Merge pull request #4041 from ReinUsesLisp/arb-decomp
gl_arb_decompiler: Implement an assembly shader decompiler
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commit
798ec003ce
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@ -51,6 +51,8 @@ endif()
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# The variable SRC_DIR must be passed into the script (since it uses the current build directory for all values of CMAKE_*_DIR)
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set(VIDEO_CORE "${SRC_DIR}/src/video_core")
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set(HASH_FILES
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp"
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@ -32,6 +32,8 @@ add_custom_command(OUTPUT scm_rev.cpp
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DEPENDS
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# WARNING! It was too much work to try and make a common location for this list,
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# so if you need to change it, please update CMakeModules/GenerateSCMRev.cmake as well
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_arb_decompiler.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.cpp"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_cache.h"
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"${VIDEO_CORE}/renderer_opengl/gl_shader_decompiler.cpp"
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@ -52,6 +52,8 @@ add_library(video_core STATIC
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rasterizer_interface.h
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renderer_base.cpp
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renderer_base.h
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renderer_opengl/gl_arb_decompiler.cpp
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renderer_opengl/gl_arb_decompiler.h
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renderer_opengl/gl_buffer_cache.cpp
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renderer_opengl/gl_buffer_cache.h
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renderer_opengl/gl_device.cpp
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2074
src/video_core/renderer_opengl/gl_arb_decompiler.cpp
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2074
src/video_core/renderer_opengl/gl_arb_decompiler.cpp
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File diff suppressed because it is too large
Load diff
29
src/video_core/renderer_opengl/gl_arb_decompiler.h
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29
src/video_core/renderer_opengl/gl_arb_decompiler.h
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@ -0,0 +1,29 @@
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <string_view>
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#include "common/common_types.h"
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namespace Tegra::Engines {
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enum class ShaderType : u32;
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}
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namespace VideoCommon::Shader {
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class ShaderIR;
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class Registry;
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} // namespace VideoCommon::Shader
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namespace OpenGL {
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class Device;
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std::string DecompileAssemblyShader(const Device& device, const VideoCommon::Shader::ShaderIR& ir,
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const VideoCommon::Shader::Registry& registry,
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Tegra::Engines::ShaderType stage, std::string_view identifier);
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} // namespace OpenGL
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@ -213,6 +213,7 @@ Device::Device()
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has_component_indexing_bug = is_amd;
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has_precise_bug = TestPreciseBug();
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has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
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has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
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use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
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GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
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GLAD_GL_NV_transform_feedback2;
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@ -88,6 +88,10 @@ public:
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return has_fast_buffer_sub_data;
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}
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bool HasNvViewportArray2() const {
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return has_nv_viewport_array2;
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}
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bool UseAssemblyShaders() const {
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return use_assembly_shaders;
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}
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@ -111,6 +115,7 @@ private:
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bool has_component_indexing_bug{};
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bool has_precise_bug{};
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bool has_fast_buffer_sub_data{};
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bool has_nv_viewport_array2{};
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bool use_assembly_shaders{};
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};
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@ -20,6 +20,7 @@
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_opengl/gl_arb_decompiler.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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@ -148,7 +149,8 @@ ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 u
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auto program = std::make_shared<ProgramHandle>();
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if (device.UseAssemblyShaders()) {
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const std::string arb = "Not implemented";
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const std::string arb =
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DecompileAssemblyShader(device, ir, registry, shader_type, shader_id);
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GLuint& arb_prog = program->assembly_program.handle;
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@ -12,9 +12,6 @@ ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent)
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ui->setupUi(this);
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// TODO: Remove this after assembly shaders are fully integrated
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ui->use_assembly_shaders->setVisible(false);
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SetConfiguration();
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}
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