_decompiler_thread->IsAlive())
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{
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m_decompiler_thread->Join();
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}
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}
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void Decompile(RSXVertexProgram& prog);
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void Compile();
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void Delete();
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};
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