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author | bunnei <bunneidev@gmail.com> | 2019-05-19 20:02:58 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-05-19 20:02:58 +0200 |
commit | d49efbfb4aa4e935f6c753871d6af6534701f542 (patch) | |
tree | 79608391a32719a0be20c898fc79aba93f9f1d48 /src/video_core/renderer_opengl | |
parent | Merge pull request #2410 from lioncash/affinity (diff) | |
parent | shader_ir/other: Implement IPA.IDX (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl')
-rw-r--r-- | src/video_core/renderer_opengl/gl_device.cpp | 9 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_device.h | 14 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 313 |
3 files changed, 219 insertions, 117 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index b6d9e0ddb..38497678a 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -21,9 +21,18 @@ T GetInteger(GLenum pname) { Device::Device() { uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT); + max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS); + max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS); has_variable_aoffi = TestVariableAoffi(); } +Device::Device(std::nullptr_t) { + uniform_buffer_alignment = 0; + max_vertex_attributes = 16; + max_varyings = 15; + has_variable_aoffi = true; +} + bool Device::TestVariableAoffi() { const GLchar* AOFFI_TEST = R"(#version 430 core uniform sampler2D tex; diff --git a/src/video_core/renderer_opengl/gl_device.h b/src/video_core/renderer_opengl/gl_device.h index 78ff5ee58..de8490682 100644 --- a/src/video_core/renderer_opengl/gl_device.h +++ b/src/video_core/renderer_opengl/gl_device.h @@ -5,17 +5,27 @@ #pragma once #include <cstddef> +#include "common/common_types.h" namespace OpenGL { class Device { public: - Device(); + explicit Device(); + explicit Device(std::nullptr_t); std::size_t GetUniformBufferAlignment() const { return uniform_buffer_alignment; } + u32 GetMaxVertexAttributes() const { + return max_vertex_attributes; + } + + u32 GetMaxVaryings() const { + return max_varyings; + } + bool HasVariableAoffi() const { return has_variable_aoffi; } @@ -24,6 +34,8 @@ private: static bool TestVariableAoffi(); std::size_t uniform_buffer_alignment{}; + u32 max_vertex_attributes{}; + u32 max_varyings{}; bool has_variable_aoffi{}; }; diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 1a62795e1..4bff54a59 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -134,6 +134,19 @@ bool IsPrecise(Node node) { return false; } +constexpr bool IsGenericAttribute(Attribute::Index index) { + return index >= Attribute::Index::Attribute_0 && index <= Attribute::Index::Attribute_31; +} + +constexpr Attribute::Index ToGenericAttribute(u32 value) { + return static_cast<Attribute::Index>(value + static_cast<u32>(Attribute::Index::Attribute_0)); +} + +u32 GetGenericAttributeIndex(Attribute::Index index) { + ASSERT(IsGenericAttribute(index)); + return static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0); +} + class GLSLDecompiler final { public: explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ShaderStage stage, @@ -152,6 +165,7 @@ public: DeclareConstantBuffers(); DeclareGlobalMemory(); DeclareSamplers(); + DeclarePhysicalAttributeReader(); code.AddLine("void execute_" + suffix + "() {"); ++code.scope; @@ -296,76 +310,95 @@ private: } std::string GetInputFlags(AttributeUse attribute) { - std::string out; - switch (attribute) { - case AttributeUse::Constant: - out += "flat "; - break; - case AttributeUse::ScreenLinear: - out += "noperspective "; - break; case AttributeUse::Perspective: // Default, Smooth - break; + return {}; + case AttributeUse::Constant: + return "flat "; + case AttributeUse::ScreenLinear: + return "noperspective "; default: - LOG_CRITICAL(HW_GPU, "Unused attribute being fetched"); - UNREACHABLE(); + case AttributeUse::Unused: + UNREACHABLE_MSG("Unused attribute being fetched"); + return {}; + UNIMPLEMENTED_MSG("Unknown attribute usage index={}", static_cast<u32>(attribute)); + return {}; } - return out; } void DeclareInputAttributes() { - const auto& attributes = ir.GetInputAttributes(); - for (const auto element : attributes) { - const Attribute::Index index = element.first; - if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) { - // Skip when it's not a generic attribute - continue; - } - - // TODO(bunnei): Use proper number of elements for these - u32 idx = static_cast<u32>(index) - static_cast<u32>(Attribute::Index::Attribute_0); - if (stage != ShaderStage::Vertex) { - // If inputs are varyings, add an offset - idx += GENERIC_VARYING_START_LOCATION; + if (ir.HasPhysicalAttributes()) { + const u32 num_inputs{GetNumPhysicalInputAttributes()}; + for (u32 i = 0; i < num_inputs; ++i) { + DeclareInputAttribute(ToGenericAttribute(i), true); } + code.AddNewLine(); + return; + } - std::string attr = GetInputAttribute(index); - if (stage == ShaderStage::Geometry) { - attr = "gs_" + attr + "[]"; - } - std::string suffix; - if (stage == ShaderStage::Fragment) { - const auto input_mode = - header.ps.GetAttributeUse(idx - GENERIC_VARYING_START_LOCATION); - suffix = GetInputFlags(input_mode); + const auto& attributes = ir.GetInputAttributes(); + for (const auto index : attributes) { + if (IsGenericAttribute(index)) { + DeclareInputAttribute(index, false); } - code.AddLine("layout (location = " + std::to_string(idx) + ") " + suffix + "in vec4 " + - attr + ';'); } if (!attributes.empty()) code.AddNewLine(); } + void DeclareInputAttribute(Attribute::Index index, bool skip_unused) { + const u32 generic_index{GetGenericAttributeIndex(index)}; + + std::string name{GetInputAttribute(index)}; + if (stage == ShaderStage::Geometry) { + name = "gs_" + name + "[]"; + } + + std::string suffix; + if (stage == ShaderStage::Fragment) { + const auto input_mode{header.ps.GetAttributeUse(generic_index)}; + if (skip_unused && input_mode == AttributeUse::Unused) { + return; + } + suffix = GetInputFlags(input_mode); + } + + u32 location = generic_index; + if (stage != ShaderStage::Vertex) { + // If inputs are varyings, add an offset + location += GENERIC_VARYING_START_LOCATION; + } + + code.AddLine("layout (location = " + std::to_string(location) + ") " + suffix + "in vec4 " + + name + ';'); + } + void DeclareOutputAttributes() { + if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) { + for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) { + DeclareOutputAttribute(ToGenericAttribute(i)); + } + code.AddNewLine(); + return; + } + const auto& attributes = ir.GetOutputAttributes(); for (const auto index : attributes) { - if (index < Attribute::Index::Attribute_0 || index > Attribute::Index::Attribute_31) { - // Skip when it's not a generic attribute - continue; + if (IsGenericAttribute(index)) { + DeclareOutputAttribute(index); } - // TODO(bunnei): Use proper number of elements for these - const auto idx = static_cast<u32>(index) - - static_cast<u32>(Attribute::Index::Attribute_0) + - GENERIC_VARYING_START_LOCATION; - code.AddLine("layout (location = " + std::to_string(idx) + ") out vec4 " + - GetOutputAttribute(index) + ';'); } if (!attributes.empty()) code.AddNewLine(); } + void DeclareOutputAttribute(Attribute::Index index) { + const u32 location{GetGenericAttributeIndex(index) + GENERIC_VARYING_START_LOCATION}; + code.AddLine("layout (location = " + std::to_string(location) + ") out vec4 " + + GetOutputAttribute(index) + ';'); + } + void DeclareConstantBuffers() { for (const auto& entry : ir.GetConstantBuffers()) { const auto [index, size] = entry; @@ -429,6 +462,39 @@ private: code.AddNewLine(); } + void DeclarePhysicalAttributeReader() { + if (!ir.HasPhysicalAttributes()) { + return; + } + code.AddLine("float readPhysicalAttribute(uint physical_address) {"); + ++code.scope; + code.AddLine("switch (physical_address) {"); + + // Just declare generic attributes for now. + const auto num_attributes{static_cast<u32>(GetNumPhysicalInputAttributes())}; + for (u32 index = 0; index < num_attributes; ++index) { + const auto attribute{ToGenericAttribute(index)}; + for (u32 element = 0; element < 4; ++element) { + constexpr u32 generic_base{0x80}; + constexpr u32 generic_stride{16}; + constexpr u32 element_stride{4}; + const u32 address{generic_base + index * generic_stride + element * element_stride}; + + const bool declared{stage != ShaderStage::Fragment || + header.ps.GetAttributeUse(index) != AttributeUse::Unused}; + const std::string value{declared ? ReadAttribute(attribute, element) : "0"}; + code.AddLine(fmt::format("case 0x{:x}: return {};", address, value)); + } + } + + code.AddLine("default: return 0;"); + + code.AddLine('}'); + --code.scope; + code.AddLine('}'); + code.AddNewLine(); + } + void VisitBlock(const NodeBlock& bb) { for (const Node node : bb) { if (const std::string expr = Visit(node); !expr.empty()) { @@ -483,70 +549,12 @@ private: return value; } else if (const auto abuf = std::get_if<AbufNode>(node)) { - const auto attribute = abuf->GetIndex(); - const auto element = abuf->GetElement(); - - const auto GeometryPass = [&](const std::string& name) { - if (stage == ShaderStage::Geometry && abuf->GetBuffer()) { - // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games - // set an 0x80000000 index for those and the shader fails to build. Find out why - // this happens and what's its intent. - return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) + - ") % MAX_VERTEX_INPUT]"; - } - return name; - }; - - switch (attribute) { - case Attribute::Index::Position: - if (stage != ShaderStage::Fragment) { - return GeometryPass("position") + GetSwizzle(element); - } else { - return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element); - } - case Attribute::Index::PointCoord: - switch (element) { - case 0: - return "gl_PointCoord.x"; - case 1: - return "gl_PointCoord.y"; - case 2: - case 3: - return "0"; - } - UNREACHABLE(); - return "0"; - case Attribute::Index::TessCoordInstanceIDVertexID: - // TODO(Subv): Find out what the values are for the first two elements when inside a - // vertex shader, and what's the value of the fourth element when inside a Tess Eval - // shader. - ASSERT(stage == ShaderStage::Vertex); - switch (element) { - case 2: - // Config pack's first value is instance_id. - return "uintBitsToFloat(config_pack[0])"; - case 3: - return "uintBitsToFloat(gl_VertexID)"; - } - UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element); - return "0"; - case Attribute::Index::FrontFacing: - // TODO(Subv): Find out what the values are for the other elements. - ASSERT(stage == ShaderStage::Fragment); - switch (element) { - case 3: - return "itof(gl_FrontFacing ? -1 : 0)"; - } - UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element); - return "0"; - default: - if (attribute >= Attribute::Index::Attribute_0 && - attribute <= Attribute::Index::Attribute_31) { - return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element); - } - break; + UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry, + "Physical attributes in geometry shaders are not implemented"); + if (abuf->IsPhysicalBuffer()) { + return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))"; } - UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute)); + return ReadAttribute(abuf->GetIndex(), abuf->GetElement(), abuf->GetBuffer()); } else if (const auto cbuf = std::get_if<CbufNode>(node)) { const Node offset = cbuf->GetOffset(); @@ -598,6 +606,69 @@ private: return {}; } + std::string ReadAttribute(Attribute::Index attribute, u32 element, Node buffer = {}) { + const auto GeometryPass = [&](std::string name) { + if (stage == ShaderStage::Geometry && buffer) { + // TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games + // set an 0x80000000 index for those and the shader fails to build. Find out why + // this happens and what's its intent. + return "gs_" + std::move(name) + "[ftou(" + Visit(buffer) + ") % MAX_VERTEX_INPUT]"; + } + return name; + }; + + switch (attribute) { + case Attribute::Index::Position: + if (stage != ShaderStage::Fragment) { + return GeometryPass("position") + GetSwizzle(element); + } else { + return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element); + } + case Attribute::Index::PointCoord: + switch (element) { + case 0: + return "gl_PointCoord.x"; + case 1: + return "gl_PointCoord.y"; + case 2: + case 3: + return "0"; + } + UNREACHABLE(); + return "0"; + case Attribute::Index::TessCoordInstanceIDVertexID: + // TODO(Subv): Find out what the values are for the first two elements when inside a + // vertex shader, and what's the value of the fourth element when inside a Tess Eval + // shader. + ASSERT(stage == ShaderStage::Vertex); + switch (element) { + case 2: + // Config pack's first value is instance_id. + return "uintBitsToFloat(config_pack[0])"; + case 3: + return "uintBitsToFloat(gl_VertexID)"; + } + UNIMPLEMENTED_MSG("Unmanaged TessCoordInstanceIDVertexID element={}", element); + return "0"; + case Attribute::Index::FrontFacing: + // TODO(Subv): Find out what the values are for the other elements. + ASSERT(stage == ShaderStage::Fragment); + switch (element) { + case 3: + return "itof(gl_FrontFacing ? -1 : 0)"; + } + UNIMPLEMENTED_MSG("Unmanaged FrontFacing element={}", element); + return "0"; + default: + if (IsGenericAttribute(attribute)) { + return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element); + } + break; + } + UNIMPLEMENTED_MSG("Unhandled input attribute: {}", static_cast<u32>(attribute)); + return "0"; + } + std::string ApplyPrecise(Operation operation, const std::string& value) { if (!IsPrecise(operation)) { return value; @@ -833,6 +904,8 @@ private: target = GetRegister(gpr->GetIndex()); } else if (const auto abuf = std::get_if<AbufNode>(dest)) { + UNIMPLEMENTED_IF(abuf->IsPhysicalBuffer()); + target = [&]() -> std::string { switch (const auto attribute = abuf->GetIndex(); abuf->GetIndex()) { case Attribute::Index::Position: @@ -844,8 +917,7 @@ private: case Attribute::Index::ClipDistances4567: return "gl_ClipDistance[" + std::to_string(abuf->GetElement() + 4) + ']'; default: - if (attribute >= Attribute::Index::Attribute_0 && - attribute <= Attribute::Index::Attribute_31) { + if (IsGenericAttribute(attribute)) { return GetOutputAttribute(attribute) + GetSwizzle(abuf->GetElement()); } UNIMPLEMENTED_MSG("Unhandled output attribute: {}", @@ -1591,15 +1663,11 @@ private: } std::string GetInputAttribute(Attribute::Index attribute) const { - const auto index{static_cast<u32>(attribute) - - static_cast<u32>(Attribute::Index::Attribute_0)}; - return GetDeclarationWithSuffix(index, "input_attr"); + return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "input_attr"); } std::string GetOutputAttribute(Attribute::Index attribute) const { - const auto index{static_cast<u32>(attribute) - - static_cast<u32>(Attribute::Index::Attribute_0)}; - return GetDeclarationWithSuffix(index, "output_attr"); + return GetDeclarationWithSuffix(GetGenericAttributeIndex(attribute), "output_attr"); } std::string GetConstBuffer(u32 index) const { @@ -1640,6 +1708,19 @@ private: return name + '_' + std::to_string(index) + '_' + suffix; } + u32 GetNumPhysicalInputAttributes() const { + return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings(); + } + + u32 GetNumPhysicalAttributes() const { + return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes); + } + + u32 GetNumPhysicalVaryings() const { + return std::min<u32>(device.GetMaxVaryings() - GENERIC_VARYING_START_LOCATION, + Maxwell::NumVaryings); + } + const Device& device; const ShaderIR& ir; const ShaderStage stage; |