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Merge pull request #329 from bunnei/shader-gen-part-1

OpenGL shader generation part 1
This commit is contained in:
bunnei 2018-04-14 20:40:39 -04:00 committed by GitHub
commit fdca7b5f7a
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GPG Key ID: 4AEE18F83AFDEB23
26 changed files with 1872 additions and 642 deletions

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@ -32,6 +32,8 @@ add_library(common STATIC
break_points.cpp
break_points.h
chunk_file.h
cityhash.cpp
cityhash.h
code_block.h
color.h
common_funcs.h
@ -39,7 +41,6 @@ add_library(common STATIC
common_types.h
file_util.cpp
file_util.h
hash.cpp
hash.h
linear_disk_cache.h
logging/backend.cpp

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@ -115,7 +115,7 @@ private:
// assignment would copy the full storage value, rather than just the bits
// relevant to this particular bit field.
// We don't delete it because we want BitField to be trivially copyable.
BitField& operator=(const BitField&) = default;
constexpr BitField& operator=(const BitField&) = default;
// StorageType is T for non-enum types and the underlying type of T if
// T is an enumeration. Note that T is wrapped within an enable_if in the
@ -166,20 +166,20 @@ public:
// so that we can use this within unions
constexpr BitField() = default;
FORCE_INLINE operator T() const {
constexpr FORCE_INLINE operator T() const {
return Value();
}
FORCE_INLINE void Assign(const T& value) {
constexpr FORCE_INLINE void Assign(const T& value) {
storage = (storage & ~mask) | FormatValue(value);
}
FORCE_INLINE T Value() const {
constexpr T Value() const {
return ExtractValue(storage);
}
// TODO: we may want to change this to explicit operator bool() if it's bug-free in VS2015
FORCE_INLINE bool ToBool() const {
constexpr FORCE_INLINE bool ToBool() const {
return Value() != 0;
}

340
src/common/cityhash.cpp Normal file
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@ -0,0 +1,340 @@
// Copyright (c) 2011 Google, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// CityHash, by Geoff Pike and Jyrki Alakuijala
//
// This file provides CityHash64() and related functions.
//
// It's probably possible to create even faster hash functions by
// writing a program that systematically explores some of the space of
// possible hash functions, by using SIMD instructions, or by
// compromising on hash quality.
#include <algorithm>
#include <string.h> // for memcpy and memset
#include "cityhash.h"
#include "common/swap.h"
// #include "config.h"
#ifdef __GNUC__
#define HAVE_BUILTIN_EXPECT 1
#endif
#ifdef COMMON_BIG_ENDIAN
#define WORDS_BIGENDIAN 1
#endif
using namespace std;
typedef uint8_t uint8;
typedef uint32_t uint32;
typedef uint64_t uint64;
namespace Common {
static uint64 UNALIGNED_LOAD64(const char* p) {
uint64 result;
memcpy(&result, p, sizeof(result));
return result;
}
static uint32 UNALIGNED_LOAD32(const char* p) {
uint32 result;
memcpy(&result, p, sizeof(result));
return result;
}
#ifdef WORDS_BIGENDIAN
#define uint32_in_expected_order(x) (swap32(x))
#define uint64_in_expected_order(x) (swap64(x))
#else
#define uint32_in_expected_order(x) (x)
#define uint64_in_expected_order(x) (x)
#endif
#if !defined(LIKELY)
#if HAVE_BUILTIN_EXPECT
#define LIKELY(x) (__builtin_expect(!!(x), 1))
#else
#define LIKELY(x) (x)
#endif
#endif
static uint64 Fetch64(const char* p) {
return uint64_in_expected_order(UNALIGNED_LOAD64(p));
}
static uint32 Fetch32(const char* p) {
return uint32_in_expected_order(UNALIGNED_LOAD32(p));
}
// Some primes between 2^63 and 2^64 for various uses.
static const uint64 k0 = 0xc3a5c85c97cb3127ULL;
static const uint64 k1 = 0xb492b66fbe98f273ULL;
static const uint64 k2 = 0x9ae16a3b2f90404fULL;
// Bitwise right rotate. Normally this will compile to a single
// instruction, especially if the shift is a manifest constant.
static uint64 Rotate(uint64 val, int shift) {
// Avoid shifting by 64: doing so yields an undefined result.
return shift == 0 ? val : ((val >> shift) | (val << (64 - shift)));
}
static uint64 ShiftMix(uint64 val) {
return val ^ (val >> 47);
}
static uint64 HashLen16(uint64 u, uint64 v) {
return Hash128to64(uint128(u, v));
}
static uint64 HashLen16(uint64 u, uint64 v, uint64 mul) {
// Murmur-inspired hashing.
uint64 a = (u ^ v) * mul;
a ^= (a >> 47);
uint64 b = (v ^ a) * mul;
b ^= (b >> 47);
b *= mul;
return b;
}
static uint64 HashLen0to16(const char* s, size_t len) {
if (len >= 8) {
uint64 mul = k2 + len * 2;
uint64 a = Fetch64(s) + k2;
uint64 b = Fetch64(s + len - 8);
uint64 c = Rotate(b, 37) * mul + a;
uint64 d = (Rotate(a, 25) + b) * mul;
return HashLen16(c, d, mul);
}
if (len >= 4) {
uint64 mul = k2 + len * 2;
uint64 a = Fetch32(s);
return HashLen16(len + (a << 3), Fetch32(s + len - 4), mul);
}
if (len > 0) {
uint8 a = s[0];
uint8 b = s[len >> 1];
uint8 c = s[len - 1];
uint32 y = static_cast<uint32>(a) + (static_cast<uint32>(b) << 8);
uint32 z = static_cast<uint32>(len) + (static_cast<uint32>(c) << 2);
return ShiftMix(y * k2 ^ z * k0) * k2;
}
return k2;
}
// This probably works well for 16-byte strings as well, but it may be overkill
// in that case.
static uint64 HashLen17to32(const char* s, size_t len) {
uint64 mul = k2 + len * 2;
uint64 a = Fetch64(s) * k1;
uint64 b = Fetch64(s + 8);
uint64 c = Fetch64(s + len - 8) * mul;
uint64 d = Fetch64(s + len - 16) * k2;
return HashLen16(Rotate(a + b, 43) + Rotate(c, 30) + d, a + Rotate(b + k2, 18) + c, mul);
}
// Return a 16-byte hash for 48 bytes. Quick and dirty.
// Callers do best to use "random-looking" values for a and b.
static pair<uint64, uint64> WeakHashLen32WithSeeds(uint64 w, uint64 x, uint64 y, uint64 z, uint64 a,
uint64 b) {
a += w;
b = Rotate(b + a + z, 21);
uint64 c = a;
a += x;
a += y;
b += Rotate(a, 44);
return make_pair(a + z, b + c);
}
// Return a 16-byte hash for s[0] ... s[31], a, and b. Quick and dirty.
static pair<uint64, uint64> WeakHashLen32WithSeeds(const char* s, uint64 a, uint64 b) {
return WeakHashLen32WithSeeds(Fetch64(s), Fetch64(s + 8), Fetch64(s + 16), Fetch64(s + 24), a,
b);
}
// Return an 8-byte hash for 33 to 64 bytes.
static uint64 HashLen33to64(const char* s, size_t len) {
uint64 mul = k2 + len * 2;
uint64 a = Fetch64(s) * k2;
uint64 b = Fetch64(s + 8);
uint64 c = Fetch64(s + len - 24);
uint64 d = Fetch64(s + len - 32);
uint64 e = Fetch64(s + 16) * k2;
uint64 f = Fetch64(s + 24) * 9;
uint64 g = Fetch64(s + len - 8);
uint64 h = Fetch64(s + len - 16) * mul;
uint64 u = Rotate(a + g, 43) + (Rotate(b, 30) + c) * 9;
uint64 v = ((a + g) ^ d) + f + 1;
uint64 w = swap64((u + v) * mul) + h;
uint64 x = Rotate(e + f, 42) + c;
uint64 y = (swap64((v + w) * mul) + g) * mul;
uint64 z = e + f + c;
a = swap64((x + z) * mul + y) + b;
b = ShiftMix((z + a) * mul + d + h) * mul;
return b + x;
}
uint64 CityHash64(const char* s, size_t len) {
if (len <= 32) {
if (len <= 16) {
return HashLen0to16(s, len);
} else {
return HashLen17to32(s, len);
}
} else if (len <= 64) {
return HashLen33to64(s, len);
}
// For strings over 64 bytes we hash the end first, and then as we
// loop we keep 56 bytes of state: v, w, x, y, and z.
uint64 x = Fetch64(s + len - 40);
uint64 y = Fetch64(s + len - 16) + Fetch64(s + len - 56);
uint64 z = HashLen16(Fetch64(s + len - 48) + len, Fetch64(s + len - 24));
pair<uint64, uint64> v = WeakHashLen32WithSeeds(s + len - 64, len, z);
pair<uint64, uint64> w = WeakHashLen32WithSeeds(s + len - 32, y + k1, x);
x = x * k1 + Fetch64(s);
// Decrease len to the nearest multiple of 64, and operate on 64-byte chunks.
len = (len - 1) & ~static_cast<size_t>(63);
do {
x = Rotate(x + y + v.first + Fetch64(s + 8), 37) * k1;
y = Rotate(y + v.second + Fetch64(s + 48), 42) * k1;
x ^= w.second;
y += v.first + Fetch64(s + 40);
z = Rotate(z + w.first, 33) * k1;
v = WeakHashLen32WithSeeds(s, v.second * k1, x + w.first);
w = WeakHashLen32WithSeeds(s + 32, z + w.second, y + Fetch64(s + 16));
std::swap(z, x);
s += 64;
len -= 64;
} while (len != 0);
return HashLen16(HashLen16(v.first, w.first) + ShiftMix(y) * k1 + z,
HashLen16(v.second, w.second) + x);
}
uint64 CityHash64WithSeed(const char* s, size_t len, uint64 seed) {
return CityHash64WithSeeds(s, len, k2, seed);
}
uint64 CityHash64WithSeeds(const char* s, size_t len, uint64 seed0, uint64 seed1) {
return HashLen16(CityHash64(s, len) - seed0, seed1);
}
// A subroutine for CityHash128(). Returns a decent 128-bit hash for strings
// of any length representable in signed long. Based on City and Murmur.
static uint128 CityMurmur(const char* s, size_t len, uint128 seed) {
uint64 a = Uint128Low64(seed);
uint64 b = Uint128High64(seed);
uint64 c = 0;
uint64 d = 0;
signed long l = static_cast<long>(len) - 16;
if (l <= 0) { // len <= 16
a = ShiftMix(a * k1) * k1;
c = b * k1 + HashLen0to16(s, len);
d = ShiftMix(a + (len >= 8 ? Fetch64(s) : c));
} else { // len > 16
c = HashLen16(Fetch64(s + len - 8) + k1, a);
d = HashLen16(b + len, c + Fetch64(s + len - 16));
a += d;
do {
a ^= ShiftMix(Fetch64(s) * k1) * k1;
a *= k1;
b ^= a;
c ^= ShiftMix(Fetch64(s + 8) * k1) * k1;
c *= k1;
d ^= c;
s += 16;
l -= 16;
} while (l > 0);
}
a = HashLen16(a, c);
b = HashLen16(d, b);
return uint128(a ^ b, HashLen16(b, a));
}
uint128 CityHash128WithSeed(const char* s, size_t len, uint128 seed) {
if (len < 128) {
return CityMurmur(s, len, seed);
}
// We expect len >= 128 to be the common case. Keep 56 bytes of state:
// v, w, x, y, and z.
pair<uint64, uint64> v, w;
uint64 x = Uint128Low64(seed);
uint64 y = Uint128High64(seed);
uint64 z = len * k1;
v.first = Rotate(y ^ k1, 49) * k1 + Fetch64(s);
v.second = Rotate(v.first, 42) * k1 + Fetch64(s + 8);
w.first = Rotate(y + z, 35) * k1 + x;
w.second = Rotate(x + Fetch64(s + 88), 53) * k1;
// This is the same inner loop as CityHash64(), manually unrolled.
do {
x = Rotate(x + y + v.first + Fetch64(s + 8), 37) * k1;
y = Rotate(y + v.second + Fetch64(s + 48), 42) * k1;
x ^= w.second;
y += v.first + Fetch64(s + 40);
z = Rotate(z + w.first, 33) * k1;
v = WeakHashLen32WithSeeds(s, v.second * k1, x + w.first);
w = WeakHashLen32WithSeeds(s + 32, z + w.second, y + Fetch64(s + 16));
std::swap(z, x);
s += 64;
x = Rotate(x + y + v.first + Fetch64(s + 8), 37) * k1;
y = Rotate(y + v.second + Fetch64(s + 48), 42) * k1;
x ^= w.second;
y += v.first + Fetch64(s + 40);
z = Rotate(z + w.first, 33) * k1;
v = WeakHashLen32WithSeeds(s, v.second * k1, x + w.first);
w = WeakHashLen32WithSeeds(s + 32, z + w.second, y + Fetch64(s + 16));
std::swap(z, x);
s += 64;
len -= 128;
} while (LIKELY(len >= 128));
x += Rotate(v.first + z, 49) * k0;
y = y * k0 + Rotate(w.second, 37);
z = z * k0 + Rotate(w.first, 27);
w.first *= 9;
v.first *= k0;
// If 0 < len < 128, hash up to 4 chunks of 32 bytes each from the end of s.
for (size_t tail_done = 0; tail_done < len;) {
tail_done += 32;
y = Rotate(x + y, 42) * k0 + v.second;
w.first += Fetch64(s + len - tail_done + 16);
x = x * k0 + w.first;
z += w.second + Fetch64(s + len - tail_done);
w.second += v.first;
v = WeakHashLen32WithSeeds(s + len - tail_done, v.first + z, v.second);
v.first *= k0;
}
// At this point our 56 bytes of state should contain more than
// enough information for a strong 128-bit hash. We use two
// different 56-byte-to-8-byte hashes to get a 16-byte final result.
x = HashLen16(x, v.first);
y = HashLen16(y + z, w.first);
return uint128(HashLen16(x + v.second, w.second) + y, HashLen16(x + w.second, y + v.second));
}
uint128 CityHash128(const char* s, size_t len) {
return len >= 16
? CityHash128WithSeed(s + 16, len - 16, uint128(Fetch64(s), Fetch64(s + 8) + k0))
: CityHash128WithSeed(s, len, uint128(k0, k1));
}
} // namespace Common

110
src/common/cityhash.h Normal file
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@ -0,0 +1,110 @@
// Copyright (c) 2011 Google, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// CityHash, by Geoff Pike and Jyrki Alakuijala
//
// http://code.google.com/p/cityhash/
//
// This file provides a few functions for hashing strings. All of them are
// high-quality functions in the sense that they pass standard tests such
// as Austin Appleby's SMHasher. They are also fast.
//
// For 64-bit x86 code, on short strings, we don't know of anything faster than
// CityHash64 that is of comparable quality. We believe our nearest competitor
// is Murmur3. For 64-bit x86 code, CityHash64 is an excellent choice for hash
// tables and most other hashing (excluding cryptography).
//
// For 64-bit x86 code, on long strings, the picture is more complicated.
// On many recent Intel CPUs, such as Nehalem, Westmere, Sandy Bridge, etc.,
// CityHashCrc128 appears to be faster than all competitors of comparable
// quality. CityHash128 is also good but not quite as fast. We believe our
// nearest competitor is Bob Jenkins' Spooky. We don't have great data for
// other 64-bit CPUs, but for long strings we know that Spooky is slightly
// faster than CityHash on some relatively recent AMD x86-64 CPUs, for example.
// Note that CityHashCrc128 is declared in citycrc.h.
//
// For 32-bit x86 code, we don't know of anything faster than CityHash32 that
// is of comparable quality. We believe our nearest competitor is Murmur3A.
// (On 64-bit CPUs, it is typically faster to use the other CityHash variants.)
//
// Functions in the CityHash family are not suitable for cryptography.
//
// Please see CityHash's README file for more details on our performance
// measurements and so on.
//
// WARNING: This code has been only lightly tested on big-endian platforms!
// It is known to work well on little-endian platforms that have a small penalty
// for unaligned reads, such as current Intel and AMD moderate-to-high-end CPUs.
// It should work on all 32-bit and 64-bit platforms that allow unaligned reads;
// bug reports are welcome.
//
// By the way, for some hash functions, given strings a and b, the hash
// of a+b is easily derived from the hashes of a and b. This property
// doesn't hold for any hash functions in this file.
#pragma once
#include <utility>
#include <stdint.h>
#include <stdlib.h> // for size_t.
namespace Common {
typedef std::pair<uint64_t, uint64_t> uint128;
inline uint64_t Uint128Low64(const uint128& x) {
return x.first;
}
inline uint64_t Uint128High64(const uint128& x) {
return x.second;
}
// Hash function for a byte array.
uint64_t CityHash64(const char* buf, size_t len);
// Hash function for a byte array. For convenience, a 64-bit seed is also
// hashed into the result.
uint64_t CityHash64WithSeed(const char* buf, size_t len, uint64_t seed);
// Hash function for a byte array. For convenience, two seeds are also
// hashed into the result.
uint64_t CityHash64WithSeeds(const char* buf, size_t len, uint64_t seed0, uint64_t seed1);
// Hash function for a byte array.
uint128 CityHash128(const char* s, size_t len);
// Hash function for a byte array. For convenience, a 128-bit seed is also
// hashed into the result.
uint128 CityHash128WithSeed(const char* s, size_t len, uint128 seed);
// Hash 128 input bits down to 64 bits of output.
// This is intended to be a reasonably good hash function.
inline uint64_t Hash128to64(const uint128& x) {
// Murmur-inspired hashing.
const uint64_t kMul = 0x9ddfea08eb382d69ULL;
uint64_t a = (Uint128Low64(x) ^ Uint128High64(x)) * kMul;
a ^= (a >> 47);
uint64_t b = (Uint128High64(x) ^ a) * kMul;
b ^= (b >> 47);
b *= kMul;
return b;
}
} // namespace Common

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@ -1,141 +0,0 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#if defined(_MSC_VER)
#include <stdlib.h>
#endif
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "common/hash.h"
namespace Common {
// MurmurHash3 was written by Austin Appleby, and is placed in the public
// domain. The author hereby disclaims copyright to this source code.
// Block read - if your platform needs to do endian-swapping or can only handle aligned reads, do
// the conversion here
static FORCE_INLINE u64 getblock64(const u64* p, size_t i) {
return p[i];
}
// Finalization mix - force all bits of a hash block to avalanche
static FORCE_INLINE u64 fmix64(u64 k) {
k ^= k >> 33;
k *= 0xff51afd7ed558ccdllu;
k ^= k >> 33;
k *= 0xc4ceb9fe1a85ec53llu;
k ^= k >> 33;
return k;
}
// This is the 128-bit variant of the MurmurHash3 hash function that is targeted for 64-bit
// platforms (MurmurHash3_x64_128). It was taken from:
// https://code.google.com/p/smhasher/source/browse/trunk/MurmurHash3.cpp
void MurmurHash3_128(const void* key, size_t len, u32 seed, void* out) {
const u8* data = (const u8*)key;
const size_t nblocks = len / 16;
u64 h1 = seed;
u64 h2 = seed;
const u64 c1 = 0x87c37b91114253d5llu;
const u64 c2 = 0x4cf5ad432745937fllu;
// Body
const u64* blocks = (const u64*)(data);
for (size_t i = 0; i < nblocks; i++) {
u64 k1 = getblock64(blocks, i * 2 + 0);
u64 k2 = getblock64(blocks, i * 2 + 1);
k1 *= c1;
k1 = _rotl64(k1, 31);
k1 *= c2;
h1 ^= k1;
h1 = _rotl64(h1, 27);
h1 += h2;
h1 = h1 * 5 + 0x52dce729;
k2 *= c2;
k2 = _rotl64(k2, 33);
k2 *= c1;
h2 ^= k2;
h2 = _rotl64(h2, 31);
h2 += h1;
h2 = h2 * 5 + 0x38495ab5;
}
// Tail
const u8* tail = (const u8*)(data + nblocks * 16);
u64 k1 = 0;
u64 k2 = 0;
switch (len & 15) {
case 15:
k2 ^= ((u64)tail[14]) << 48;
case 14:
k2 ^= ((u64)tail[13]) << 40;
case 13:
k2 ^= ((u64)tail[12]) << 32;
case 12:
k2 ^= ((u64)tail[11]) << 24;
case 11:
k2 ^= ((u64)tail[10]) << 16;
case 10:
k2 ^= ((u64)tail[9]) << 8;
case 9:
k2 ^= ((u64)tail[8]) << 0;
k2 *= c2;
k2 = _rotl64(k2, 33);
k2 *= c1;
h2 ^= k2;
case 8:
k1 ^= ((u64)tail[7]) << 56;
case 7:
k1 ^= ((u64)tail[6]) << 48;
case 6:
k1 ^= ((u64)tail[5]) << 40;
case 5:
k1 ^= ((u64)tail[4]) << 32;
case 4:
k1 ^= ((u64)tail[3]) << 24;
case 3:
k1 ^= ((u64)tail[2]) << 16;
case 2:
k1 ^= ((u64)tail[1]) << 8;
case 1:
k1 ^= ((u64)tail[0]) << 0;
k1 *= c1;
k1 = _rotl64(k1, 31);
k1 *= c2;
h1 ^= k1;
};
// Finalization
h1 ^= len;
h2 ^= len;
h1 += h2;
h2 += h1;
h1 = fmix64(h1);
h2 = fmix64(h2);
h1 += h2;
h2 += h1;
((u64*)out)[0] = h1;
((u64*)out)[1] = h2;
}
} // namespace Common

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@ -5,12 +5,12 @@
#pragma once
#include <cstddef>
#include <cstring>
#include "common/cityhash.h"
#include "common/common_types.h"
namespace Common {
void MurmurHash3_128(const void* key, size_t len, u32 seed, void* out);
/**
* Computes a 64-bit hash over the specified block of data
* @param data Block of data to compute hash over
@ -18,9 +18,54 @@ void MurmurHash3_128(const void* key, size_t len, u32 seed, void* out);
* @returns 64-bit hash value that was computed over the data block
*/
static inline u64 ComputeHash64(const void* data, size_t len) {
u64 res[2];
MurmurHash3_128(data, len, 0, res);
return res[0];
return CityHash64(static_cast<const char*>(data), len);
}
/**
* Computes a 64-bit hash of a struct. In addition to being trivially copyable, it is also critical
* that either the struct includes no padding, or that any padding is initialized to a known value
* by memsetting the struct to 0 before filling it in.
*/
template <typename T>
static inline u64 ComputeStructHash64(const T& data) {
static_assert(std::is_trivially_copyable<T>(),
"Type passed to ComputeStructHash64 must be trivially copyable");
return ComputeHash64(&data, sizeof(data));
}
/// A helper template that ensures the padding in a struct is initialized by memsetting to 0.
template <typename T>
struct HashableStruct {
// In addition to being trivially copyable, T must also have a trivial default constructor,
// because any member initialization would be overridden by memset
static_assert(std::is_trivial<T>(), "Type passed to HashableStruct must be trivial");
/*
* We use a union because "implicitly-defined copy/move constructor for a union X copies the
* object representation of X." and "implicitly-defined copy assignment operator for a union X
* copies the object representation (3.9) of X." = Bytewise copy instead of memberwise copy.
* This is important because the padding bytes are included in the hash and comparison between
* objects.
*/
union {
T state;
};
HashableStruct() {
// Memset structure to zero padding bits, so that they will be deterministic when hashing
std::memset(&state, 0, sizeof(T));
}
bool operator==(const HashableStruct<T>& o) const {
return std::memcmp(&state, &o.state, sizeof(T)) == 0;
};
bool operator!=(const HashableStruct<T>& o) const {
return !(*this == o);
};
size_t Hash() const {
return Common::ComputeStructHash64(state);
}
};
} // namespace Common

View File

@ -9,6 +9,7 @@ add_library(video_core STATIC
engines/maxwell_3d.h
engines/maxwell_compute.cpp
engines/maxwell_compute.h
engines/shader_bytecode.h
gpu.cpp
gpu.h
macro_interpreter.cpp
@ -27,6 +28,8 @@ add_library(video_core STATIC
renderer_opengl/gl_shader_decompiler.h
renderer_opengl/gl_shader_gen.cpp
renderer_opengl/gl_shader_gen.h
renderer_opengl/gl_shader_manager.cpp
renderer_opengl/gl_shader_manager.h
renderer_opengl/gl_shader_util.cpp
renderer_opengl/gl_shader_util.h
renderer_opengl/gl_state.cpp

View File

@ -427,14 +427,11 @@ public:
BitField<0, 1, u32> enable;
BitField<4, 4, ShaderProgram> program;
};
u32 start_id;
INSERT_PADDING_WORDS(1);
u32 gpr_alloc;
ShaderStage type;
INSERT_PADDING_WORDS(9);
u32 offset;
INSERT_PADDING_WORDS(14);
} shader_config[MaxShaderProgram];
INSERT_PADDING_WORDS(0x8C);
INSERT_PADDING_WORDS(0x80);
struct {
u32 cb_size;
@ -507,6 +504,7 @@ public:
};
State state{};
MemoryManager& memory_manager;
/// Reads a register value located at the input method address
u32 GetRegisterValue(u32 method) const;
@ -521,8 +519,6 @@ public:
std::vector<Texture::FullTextureInfo> GetStageTextures(Regs::ShaderStage stage) const;
private:
MemoryManager& memory_manager;
std::unordered_map<u32, std::vector<u32>> uploaded_macros;
/// Macro method that is currently being executed / being fed parameters.

View File

@ -0,0 +1,327 @@
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <string>
#include "common/bit_field.h"
namespace Tegra {
namespace Shader {
struct Register {
Register() = default;
constexpr Register(u64 value) : value(value) {}
constexpr u64 GetIndex() const {
return value;
}
constexpr operator u64() const {
return value;
}
template <typename T>
constexpr u64 operator-(const T& oth) const {
return value - oth;
}
template <typename T>
constexpr u64 operator&(const T& oth) const {
return value & oth;
}
constexpr u64 operator&(const Register& oth) const {
return value & oth.value;
}
constexpr u64 operator~() const {
return ~value;
}
private:
u64 value;
};
union Attribute {
Attribute() = default;
constexpr Attribute(u64 value) : value(value) {}
enum class Index : u64 {
Position = 7,
Attribute_0 = 8,
};
union {
BitField<22, 2, u64> element;
BitField<24, 6, Index> index;
BitField<47, 3, u64> size;
} fmt20;
union {
BitField<30, 2, u64> element;
BitField<32, 6, Index> index;
} fmt28;
BitField<39, 8, u64> reg;
u64 value;
};
union Uniform {
BitField<20, 14, u64> offset;
BitField<34, 5, u64> index;
};
union OpCode {
enum class Id : u64 {
TEXS = 0x6C,
IPA = 0xE0,
FFMA_IMM = 0x65,
FFMA_CR = 0x93,
FFMA_RC = 0xA3,
FFMA_RR = 0xB3,
FADD_C = 0x98B,
FMUL_C = 0x98D,
MUFU = 0xA10,
FADD_R = 0xB8B,
FMUL_R = 0xB8D,
LD_A = 0x1DFB,
ST_A = 0x1DFE,
FSETP_R = 0x5BB,
FSETP_C = 0x4BB,
EXIT = 0xE30,
KIL = 0xE33,
FMUL_IMM = 0x70D,
FMUL_IMM_x = 0x72D,
FADD_IMM = 0x70B,
FADD_IMM_x = 0x72B,
};
enum class Type {
Trivial,
Arithmetic,
Ffma,
Flow,
Memory,
Unknown,
};
struct Info {
Type type;
std::string name;
};
OpCode() = default;
constexpr OpCode(Id value) : value(static_cast<u64>(value)) {}
constexpr OpCode(u64 value) : value{value} {}
constexpr Id EffectiveOpCode() const {
switch (op1) {
case Id::TEXS:
return op1;
}
switch (op2) {
case Id::IPA:
return op2;
}
switch (op3) {
case Id::FFMA_IMM:
case Id::FFMA_CR:
case Id::FFMA_RC:
case Id::FFMA_RR:
return op3;
}
switch (op4) {
case Id::EXIT:
case Id::FSETP_R:
case Id::FSETP_C:
case Id::KIL:
return op4;
}
switch (op5) {
case Id::MUFU:
case Id::LD_A:
case Id::ST_A:
case Id::FADD_R:
case Id::FADD_C:
case Id::FMUL_R:
case Id::FMUL_C:
return op5;
case Id::FMUL_IMM:
case Id::FMUL_IMM_x:
return Id::FMUL_IMM;
case Id::FADD_IMM:
case Id::FADD_IMM_x:
return Id::FADD_IMM;
}
return static_cast<Id>(value);
}
static const Info& GetInfo(const OpCode& opcode) {
static const std::map<Id, Info> info_table{BuildInfoTable()};
const auto& search{info_table.find(opcode.EffectiveOpCode())};
if (search != info_table.end()) {
return search->second;
}
static const Info unknown{Type::Unknown, "UNK"};
return unknown;
}
constexpr operator Id() const {
return static_cast<Id>(value);
}
constexpr OpCode operator<<(size_t bits) const {
return value << bits;
}
constexpr OpCode operator>>(size_t bits) const {
return value >> bits;
}
template <typename T>
constexpr u64 operator-(const T& oth) const {
return value - oth;
}
constexpr u64 operator&(const OpCode& oth) const {
return value & oth.value;
}
constexpr u64 operator~() const {
return ~value;
}
static std::map<Id, Info> BuildInfoTable() {
std::map<Id, Info> info_table;
info_table[Id::TEXS] = {Type::Memory, "texs"};
info_table[Id::LD_A] = {Type::Memory, "ld_a"};
info_table[Id::ST_A] = {Type::Memory, "st_a"};
info_table[Id::MUFU] = {Type::Arithmetic, "mufu"};
info_table[Id::FFMA_IMM] = {Type::Ffma, "ffma_imm"};
info_table[Id::FFMA_CR] = {Type::Ffma, "ffma_cr"};
info_table[Id::FFMA_RC] = {Type::Ffma, "ffma_rc"};
info_table[Id::FFMA_RR] = {Type::Ffma, "ffma_rr"};
info_table[Id::FADD_R] = {Type::Arithmetic, "fadd_r"};
info_table[Id::FADD_C] = {Type::Arithmetic, "fadd_c"};
info_table[Id::FADD_IMM] = {Type::Arithmetic, "fadd_imm"};
info_table[Id::FMUL_R] = {Type::Arithmetic, "fmul_r"};
info_table[Id::FMUL_C] = {Type::Arithmetic, "fmul_c"};
info_table[Id::FMUL_IMM] = {Type::Arithmetic, "fmul_imm"};
info_table[Id::FSETP_C] = {Type::Arithmetic, "fsetp_c"};
info_table[Id::FSETP_R] = {Type::Arithmetic, "fsetp_r"};
info_table[Id::EXIT] = {Type::Trivial, "exit"};
info_table[Id::IPA] = {Type::Trivial, "ipa"};
info_table[Id::KIL] = {Type::Flow, "kil"};
return info_table;
}
BitField<57, 7, Id> op1;
BitField<56, 8, Id> op2;
BitField<55, 9, Id> op3;
BitField<52, 12, Id> op4;
BitField<51, 13, Id> op5;
u64 value;
};
static_assert(sizeof(OpCode) == 0x8, "Incorrect structure size");
} // namespace Shader
} // namespace Tegra
namespace std {
// TODO(bunne): The below is forbidden by the C++ standard, but works fine. See #330.
template <>
struct make_unsigned<Tegra::Shader::Attribute> {
using type = Tegra::Shader::Attribute;
};
template <>
struct make_unsigned<Tegra::Shader::Register> {
using type = Tegra::Shader::Register;
};
template <>
struct make_unsigned<Tegra::Shader::OpCode> {
using type = Tegra::Shader::OpCode;
};
} // namespace std
namespace Tegra {
namespace Shader {
enum class Pred : u64 {
UnusedIndex = 0x7,
NeverExecute = 0xf,
};
enum class SubOp : u64 {
Cos = 0x0,
Sin = 0x1,
Ex2 = 0x2,
Lg2 = 0x3,
Rcp = 0x4,
Rsq = 0x5,
};
union Instruction {
Instruction& operator=(const Instruction& instr) {
hex = instr.hex;
return *this;
}
OpCode opcode;
BitField<0, 8, Register> gpr0;
BitField<8, 8, Register> gpr8;
BitField<16, 4, Pred> pred;
BitField<20, 8, Register> gpr20;
BitField<20, 7, SubOp> sub_op;
BitField<28, 8, Register> gpr28;
BitField<36, 13, u64> imm36;
BitField<39, 8, Register> gpr39;
union {
BitField<45, 1, u64> negate_b;
BitField<46, 1, u64> abs_a;
BitField<48, 1, u64> negate_a;
BitField<49, 1, u64> abs_b;
BitField<50, 1, u64> abs_d;
} alu;
union {
BitField<48, 1, u64> negate_b;
BitField<49, 1, u64> negate_c;
} ffma;
BitField<60, 1, u64> is_b_gpr;
BitField<59, 1, u64> is_c_gpr;
Attribute attribute;
Uniform uniform;
u64 hex;
};
static_assert(sizeof(Instruction) == 0x8, "Incorrect structure size");
static_assert(std::is_standard_layout<Instruction>::value,
"Structure does not have standard layout");
} // namespace Shader
} // namespace Tegra

View File

@ -34,33 +34,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
enum class UniformBindings : GLuint { Common, VS, FS };
static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
size_t expected_size) {
GLuint ub_index = glGetUniformBlockIndex(shader, name);
if (ub_index != GL_INVALID_INDEX) {
GLint ub_size = 0;
glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
ASSERT_MSG(ub_size == expected_size,
"Uniform block size did not match! Got %d, expected %zu",
static_cast<int>(ub_size), expected_size);
glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
}
}
static void SetShaderUniformBlockBindings(GLuint shader) {
SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
sizeof(RasterizerOpenGL::UniformData));
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS,
sizeof(RasterizerOpenGL::VSUniformData));
SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS,
sizeof(RasterizerOpenGL::FSUniformData));
}
RasterizerOpenGL::RasterizerOpenGL() {
shader_dirty = true;
has_ARB_buffer_storage = false;
has_ARB_direct_state_access = false;
has_ARB_separate_shader_objects = false;
@ -88,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() {
}
}
ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
state.clip_distance[0] = true;
@ -102,36 +78,31 @@ RasterizerOpenGL::RasterizerOpenGL() {
state.draw.uniform_buffer = uniform_buffer.handle;
state.Apply();
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
uniform_block_data.dirty = true;
// Create render framebuffer
framebuffer.Create();
if (has_ARB_separate_shader_objects) {
hw_vao.Create();
hw_vao_enabled_attributes.fill(false);
hw_vao.Create();
hw_vao_enabled_attributes.fill(false);
stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
state.draw.vertex_buffer = stream_buffer->GetHandle();
stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
state.draw.vertex_buffer = stream_buffer->GetHandle();
pipeline.Create();
state.draw.program_pipeline = pipeline.handle;
state.draw.shader_program = 0;
state.draw.vertex_array = hw_vao.handle;
state.Apply();
shader_program_manager = std::make_unique<GLShader::ProgramManager>();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
state.draw.shader_program = 0;
state.draw.vertex_array = hw_vao.handle;
state.Apply();
vs_uniform_buffer.Create();
glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
} else {
UNREACHABLE();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
for (unsigned index = 0; index < uniform_buffers.size(); ++index) {
auto& buffer = uniform_buffers[index];
buffer.Create();
glBindBuffer(GL_UNIFORM_BUFFER, buffer.handle);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::MaxwellUniformData), nullptr,
GL_STREAM_COPY);
glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
}
accelerate_draw = AccelDraw::Disabled;
@ -200,26 +171,74 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
buffer_offset += data_size;
}
void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
MICROPROFILE_SCOPE(OpenGL_VS);
LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
}
void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size_t ptr_pos) {
// Helper function for uploading uniform data
const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
if (has_ARB_direct_state_access) {
glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
} else {
glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
}
};
void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
MICROPROFILE_SCOPE(OpenGL_FS);
UNREACHABLE();
auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
ptr_pos += sizeof(GLShader::MaxwellUniformData);
auto& shader_config = gpu.regs.shader_config[index];
const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
// VertexB program is always enabled, despite bit setting
const bool is_enabled{shader_config.enable || program == Maxwell::ShaderProgram::VertexB};
// Skip stages that are not enabled
if (!is_enabled) {
continue;
}
// Upload uniform data as one UBO per stage
const auto& stage = index - 1; // Stage indices are 0 - 5
const GLintptr ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
copy_buffer(uniform_buffers[stage].handle, ubo_offset,
sizeof(GLShader::MaxwellUniformData));
GLShader::MaxwellUniformData* ub_ptr =
reinterpret_cast<GLShader::MaxwellUniformData*>(&buffer_ptr[ptr_pos]);
ub_ptr->SetFromRegs(gpu.state.shader_stages[stage]);
// Fetch program code from memory
GLShader::ProgramCode program_code;
const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
const VAddr cpu_address{gpu.memory_manager.PhysicalToVirtualAddress(gpu_address)};
Memory::ReadBlock(cpu_address, program_code.data(), program_code.size() * sizeof(u64));
GLShader::ShaderSetup setup{std::move(program_code)};
switch (program) {
case Maxwell::ShaderProgram::VertexB: {
GLShader::MaxwellVSConfig vs_config{setup};
shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
break;
}
case Maxwell::ShaderProgram::Fragment: {
GLShader::MaxwellFSConfig fs_config{setup};
shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
break;
}
default:
LOG_CRITICAL(HW_GPU, "Unimplemented shader index=%d, enable=%d, offset=0x%08X", index,
shader_config.enable.Value(), shader_config.offset);
UNREACHABLE();
}
}
shader_program_manager->UseTrivialGeometryShader();
}
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
if (!has_ARB_separate_shader_objects) {
UNREACHABLE();
return false;
}
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
DrawArrays();
return true;
}
@ -280,18 +299,6 @@ void RasterizerOpenGL::DrawArrays() {
// Sync and bind the texture surfaces
BindTextures();
// Sync and bind the shader
if (shader_dirty) {
SetShader();
shader_dirty = false;
}
// Sync the uniform data
if (uniform_block_data.dirty) {
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data);
uniform_block_data.dirty = false;
}
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
// scissor test to prevent drawing outside of the framebuffer region
state.scissor.enabled = true;
@ -311,7 +318,9 @@ void RasterizerOpenGL::DrawArrays() {
if (is_indexed) {
UNREACHABLE();
}
buffer_size += sizeof(VSUniformData);
// Uniform space for the 5 shader stages
buffer_size += sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
size_t ptr_pos = 0;
u8* buffer_ptr;
@ -327,25 +336,12 @@ void RasterizerOpenGL::DrawArrays() {
UNREACHABLE();
}
SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
buffer_offset + static_cast<GLintptr>(ptr_pos));
const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
ptr_pos += sizeof(VSUniformData);
SetupShaders(buffer_ptr, buffer_offset, ptr_pos);
stream_buffer->Unmap();
const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
if (has_ARB_direct_state_access) {
glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
} else {
glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
}
};
copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
shader_program_manager->ApplyTo(state);
state.Apply();
if (is_indexed) {
UNREACHABLE();
@ -531,72 +527,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
}
}
void RasterizerOpenGL::SetShader() {
// TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
// OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
// shaders.
static constexpr char vertex_shader[] = R"(
#version 150 core
in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to `vec3(vert_position.xy, 1.0)`
gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
)";
static constexpr char fragment_shader[] = R"(
#version 150 core
in vec2 frag_tex_coord;
out vec4 color;
uniform sampler2D tex[32];
void main() {
color = texture(tex[0], frag_tex_coord);
}
)";
if (current_shader) {
return;
}
LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
current_shader = &test_shader;
if (has_ARB_separate_shader_objects) {
test_shader.shader.Create(vertex_shader, nullptr, fragment_shader, {}, true);
glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
} else {
UNREACHABLE();
}
state.draw.shader_program = test_shader.shader.handle;
state.Apply();
for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
// Set the texture samplers to correspond to different texture units
std::string uniform_name = "tex[" + std::to_string(texture) + "]";
GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
if (uniform_tex != -1) {
glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
}
}
if (has_ARB_separate_shader_objects) {
state.draw.shader_program = 0;
state.Apply();
}
}
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
const Surface& depth_surface, bool has_stencil) {
state.draw.draw_framebuffer = framebuffer.handle;

View File

@ -15,10 +15,12 @@
#include "common/common_types.h"
#include "common/hash.h"
#include "common/vector_math.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_stream_buffer.h"
@ -45,7 +47,7 @@ public:
/// OpenGL shader generated for a given Maxwell register state
struct MaxwellShader {
/// OpenGL shader resource
OGLShader shader;
OGLProgram shader;
};
struct VertexShader {
@ -56,34 +58,6 @@ public:
OGLShader shader;
};
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
// Not following that rule will cause problems on some AMD drivers.
struct UniformData {};
// static_assert(
// sizeof(UniformData) == 0x460,
// "The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384,
"UniformData structure must be less than 16kb as per the OpenGL spec");
struct VSUniformData {};
// static_assert(
// sizeof(VSUniformData) == 1856,
// "The size of the VSUniformData structure has changed, update the structure in the
// shader");
static_assert(sizeof(VSUniformData) < 16384,
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
struct FSUniformData {};
// static_assert(
// sizeof(FSUniformData) == 1856,
// "The size of the FSUniformData structure has changed, update the structure in the
// shader");
static_assert(sizeof(FSUniformData) < 16384,
"FSUniformData structure must be less than 16kb as per the OpenGL spec");
private:
class SamplerInfo {
public:
@ -122,9 +96,6 @@ private:
/// Syncs the clip coefficients to match the guest state
void SyncClipCoef();
/// Sets the OpenGL shader in accordance with the current guest state
void SetShader();
/// Syncs the cull mode to match the guest state
void SyncCullMode();
@ -152,23 +123,12 @@ private:
RasterizerCacheOpenGL res_cache;
/// Shader used for test renderering - to be removed once we have emulated shaders
MaxwellShader test_shader{};
const MaxwellShader* current_shader{};
bool shader_dirty{};
struct {
UniformData data;
bool dirty;
} uniform_block_data = {};
OGLPipeline pipeline;
std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
OGLVertexArray sw_vao;
OGLVertexArray hw_vao;
std::array<bool, 16> hw_vao_enabled_attributes;
std::array<SamplerInfo, 32> texture_samplers;
std::array<SamplerInfo, GLShader::NumTextureSamplers> texture_samplers;
static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
std::unique_ptr<OGLStreamBuffer> vertex_buffer;
OGLBuffer uniform_buffer;
@ -182,19 +142,9 @@ private:
void AnalyzeVertexArray(bool is_indexed);
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset);
OGLBuffer vs_uniform_buffer;
std::unordered_map<GLShader::MaxwellVSConfig, VertexShader*> vs_shader_map;
std::unordered_map<std::string, VertexShader> vs_shader_cache;
OGLShader vs_default_shader;
std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxShaderStage> uniform_buffers;
void SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset);
OGLBuffer fs_uniform_buffer;
std::unordered_map<GLShader::MaxwellFSConfig, FragmentShader*> fs_shader_map;
std::unordered_map<std::string, FragmentShader> fs_shader_cache;
OGLShader fs_default_shader;
void SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset);
void SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size_t ptr_pos);
enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw;

View File

@ -818,7 +818,7 @@ void main() {
color = texelFetch(tbo, tbo_offset).rabg;
}
)";
d24s8_abgr_shader.Create(vs_source, nullptr, fs_source);
d24s8_abgr_shader.CreateFromSource(vs_source, nullptr, fs_source);
OpenGLState state = OpenGLState::GetCurState();
GLuint old_program = state.draw.shader_program;

View File

@ -334,7 +334,7 @@ private:
OGLVertexArray attributeless_vao;
OGLBuffer d24s8_abgr_buffer;
GLsizeiptr d24s8_abgr_buffer_size;
OGLShader d24s8_abgr_shader;
OGLProgram d24s8_abgr_shader;
GLint d24s8_abgr_tbo_size_u_id;
GLint d24s8_abgr_viewport_u_id;
};

View File

@ -13,14 +13,16 @@
class OGLTexture : private NonCopyable {
public:
OGLTexture() = default;
OGLTexture(OGLTexture&& o) {
std::swap(handle, o.handle);
}
OGLTexture(OGLTexture&& o) : handle(std::exchange(o.handle, 0)) {}
~OGLTexture() {
Release();
}
OGLTexture& operator=(OGLTexture&& o) {
std::swap(handle, o.handle);
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
@ -46,14 +48,16 @@ public:
class OGLSampler : private NonCopyable {
public:
OGLSampler() = default;
OGLSampler(OGLSampler&& o) {
std::swap(handle, o.handle);
}
OGLSampler(OGLSampler&& o) : handle(std::exchange(o.handle, 0)) {}
~OGLSampler() {
Release();
}
OGLSampler& operator=(OGLSampler&& o) {
std::swap(handle, o.handle);
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
@ -79,25 +83,71 @@ public:
class OGLShader : private NonCopyable {
public:
OGLShader() = default;
OGLShader(OGLShader&& o) {
std::swap(handle, o.handle);
}
OGLShader(OGLShader&& o) : handle(std::exchange(o.handle, 0)) {}
~OGLShader() {
Release();
}
OGLShader& operator=(OGLShader&& o) {
std::swap(handle, o.handle);
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
/// Creates a new internal OpenGL resource and stores the handle
void Create(const char* vert_shader, const char* geo_shader, const char* frag_shader,
const std::vector<const char*>& feedback_vars = {},
bool separable_program = false) {
void Create(const char* source, GLenum type) {
if (handle != 0)
return;
handle = GLShader::LoadProgram(vert_shader, geo_shader, frag_shader, feedback_vars,
separable_program);
if (source == nullptr)
return;
handle = GLShader::LoadShader(source, type);
}
void Release() {
if (handle == 0)
return;
glDeleteShader(handle);
handle = 0;
}
GLuint handle = 0;
};
class OGLProgram : private NonCopyable {
public:
OGLProgram() = default;
OGLProgram(OGLProgram&& o) : handle(std::exchange(o.handle, 0)) {}
~OGLProgram() {
Release();
}
OGLProgram& operator=(OGLProgram&& o) {
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
template <typename... T>
void Create(bool separable_program, T... shaders) {
if (handle != 0)
return;
handle = GLShader::LoadProgram(separable_program, shaders...);
}
/// Creates a new internal OpenGL resource and stores the handle
void CreateFromSource(const char* vert_shader, const char* geo_shader, const char* frag_shader,
bool separable_program = false) {
OGLShader vert, geo, frag;
if (vert_shader)
vert.Create(vert_shader, GL_VERTEX_SHADER);
if (geo_shader)
geo.Create(geo_shader, GL_GEOMETRY_SHADER);
if (frag_shader)
frag.Create(frag_shader, GL_FRAGMENT_SHADER);
Create(separable_program, vert.handle, geo.handle, frag.handle);
}
/// Deletes the internal OpenGL resource
@ -148,14 +198,16 @@ public:
class OGLBuffer : private NonCopyable {
public:
OGLBuffer() = default;
OGLBuffer(OGLBuffer&& o) {
std::swap(handle, o.handle);
}
OGLBuffer(OGLBuffer&& o) : handle(std::exchange(o.handle, 0)) {}
~OGLBuffer() {
Release();
}
OGLBuffer& operator=(OGLBuffer&& o) {
std::swap(handle, o.handle);
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
@ -214,14 +266,16 @@ public:
class OGLVertexArray : private NonCopyable {
public:
OGLVertexArray() = default;
OGLVertexArray(OGLVertexArray&& o) {
std::swap(handle, o.handle);
}
OGLVertexArray(OGLVertexArray&& o) : handle(std::exchange(o.handle, 0)) {}
~OGLVertexArray() {
Release();
}
OGLVertexArray& operator=(OGLVertexArray&& o) {
std::swap(handle, o.handle);
Release();
handle = std::exchange(o.handle, 0);
return *this;
}
@ -247,14 +301,16 @@ public:
class OGLFramebuffer : private NonCopyable {
public:
OGLFramebuffer() = default;
OGLFramebuffer(OGLFramebuffer&& o) {
std::swap(handle, o.handle);
}
OGLFramebuffer(OGLFramebuffer&& o) : handle(std::exchange(o.handle, 0)) {}
~OGLFramebuffer() {
Release();
}
OGLFramebuffer& operator=(OGLFramebuffer&& o) {
std::swap(handle, o.handle);
Release();
handle = std::exchange(o.handle, 0);
return *this;
}

View File

@ -2,57 +2,499 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <map>
#include <set>
#include <string>
#include <queue>
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
namespace Maxwell3D {
namespace Shader {
namespace GLShader {
namespace Decompiler {
using Tegra::Shader::Attribute;
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
using Tegra::Shader::Register;
using Tegra::Shader::SubOp;
using Tegra::Shader::Uniform;
constexpr u32 PROGRAM_END = MAX_PROGRAM_CODE_LENGTH;
class Impl {
class DecompileFail : public std::runtime_error {
public:
Impl(const std::array<u32, MAX_PROGRAM_CODE_LENGTH>& program_code,
const std::array<u32, MAX_SWIZZLE_DATA_LENGTH>& swizzle_data, u32 main_offset,
const std::function<std::string(u32)>& inputreg_getter,
const std::function<std::string(u32)>& outputreg_getter, bool sanitize_mul,
const std::string& emit_cb, const std::string& setemit_cb)
: program_code(program_code), swizzle_data(swizzle_data), main_offset(main_offset),
inputreg_getter(inputreg_getter), outputreg_getter(outputreg_getter),
sanitize_mul(sanitize_mul), emit_cb(emit_cb), setemit_cb(setemit_cb) {}
using std::runtime_error::runtime_error;
};
std::string Decompile() {
UNREACHABLE();
return {};
/// Describes the behaviour of code path of a given entry point and a return point.
enum class ExitMethod {
Undetermined, ///< Internal value. Only occur when analyzing JMP loop.
AlwaysReturn, ///< All code paths reach the return point.
Conditional, ///< Code path reaches the return point or an END instruction conditionally.
AlwaysEnd, ///< All code paths reach a END instruction.
};
/// A subroutine is a range of code refereced by a CALL, IF or LOOP instruction.
struct Subroutine {
/// Generates a name suitable for GLSL source code.
std::string GetName() const {
return "sub_" + std::to_string(begin) + "_" + std::to_string(end);
}
u32 begin; ///< Entry point of the subroutine.
u32 end; ///< Return point of the subroutine.
ExitMethod exit_method; ///< Exit method of the subroutine.
std::set<u32> labels; ///< Addresses refereced by JMP instructions.
bool operator<(const Subroutine& rhs) const {
return std::tie(begin, end) < std::tie(rhs.begin, rhs.end);
}
};
/// Analyzes shader code and produces a set of subroutines.
class ControlFlowAnalyzer {
public:
ControlFlowAnalyzer(const ProgramCode& program_code, u32 main_offset)
: program_code(program_code) {
// Recursively finds all subroutines.
const Subroutine& program_main = AddSubroutine(main_offset, PROGRAM_END);
if (program_main.exit_method != ExitMethod::AlwaysEnd)
throw DecompileFail("Program does not always end");
}
std::set<Subroutine> GetSubroutines() {
return std::move(subroutines);
}
private:
const std::array<u32, MAX_PROGRAM_CODE_LENGTH>& program_code;
const std::array<u32, MAX_SWIZZLE_DATA_LENGTH>& swizzle_data;
u32 main_offset;
const std::function<std::string(u32)>& inputreg_getter;
const std::function<std::string(u32)>& outputreg_getter;
bool sanitize_mul;
const std::string& emit_cb;
const std::string& setemit_cb;
const ProgramCode& program_code;
std::set<Subroutine> subroutines;
std::map<std::pair<u32, u32>, ExitMethod> exit_method_map;
/// Adds and analyzes a new subroutine if it is not added yet.
const Subroutine& AddSubroutine(u32 begin, u32 end) {
auto iter = subroutines.find(Subroutine{begin, end});
if (iter != subroutines.end())
return *iter;
Subroutine subroutine{begin, end};
subroutine.exit_method = Scan(begin, end, subroutine.labels);
if (subroutine.exit_method == ExitMethod::Undetermined)
throw DecompileFail("Recursive function detected");
return *subroutines.insert(std::move(subroutine)).first;
}
/// Scans a range of code for labels and determines the exit method.
ExitMethod Scan(u32 begin, u32 end, std::set<u32>& labels) {
auto [iter, inserted] =
exit_method_map.emplace(std::make_pair(begin, end), ExitMethod::Undetermined);
ExitMethod& exit_method = iter->second;
if (!inserted)
return exit_method;
for (u32 offset = begin; offset != end && offset != PROGRAM_END; ++offset) {
const Instruction instr = {program_code[offset]};
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::EXIT: {
return exit_method = ExitMethod::AlwaysEnd;
}
}
}
return exit_method = ExitMethod::AlwaysReturn;
}
};
std::string DecompileProgram(const std::array<u32, MAX_PROGRAM_CODE_LENGTH>& program_code,
const std::array<u32, MAX_SWIZZLE_DATA_LENGTH>& swizzle_data,
u32 main_offset,
const std::function<std::string(u32)>& inputreg_getter,
const std::function<std::string(u32)>& outputreg_getter,
bool sanitize_mul, const std::string& emit_cb,
const std::string& setemit_cb) {
Impl impl(program_code, swizzle_data, main_offset, inputreg_getter, outputreg_getter,
sanitize_mul, emit_cb, setemit_cb);
return impl.Decompile();
class ShaderWriter {
public:
void AddLine(const std::string& text) {
DEBUG_ASSERT(scope >= 0);
if (!text.empty()) {
shader_source += std::string(static_cast<size_t>(scope) * 4, ' ');
}
shader_source += text + '\n';
}
std::string GetResult() {
return std::move(shader_source);
}
int scope = 0;
private:
std::string shader_source;
};
class GLSLGenerator {
public:
GLSLGenerator(const std::set<Subroutine>& subroutines, const ProgramCode& program_code,
u32 main_offset, Maxwell3D::Regs::ShaderStage stage)
: subroutines(subroutines), program_code(program_code), main_offset(main_offset),
stage(stage) {
Generate();
}
std::string GetShaderCode() {
return declarations.GetResult() + shader.GetResult();
}
private:
/// Gets the Subroutine object corresponding to the specified address.
const Subroutine& GetSubroutine(u32 begin, u32 end) const {
auto iter = subroutines.find(Subroutine{begin, end});
ASSERT(iter != subroutines.end());
return *iter;
}
/// Generates code representing an input attribute register.
std::string GetInputAttribute(Attribute::Index attribute) {
declr_input_attribute.insert(attribute);
const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
if (attribute >= Attribute::Index::Attribute_0) {
return "input_attribute_" + std::to_string(index);
}
LOG_CRITICAL(HW_GPU, "Unhandled input attribute: 0x%02x", index);
UNREACHABLE();
}
/// Generates code representing an output attribute register.
std::string GetOutputAttribute(Attribute::Index attribute) {
switch (attribute) {
case Attribute::Index::Position:
return "gl_Position";
default:
const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
if (attribute >= Attribute::Index::Attribute_0) {
declr_output_attribute.insert(attribute);
return "output_attribute_" + std::to_string(index);
}
LOG_CRITICAL(HW_GPU, "Unhandled output attribute: 0x%02x", index);
UNREACHABLE();
}
}
/// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg) {
return *declr_register.insert("register_" + std::to_string(reg)).first;
}
/// Generates code representing a uniform (C buffer) register.
std::string GetUniform(const Uniform& reg) const {
std::string index = std::to_string(reg.index);
return "uniform_" + index + "[" + std::to_string(reg.offset >> 2) + "][" +
std::to_string(reg.offset & 3) + "]";
}
/**
* Adds code that calls a subroutine.
* @param subroutine the subroutine to call.
*/
void CallSubroutine(const Subroutine& subroutine) {
if (subroutine.exit_method == ExitMethod::AlwaysEnd) {
shader.AddLine(subroutine.GetName() + "();");
shader.AddLine("return true;");
} else if (subroutine.exit_method == ExitMethod::Conditional) {
shader.AddLine("if (" + subroutine.GetName() + "()) { return true; }");
} else {
shader.AddLine(subroutine.GetName() + "();");
}
}
/**
* Writes code that does an assignment operation.
* @param reg the destination register code.
* @param value the code representing the value to assign.
*/
void SetDest(u64 elem, const std::string& reg, const std::string& value,
u64 dest_num_components, u64 value_num_components) {
std::string swizzle = ".";
swizzle += "xyzw"[elem];
std::string dest = reg + (dest_num_components != 1 ? swizzle : "");
std::string src = "(" + value + ")" + (value_num_components != 1 ? swizzle : "");
shader.AddLine(dest + " = " + src + ";");
}
/**
* Compiles a single instruction from Tegra to GLSL.
* @param offset the offset of the Tegra shader instruction.
* @return the offset of the next instruction to execute. Usually it is the current offset
* + 1. If the current instruction always terminates the program, returns PROGRAM_END.
*/
u32 CompileInstr(u32 offset) {
const Instruction instr = {program_code[offset]};
shader.AddLine("// " + std::to_string(offset) + ": " + OpCode::GetInfo(instr.opcode).name);
switch (OpCode::GetInfo(instr.opcode).type) {
case OpCode::Type::Arithmetic: {
ASSERT(!instr.alu.abs_d);
std::string dest = GetRegister(instr.gpr0);
std::string op_a = instr.alu.negate_a ? "-" : "";
op_a += GetRegister(instr.gpr8);
if (instr.alu.abs_a) {
op_a = "abs(" + op_a + ")";
}
std::string op_b = instr.alu.negate_b ? "-" : "";
if (instr.is_b_gpr) {
op_b += GetRegister(instr.gpr20);
} else {
op_b += GetUniform(instr.uniform);
}
if (instr.alu.abs_b) {
op_b = "abs(" + op_b + ")";
}
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::FMUL_C:
case OpCode::Id::FMUL_R: {
SetDest(0, dest, op_a + " * " + op_b, 1, 1);
break;
}
case OpCode::Id::FADD_C:
case OpCode::Id::FADD_R: {
SetDest(0, dest, op_a + " + " + op_b, 1, 1);
break;
}
default: {
LOG_CRITICAL(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
static_cast<unsigned>(instr.opcode.EffectiveOpCode()),
OpCode::GetInfo(instr.opcode).name.c_str(), instr.hex);
throw DecompileFail("Unhandled instruction");
break;
}
}
break;
}
case OpCode::Type::Ffma: {
ASSERT_MSG(!instr.ffma.negate_b, "untested");
ASSERT_MSG(!instr.ffma.negate_c, "untested");
std::string dest = GetRegister(instr.gpr0);
std::string op_a = GetRegister(instr.gpr8);
std::string op_b = instr.ffma.negate_b ? "-" : "";
op_b += GetUniform(instr.uniform);
std::string op_c = instr.ffma.negate_c ? "-" : "";
op_c += GetRegister(instr.gpr39);
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::FFMA_CR: {
SetDest(0, dest, op_a + " * " + op_b + " + " + op_c, 1, 1);
break;
}
default: {
LOG_CRITICAL(HW_GPU, "Unhandled arithmetic FFMA instruction: 0x%02x (%s): 0x%08x",
static_cast<unsigned>(instr.opcode.EffectiveOpCode()),
OpCode::GetInfo(instr.opcode).name.c_str(), instr.hex);
throw DecompileFail("Unhandled instruction");
break;
}
}
break;
}
case OpCode::Type::Memory: {
std::string gpr0 = GetRegister(instr.gpr0);
const Attribute::Index attribute = instr.attribute.fmt20.index;
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::LD_A: {
ASSERT(instr.attribute.fmt20.size == 0);
SetDest(instr.attribute.fmt20.element, gpr0, GetInputAttribute(attribute), 1, 4);
break;
}
case OpCode::Id::ST_A: {
ASSERT(instr.attribute.fmt20.size == 0);
SetDest(instr.attribute.fmt20.element, GetOutputAttribute(attribute), gpr0, 4, 1);
break;
}
default: {
LOG_CRITICAL(HW_GPU, "Unhandled memory instruction: 0x%02x (%s): 0x%08x",
static_cast<unsigned>(instr.opcode.EffectiveOpCode()),
OpCode::GetInfo(instr.opcode).name.c_str(), instr.hex);
throw DecompileFail("Unhandled instruction");
break;
}
}
break;
}
default: {
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::EXIT: {
shader.AddLine("return true;");
offset = PROGRAM_END - 1;
break;
}
default: {
LOG_CRITICAL(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
static_cast<unsigned>(instr.opcode.EffectiveOpCode()),
OpCode::GetInfo(instr.opcode).name.c_str(), instr.hex);
throw DecompileFail("Unhandled instruction");
break;
}
}
break;
}
}
return offset + 1;
}
/**
* Compiles a range of instructions from Tegra to GLSL.
* @param begin the offset of the starting instruction.
* @param end the offset where the compilation should stop (exclusive).
* @return the offset of the next instruction to compile. PROGRAM_END if the program
* terminates.
*/
u32 CompileRange(u32 begin, u32 end) {
u32 program_counter;
for (program_counter = begin; program_counter < (begin > end ? PROGRAM_END : end);) {
program_counter = CompileInstr(program_counter);
}
return program_counter;
}
void Generate() {
// Add declarations for all subroutines
for (const auto& subroutine : subroutines) {
shader.AddLine("bool " + subroutine.GetName() + "();");
}
shader.AddLine("");
// Add the main entry point
shader.AddLine("bool exec_shader() {");
++shader.scope;
CallSubroutine(GetSubroutine(main_offset, PROGRAM_END));
--shader.scope;
shader.AddLine("}\n");
// Add definitions for all subroutines
for (const auto& subroutine : subroutines) {
std::set<u32> labels = subroutine.labels;
shader.AddLine("bool " + subroutine.GetName() + "() {");
++shader.scope;
if (labels.empty()) {
if (CompileRange(subroutine.begin, subroutine.end) != PROGRAM_END) {
shader.AddLine("return false;");
}
} else {
labels.insert(subroutine.begin);
shader.AddLine("uint jmp_to = " + std::to_string(subroutine.begin) + "u;");
shader.AddLine("while (true) {");
++shader.scope;
shader.AddLine("switch (jmp_to) {");
for (auto label : labels) {
shader.AddLine("case " + std::to_string(label) + "u: {");
++shader.scope;
auto next_it = labels.lower_bound(label + 1);
u32 next_label = next_it == labels.end() ? subroutine.end : *next_it;
u32 compile_end = CompileRange(label, next_label);
if (compile_end > next_label && compile_end != PROGRAM_END) {
// This happens only when there is a label inside a IF/LOOP block
shader.AddLine("{ jmp_to = " + std::to_string(compile_end) + "u; break; }");
labels.emplace(compile_end);
}
--shader.scope;
shader.AddLine("}");
}
shader.AddLine("default: return false;");
shader.AddLine("}");
--shader.scope;
shader.AddLine("}");
shader.AddLine("return false;");
}
--shader.scope;
shader.AddLine("}\n");
DEBUG_ASSERT(shader.scope == 0);
}
GenerateDeclarations();
}
/// Add declarations for registers
void GenerateDeclarations() {
for (const auto& reg : declr_register) {
declarations.AddLine("float " + reg + " = 0.0;");
}
declarations.AddLine("");
for (const auto& index : declr_input_attribute) {
// TODO(bunnei): Use proper number of elements for these
declarations.AddLine("layout(location = " +
std::to_string(static_cast<u32>(index) -
static_cast<u32>(Attribute::Index::Attribute_0)) +
") in vec4 " + GetInputAttribute(index) + ";");
}
declarations.AddLine("");
for (const auto& index : declr_output_attribute) {
// TODO(bunnei): Use proper number of elements for these
declarations.AddLine("layout(location = " +
std::to_string(static_cast<u32>(index) -
static_cast<u32>(Attribute::Index::Attribute_0)) +
") out vec4 " + GetOutputAttribute(index) + ";");
}
declarations.AddLine("");
}
private:
const std::set<Subroutine>& subroutines;
const ProgramCode& program_code;
const u32 main_offset;
Maxwell3D::Regs::ShaderStage stage;
ShaderWriter shader;
ShaderWriter declarations;
// Declarations
std::set<std::string> declr_register;
std::set<Attribute::Index> declr_input_attribute;
std::set<Attribute::Index> declr_output_attribute;
}; // namespace Decompiler
std::string GetCommonDeclarations() {
return "bool exec_shader();";
}
boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
Maxwell3D::Regs::ShaderStage stage) {
try {
auto subroutines = ControlFlowAnalyzer(program_code, main_offset).GetSubroutines();
GLSLGenerator generator(subroutines, program_code, main_offset, stage);
return generator.GetShaderCode();
} catch (const DecompileFail& exception) {
LOG_ERROR(HW_GPU, "Shader decompilation failed: %s", exception.what());
}
return boost::none;
}
} // namespace Decompiler
} // namespace Shader
} // namespace Maxwell3D
} // namespace GLShader

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@ -5,23 +5,20 @@
#include <array>
#include <functional>
#include <string>
#include <boost/optional.hpp>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
namespace Maxwell3D {
namespace Shader {
namespace GLShader {
namespace Decompiler {
constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x100000};
constexpr size_t MAX_SWIZZLE_DATA_LENGTH{0x100000};
using Tegra::Engines::Maxwell3D;
std::string DecompileProgram(const std::array<u32, MAX_PROGRAM_CODE_LENGTH>& program_code,
const std::array<u32, MAX_SWIZZLE_DATA_LENGTH>& swizzle_data,
u32 main_offset,
const std::function<std::string(u32)>& inputreg_getter,
const std::function<std::string(u32)>& outputreg_getter,
bool sanitize_mul, const std::string& emit_cb = "",
const std::string& setemit_cb = "");
std::string GetCommonDeclarations();
boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
Maxwell3D::Regs::ShaderStage stage);
} // namespace Decompiler
} // namespace Shader
} // namespace Maxwell3D
} // namespace GLShader

View File

@ -7,12 +7,12 @@
namespace GLShader {
std::string GenerateVertexShader(const MaxwellVSConfig& config) {
std::string GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config) {
UNREACHABLE();
return {};
}
std::string GenerateFragmentShader(const MaxwellFSConfig& config) {
std::string GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config) {
UNREACHABLE();
return {};
}

View File

@ -4,46 +4,67 @@
#pragma once
#include <cstring>
#include <array>
#include <string>
#include <type_traits>
#include "common/common_types.h"
#include "common/hash.h"
namespace GLShader {
enum Attributes {
ATTRIBUTE_POSITION,
ATTRIBUTE_COLOR,
ATTRIBUTE_TEXCOORD0,
ATTRIBUTE_TEXCOORD1,
ATTRIBUTE_TEXCOORD2,
ATTRIBUTE_TEXCOORD0_W,
ATTRIBUTE_NORMQUAT,
ATTRIBUTE_VIEW,
constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
using ProgramCode = std::array<u64, MAX_PROGRAM_CODE_LENGTH>;
struct ShaderSetup {
ShaderSetup(ProgramCode&& program_code) : program_code(std::move(program_code)) {}
ProgramCode program_code;
bool program_code_hash_dirty = true;
u64 GetProgramCodeHash() {
if (program_code_hash_dirty) {
program_code_hash = Common::ComputeHash64(&program_code, sizeof(program_code));
program_code_hash_dirty = false;
}
return program_code_hash;
}
private:
u64 program_code_hash{};
};
struct MaxwellShaderConfigCommon {
explicit MaxwellShaderConfigCommon(){};
void Init(ShaderSetup& setup) {
program_hash = setup.GetProgramCodeHash();
}
u64 program_hash;
};
struct MaxwellVSConfig : MaxwellShaderConfigCommon {
explicit MaxwellVSConfig() : MaxwellShaderConfigCommon() {}
bool operator==(const MaxwellVSConfig& o) const {
return std::memcmp(this, &o, sizeof(MaxwellVSConfig)) == 0;
};
struct MaxwellVSConfig : Common::HashableStruct<MaxwellShaderConfigCommon> {
explicit MaxwellVSConfig(ShaderSetup& setup) {
state.Init(setup);
}
};
struct MaxwellFSConfig : MaxwellShaderConfigCommon {
explicit MaxwellFSConfig() : MaxwellShaderConfigCommon() {}
bool operator==(const MaxwellFSConfig& o) const {
return std::memcmp(this, &o, sizeof(MaxwellFSConfig)) == 0;
};
struct MaxwellFSConfig : Common::HashableStruct<MaxwellShaderConfigCommon> {
explicit MaxwellFSConfig(ShaderSetup& setup) {
state.Init(setup);
}
};
std::string GenerateVertexShader(const MaxwellVSConfig& config);
std::string GenerateFragmentShader(const MaxwellFSConfig& config);
/**
* Generates the GLSL vertex shader program source code for the given VS program
* @returns String of the shader source code
*/
std::string GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config);
/**
* Generates the GLSL fragment shader program source code for the given FS program
* @returns String of the shader source code
*/
std::string GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config);
} // namespace GLShader
@ -52,14 +73,14 @@ namespace std {
template <>
struct hash<GLShader::MaxwellVSConfig> {
size_t operator()(const GLShader::MaxwellVSConfig& k) const {
return Common::ComputeHash64(&k, sizeof(GLShader::MaxwellVSConfig));
return k.Hash();
}
};
template <>
struct hash<GLShader::MaxwellFSConfig> {
size_t operator()(const GLShader::MaxwellFSConfig& k) const {
return Common::ComputeHash64(&k, sizeof(GLShader::MaxwellFSConfig));
return k.Hash();
}
};

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@ -0,0 +1,65 @@
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/core.h"
#include "core/hle/kernel/process.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
namespace GLShader {
namespace Impl {
void SetShaderUniformBlockBinding(GLuint shader, const char* name,
Maxwell3D::Regs::ShaderStage binding, size_t expected_size) {
GLuint ub_index = glGetUniformBlockIndex(shader, name);
if (ub_index != GL_INVALID_INDEX) {
GLint ub_size = 0;
glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
ASSERT_MSG(ub_size == expected_size,
"Uniform block size did not match! Got %d, expected %zu",
static_cast<int>(ub_size), expected_size);
glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
}
}
void SetShaderUniformBlockBindings(GLuint shader) {
SetShaderUniformBlockBinding(shader, "vs_config", Maxwell3D::Regs::ShaderStage::Vertex,
sizeof(MaxwellUniformData));
SetShaderUniformBlockBinding(shader, "gs_config", Maxwell3D::Regs::ShaderStage::Geometry,
sizeof(MaxwellUniformData));
SetShaderUniformBlockBinding(shader, "fs_config", Maxwell3D::Regs::ShaderStage::Fragment,
sizeof(MaxwellUniformData));
}
void SetShaderSamplerBindings(GLuint shader) {
OpenGLState cur_state = OpenGLState::GetCurState();
GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
cur_state.Apply();
// Set the texture samplers to correspond to different texture units
for (u32 texture = 0; texture < NumTextureSamplers; ++texture) {
// Set the texture samplers to correspond to different texture units
std::string uniform_name = "tex[" + std::to_string(texture) + "]";
GLint uniform_tex = glGetUniformLocation(shader, uniform_name.c_str());
if (uniform_tex != -1) {
glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
}
}
cur_state.draw.shader_program = old_program;
cur_state.Apply();
}
} // namespace Impl
void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
for (unsigned index = 0; index < shader_stage.const_buffers.size(); ++index) {
const auto& const_buffer = shader_stage.const_buffers[index];
const VAddr vaddr = memory_manager->PhysicalToVirtualAddress(const_buffer.address);
Memory::ReadBlock(vaddr, const_buffers[index].data(), sizeof(ConstBuffer));
}
}
} // namespace GLShader

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@ -0,0 +1,151 @@
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <tuple>
#include <unordered_map>
#include <boost/functional/hash.hpp>
#include <glad/glad.h>
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/maxwell_to_gl.h"
namespace GLShader {
/// Number of OpenGL texture samplers that can be used in the fragment shader
static constexpr size_t NumTextureSamplers = 32;
using Tegra::Engines::Maxwell3D;
namespace Impl {
void SetShaderUniformBlockBindings(GLuint shader);
void SetShaderSamplerBindings(GLuint shader);
} // namespace Impl
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
// Not following that rule will cause problems on some AMD drivers.
struct MaxwellUniformData {
void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
using ConstBuffer = std::array<GLvec4, 4>;
alignas(16) std::array<ConstBuffer, Maxwell3D::Regs::MaxConstBuffers> const_buffers;
};
static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is incorrect");
static_assert(sizeof(MaxwellUniformData) < 16384,
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
class OGLShaderStage {
public:
OGLShaderStage() = default;
void Create(const char* source, GLenum type) {
OGLShader shader;
shader.Create(source, type);
program.Create(true, shader.handle);
Impl::SetShaderUniformBlockBindings(program.handle);
Impl::SetShaderSamplerBindings(program.handle);
}
GLuint GetHandle() const {
return program.handle;
}
private:
OGLProgram program;
};
// TODO(wwylele): beautify this doc
// This is a shader cache designed for translating PICA shader to GLSL shader.
// The double cache is needed because diffent KeyConfigType, which includes a hash of the code
// region (including its leftover unused code) can generate the same GLSL code.
template <typename KeyConfigType,
std::string (*CodeGenerator)(const ShaderSetup&, const KeyConfigType&), GLenum ShaderType>
class ShaderCache {
public:
ShaderCache() = default;
GLuint Get(const KeyConfigType& key, const ShaderSetup& setup) {
auto map_it = shader_map.find(key);
if (map_it == shader_map.end()) {
std::string program = CodeGenerator(setup, key);
auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{});
OGLShaderStage& cached_shader = iter->second;
if (new_shader) {
cached_shader.Create(program.c_str(), ShaderType);
}
shader_map[key] = &cached_shader;
return cached_shader.GetHandle();
} else {
return map_it->second->GetHandle();
}
}
private:
std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map;
std::unordered_map<std::string, OGLShaderStage> shader_cache;
};
using VertexShaders = ShaderCache<MaxwellVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>;
using FragmentShaders = ShaderCache<MaxwellFSConfig, &GenerateFragmentShader, GL_FRAGMENT_SHADER>;
class ProgramManager {
public:
ProgramManager() {
pipeline.Create();
}
void UseProgrammableVertexShader(const MaxwellVSConfig& config, const ShaderSetup setup) {
current.vs = vertex_shaders.Get(config, setup);
}
void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) {
current.fs = fragment_shaders.Get(config, setup);
}
void UseTrivialGeometryShader() {
current.gs = 0;
}
void ApplyTo(OpenGLState& state) {
// Workaround for AMD bug
glUseProgramStages(pipeline.handle,
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
0);
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current.vs);
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current.gs);
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current.fs);
state.draw.shader_program = 0;
state.draw.program_pipeline = pipeline.handle;
}
private:
struct ShaderTuple {
GLuint vs = 0, gs = 0, fs = 0;
bool operator==(const ShaderTuple& rhs) const {
return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs);
}
struct Hash {
std::size_t operator()(const ShaderTuple& tuple) const {
std::size_t hash = 0;
boost::hash_combine(hash, tuple.vs);
boost::hash_combine(hash, tuple.gs);
boost::hash_combine(hash, tuple.fs);
return hash;
}
};
};
ShaderTuple current;
VertexShaders vertex_shaders;
FragmentShaders fragment_shaders;
std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
OGLPipeline pipeline;
};
} // namespace GLShader

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@ -10,156 +10,41 @@
namespace GLShader {
GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
const char* fragment_shader, const std::vector<const char*>& feedback_vars,
bool separable_program) {
// Create the shaders
GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0;
GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0;
GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0;
GLuint LoadShader(const char* source, GLenum type) {
const char* debug_type;
switch (type) {
case GL_VERTEX_SHADER:
debug_type = "vertex";
break;
case GL_GEOMETRY_SHADER:
debug_type = "geometry";
break;
case GL_FRAGMENT_SHADER:
debug_type = "fragment";
break;
default:
UNREACHABLE();
}
GLuint shader_id = glCreateShader(type);
glShaderSource(shader_id, 1, &source, nullptr);
NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
glCompileShader(shader_id);
GLint result = GL_FALSE;
int info_log_length;
if (vertex_shader) {
// Compile Vertex Shader
LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
glCompileShader(vertex_shader_id);
// Check Vertex Shader
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) {
std::vector<char> vertex_shader_error(info_log_length);
glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
} else {
LOG_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s",
&vertex_shader_error[0]);
}
}
}
if (geometry_shader) {
// Compile Geometry Shader
LOG_DEBUG(Render_OpenGL, "Compiling geometry shader...");
glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr);
glCompileShader(geometry_shader_id);
// Check Geometry Shader
glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(geometry_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) {
std::vector<char> geometry_shader_error(info_log_length);
glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr,
&geometry_shader_error[0]);
if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]);
} else {
LOG_CRITICAL(Render_OpenGL, "Error compiling geometry shader:\n%s",
&geometry_shader_error[0]);
}
}
}
if (fragment_shader) {
// Compile Fragment Shader
LOG_DEBUG(Render_OpenGL, "Compiling fragment shader...");
glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr);
glCompileShader(fragment_shader_id);
// Check Fragment Shader
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) {
std::vector<char> fragment_shader_error(info_log_length);
glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr,
&fragment_shader_error[0]);
if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
} else {
LOG_CRITICAL(Render_OpenGL, "Error compiling fragment shader:\n%s",
&fragment_shader_error[0]);
}
}
}
// Link the program
LOG_DEBUG(Render_OpenGL, "Linking program...");
GLuint program_id = glCreateProgram();
if (vertex_shader) {
glAttachShader(program_id, vertex_shader_id);
}
if (geometry_shader) {
glAttachShader(program_id, geometry_shader_id);
}
if (fragment_shader) {
glAttachShader(program_id, fragment_shader_id);
}
if (!feedback_vars.empty()) {
auto varyings = feedback_vars;
glTransformFeedbackVaryings(program_id, static_cast<GLsizei>(feedback_vars.size()),
&varyings[0], GL_INTERLEAVED_ATTRIBS);
}
if (separable_program) {
glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
}
glLinkProgram(program_id);
// Check the program
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
GLint info_log_length;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) {
std::vector<char> program_error(info_log_length);
glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
std::string shader_error(info_log_length, ' ');
glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]);
if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
NGLOG_DEBUG(Render_OpenGL, "{}", shader_error);
} else {
LOG_CRITICAL(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error);
}
}
// If the program linking failed at least one of the shaders was probably bad
if (result == GL_FALSE) {
if (vertex_shader) {
LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
}
if (geometry_shader) {
LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
}
if (fragment_shader) {
LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
}
}
ASSERT_MSG(result == GL_TRUE, "Shader not linked");
if (vertex_shader) {
glDetachShader(program_id, vertex_shader_id);
glDeleteShader(vertex_shader_id);
}
if (geometry_shader) {
glDetachShader(program_id, geometry_shader_id);
glDeleteShader(geometry_shader_id);
}
if (fragment_shader) {
glDetachShader(program_id, fragment_shader_id);
glDeleteShader(fragment_shader_id);
}
return program_id;
return shader_id;
}
} // namespace GLShader

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@ -6,18 +6,60 @@
#include <vector>
#include <glad/glad.h>
#include "common/assert.h"
#include "common/logging/log.h"
namespace GLShader {
/**
* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
* @param vertex_shader String of the GLSL vertex shader program
* @param geometry_shader String of the GLSL geometry shader program
* @param fragment_shader String of the GLSL fragment shader program
* @returns Handle of the newly created OpenGL shader object
* Utility function to create and compile an OpenGL GLSL shader
* @param source String of the GLSL shader program
* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
*/
GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
const char* fragment_shader, const std::vector<const char*>& feedback_vars = {},
bool separable_program = false);
GLuint LoadShader(const char* source, GLenum type);
/**
* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
* @param separable_program whether to create a separable program
* @param shaders ID of shaders to attach to the program
* @returns Handle of the newly created OpenGL program object
*/
template <typename... T>
GLuint LoadProgram(bool separable_program, T... shaders) {
// Link the program
NGLOG_DEBUG(Render_OpenGL, "Linking program...");
GLuint program_id = glCreateProgram();
((shaders == 0 ? (void)0 : glAttachShader(program_id, shaders)), ...);
if (separable_program) {
glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
}
glLinkProgram(program_id);
// Check the program
GLint result = GL_FALSE;
GLint info_log_length;
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) {
std::string program_error(info_log_length, ' ');
glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
if (result == GL_TRUE) {
NGLOG_DEBUG(Render_OpenGL, "{}", program_error);
} else {
NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", program_error);
}
}
ASSERT_MSG(result == GL_TRUE, "Shader not linked");
((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...);
return program_id;
}
} // namespace GLShader

View File

@ -10,6 +10,14 @@
#include "common/logging/log.h"
#include "video_core/engines/maxwell_3d.h"
using GLvec2 = std::array<GLfloat, 2>;
using GLvec3 = std::array<GLfloat, 3>;
using GLvec4 = std::array<GLfloat, 4>;
using GLuvec2 = std::array<GLuint, 2>;
using GLuvec3 = std::array<GLuint, 3>;
using GLuvec4 = std::array<GLuint, 4>;
namespace MaxwellToGL {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
@ -39,6 +47,8 @@ inline GLenum VertexType(Maxwell::VertexAttribute attrib) {
inline GLenum PrimitiveTopology(Maxwell::PrimitiveTopology topology) {
switch (topology) {
case Maxwell::PrimitiveTopology::Triangles:
return GL_TRIANGLES;
case Maxwell::PrimitiveTopology::TriangleStrip:
return GL_TRIANGLE_STRIP;
}

View File

@ -57,7 +57,7 @@ uniform sampler2D color_texture;
void main() {
// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
// support more framebuffer pixel formats.
color = texture(color_texture, frag_tex_coord).abgr;
color = texture(color_texture, frag_tex_coord);
}
)";
@ -210,7 +210,7 @@ void RendererOpenGL::InitOpenGLObjects() {
0.0f);
// Link shaders and get variable locations
shader.Create(vertex_shader, nullptr, fragment_shader);
shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
state.draw.shader_program = shader.handle;
state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
@ -311,10 +311,10 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
}
std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, texcoords.top, right),
ScreenRectVertex(x + w, y, texcoords.bottom, right),
ScreenRectVertex(x, y + h, texcoords.top, left),
ScreenRectVertex(x + w, y + h, texcoords.bottom, left),
ScreenRectVertex(x, y, texcoords.top, left),
ScreenRectVertex(x + w, y, texcoords.bottom, left),
ScreenRectVertex(x, y + h, texcoords.top, right),
ScreenRectVertex(x + w, y + h, texcoords.bottom, right),
}};
state.texture_units[0].texture_2d = screen_info.display_texture;

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@ -72,7 +72,7 @@ private:
// OpenGL object IDs
OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;
OGLShader shader;
OGLProgram shader;
/// Display information for Switch screen
ScreenInfo screen_info;

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@ -151,7 +151,7 @@ static inline void MortonCopyPixels128(u32 width, u32 height, u32 bytes_per_pixe
const u32 coarse_y = y & ~127;
u32 morton_offset =
GetMortonOffset128(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel;
u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel;
u32 gl_pixel_index = (x + y * width) * gl_bytes_per_pixel;
data_ptrs[morton_to_gl] = morton_data + morton_offset;
data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index];