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gl_shader_decompiler: More cleanups, etc. with how we handle register types.

This commit is contained in:
bunnei 2018-04-28 19:59:30 -04:00
parent c691fa4074
commit e73927cfc2
1 changed files with 120 additions and 44 deletions

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@ -156,20 +156,27 @@ public:
enum class Type {
Float,
Integer,
UnsignedInteger,
};
GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
/// Gets the GLSL type string for a register
static std::string GetTypeString(Type type) {
switch (type) {
case Type::Float:
return "float";
case Type::Integer:
return "int";
case Type::UnsignedInteger:
return "uint";
}
UNREACHABLE();
return {};
}
/// Gets the GLSL register prefix string, used for declarations and referencing
static std::string GetPrefixString(Type type) {
return "reg_" + GetTypeString(type) + '_';
}
@ -223,18 +230,35 @@ public:
BuildRegisterList();
}
/// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg, unsigned elem = 0) {
if (reg == Register::ZeroIndex) {
return "0";
}
return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
/**
* Gets a register as an float.
* @param reg The register to get.
* @param elem The element to use for the operation.
* @returns GLSL string corresponding to the register as a float.
*/
std::string GetRegisterAsFloat(const Register& reg, unsigned elem = 0) {
ASSERT(regs[reg].IsFloat());
return GetRegister(reg, elem);
}
/**
* Writes code that does a register assignment to float value operation. Should only be used
* with shader instructions that deal with floats.
* Gets a register as an integer.
* @param reg The register to get.
* @param elem The element to use for the operation.
* @param is_signed Whether to get the register as a signed (or unsigned) integer.
* @returns GLSL string corresponding to the register as an integer.
*/
std::string GetRegisterAsInteger(const Register& reg, unsigned elem = 0,
bool is_signed = true) {
const std::string func = GetGLSLConversionFunc(
GLSLRegister::Type::Float,
is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger);
return func + '(' + GetRegister(reg, elem) + ')';
}
/**
* Writes code that does a register assignment to float value operation.
* @param reg The destination register to use.
* @param elem The element to use for the operation.
* @param value The code representing the value to assign.
@ -246,21 +270,28 @@ public:
void SetRegisterToFloat(const Register& reg, u64 elem, const std::string& value,
u64 dest_num_components, u64 value_num_components, bool is_abs = false,
u64 dest_elem = 0) {
ASSERT(regs[reg].IsFloat());
std::string dest = GetRegister(reg, dest_elem);
if (dest_num_components > 1) {
dest += GetSwizzle(elem);
SetRegister(reg, elem, value, dest_num_components, value_num_components, is_abs, dest_elem);
}
std::string src = '(' + value + ')';
if (value_num_components > 1) {
src += GetSwizzle(elem);
}
/**
* Writes code that does a register assignment to integer value operation.
* @param reg The destination register to use.
* @param elem The element to use for the operation.
* @param value The code representing the value to assign.
* @param dest_num_components Number of components in the destination.
* @param value_num_components Number of components in the value.
* @param is_abs Optional, when True, applies absolute value to output.
* @param dest_elem Optional, the destination element to use for the operation.
*/
void SetRegisterToInteger(const Register& reg, bool is_signed, u64 elem,
const std::string& value, u64 dest_num_components,
u64 value_num_components, bool is_abs = false, u64 dest_elem = 0) {
const std::string func = GetGLSLConversionFunc(
is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger,
GLSLRegister::Type::Float);
src = is_abs ? "abs(" + src + ')' : src;
shader.AddLine(dest + " = " + src + ';');
SetRegister(reg, elem, func + '(' + value + ')', dest_num_components, value_num_components,
is_abs, dest_elem);
}
/**
@ -271,7 +302,7 @@ public:
* @param attribute The input attibute to use as the source value.
*/
void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
std::string dest = GetRegister(reg);
std::string dest = GetRegisterAsFloat(reg);
std::string src = GetInputAttribute(attribute) + GetSwizzle(elem);
if (regs[reg].IsFloat()) {
@ -292,7 +323,7 @@ public:
*/
void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
std::string src = GetRegister(reg);
std::string src = GetRegisterAsFloat(reg);
ASSERT_MSG(regs[reg].IsFloat(), "Output attributes must be set to a float");
shader.AddLine(dest + " = " + src + ';');
}
@ -363,6 +394,51 @@ public:
}
private:
/// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
const std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
const std::string src_type = GLSLRegister::GetTypeString(src);
std::string dest_type = GLSLRegister::GetTypeString(dest);
dest_type[0] = toupper(dest_type[0]);
return src_type + "BitsTo" + dest_type;
}
/// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg, unsigned elem) {
if (reg == Register::ZeroIndex) {
return "0";
}
return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
}
/**
* Writes code that does a register assignment to value operation.
* @param reg The destination register to use.
* @param elem The element to use for the operation.
* @param value The code representing the value to assign.
* @param dest_num_components Number of components in the destination.
* @param value_num_components Number of components in the value.
* @param is_abs Optional, when True, applies absolute value to output.
* @param dest_elem Optional, the destination element to use for the operation.
*/
void SetRegister(const Register& reg, u64 elem, const std::string& value,
u64 dest_num_components, u64 value_num_components, bool is_abs,
u64 dest_elem) {
std::string dest = GetRegister(reg, dest_elem);
if (dest_num_components > 1) {
dest += GetSwizzle(elem);
}
std::string src = '(' + value + ')';
if (value_num_components > 1) {
src += GetSwizzle(elem);
}
src = is_abs ? "abs(" + src + ')' : src;
shader.AddLine(dest + " = " + src + ';');
}
/// Build the GLSL register list.
void BuildRegisterList() {
for (size_t index = 0; index < Register::NumRegisters; ++index) {
@ -566,7 +642,7 @@ private:
switch (opcode->GetType()) {
case OpCode::Type::Arithmetic: {
std::string op_a = instr.alu.negate_a ? "-" : "";
op_a += regs.GetRegister(instr.gpr8);
op_a += regs.GetRegisterAsFloat(instr.gpr8);
if (instr.alu.abs_a) {
op_a = "abs(" + op_a + ')';
}
@ -577,7 +653,7 @@ private:
op_b += GetImmediate19(instr);
} else {
if (instr.is_b_gpr) {
op_b += regs.GetRegister(instr.gpr20);
op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
}
@ -602,8 +678,8 @@ private:
case OpCode::Id::FMUL32_IMM: {
// fmul32i doesn't have abs or neg bits.
regs.SetRegisterToFloat(
instr.gpr0, 0, regs.GetRegister(instr.gpr8) + " * " + GetImmediate32(instr), 1,
1);
instr.gpr0, 0,
regs.GetRegisterAsFloat(instr.gpr8) + " * " + GetImmediate32(instr), 1, 1);
break;
}
case OpCode::Id::FADD_C:
@ -660,29 +736,29 @@ private:
break;
}
case OpCode::Type::Ffma: {
std::string op_a = regs.GetRegister(instr.gpr8);
std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
std::string op_b = instr.ffma.negate_b ? "-" : "";
std::string op_c = instr.ffma.negate_c ? "-" : "";
switch (opcode->GetId()) {
case OpCode::Id::FFMA_CR: {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
op_c += regs.GetRegister(instr.gpr39);
op_c += regs.GetRegisterAsFloat(instr.gpr39);
break;
}
case OpCode::Id::FFMA_RR: {
op_b += regs.GetRegister(instr.gpr20);
op_c += regs.GetRegister(instr.gpr39);
op_b += regs.GetRegisterAsFloat(instr.gpr20);
op_c += regs.GetRegisterAsFloat(instr.gpr39);
break;
}
case OpCode::Id::FFMA_RC: {
op_b += regs.GetRegister(instr.gpr39);
op_b += regs.GetRegisterAsFloat(instr.gpr39);
op_c += regs.GetUniform(instr.uniform, instr.gpr0);
break;
}
case OpCode::Id::FFMA_IMM: {
op_b += GetImmediate19(instr);
op_c += regs.GetRegister(instr.gpr39);
op_c += regs.GetRegisterAsFloat(instr.gpr39);
break;
}
default: {
@ -712,8 +788,8 @@ private:
}
case OpCode::Id::TEXS: {
ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
const std::string op_a = regs.GetRegister(instr.gpr8);
const std::string op_b = regs.GetRegister(instr.gpr20);
const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
const std::string sampler = GetSampler(instr.sampler);
const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
// Add an extra scope and declare the texture coords inside to prevent overwriting
@ -738,7 +814,7 @@ private:
}
case OpCode::Type::FloatSetPredicate: {
std::string op_a = instr.fsetp.neg_a ? "-" : "";
op_a += regs.GetRegister(instr.gpr8);
op_a += regs.GetRegisterAsFloat(instr.gpr8);
if (instr.fsetp.abs_a) {
op_a = "abs(" + op_a + ')';
@ -754,7 +830,7 @@ private:
op_b += '(' + GetImmediate19(instr) + ')';
} else {
if (instr.is_b_gpr) {
op_b += regs.GetRegister(instr.gpr20);
op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
}
@ -789,7 +865,7 @@ private:
}
case OpCode::Type::FloatSet: {
std::string op_a = instr.fset.neg_a ? "-" : "";
op_a += regs.GetRegister(instr.gpr8);
op_a += regs.GetRegisterAsFloat(instr.gpr8);
if (instr.fset.abs_a) {
op_a = "abs(" + op_a + ')';
@ -805,7 +881,7 @@ private:
op_b += imm;
} else {
if (instr.is_b_gpr) {
op_b += regs.GetRegister(instr.gpr20);
op_b += regs.GetRegisterAsFloat(instr.gpr20);
} else {
op_b += regs.GetUniform(instr.uniform, instr.gpr0);
}
@ -850,10 +926,10 @@ private:
// Final color output is currently hardcoded to GPR0-3 for fragment shaders
if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
shader.AddLine("color.r = " + regs.GetRegister(0) + ';');
shader.AddLine("color.g = " + regs.GetRegister(1) + ';');
shader.AddLine("color.b = " + regs.GetRegister(2) + ';');
shader.AddLine("color.a = " + regs.GetRegister(3) + ';');
shader.AddLine("color.r = " + regs.GetRegisterAsFloat(0) + ';');
shader.AddLine("color.g = " + regs.GetRegisterAsFloat(1) + ';');
shader.AddLine("color.b = " + regs.GetRegisterAsFloat(2) + ';');
shader.AddLine("color.a = " + regs.GetRegisterAsFloat(3) + ';');
}
shader.AddLine("return true;");