diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 555aa8cc7d..f90f74a48c 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -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()); + SetRegister(reg, elem, value, dest_num_components, value_num_components, is_abs, dest_elem); + } - std::string dest = GetRegister(reg, dest_elem); - if (dest_num_components > 1) { - dest += 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); - std::string src = '(' + value + ')'; - if (value_num_components > 1) { - src += GetSwizzle(elem); - } - - 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;");