gl_shader_decompiler: Implement GLSL physical attributes
This commit is contained in:
parent
71aa9d0877
commit
c6f9e651b2
|
@ -165,6 +165,7 @@ public:
|
||||||
DeclareConstantBuffers();
|
DeclareConstantBuffers();
|
||||||
DeclareGlobalMemory();
|
DeclareGlobalMemory();
|
||||||
DeclareSamplers();
|
DeclareSamplers();
|
||||||
|
DeclarePhysicalAttributeReader();
|
||||||
|
|
||||||
code.AddLine("void execute_" + suffix + "() {");
|
code.AddLine("void execute_" + suffix + "() {");
|
||||||
++code.scope;
|
++code.scope;
|
||||||
|
@ -330,8 +331,7 @@ private:
|
||||||
|
|
||||||
void DeclareInputAttributes() {
|
void DeclareInputAttributes() {
|
||||||
if (ir.HasPhysicalAttributes()) {
|
if (ir.HasPhysicalAttributes()) {
|
||||||
const u32 num_inputs{stage == ShaderStage::Vertex ? GetNumPhysicalAttributes()
|
const u32 num_inputs{GetNumPhysicalInputAttributes()};
|
||||||
: GetNumPhysicalVaryings()};
|
|
||||||
for (u32 i = 0; i < num_inputs; ++i) {
|
for (u32 i = 0; i < num_inputs; ++i) {
|
||||||
DeclareInputAttribute(ToGenericAttribute(i));
|
DeclareInputAttribute(ToGenericAttribute(i));
|
||||||
}
|
}
|
||||||
|
@ -374,7 +374,7 @@ private:
|
||||||
}
|
}
|
||||||
|
|
||||||
void DeclareOutputAttributes() {
|
void DeclareOutputAttributes() {
|
||||||
if (ir.HasPhysicalAttributes()) {
|
if (ir.HasPhysicalAttributes() && stage != ShaderStage::Fragment) {
|
||||||
for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
|
for (u32 i = 0; i < GetNumPhysicalVaryings(); ++i) {
|
||||||
DeclareOutputAttribute(ToGenericAttribute(i));
|
DeclareOutputAttribute(ToGenericAttribute(i));
|
||||||
}
|
}
|
||||||
|
@ -461,6 +461,31 @@ private:
|
||||||
code.AddNewLine();
|
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>(GetNumPhysicalAttributes())};
|
||||||
|
for (u32 index = 0; index < num_attributes; ++index) {
|
||||||
|
for (u32 element = 0; element < 4; ++element) {
|
||||||
|
code.AddLine(fmt::format("case 0x{:x}: return {};", 0x80 + index * 16 + element * 4,
|
||||||
|
ReadAttribute(ToGenericAttribute(index), element)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
code.AddLine("default: return 0;");
|
||||||
|
|
||||||
|
code.AddLine('}');
|
||||||
|
--code.scope;
|
||||||
|
code.AddLine('}');
|
||||||
|
code.AddNewLine();
|
||||||
|
}
|
||||||
|
|
||||||
void VisitBlock(const NodeBlock& bb) {
|
void VisitBlock(const NodeBlock& bb) {
|
||||||
for (const Node node : bb) {
|
for (const Node node : bb) {
|
||||||
if (const std::string expr = Visit(node); !expr.empty()) {
|
if (const std::string expr = Visit(node); !expr.empty()) {
|
||||||
|
@ -515,69 +540,12 @@ private:
|
||||||
return value;
|
return value;
|
||||||
|
|
||||||
} else if (const auto abuf = std::get_if<AbufNode>(node)) {
|
} else if (const auto abuf = std::get_if<AbufNode>(node)) {
|
||||||
const auto attribute = abuf->GetIndex();
|
UNIMPLEMENTED_IF_MSG(abuf->IsPhysicalBuffer() && stage == ShaderStage::Geometry,
|
||||||
const auto element = abuf->GetElement();
|
"Physical attributes in geometry shaders are not implemented");
|
||||||
|
if (abuf->IsPhysicalBuffer()) {
|
||||||
const auto GeometryPass = [&](const std::string& name) {
|
return "readPhysicalAttribute(ftou(" + Visit(abuf->GetPhysicalAddress()) + "))";
|
||||||
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 (IsGenericAttribute(attribute)) {
|
|
||||||
return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
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)) {
|
} else if (const auto cbuf = std::get_if<CbufNode>(node)) {
|
||||||
const Node offset = cbuf->GetOffset();
|
const Node offset = cbuf->GetOffset();
|
||||||
|
@ -629,6 +597,69 @@ private:
|
||||||
return {};
|
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) {
|
std::string ApplyPrecise(Operation operation, const std::string& value) {
|
||||||
if (!IsPrecise(operation)) {
|
if (!IsPrecise(operation)) {
|
||||||
return value;
|
return value;
|
||||||
|
@ -1677,6 +1708,10 @@ private:
|
||||||
return name + '_' + std::to_string(index) + '_' + suffix;
|
return name + '_' + std::to_string(index) + '_' + suffix;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
u32 GetNumPhysicalInputAttributes() const {
|
||||||
|
return stage == ShaderStage::Vertex ? GetNumPhysicalAttributes() : GetNumPhysicalVaryings();
|
||||||
|
}
|
||||||
|
|
||||||
u32 GetNumPhysicalAttributes() const {
|
u32 GetNumPhysicalAttributes() const {
|
||||||
return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
|
return std::min<u32>(device.GetMaxVertexAttributes(), Maxwell::NumVertexAttributes);
|
||||||
}
|
}
|
||||||
|
|
|
@ -885,7 +885,7 @@ private:
|
||||||
std::set<Sampler> used_samplers;
|
std::set<Sampler> used_samplers;
|
||||||
std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
|
std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
|
||||||
std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
|
std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
|
||||||
bool use_physical_attributes = true; // Shader uses AL2P
|
bool use_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
|
||||||
|
|
||||||
Tegra::Shader::Header header;
|
Tegra::Shader::Header header;
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue