Merge pull request #1106 from Subv/multiple_rendertargets
Shaders: Write all the enabled color outputs when a fragment shader exits.
This commit is contained in:
commit
5aaee2ff8d
|
@ -26,6 +26,7 @@ using Tegra::Shader::Sampler;
|
||||||
using Tegra::Shader::SubOp;
|
using Tegra::Shader::SubOp;
|
||||||
|
|
||||||
constexpr u32 PROGRAM_END = MAX_PROGRAM_CODE_LENGTH;
|
constexpr u32 PROGRAM_END = MAX_PROGRAM_CODE_LENGTH;
|
||||||
|
constexpr u32 PROGRAM_HEADER_SIZE = 0x50;
|
||||||
|
|
||||||
class DecompileFail : public std::runtime_error {
|
class DecompileFail : public std::runtime_error {
|
||||||
public:
|
public:
|
||||||
|
@ -621,6 +622,23 @@ public:
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
// Shader program header for a Fragment Shader.
|
||||||
|
struct FragmentHeader {
|
||||||
|
INSERT_PADDING_WORDS(5);
|
||||||
|
INSERT_PADDING_WORDS(13);
|
||||||
|
u32 enabled_color_outputs;
|
||||||
|
union {
|
||||||
|
BitField<0, 1, u32> writes_samplemask;
|
||||||
|
BitField<1, 1, u32> writes_depth;
|
||||||
|
};
|
||||||
|
|
||||||
|
bool IsColorComponentOutputEnabled(u32 render_target, u32 component) const {
|
||||||
|
u32 bit = render_target * 4 + component;
|
||||||
|
return enabled_color_outputs & (1 << bit);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
static_assert(sizeof(FragmentHeader) == PROGRAM_HEADER_SIZE, "FragmentHeader size is wrong");
|
||||||
|
|
||||||
/// Gets the Subroutine object corresponding to the specified address.
|
/// Gets the Subroutine object corresponding to the specified address.
|
||||||
const Subroutine& GetSubroutine(u32 begin, u32 end) const {
|
const Subroutine& GetSubroutine(u32 begin, u32 end) const {
|
||||||
auto iter = subroutines.find(Subroutine{begin, end, suffix});
|
auto iter = subroutines.find(Subroutine{begin, end, suffix});
|
||||||
|
@ -894,6 +912,31 @@ private:
|
||||||
shader.AddLine('}');
|
shader.AddLine('}');
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Writes the output values from a fragment shader to the corresponding GLSL output variables.
|
||||||
|
void EmitFragmentOutputsWrite() {
|
||||||
|
ASSERT(stage == Maxwell3D::Regs::ShaderStage::Fragment);
|
||||||
|
FragmentHeader header;
|
||||||
|
std::memcpy(&header, program_code.data(), PROGRAM_HEADER_SIZE);
|
||||||
|
|
||||||
|
ASSERT_MSG(header.writes_depth == 0, "Depth write is unimplemented");
|
||||||
|
ASSERT_MSG(header.writes_samplemask == 0, "Samplemask write is unimplemented");
|
||||||
|
|
||||||
|
// Write the color outputs using the data in the shader registers, disabled
|
||||||
|
// rendertargets/components are skipped in the register assignment.
|
||||||
|
u32 current_reg = 0;
|
||||||
|
for (u32 render_target = 0; render_target < Maxwell3D::Regs::NumRenderTargets;
|
||||||
|
++render_target) {
|
||||||
|
// TODO(Subv): Figure out how dual-source blending is configured in the Switch.
|
||||||
|
for (u32 component = 0; component < 4; ++component) {
|
||||||
|
if (header.IsColorComponentOutputEnabled(render_target, component)) {
|
||||||
|
shader.AddLine(fmt::format("color[{}][{}] = {};", render_target, component,
|
||||||
|
regs.GetRegisterAsFloat(current_reg)));
|
||||||
|
++current_reg;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Compiles a single instruction from Tegra to GLSL.
|
* Compiles a single instruction from Tegra to GLSL.
|
||||||
* @param offset the offset of the Tegra shader instruction.
|
* @param offset the offset of the Tegra shader instruction.
|
||||||
|
@ -1969,12 +2012,8 @@ private:
|
||||||
default: {
|
default: {
|
||||||
switch (opcode->GetId()) {
|
switch (opcode->GetId()) {
|
||||||
case OpCode::Id::EXIT: {
|
case OpCode::Id::EXIT: {
|
||||||
// Final color output is currently hardcoded to GPR0-3 for fragment shaders
|
|
||||||
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
|
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
|
||||||
shader.AddLine("color.r = " + regs.GetRegisterAsFloat(0) + ';');
|
EmitFragmentOutputsWrite();
|
||||||
shader.AddLine("color.g = " + regs.GetRegisterAsFloat(1) + ';');
|
|
||||||
shader.AddLine("color.b = " + regs.GetRegisterAsFloat(2) + ';');
|
|
||||||
shader.AddLine("color.a = " + regs.GetRegisterAsFloat(3) + ';');
|
|
||||||
}
|
}
|
||||||
|
|
||||||
switch (instr.flow.cond) {
|
switch (instr.flow.cond) {
|
||||||
|
|
|
@ -87,7 +87,7 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSCo
|
||||||
.get_value_or({});
|
.get_value_or({});
|
||||||
out += R"(
|
out += R"(
|
||||||
in vec4 position;
|
in vec4 position;
|
||||||
out vec4 color;
|
layout(location = 0) out vec4 color[8];
|
||||||
|
|
||||||
layout (std140) uniform fs_config {
|
layout (std140) uniform fs_config {
|
||||||
vec4 viewport_flip;
|
vec4 viewport_flip;
|
||||||
|
|
Reference in New Issue