rpcs3/rpcs3/Emu/RSX/GL/GLFragmentProgram.cpp
raven02 bb66b97251 GL: minor fixes (#2105)
* Minor fixes

* temporary disable 2-sided lighting

* Disable user clip planes until they are properly handled
2016-08-27 14:12:44 +08:00

345 lines
9.7 KiB
C++

#include "stdafx.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "GLFragmentProgram.h"
#include "GLCommonDecompiler.h"
#include "../GCM.h"
std::string GLFragmentDecompilerThread::getFloatTypeName(size_t elementCount)
{
return getFloatTypeNameImpl(elementCount);
}
std::string GLFragmentDecompilerThread::getFunction(FUNCTION f)
{
return getFunctionImpl(f);
}
std::string GLFragmentDecompilerThread::saturate(const std::string & code)
{
return "clamp(" + code + ", 0., 1.)";
}
std::string GLFragmentDecompilerThread::compareFunction(COMPARE f, const std::string &Op0, const std::string &Op1)
{
return compareFunctionImpl(f, Op0, Op1);
}
void GLFragmentDecompilerThread::insertHeader(std::stringstream & OS)
{
OS << "#version 420" << std::endl;
OS << "layout(std140, binding = 0) uniform ScaleOffsetBuffer\n";
OS << "{\n";
OS << " mat4 scaleOffsetMat;\n";
OS << " float fog_param0;\n";
OS << " float fog_param1;\n";
OS << " uint alpha_test;\n";
OS << " float alpha_ref;\n";
OS << "};\n";
}
void GLFragmentDecompilerThread::insertIntputs(std::stringstream & OS)
{
for (const ParamType& PT : m_parr.params[PF_PARAM_IN])
{
for (const ParamItem& PI : PT.items)
{
//Rename fogc to fog_c to differentiate the input register from the variable
if (PI.name == "fogc")
OS << "in vec4 fog_c;" << std::endl;
OS << "in " << PT.type << " " << PI.name << ";" << std::endl;
}
}
}
void GLFragmentDecompilerThread::insertOutputs(std::stringstream & OS)
{
const std::pair<std::string, std::string> table[] =
{
{ "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" },
{ "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" },
{ "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" },
{ "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" },
};
for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
{
if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second))
OS << "out vec4 " << table[i].first << ";" << std::endl;
}
}
void GLFragmentDecompilerThread::insertConstants(std::stringstream & OS)
{
for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM])
{
if (PT.type != "sampler1D" &&
PT.type != "sampler2D" &&
PT.type != "sampler3D" &&
PT.type != "samplerCube")
continue;
for (const ParamItem& PI : PT.items)
{
std::string samplerType = PT.type;
int index = atoi(&PI.name.data()[3]);
OS << "uniform " << samplerType << " " << PI.name << ";" << std::endl;
}
}
OS << "layout(std140, binding = 2) uniform FragmentConstantsBuffer" << std::endl;
OS << "{" << std::endl;
for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM])
{
if (PT.type == "sampler1D" ||
PT.type == "sampler2D" ||
PT.type == "sampler3D" ||
PT.type == "samplerCube")
continue;
for (const ParamItem& PI : PT.items)
OS << " " << PT.type << " " << PI.name << ";" << std::endl;
}
// A dummy value otherwise it's invalid to create an empty uniform buffer
OS << " vec4 void_value;" << std::endl;
OS << "};" << std::endl;
}
namespace
{
// Note: It's not clear whether fog is computed per pixel or per vertex.
// But it makes more sense to compute exp of interpoled value than to interpolate exp values.
void insert_fog_declaration(std::stringstream & OS, rsx::fog_mode mode)
{
switch (mode)
{
case rsx::fog_mode::linear:
OS << " vec4 fogc = vec4(fog_param1 * fog_c.x + (fog_param0 - 1.), fog_param1 * fog_c.x + (fog_param0 - 1.), 0., 0.);\n";
return;
case rsx::fog_mode::exponential:
OS << " vec4 fogc = vec4(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 0., 0.);\n";
return;
case rsx::fog_mode::exponential2:
OS << " vec4 fogc = vec4(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 2.), 0., 0.);\n";
return;
case rsx::fog_mode::linear_abs:
OS << " vec4 fogc = vec4(fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), 0., 0.);\n";
return;
case rsx::fog_mode::exponential_abs:
OS << " vec4 fogc = vec4(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 0., 0.);\n";
return;
case rsx::fog_mode::exponential2_abs:
OS << " vec4 fogc = vec4(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 2.), 0., 0.);\n";
return;
}
}
}
void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
{
insert_glsl_legacy_function(OS);
OS << "void main ()" << std::endl;
OS << "{" << std::endl;
for (const ParamType& PT : m_parr.params[PF_PARAM_NONE])
{
for (const ParamItem& PI : PT.items)
{
OS << " " << PT.type << " " << PI.name;
if (!PI.value.empty())
OS << " = " << PI.value;
OS << ";" << std::endl;
}
}
OS << " vec4 ssa = gl_FrontFacing ? vec4(1.) : vec4(-1.);\n";
for (const ParamType& PT : m_parr.params[PF_PARAM_UNIFORM])
{
if (PT.type != "sampler2D")
continue;
for (const ParamItem& PI : PT.items)
{
std::string samplerType = PT.type;
int index = atoi(&PI.name.data()[3]);
if (m_prog.unnormalized_coords & (1 << index))
{
OS << "vec2 tex" << index << "_coord_scale = 1. / textureSize(" << PI.name << ", 0);\n";
}
else
{
OS << "vec2 tex" << index << "_coord_scale = vec2(1.);\n";
}
}
}
// search if there is fogc in inputs
for (const ParamType& PT : m_parr.params[PF_PARAM_IN])
{
for (const ParamItem& PI : PT.items)
{
if (PI.name == "fogc")
{
insert_fog_declaration(OS, m_prog.fog_equation);
continue;
}
}
}
}
void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
{
const std::pair<std::string, std::string> table[] =
{
{ "ocol0", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r0" : "h0" },
{ "ocol1", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r2" : "h4" },
{ "ocol2", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r3" : "h6" },
{ "ocol3", m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS ? "r4" : "h8" },
};
std::string first_output_name;
for (int i = 0; i < sizeof(table) / sizeof(*table); ++i)
{
if (m_parr.HasParam(PF_PARAM_NONE, "vec4", table[i].second))
{
OS << " " << table[i].first << " = " << table[i].second << ";" << std::endl;
if (first_output_name.empty()) first_output_name = table[i].first;
}
}
if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
{
{
/** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
* but it writes depth in r1.z and not h2.z.
* Maybe there's a different flag for depth ?
*/
//OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl;
OS << " gl_FragDepth = r1.z;\n";
}
}
if (!first_output_name.empty())
{
switch (m_prog.alpha_func)
{
case rsx::comparison_function::equal:
OS << " if (bool(alpha_test) && " << first_output_name << ".a != alpha_ref) discard;\n";
break;
case rsx::comparison_function::not_equal:
OS << " if (bool(alpha_test) && " << first_output_name << ".a == alpha_ref) discard;\n";
break;
case rsx::comparison_function::less_or_equal:
OS << " if (bool(alpha_test) && " << first_output_name << ".a > alpha_ref) discard;\n";
break;
case rsx::comparison_function::less:
OS << " if (bool(alpha_test) && " << first_output_name << ".a >= alpha_ref) discard;\n";
break;
case rsx::comparison_function::greater:
OS << " if (bool(alpha_test) && " << first_output_name << ".a <= alpha_ref) discard;\n";
break;
case rsx::comparison_function::greater_or_equal:
OS << " if (bool(alpha_test) && " << first_output_name << ".a < alpha_ref) discard;\n";
break;
}
}
OS << "}" << std::endl;
}
void GLFragmentDecompilerThread::Task()
{
m_shader = Decompile();
}
GLFragmentProgram::GLFragmentProgram()
{
}
GLFragmentProgram::~GLFragmentProgram()
{
Delete();
}
void GLFragmentProgram::Decompile(const RSXFragmentProgram& prog)
{
u32 size;
GLFragmentDecompilerThread decompiler(shader, parr, prog, size);
decompiler.Task();
for (const ParamType& PT : decompiler.m_parr.params[PF_PARAM_UNIFORM])
{
for (const ParamItem& PI : PT.items)
{
if (PT.type == "sampler2D")
continue;
size_t offset = atoi(PI.name.c_str() + 2);
FragmentConstantOffsetCache.push_back(offset);
}
}
}
void GLFragmentProgram::Compile()
{
if (id)
{
glDeleteShader(id);
}
id = glCreateShader(GL_FRAGMENT_SHADER);
const char* str = shader.c_str();
const int strlen = ::narrow<int>(shader.length());
glShaderSource(id, 1, &str, &strlen);
glCompileShader(id);
GLint compileStatus = GL_FALSE;
glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); // Determine the result of the glCompileShader call
if (compileStatus != GL_TRUE) // If the shader failed to compile...
{
GLint infoLength;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &infoLength); // Retrieve the length in bytes (including trailing NULL) of the shader info log
if (infoLength > 0)
{
GLsizei len;
char* buf = new char[infoLength]; // Buffer to store infoLog
glGetShaderInfoLog(id, infoLength, &len, buf); // Retrieve the shader info log into our buffer
LOG_ERROR(RSX, "Failed to compile shader: %s", buf); // Write log to the console
delete[] buf;
}
LOG_NOTICE(RSX, "%s", shader); // Log the text of the shader that failed to compile
Emu.Pause(); // Pause the emulator, we can't really continue from here
}
}
void GLFragmentProgram::Delete()
{
shader.clear();
if (id)
{
if (Emu.IsStopped())
{
LOG_WARNING(RSX, "GLFragmentProgram::Delete(): glDeleteShader(%d) avoided", id);
}
else
{
glDeleteShader(id);
}
id = 0;
}
}