summaryrefslogtreecommitdiffstats
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp14
-rw-r--r--src/video_core/shader/decode/other.cpp25
-rw-r--r--src/video_core/shader/glsl_decompiler.cpp70
-rw-r--r--src/video_core/shader/shader_ir.h3
4 files changed, 102 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 59f45cde3..743a9c90e 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -80,16 +80,11 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
- std::string out = out += "// Shader Unique Id: GS" + id + '\n';
+ std::string out = "// Shader Unique Id: GS" + id + '\n';
out += "#extension GL_ARB_separate_shader_objects : enable\n";
out += GetCommonDeclarations();
- ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
- ProgramResult program =
- Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
-
- out += R"(
-out gl_PerVertex {
+ out += R"(out gl_PerVertex {
vec4 gl_Position;
};
@@ -103,9 +98,12 @@ layout (std140) uniform gs_config {
};
)";
+ ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
+ ProgramResult program =
+ Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
out += program.first;
- out = R"(
+ out += R"(
void main() {
execute_geometry();
};)";
diff --git a/src/video_core/shader/decode/other.cpp b/src/video_core/shader/decode/other.cpp
index 9630ef831..1918762b8 100644
--- a/src/video_core/shader/decode/other.cpp
+++ b/src/video_core/shader/decode/other.cpp
@@ -12,6 +12,7 @@ namespace VideoCommon::Shader {
using Tegra::Shader::ConditionCode;
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
+using Tegra::Shader::Register;
u32 ShaderIR::DecodeOther(BasicBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
@@ -140,6 +141,30 @@ u32 ShaderIR::DecodeOther(BasicBlock& bb, u32 pc) {
SetRegister(bb, instr.gpr0, value);
break;
}
+ case OpCode::Id::OUT_R: {
+ UNIMPLEMENTED_IF_MSG(instr.gpr20.Value() != Register::ZeroIndex,
+ "Stream buffer is not supported");
+
+ if (instr.out.emit) {
+ // gpr0 is used to store the next address and gpr8 contains the address to emit.
+ // Hardware uses pointers here but we just ignore it
+ bb.push_back(Operation(OperationCode::EmitVertex));
+ SetRegister(bb, instr.gpr0, Immediate(0));
+ }
+ if (instr.out.cut) {
+ bb.push_back(Operation(OperationCode::EndPrimitive));
+ }
+ break;
+ }
+ case OpCode::Id::ISBERD: {
+ UNIMPLEMENTED_IF(instr.isberd.o != 0);
+ UNIMPLEMENTED_IF(instr.isberd.skew != 0);
+ UNIMPLEMENTED_IF(instr.isberd.shift != Tegra::Shader::IsberdShift::None);
+ UNIMPLEMENTED_IF(instr.isberd.mode != Tegra::Shader::IsberdMode::None);
+ LOG_WARNING(HW_GPU, "ISBERD instruction is incomplete");
+ SetRegister(bb, instr.gpr0, GetRegister(instr.gpr8));
+ break;
+ }
case OpCode::Id::DEPBAR: {
LOG_WARNING(HW_GPU, "DEPBAR instruction is stubbed");
break;
diff --git a/src/video_core/shader/glsl_decompiler.cpp b/src/video_core/shader/glsl_decompiler.cpp
index 2e9323df7..9b443e61a 100644
--- a/src/video_core/shader/glsl_decompiler.cpp
+++ b/src/video_core/shader/glsl_decompiler.cpp
@@ -89,6 +89,22 @@ static std::string GetSwizzle(u32 elem) {
return swizzle;
}
+/// Translate topology
+static std::string GetTopologyName(Tegra::Shader::OutputTopology topology) {
+ switch (topology) {
+ case Tegra::Shader::OutputTopology::PointList:
+ return "points";
+ case Tegra::Shader::OutputTopology::LineStrip:
+ return "line_strip";
+ case Tegra::Shader::OutputTopology::TriangleStrip:
+ return "triangle_strip";
+ default:
+ UNIMPLEMENTED_MSG("Unknown output topology: {}", static_cast<u32>(topology));
+ return "points";
+ }
+}
+
+/// Returns true if an object has to be treated as precise
static bool IsPrecise(Operation operand) {
const auto& meta = operand.GetMeta();
@@ -115,6 +131,7 @@ public:
void Decompile() {
DeclareVertex();
+ DeclareGeometry();
DeclareRegisters();
DeclarePredicates();
DeclareLocalMemory();
@@ -212,6 +229,16 @@ private:
code.AddNewLine();
}
+ void DeclareGeometry() {
+ if (stage != ShaderStage::Geometry)
+ return;
+
+ const auto topology = GetTopologyName(header.common3.output_topology);
+ const auto max_vertices = std::to_string(header.common4.max_output_vertices);
+ code.AddLine("layout (" + topology + ", max_vertices = " + max_vertices + ") out;");
+ code.AddNewLine();
+ }
+
void DeclareRegisters() {
const auto& registers = ir.GetRegisters();
for (const u32 gpr : registers) {
@@ -419,9 +446,24 @@ private:
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:
- return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
+ 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:
@@ -460,7 +502,7 @@ private:
default:
if (attribute >= Attribute::Index::Attribute_0 &&
attribute <= Attribute::Index::Attribute_31) {
- return GetInputAttribute(attribute) + GetSwizzle(abuf->GetElement());
+ return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
}
break;
}
@@ -1226,6 +1268,27 @@ private:
return {};
}
+ std::string EmitVertex(Operation operation) {
+ ASSERT_MSG(stage == ShaderStage::Geometry,
+ "EmitVertex is expected to be used in a geometry shader.");
+
+ // If a geometry shader is attached, it will always flip (it's the last stage before
+ // fragment). For more info about flipping, refer to gl_shader_gen.cpp.
+ code.AddLine("position.xy *= viewport_flip.xy;");
+ code.AddLine("gl_Position = position;");
+ code.AddLine("position.w = 1.0;");
+ code.AddLine("EmitVertex();");
+ return {};
+ }
+
+ std::string EndPrimitive(Operation operation) {
+ ASSERT_MSG(stage == ShaderStage::Geometry,
+ "EndPrimitive is expected to be used in a geometry shader.");
+
+ code.AddLine("EndPrimitive();");
+ return {};
+ }
+
std::string YNegate(Operation operation) {
// Config pack's third value is Y_NEGATE's state.
return "uintBitsToFloat(config_pack[2])";
@@ -1361,6 +1424,9 @@ private:
&Exit,
&Kil,
+ &EmitVertex,
+ &EndPrimitive,
+
&YNegate,
};
diff --git a/src/video_core/shader/shader_ir.h b/src/video_core/shader/shader_ir.h
index 0ea2df6bd..5676d32a9 100644
--- a/src/video_core/shader/shader_ir.h
+++ b/src/video_core/shader/shader_ir.h
@@ -172,6 +172,9 @@ enum class OperationCode {
Exit, /// () -> void
Kil, /// () -> void
+ EmitVertex, /// () -> void
+ EndPrimitive, /// () -> void
+
YNegate, /// () -> float
Amount,