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gl_shader_decompiler: More cleanups, etc. with how we handle register types.
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parent
c691fa4074
commit
e73927cfc2
1 changed files with 120 additions and 44 deletions
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@ -156,20 +156,27 @@ public:
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enum class Type {
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Float,
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Integer,
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UnsignedInteger,
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};
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GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
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/// Gets the GLSL type string for a register
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static std::string GetTypeString(Type type) {
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switch (type) {
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case Type::Float:
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return "float";
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case Type::Integer:
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return "int";
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case Type::UnsignedInteger:
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return "uint";
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}
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UNREACHABLE();
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return {};
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}
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/// Gets the GLSL register prefix string, used for declarations and referencing
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static std::string GetPrefixString(Type type) {
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return "reg_" + GetTypeString(type) + '_';
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}
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@ -223,18 +230,35 @@ public:
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BuildRegisterList();
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}
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/// Generates code representing a temporary (GPR) register.
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std::string GetRegister(const Register& reg, unsigned elem = 0) {
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if (reg == Register::ZeroIndex) {
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return "0";
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}
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return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
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/**
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* Gets a register as an float.
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* @param reg The register to get.
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* @param elem The element to use for the operation.
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* @returns GLSL string corresponding to the register as a float.
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*/
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std::string GetRegisterAsFloat(const Register& reg, unsigned elem = 0) {
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ASSERT(regs[reg].IsFloat());
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return GetRegister(reg, elem);
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}
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/**
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* Writes code that does a register assignment to float value operation. Should only be used
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* with shader instructions that deal with floats.
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* Gets a register as an integer.
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* @param reg The register to get.
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* @param elem The element to use for the operation.
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* @param is_signed Whether to get the register as a signed (or unsigned) integer.
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* @returns GLSL string corresponding to the register as an integer.
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*/
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std::string GetRegisterAsInteger(const Register& reg, unsigned elem = 0,
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bool is_signed = true) {
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const std::string func = GetGLSLConversionFunc(
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GLSLRegister::Type::Float,
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is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger);
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return func + '(' + GetRegister(reg, elem) + ')';
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}
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/**
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* Writes code that does a register assignment to float value operation.
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* @param reg The destination register to use.
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* @param elem The element to use for the operation.
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* @param value The code representing the value to assign.
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@ -246,21 +270,28 @@ public:
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void SetRegisterToFloat(const Register& reg, u64 elem, const std::string& value,
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u64 dest_num_components, u64 value_num_components, bool is_abs = false,
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u64 dest_elem = 0) {
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ASSERT(regs[reg].IsFloat());
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SetRegister(reg, elem, value, dest_num_components, value_num_components, is_abs, dest_elem);
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}
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std::string dest = GetRegister(reg, dest_elem);
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if (dest_num_components > 1) {
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dest += GetSwizzle(elem);
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}
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/**
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* Writes code that does a register assignment to integer value operation.
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* @param reg The destination register to use.
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* @param elem The element to use for the operation.
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* @param value The code representing the value to assign.
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* @param dest_num_components Number of components in the destination.
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* @param value_num_components Number of components in the value.
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* @param is_abs Optional, when True, applies absolute value to output.
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* @param dest_elem Optional, the destination element to use for the operation.
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*/
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void SetRegisterToInteger(const Register& reg, bool is_signed, u64 elem,
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const std::string& value, u64 dest_num_components,
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u64 value_num_components, bool is_abs = false, u64 dest_elem = 0) {
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const std::string func = GetGLSLConversionFunc(
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is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger,
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GLSLRegister::Type::Float);
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std::string src = '(' + value + ')';
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if (value_num_components > 1) {
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src += GetSwizzle(elem);
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}
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src = is_abs ? "abs(" + src + ')' : src;
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shader.AddLine(dest + " = " + src + ';');
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SetRegister(reg, elem, func + '(' + value + ')', dest_num_components, value_num_components,
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is_abs, dest_elem);
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}
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/**
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@ -271,7 +302,7 @@ public:
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* @param attribute The input attibute to use as the source value.
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*/
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void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
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std::string dest = GetRegister(reg);
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std::string dest = GetRegisterAsFloat(reg);
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std::string src = GetInputAttribute(attribute) + GetSwizzle(elem);
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if (regs[reg].IsFloat()) {
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@ -292,7 +323,7 @@ public:
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*/
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void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
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std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
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std::string src = GetRegister(reg);
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std::string src = GetRegisterAsFloat(reg);
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ASSERT_MSG(regs[reg].IsFloat(), "Output attributes must be set to a float");
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shader.AddLine(dest + " = " + src + ';');
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}
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@ -363,6 +394,51 @@ public:
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}
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private:
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/// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
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const std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
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const std::string src_type = GLSLRegister::GetTypeString(src);
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std::string dest_type = GLSLRegister::GetTypeString(dest);
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dest_type[0] = toupper(dest_type[0]);
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return src_type + "BitsTo" + dest_type;
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}
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/// Generates code representing a temporary (GPR) register.
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std::string GetRegister(const Register& reg, unsigned elem) {
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if (reg == Register::ZeroIndex) {
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return "0";
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}
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return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
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}
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/**
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* Writes code that does a register assignment to value operation.
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* @param reg The destination register to use.
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* @param elem The element to use for the operation.
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* @param value The code representing the value to assign.
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* @param dest_num_components Number of components in the destination.
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* @param value_num_components Number of components in the value.
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* @param is_abs Optional, when True, applies absolute value to output.
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* @param dest_elem Optional, the destination element to use for the operation.
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*/
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void SetRegister(const Register& reg, u64 elem, const std::string& value,
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u64 dest_num_components, u64 value_num_components, bool is_abs,
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u64 dest_elem) {
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std::string dest = GetRegister(reg, dest_elem);
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if (dest_num_components > 1) {
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dest += GetSwizzle(elem);
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}
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std::string src = '(' + value + ')';
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if (value_num_components > 1) {
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src += GetSwizzle(elem);
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}
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src = is_abs ? "abs(" + src + ')' : src;
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shader.AddLine(dest + " = " + src + ';');
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}
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/// Build the GLSL register list.
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void BuildRegisterList() {
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for (size_t index = 0; index < Register::NumRegisters; ++index) {
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@ -566,7 +642,7 @@ private:
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switch (opcode->GetType()) {
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case OpCode::Type::Arithmetic: {
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std::string op_a = instr.alu.negate_a ? "-" : "";
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op_a += regs.GetRegister(instr.gpr8);
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op_a += regs.GetRegisterAsFloat(instr.gpr8);
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if (instr.alu.abs_a) {
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op_a = "abs(" + op_a + ')';
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}
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@ -577,7 +653,7 @@ private:
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op_b += GetImmediate19(instr);
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} else {
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if (instr.is_b_gpr) {
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op_b += regs.GetRegister(instr.gpr20);
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op_b += regs.GetRegisterAsFloat(instr.gpr20);
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} else {
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op_b += regs.GetUniform(instr.uniform, instr.gpr0);
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}
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@ -602,8 +678,8 @@ private:
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case OpCode::Id::FMUL32_IMM: {
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// fmul32i doesn't have abs or neg bits.
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regs.SetRegisterToFloat(
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instr.gpr0, 0, regs.GetRegister(instr.gpr8) + " * " + GetImmediate32(instr), 1,
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1);
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instr.gpr0, 0,
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regs.GetRegisterAsFloat(instr.gpr8) + " * " + GetImmediate32(instr), 1, 1);
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break;
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}
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case OpCode::Id::FADD_C:
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@ -660,29 +736,29 @@ private:
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break;
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}
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case OpCode::Type::Ffma: {
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std::string op_a = regs.GetRegister(instr.gpr8);
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std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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std::string op_b = instr.ffma.negate_b ? "-" : "";
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std::string op_c = instr.ffma.negate_c ? "-" : "";
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switch (opcode->GetId()) {
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case OpCode::Id::FFMA_CR: {
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op_b += regs.GetUniform(instr.uniform, instr.gpr0);
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op_c += regs.GetRegister(instr.gpr39);
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op_c += regs.GetRegisterAsFloat(instr.gpr39);
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break;
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}
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case OpCode::Id::FFMA_RR: {
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op_b += regs.GetRegister(instr.gpr20);
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op_c += regs.GetRegister(instr.gpr39);
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op_b += regs.GetRegisterAsFloat(instr.gpr20);
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op_c += regs.GetRegisterAsFloat(instr.gpr39);
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break;
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}
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case OpCode::Id::FFMA_RC: {
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op_b += regs.GetRegister(instr.gpr39);
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op_b += regs.GetRegisterAsFloat(instr.gpr39);
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op_c += regs.GetUniform(instr.uniform, instr.gpr0);
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break;
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}
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case OpCode::Id::FFMA_IMM: {
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op_b += GetImmediate19(instr);
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op_c += regs.GetRegister(instr.gpr39);
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op_c += regs.GetRegisterAsFloat(instr.gpr39);
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break;
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}
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default: {
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@ -712,8 +788,8 @@ private:
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}
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case OpCode::Id::TEXS: {
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ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
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const std::string op_a = regs.GetRegister(instr.gpr8);
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const std::string op_b = regs.GetRegister(instr.gpr20);
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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// Add an extra scope and declare the texture coords inside to prevent overwriting
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@ -738,7 +814,7 @@ private:
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}
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case OpCode::Type::FloatSetPredicate: {
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std::string op_a = instr.fsetp.neg_a ? "-" : "";
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op_a += regs.GetRegister(instr.gpr8);
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op_a += regs.GetRegisterAsFloat(instr.gpr8);
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if (instr.fsetp.abs_a) {
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op_a = "abs(" + op_a + ')';
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@ -754,7 +830,7 @@ private:
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op_b += '(' + GetImmediate19(instr) + ')';
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} else {
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if (instr.is_b_gpr) {
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op_b += regs.GetRegister(instr.gpr20);
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op_b += regs.GetRegisterAsFloat(instr.gpr20);
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} else {
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op_b += regs.GetUniform(instr.uniform, instr.gpr0);
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}
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@ -789,7 +865,7 @@ private:
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}
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case OpCode::Type::FloatSet: {
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std::string op_a = instr.fset.neg_a ? "-" : "";
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op_a += regs.GetRegister(instr.gpr8);
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op_a += regs.GetRegisterAsFloat(instr.gpr8);
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if (instr.fset.abs_a) {
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op_a = "abs(" + op_a + ')';
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@ -805,7 +881,7 @@ private:
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op_b += imm;
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} else {
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if (instr.is_b_gpr) {
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op_b += regs.GetRegister(instr.gpr20);
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op_b += regs.GetRegisterAsFloat(instr.gpr20);
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} else {
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op_b += regs.GetUniform(instr.uniform, instr.gpr0);
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}
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@ -850,10 +926,10 @@ private:
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// Final color output is currently hardcoded to GPR0-3 for fragment shaders
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if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
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shader.AddLine("color.r = " + regs.GetRegister(0) + ';');
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shader.AddLine("color.g = " + regs.GetRegister(1) + ';');
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shader.AddLine("color.b = " + regs.GetRegister(2) + ';');
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shader.AddLine("color.a = " + regs.GetRegister(3) + ';');
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shader.AddLine("color.r = " + regs.GetRegisterAsFloat(0) + ';');
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shader.AddLine("color.g = " + regs.GetRegisterAsFloat(1) + ';');
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shader.AddLine("color.b = " + regs.GetRegisterAsFloat(2) + ';');
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shader.AddLine("color.a = " + regs.GetRegisterAsFloat(3) + ';');
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}
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shader.AddLine("return true;");
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