Moving GL backend to new shader translator.

This seems to make a lot of things better, but may also break things.
Cleanup to follow.
This commit is contained in:
Ben Vanik
2015-12-06 00:48:41 -08:00
parent 295c62c7a4
commit 51a8002629
22 changed files with 453 additions and 4295 deletions

View File

@@ -54,6 +54,7 @@ GL4CommandProcessor::CachedPipeline::~CachedPipeline() {
GL4CommandProcessor::GL4CommandProcessor(GL4GraphicsSystem* graphics_system,
kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state),
shader_translator_(GlslShaderTranslator::Dialect::kGL45),
draw_batcher_(graphics_system_->register_file()),
scratch_buffer_(kScratchBufferCapacity, kScratchBufferAlignment) {}
@@ -490,16 +491,12 @@ Shader* GL4CommandProcessor::LoadShader(ShaderType shader_type,
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (shader_type == ShaderType::kVertex) {
shader_ptr->PrepareVertexShader(&shader_translator_);
} else {
shader_ptr->PreparePixelShader(&shader_translator_);
}
shader_ptr->Prepare(&shader_translator_);
XELOGGPU("Set %s shader at %0.8X (%db):\n%s",
shader_type == ShaderType::kVertex ? "vertex" : "pixel",
guest_address, dword_count * 4,
shader_ptr->ucode_disassembly().c_str());
shader_ptr->translated_shader()->ucode_disassembly().c_str());
}
return shader_ptr;
}
@@ -782,8 +779,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRenderTargets() {
// Note that write mask may be more permissive than we want, so we mix that
// with the actual targets the pixel shader writes to.
GLenum draw_buffers[4] = {GL_NONE, GL_NONE, GL_NONE, GL_NONE};
const auto& shader_targets =
active_pixel_shader_->alloc_counts().color_targets;
auto pixel_shader = active_pixel_shader_->translated_shader();
GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
if (enable_mode == ModeControl::kColorDepth) {
uint32_t color_info[4] = {
@@ -793,7 +789,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::UpdateRenderTargets() {
// A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE
for (int n = 0; n < xe::countof(color_info); n++) {
uint32_t write_mask = (regs.rb_color_mask >> (n * 4)) & 0xF;
if (!write_mask || !shader_targets[n]) {
if (!write_mask || !pixel_shader->writes_color_target(n)) {
// Unused, so keep disabled and set to wildcard so we'll take any
// framebuffer that has it.
continue;
@@ -1366,14 +1362,14 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateVertexBuffers() {
auto& regs = *register_file_;
assert_not_null(active_vertex_shader_);
const auto& buffer_inputs = active_vertex_shader_->buffer_inputs();
for (uint32_t buffer_index = 0; buffer_index < buffer_inputs.count;
++buffer_index) {
const auto& desc = buffer_inputs.descs[buffer_index];
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (desc.fetch_slot / 3) * 6;
const auto& vertex_bindings =
active_vertex_shader_->translated_shader()->vertex_bindings();
for (const auto& vertex_binding : vertex_bindings) {
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
(vertex_binding.fetch_constant / 3) * 6;
const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(&regs.values[r]);
const xe_gpu_vertex_fetch_t* fetch = nullptr;
switch (desc.fetch_slot % 3) {
switch (vertex_binding.fetch_constant % 3) {
case 0:
fetch = &group->vertex_fetch_0;
break;
@@ -1405,17 +1401,21 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateVertexBuffers() {
// TODO(benvanik): if we could find a way to avoid this, we could use
// multidraw without flushing.
glVertexArrayVertexBuffer(vertex_shader->vao(), buffer_index,
scratch_buffer_.handle(), allocation.offset,
desc.stride_words * 4);
glVertexArrayVertexBuffer(
vertex_shader->vao(),
static_cast<GLuint>(vertex_binding.binding_index),
scratch_buffer_.handle(), allocation.offset,
vertex_binding.stride_words * 4);
scratch_buffer_.Commit(std::move(allocation));
} else {
// TODO(benvanik): if we could find a way to avoid this, we could use
// multidraw without flushing.
glVertexArrayVertexBuffer(vertex_shader->vao(), buffer_index,
scratch_buffer_.handle(), allocation.offset,
desc.stride_words * 4);
glVertexArrayVertexBuffer(
vertex_shader->vao(),
static_cast<GLuint>(vertex_binding.binding_index),
scratch_buffer_.handle(), allocation.offset,
vertex_binding.stride_words * 4);
}
}
@@ -1434,14 +1434,14 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
bool has_setup_sampler[32] = {false};
// Vertex texture samplers.
const auto& vertex_sampler_inputs = active_vertex_shader_->sampler_inputs();
for (size_t i = 0; i < vertex_sampler_inputs.count; ++i) {
const auto& desc = vertex_sampler_inputs.descs[i];
if (has_setup_sampler[desc.fetch_slot]) {
const auto& vertex_sampler_inputs =
active_vertex_shader_->translated_shader()->texture_bindings();
for (auto& texture_binding : vertex_sampler_inputs) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
has_setup_sampler[desc.fetch_slot] = true;
auto status = PopulateSampler(desc);
has_setup_sampler[texture_binding.fetch_constant] = true;
auto status = PopulateSampler(texture_binding);
if (status == UpdateStatus::kError) {
return status;
} else if (status == UpdateStatus::kMismatch) {
@@ -1450,14 +1450,14 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
}
// Pixel shader texture sampler.
const auto& pixel_sampler_inputs = active_pixel_shader_->sampler_inputs();
for (size_t i = 0; i < pixel_sampler_inputs.count; ++i) {
const auto& desc = pixel_sampler_inputs.descs[i];
if (has_setup_sampler[desc.fetch_slot]) {
const auto& pixel_sampler_inputs =
active_pixel_shader_->translated_shader()->texture_bindings();
for (auto& texture_binding : pixel_sampler_inputs) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
has_setup_sampler[desc.fetch_slot] = true;
auto status = PopulateSampler(desc);
has_setup_sampler[texture_binding.fetch_constant] = true;
auto status = PopulateSampler(texture_binding);
if (status == UpdateStatus::kError) {
return UpdateStatus::kError;
} else if (status == UpdateStatus::kMismatch) {
@@ -1469,15 +1469,16 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
const Shader::SamplerDesc& desc) {
const TranslatedShader::TextureBinding& texture_binding) {
auto& regs = *register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + desc.fetch_slot * 6;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
texture_binding.fetch_constant * 6;
auto group = reinterpret_cast<const xe_gpu_fetch_group_t*>(&regs.values[r]);
auto& fetch = group->texture_fetch;
// Reset slot.
// If we fail, we still draw but with an invalid texture.
draw_batcher_.set_texture_sampler(desc.fetch_slot, 0);
draw_batcher_.set_texture_sampler(texture_binding.fetch_constant, 0);
if (FLAGS_disable_textures) {
return UpdateStatus::kCompatible;
@@ -1495,7 +1496,8 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
return UpdateStatus::kCompatible; // invalid texture used
}
SamplerInfo sampler_info;
if (!SamplerInfo::Prepare(fetch, desc.tex_fetch, &sampler_info)) {
if (!SamplerInfo::Prepare(fetch, texture_binding.fetch_instr,
&sampler_info)) {
XELOGE("Unable to parse sampler info");
return UpdateStatus::kCompatible; // invalid texture used
}
@@ -1511,7 +1513,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
}
// Shaders will use bindless to fetch right from it.
draw_batcher_.set_texture_sampler(desc.fetch_slot,
draw_batcher_.set_texture_sampler(texture_binding.fetch_constant,
entry_view->texture_sampler_handle);
return UpdateStatus::kCompatible;

View File

@@ -24,8 +24,8 @@
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/gl4/draw_batcher.h"
#include "xenia/gpu/gl4/gl4_shader.h"
#include "xenia/gpu/gl4/gl4_shader_translator.h"
#include "xenia/gpu/gl4/texture_cache.h"
#include "xenia/gpu/glsl_shader_translator.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/xthread.h"
@@ -123,13 +123,14 @@ class GL4CommandProcessor : public CommandProcessor {
UpdateStatus PopulateIndexBuffer(IndexBufferInfo* index_buffer_info);
UpdateStatus PopulateVertexBuffers();
UpdateStatus PopulateSamplers();
UpdateStatus PopulateSampler(const Shader::SamplerDesc& desc);
UpdateStatus PopulateSampler(
const TranslatedShader::TextureBinding& texture_binding);
bool IssueCopy() override;
CachedFramebuffer* GetFramebuffer(GLuint color_targets[4],
GLuint depth_target);
GL4ShaderTranslator shader_translator_;
GlslShaderTranslator shader_translator_;
std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
std::unordered_map<uint64_t, GL4Shader*> shader_cache_;
CachedFramebuffer* active_framebuffer_ = nullptr;

View File

@@ -13,7 +13,6 @@
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
#include "xenia/gpu/gl4/gl4_shader_translator.h"
#include "xenia/gpu/gpu_flags.h"
namespace xe {
@@ -31,143 +30,68 @@ GL4Shader::~GL4Shader() {
glDeleteVertexArrays(1, &vao_);
}
std::string GL4Shader::GetHeader() {
static const std::string header =
"#version 450\n"
"#extension all : warn\n"
"#extension GL_ARB_bindless_texture : require\n"
"#extension GL_ARB_explicit_uniform_location : require\n"
"#extension GL_ARB_shader_draw_parameters : require\n"
"#extension GL_ARB_shader_storage_buffer_object : require\n"
"#extension GL_ARB_shading_language_420pack : require\n"
"#extension GL_ARB_fragment_coord_conventions : require\n"
"#define FLT_MAX 3.402823466e+38\n"
"precision highp float;\n"
"precision highp int;\n"
"layout(std140, column_major) uniform;\n"
"layout(std430, column_major) buffer;\n"
"\n"
// This must match DrawBatcher::CommonHeader.
"struct StateData {\n"
" vec4 window_scale;\n"
" vec4 vtx_fmt;\n"
" vec4 alpha_test;\n"
// TODO(benvanik): variable length.
" uvec2 texture_samplers[32];\n"
" vec4 float_consts[512];\n"
" int bool_consts[8];\n"
" int loop_consts[32];\n"
"};\n"
"layout(binding = 0) buffer State {\n"
" StateData states[];\n"
"};\n"
"\n"
"struct VertexData {\n"
" vec4 o[16];\n"
"};\n";
return header;
}
bool GL4Shader::Prepare(ShaderTranslator* shader_translator) {
if (!Shader::Prepare(shader_translator)) {
return false;
}
std::string GL4Shader::GetFooter() {
// http://www.nvidia.com/object/cube_map_ogl_tutorial.html
// http://developer.amd.com/wordpress/media/2012/10/R600_Instruction_Set_Architecture.pdf
// src0 = Rn.zzxy, src1 = Rn.yxzz
// dst.W = FaceId;
// dst.Z = 2.0f * MajorAxis;
// dst.Y = S cube coordinate;
// dst.X = T cube coordinate;
/*
major axis
direction target sc tc ma
---------- ------------------------------------ --- --- ---
+rx GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT=0 -rz -ry rx
-rx GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT=1 +rz -ry rx
+ry GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT=2 +rx +rz ry
-ry GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT=3 +rx -rz ry
+rz GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT=4 +rx -ry rz
-rz GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT=5 -rx -ry rz
*/
static const std::string footer =
"vec4 cube(vec4 src0, vec4 src1) {\n"
" vec3 src = vec3(src1.y, src1.x, src1.z);\n"
" vec3 abs_src = abs(src);\n"
" int face_id;\n"
" float sc;\n"
" float tc;\n"
" float ma;\n"
" if (abs_src.x > abs_src.y && abs_src.x > abs_src.z) {\n"
" if (src.x > 0.0) {\n"
" face_id = 0; sc = -abs_src.z; tc = -abs_src.y; ma = abs_src.x;\n"
" } else {\n"
" face_id = 1; sc = abs_src.z; tc = -abs_src.y; ma = abs_src.x;\n"
" }\n"
" } else if (abs_src.y > abs_src.x && abs_src.y > abs_src.z) {\n"
" if (src.y > 0.0) {\n"
" face_id = 2; sc = abs_src.x; tc = abs_src.z; ma = abs_src.y;\n"
" } else {\n"
" face_id = 3; sc = abs_src.x; tc = -abs_src.z; ma = abs_src.y;\n"
" }\n"
" } else {\n"
" if (src.z > 0.0) {\n"
" face_id = 4; sc = abs_src.x; tc = -abs_src.y; ma = abs_src.z;\n"
" } else {\n"
" face_id = 5; sc = -abs_src.x; tc = -abs_src.y; ma = abs_src.z;\n"
" }\n"
" }\n"
" float s = (sc / ma + 1.0) / 2.0;\n"
" float t = (tc / ma + 1.0) / 2.0;\n"
" return vec4(t, s, 2.0 * ma, float(face_id));\n"
"}\n";
return footer;
// Build static vertex array descriptor.
if (!PrepareVertexArrayObject()) {
XELOGE("Unable to prepare vertex shader array object");
return false;
}
if (!CompileProgram()) {
return false;
}
return true;
}
bool GL4Shader::PrepareVertexArrayObject() {
glCreateVertexArrays(1, &vao_);
uint32_t el_index = 0;
for (uint32_t buffer_index = 0; buffer_index < buffer_inputs_.count;
++buffer_index) {
const auto& desc = buffer_inputs_.descs[buffer_index];
for (uint32_t i = 0; i < desc.element_count; ++i, ++el_index) {
const auto& el = desc.elements[i];
auto comp_count = xenos::GetVertexFormatComponentCount(el.format);
for (const auto& vertex_binding : translated_shader_->vertex_bindings()) {
for (const auto& attrib : vertex_binding.attributes) {
auto comp_count = GetVertexFormatComponentCount(
attrib.fetch_instr.attributes.data_format);
GLenum comp_type;
switch (el.format) {
bool is_signed = attrib.fetch_instr.attributes.is_signed;
switch (attrib.fetch_instr.attributes.data_format) {
case VertexFormat::k_8_8_8_8:
comp_type = el.is_signed ? GL_BYTE : GL_UNSIGNED_BYTE;
comp_type = is_signed ? GL_BYTE : GL_UNSIGNED_BYTE;
break;
case VertexFormat::k_2_10_10_10:
comp_type = el.is_signed ? GL_INT_2_10_10_10_REV
: GL_UNSIGNED_INT_2_10_10_10_REV;
comp_type = is_signed ? GL_INT_2_10_10_10_REV
: GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case VertexFormat::k_10_11_11:
// assert_false(el.is_signed);
// assert_false(is_signed);
XELOGW("Signed k_10_11_11 vertex format not supported by GL");
comp_type = GL_UNSIGNED_INT_10F_11F_11F_REV;
break;
/*case VertexFormat::k_11_11_10:
break;*/
case VertexFormat::k_16_16:
comp_type = el.is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
break;
case VertexFormat::k_16_16_FLOAT:
comp_type = GL_HALF_FLOAT;
break;
case VertexFormat::k_16_16_16_16:
comp_type = el.is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
break;
case VertexFormat::k_16_16_16_16_FLOAT:
comp_type = GL_HALF_FLOAT;
break;
case VertexFormat::k_32:
comp_type = el.is_signed ? GL_INT : GL_UNSIGNED_INT;
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
break;
case VertexFormat::k_32_32:
comp_type = el.is_signed ? GL_INT : GL_UNSIGNED_INT;
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
break;
case VertexFormat::k_32_32_32_32:
comp_type = el.is_signed ? GL_INT : GL_UNSIGNED_INT;
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
break;
case VertexFormat::k_32_FLOAT:
comp_type = GL_FLOAT;
@@ -182,145 +106,27 @@ bool GL4Shader::PrepareVertexArrayObject() {
comp_type = GL_FLOAT;
break;
default:
assert_unhandled_case(el.format);
assert_unhandled_case(attrib.fetch_instr.attributes.data_format);
return false;
}
glEnableVertexArrayAttrib(vao_, el_index);
glVertexArrayAttribBinding(vao_, el_index, buffer_index);
glVertexArrayAttribFormat(vao_, el_index, comp_count, comp_type,
el.is_normalized, el.offset_words * 4);
glEnableVertexArrayAttrib(vao_, attrib.attrib_index);
glVertexArrayAttribBinding(vao_, attrib.attrib_index,
vertex_binding.binding_index);
glVertexArrayAttribFormat(vao_, attrib.attrib_index, comp_count,
comp_type,
!attrib.fetch_instr.attributes.is_integer,
attrib.fetch_instr.attributes.offset * 4);
}
}
return true;
}
bool GL4Shader::PrepareVertexShader(GL4ShaderTranslator* shader_translator) {
if (is_valid_) {
return is_valid_;
}
is_valid_ = false;
// Build static vertex array descriptor.
if (!PrepareVertexArrayObject()) {
XELOGE("Unable to prepare vertex shader array object");
return false;
}
std::string apply_transform =
"vec4 applyTransform(const in StateData state, vec4 pos) {\n"
" if (state.vtx_fmt.w == 0.0) {\n"
" // w is 1/W0, so fix it.\n"
" pos.w = 1.0 / pos.w;\n"
" }\n"
" if (state.vtx_fmt.x != 0.0) {\n"
" // Already multiplied by 1/W0, so pull it out.\n"
" pos.xy /= pos.w;\n"
" }\n"
" if (state.vtx_fmt.z != 0.0) {\n"
" // Already multiplied by 1/W0, so pull it out.\n"
" pos.z /= pos.w;\n"
" }\n"
" pos.xy *= state.window_scale.xy;\n"
" return pos;\n"
"}\n";
std::string source =
GetHeader() + apply_transform +
"out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_PointSize;\n"
" float gl_ClipDistance[];\n"
"};\n"
"layout(location = 0) flat out uint draw_id;\n"
"layout(location = 1) out VertexData vtx;\n"
"void processVertex(const in StateData state);\n"
"void main() {\n" +
(alloc_counts().positions ? " gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
: "") +
(alloc_counts().point_size ? " gl_PointSize = 1.0;\n" : "") +
" for (int i = 0; i < vtx.o.length(); ++i) {\n"
" vtx.o[i] = vec4(0.0, 0.0, 0.0, 0.0);\n"
" }\n"
" const StateData state = states[gl_DrawIDARB];\n"
" processVertex(state);\n"
" gl_Position = applyTransform(state, gl_Position);\n"
" draw_id = gl_DrawIDARB;\n"
"}\n" +
GetFooter();
std::string translated_source =
shader_translator->TranslateVertexShader(this);
if (translated_source.empty()) {
XELOGE("Vertex shader failed translation");
return false;
}
source += translated_source;
if (!CompileProgram(source)) {
return false;
}
is_valid_ = true;
return true;
}
bool GL4Shader::PreparePixelShader(GL4ShaderTranslator* shader_translator) {
if (is_valid_) {
return is_valid_;
}
is_valid_ = false;
std::string source =
GetHeader() +
"layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;\n"
"layout(location = 0) flat in uint draw_id;\n"
"layout(location = 1) in VertexData vtx;\n"
"layout(location = 0) out vec4 oC[4];\n"
"void processFragment(const in StateData state);\n"
"void applyAlphaTest(int alpha_func, float alpha_ref) {\n"
" bool passes = false;\n"
" switch (alpha_func) {\n"
" case 0: break;\n"
" case 1: if (oC[0].a < alpha_ref) passes = true; break;\n"
" case 2: if (oC[0].a == alpha_ref) passes = true; break;\n"
" case 3: if (oC[0].a <= alpha_ref) passes = true; break;\n"
" case 4: if (oC[0].a > alpha_ref) passes = true; break;\n"
" case 5: if (oC[0].a != alpha_ref) passes = true; break;\n"
" case 6: if (oC[0].a >= alpha_ref) passes = true; break;\n"
" case 7: passes = true; break;\n"
" };\n"
" if (!passes) discard;\n"
"}\n"
"void main() {\n" +
" const StateData state = states[draw_id];\n"
" processFragment(state);\n"
" if (state.alpha_test.x != 0.0) {\n"
" applyAlphaTest(int(state.alpha_test.y), state.alpha_test.z);\n"
" }\n"
"}\n" +
GetFooter();
std::string translated_source = shader_translator->TranslatePixelShader(this);
if (translated_source.empty()) {
XELOGE("Pixel shader failed translation");
return false;
}
source += translated_source;
if (!CompileProgram(source)) {
return false;
}
is_valid_ = true;
return true;
}
bool GL4Shader::CompileProgram(std::string source) {
bool GL4Shader::CompileProgram() {
assert_zero(program_);
translated_disassembly_ = std::move(source);
const char* source_str = translated_disassembly_.c_str();
auto source_str = translated_shader_->GetBinaryString();
// Save to disk, if we asked for it.
auto base_path = FLAGS_dump_shaders.c_str();
@@ -349,18 +155,19 @@ bool GL4Shader::CompileProgram(std::string source) {
// Note that we put the translated source first so we get good line numbers.
f = fopen(file_name, "w");
if (f) {
fprintf(f, "%s", translated_disassembly_.c_str());
fprintf(f, "%s", source_str.c_str());
fprintf(f, "/*\n");
fprintf(f, "%s", ucode_disassembly_.c_str());
fprintf(f, "%s", translated_shader_->ucode_disassembly().c_str());
fprintf(f, " */\n");
fclose(f);
}
}
auto source_str_ptr = source_str.c_str();
program_ = glCreateShaderProgramv(shader_type_ == ShaderType::kVertex
? GL_VERTEX_SHADER
: GL_FRAGMENT_SHADER,
1, &source_str);
1, &source_str_ptr);
if (!program_) {
XELOGE("Unable to create shader program");
return false;

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@@ -13,14 +13,13 @@
#include <string>
#include "xenia/gpu/shader.h"
#include "xenia/gpu/shader_translator.h"
#include "xenia/ui/gl/gl_context.h"
namespace xe {
namespace gpu {
namespace gl4 {
class GL4ShaderTranslator;
class GL4Shader : public Shader {
public:
GL4Shader(ShaderType shader_type, uint64_t data_hash,
@@ -30,14 +29,11 @@ class GL4Shader : public Shader {
GLuint program() const { return program_; }
GLuint vao() const { return vao_; }
bool PrepareVertexShader(GL4ShaderTranslator* shader_translator);
bool PreparePixelShader(GL4ShaderTranslator* shader_translator);
bool Prepare(ShaderTranslator* shader_translator);
protected:
std::string GetHeader();
std::string GetFooter();
bool PrepareVertexArrayObject();
bool CompileProgram(std::string source);
bool CompileProgram();
GLuint program_;
GLuint vao_;

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@@ -1,165 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_GL4_GL4_SHADER_TRANSLATOR_H_
#define XENIA_GPU_GL4_GL4_SHADER_TRANSLATOR_H_
#include <string>
#include "xenia/base/string_buffer.h"
#include "xenia/gpu/gl4/gl4_shader.h"
#include "xenia/gpu/ucode.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/gl/gl_context.h"
namespace xe {
namespace gpu {
namespace gl4 {
class GL4ShaderTranslator {
public:
static const uint32_t kMaxInterpolators = 16;
GL4ShaderTranslator();
~GL4ShaderTranslator();
std::string TranslateVertexShader(GL4Shader* vertex_shader);
std::string TranslatePixelShader(GL4Shader* pixel_shader);
protected:
ShaderType shader_type_;
const uint32_t* dwords_ = nullptr;
static const int kOutputCapacity = 64 * 1024;
StringBuffer output_;
bool is_vertex_shader() const { return shader_type_ == ShaderType::kVertex; }
bool is_pixel_shader() const { return shader_type_ == ShaderType::kPixel; }
void Reset(GL4Shader* shader);
void AppendSrcReg(const ucode::instr_alu_t& op, int i);
void AppendSrcReg(const ucode::instr_alu_t& op, uint32_t num, uint32_t type,
uint32_t swiz, uint32_t negate, int const_slot);
void PrintSrcReg(uint32_t num, uint32_t type, uint32_t swiz, uint32_t negate,
uint32_t abs);
void PrintVectorDstReg(const ucode::instr_alu_t& alu);
void PrintScalarDstReg(const ucode::instr_alu_t& alu);
void PrintExportComment(uint32_t num);
bool TranslateALU(const ucode::instr_alu_t* alu, int sync);
bool TranslateALU_ADDv(const ucode::instr_alu_t& alu);
bool TranslateALU_MULv(const ucode::instr_alu_t& alu);
bool TranslateALU_MAXv(const ucode::instr_alu_t& alu);
bool TranslateALU_MINv(const ucode::instr_alu_t& alu);
bool TranslateALU_SETXXv(const ucode::instr_alu_t& alu, const char* op);
bool TranslateALU_SETEv(const ucode::instr_alu_t& alu);
bool TranslateALU_SETNEv(const ucode::instr_alu_t& alu);
bool TranslateALU_SETGTv(const ucode::instr_alu_t& alu);
bool TranslateALU_SETGTEv(const ucode::instr_alu_t& alu);
bool TranslateALU_FRACv(const ucode::instr_alu_t& alu);
bool TranslateALU_TRUNCv(const ucode::instr_alu_t& alu);
bool TranslateALU_FLOORv(const ucode::instr_alu_t& alu);
bool TranslateALU_MULADDv(const ucode::instr_alu_t& alu);
bool TranslateALU_CNDXXv(const ucode::instr_alu_t& alu, const char* op);
bool TranslateALU_CNDEv(const ucode::instr_alu_t& alu);
bool TranslateALU_CNDGTEv(const ucode::instr_alu_t& alu);
bool TranslateALU_CNDGTv(const ucode::instr_alu_t& alu);
bool TranslateALU_DOT4v(const ucode::instr_alu_t& alu);
bool TranslateALU_DOT3v(const ucode::instr_alu_t& alu);
bool TranslateALU_DOT2ADDv(const ucode::instr_alu_t& alu);
bool TranslateALU_CUBEv(const ucode::instr_alu_t& alu);
bool TranslateALU_MAX4v(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETXX_PUSHv(const ucode::instr_alu_t& alu,
const char* op);
bool TranslateALU_PRED_SETE_PUSHv(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETNE_PUSHv(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETGT_PUSHv(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETGTE_PUSHv(const ucode::instr_alu_t& alu);
bool TranslateALU_DSTv(const ucode::instr_alu_t& alu);
bool TranslateALU_MOVAv(const ucode::instr_alu_t& alu);
bool TranslateALU_ADDs(const ucode::instr_alu_t& alu);
bool TranslateALU_ADD_PREVs(const ucode::instr_alu_t& alu);
bool TranslateALU_MULs(const ucode::instr_alu_t& alu);
bool TranslateALU_MUL_PREVs(const ucode::instr_alu_t& alu);
// ...
bool TranslateALU_MAXs(const ucode::instr_alu_t& alu);
bool TranslateALU_MINs(const ucode::instr_alu_t& alu);
bool TranslateALU_SETXXs(const ucode::instr_alu_t& alu, const char* op);
bool TranslateALU_SETEs(const ucode::instr_alu_t& alu);
bool TranslateALU_SETGTs(const ucode::instr_alu_t& alu);
bool TranslateALU_SETGTEs(const ucode::instr_alu_t& alu);
bool TranslateALU_SETNEs(const ucode::instr_alu_t& alu);
bool TranslateALU_FRACs(const ucode::instr_alu_t& alu);
bool TranslateALU_TRUNCs(const ucode::instr_alu_t& alu);
bool TranslateALU_FLOORs(const ucode::instr_alu_t& alu);
bool TranslateALU_EXP_IEEE(const ucode::instr_alu_t& alu);
bool TranslateALU_LOG_CLAMP(const ucode::instr_alu_t& alu);
bool TranslateALU_LOG_IEEE(const ucode::instr_alu_t& alu);
bool TranslateALU_RECIP_CLAMP(const ucode::instr_alu_t& alu);
bool TranslateALU_RECIP_FF(const ucode::instr_alu_t& alu);
bool TranslateALU_RECIP_IEEE(const ucode::instr_alu_t& alu);
bool TranslateALU_RECIPSQ_CLAMP(const ucode::instr_alu_t& alu);
bool TranslateALU_RECIPSQ_FF(const ucode::instr_alu_t& alu);
bool TranslateALU_RECIPSQ_IEEE(const ucode::instr_alu_t& alu);
bool TranslateALU_MOVAs(const ucode::instr_alu_t& alu);
bool TranslateALU_MOVA_FLOORs(const ucode::instr_alu_t& alu);
bool TranslateALU_SUBs(const ucode::instr_alu_t& alu);
bool TranslateALU_SUB_PREVs(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETXXs(const ucode::instr_alu_t& alu, const char* op);
bool TranslateALU_PRED_SETEs(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETNEs(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETGTs(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SETGTEs(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SET_INVs(const ucode::instr_alu_t& alu);
bool TranslateALU_PRED_SET_POPs(const ucode::instr_alu_t& alu);
bool TranslateALU_SQRT_IEEE(const ucode::instr_alu_t& alu);
bool TranslateALU_MUL_CONST_0(const ucode::instr_alu_t& alu);
bool TranslateALU_MUL_CONST_1(const ucode::instr_alu_t& alu);
bool TranslateALU_ADD_CONST_0(const ucode::instr_alu_t& alu);
bool TranslateALU_ADD_CONST_1(const ucode::instr_alu_t& alu);
bool TranslateALU_SUB_CONST_0(const ucode::instr_alu_t& alu);
bool TranslateALU_SUB_CONST_1(const ucode::instr_alu_t& alu);
bool TranslateALU_SIN(const ucode::instr_alu_t& alu);
bool TranslateALU_COS(const ucode::instr_alu_t& alu);
bool TranslateALU_RETAIN_PREV(const ucode::instr_alu_t& alu);
struct AppendFlag {};
void BeginAppendVectorOp(const ucode::instr_alu_t& op);
void AppendVectorOpSrcReg(const ucode::instr_alu_t& op, int i);
void EndAppendVectorOp(const ucode::instr_alu_t& op,
uint32_t append_flags = 0);
void BeginAppendScalarOp(const ucode::instr_alu_t& op);
void AppendScalarOpSrcReg(const ucode::instr_alu_t& op, int i);
void EndAppendScalarOp(const ucode::instr_alu_t& op,
uint32_t append_flags = 0);
void AppendOpDestRegName(const ucode::instr_alu_t& op, uint32_t dest_num);
void PrintDestFetch(uint32_t dst_reg, uint32_t dst_swiz);
void AppendFetchDest(uint32_t dst_reg, uint32_t dst_swiz);
void AppendPredPre(bool is_cond_cf, uint32_t cf_condition,
uint32_t pred_select, uint32_t condition);
void AppendPredPost(bool is_cond_cf, uint32_t cf_condition,
uint32_t pred_select, uint32_t condition);
bool TranslateBlocks(GL4Shader* shader);
bool TranslateExec(const ucode::instr_cf_exec_t& cf);
bool TranslateJmp(const ucode::instr_cf_jmp_call_t& cf);
bool TranslateLoopStart(const ucode::instr_cf_loop_t& cf);
bool TranslateLoopEnd(const ucode::instr_cf_loop_t& cf);
bool TranslateVertexFetch(const ucode::instr_fetch_vtx_t* vtx, int sync);
bool TranslateTextureFetch(const ucode::instr_fetch_tex_t* tex, int sync);
};
} // namespace gl4
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_GL4_GL4_SHADER_TRANSLATOR_H_

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_GL4_UCODE_H_
#define XENIA_GPU_GL4_UCODE_H_
#include <cstdint>
#include "xenia/base/assert.h"
#include "xenia/base/platform.h"
#include "xenia/gpu/xenos.h"
// Closest AMD doc:
// http://developer.amd.com/wordpress/media/2012/10/R600_Instruction_Set_Architecture.pdf
// Microcode format differs, but most fields/enums are the same.
// This code comes from the freedreno project:
// https://github.com/freedreno/freedreno/blob/master/includes/instr-a2xx.h
/*
* Copyright (c) 2012 Rob Clark <robdclark@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
namespace xe {
namespace gpu {
namespace gl4 {
namespace ucode {
enum a2xx_sq_surfaceformat {
FMT_1_REVERSE = 0,
FMT_1 = 1,
FMT_8 = 2,
FMT_1_5_5_5 = 3,
FMT_5_6_5 = 4,
FMT_6_5_5 = 5,
FMT_8_8_8_8 = 6,
FMT_2_10_10_10 = 7,
FMT_8_A = 8,
FMT_8_B = 9,
FMT_8_8 = 10,
FMT_Cr_Y1_Cb_Y0 = 11,
FMT_Y1_Cr_Y0_Cb = 12,
FMT_5_5_5_1 = 13,
FMT_8_8_8_8_A = 14,
FMT_4_4_4_4 = 15,
FMT_10_11_11 = 16,
FMT_11_11_10 = 17,
FMT_DXT1 = 18,
FMT_DXT2_3 = 19,
FMT_DXT4_5 = 20,
FMT_24_8 = 22,
FMT_24_8_FLOAT = 23,
FMT_16 = 24,
FMT_16_16 = 25,
FMT_16_16_16_16 = 26,
FMT_16_EXPAND = 27,
FMT_16_16_EXPAND = 28,
FMT_16_16_16_16_EXPAND = 29,
FMT_16_FLOAT = 30,
FMT_16_16_FLOAT = 31,
FMT_16_16_16_16_FLOAT = 32,
FMT_32 = 33,
FMT_32_32 = 34,
FMT_32_32_32_32 = 35,
FMT_32_FLOAT = 36,
FMT_32_32_FLOAT = 37,
FMT_32_32_32_32_FLOAT = 38,
FMT_32_AS_8 = 39,
FMT_32_AS_8_8 = 40,
FMT_16_MPEG = 41,
FMT_16_16_MPEG = 42,
FMT_8_INTERLACED = 43,
FMT_32_AS_8_INTERLACED = 44,
FMT_32_AS_8_8_INTERLACED = 45,
FMT_16_INTERLACED = 46,
FMT_16_MPEG_INTERLACED = 47,
FMT_16_16_MPEG_INTERLACED = 48,
FMT_DXN = 49,
FMT_8_8_8_8_AS_16_16_16_16 = 50,
FMT_DXT1_AS_16_16_16_16 = 51,
FMT_DXT2_3_AS_16_16_16_16 = 52,
FMT_DXT4_5_AS_16_16_16_16 = 53,
FMT_2_10_10_10_AS_16_16_16_16 = 54,
FMT_10_11_11_AS_16_16_16_16 = 55,
FMT_11_11_10_AS_16_16_16_16 = 56,
FMT_32_32_32_FLOAT = 57,
FMT_DXT3A = 58,
FMT_DXT5A = 59,
FMT_CTX1 = 60,
FMT_DXT3A_AS_1_1_1_1 = 61,
};
/*
* ALU instructions:
*/
typedef enum {
ADDs = 0,
ADD_PREVs = 1,
MULs = 2,
MUL_PREVs = 3,
MUL_PREV2s = 4,
MAXs = 5,
MINs = 6,
SETEs = 7,
SETGTs = 8,
SETGTEs = 9,
SETNEs = 10,
FRACs = 11,
TRUNCs = 12,
FLOORs = 13,
EXP_IEEE = 14,
LOG_CLAMP = 15,
LOG_IEEE = 16,
RECIP_CLAMP = 17,
RECIP_FF = 18,
RECIP_IEEE = 19,
RECIPSQ_CLAMP = 20,
RECIPSQ_FF = 21,
RECIPSQ_IEEE = 22,
MOVAs = 23,
MOVA_FLOORs = 24,
SUBs = 25,
SUB_PREVs = 26,
PRED_SETEs = 27,
PRED_SETNEs = 28,
PRED_SETGTs = 29,
PRED_SETGTEs = 30,
PRED_SET_INVs = 31,
PRED_SET_POPs = 32,
PRED_SET_CLRs = 33,
PRED_SET_RESTOREs = 34,
KILLEs = 35,
KILLGTs = 36,
KILLGTEs = 37,
KILLNEs = 38,
KILLONEs = 39,
SQRT_IEEE = 40,
MUL_CONST_0 = 42,
MUL_CONST_1 = 43,
ADD_CONST_0 = 44,
ADD_CONST_1 = 45,
SUB_CONST_0 = 46,
SUB_CONST_1 = 47,
SIN = 48,
COS = 49,
RETAIN_PREV = 50,
} instr_scalar_opc_t;
typedef enum {
ADDv = 0,
MULv = 1,
MAXv = 2,
MINv = 3,
SETEv = 4,
SETGTv = 5,
SETGTEv = 6,
SETNEv = 7,
FRACv = 8,
TRUNCv = 9,
FLOORv = 10,
MULADDv = 11,
CNDEv = 12,
CNDGTEv = 13,
CNDGTv = 14,
DOT4v = 15,
DOT3v = 16,
DOT2ADDv = 17,
CUBEv = 18,
MAX4v = 19,
PRED_SETE_PUSHv = 20,
PRED_SETNE_PUSHv = 21,
PRED_SETGT_PUSHv = 22,
PRED_SETGTE_PUSHv = 23,
KILLEv = 24,
KILLGTv = 25,
KILLGTEv = 26,
KILLNEv = 27,
DSTv = 28,
MOVAv = 29,
} instr_vector_opc_t;
XEPACKEDSTRUCT(instr_alu_t, {
/* dword0: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t vector_dest : 6;
uint32_t vector_dest_rel : 1;
uint32_t abs_constants : 1;
uint32_t scalar_dest : 6;
uint32_t scalar_dest_rel : 1;
uint32_t export_data : 1;
uint32_t vector_write_mask : 4;
uint32_t scalar_write_mask : 4;
uint32_t vector_clamp : 1;
uint32_t scalar_clamp : 1;
uint32_t scalar_opc : 6; // instr_scalar_opc_t
});
/* dword1: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t src3_swiz : 8;
uint32_t src2_swiz : 8;
uint32_t src1_swiz : 8;
uint32_t src3_reg_negate : 1;
uint32_t src2_reg_negate : 1;
uint32_t src1_reg_negate : 1;
uint32_t pred_condition : 1;
uint32_t pred_select : 1;
uint32_t relative_addr : 1;
uint32_t const_1_rel_abs : 1;
uint32_t const_0_rel_abs : 1;
});
/* dword2: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t src3_reg : 8;
uint32_t src2_reg : 8;
uint32_t src1_reg : 8;
uint32_t vector_opc : 5; // instr_vector_opc_t
uint32_t src3_sel : 1;
uint32_t src2_sel : 1;
uint32_t src1_sel : 1;
});
});
/*
* CF instructions:
*/
typedef enum {
NOP = 0,
EXEC = 1,
EXEC_END = 2,
COND_EXEC = 3,
COND_EXEC_END = 4,
COND_PRED_EXEC = 5,
COND_PRED_EXEC_END = 6,
LOOP_START = 7,
LOOP_END = 8,
COND_CALL = 9,
RETURN = 10,
COND_JMP = 11,
ALLOC = 12,
COND_EXEC_PRED_CLEAN = 13,
COND_EXEC_PRED_CLEAN_END = 14,
MARK_VS_FETCH_DONE = 15,
} instr_cf_opc_t;
typedef enum {
RELATIVE_ADDR = 0,
ABSOLUTE_ADDR = 1,
} instr_addr_mode_t;
typedef enum {
SQ_NO_ALLOC = 0,
SQ_POSITION = 1,
SQ_PARAMETER_PIXEL = 2,
SQ_MEMORY = 3,
} instr_alloc_type_t;
XEPACKEDSTRUCT(instr_cf_exec_t, {
XEPACKEDSTRUCTANONYMOUS({
uint32_t address : 12;
uint32_t count : 3;
uint32_t yeild : 1;
uint32_t serialize : 12;
uint32_t vc_hi : 4;
});
XEPACKEDSTRUCTANONYMOUS({
uint32_t vc_lo : 2; /* vertex cache? */
uint32_t bool_addr : 8;
uint32_t pred_condition : 1;
uint32_t address_mode : 1; // instr_addr_mode_t
uint32_t opc : 4; // instr_cf_opc_t
});
bool is_cond_exec() const {
return (this->opc == COND_EXEC) || (this->opc == COND_EXEC_END) ||
(this->opc == COND_PRED_EXEC) || (this->opc == COND_PRED_EXEC_END) ||
(this->opc == COND_EXEC_PRED_CLEAN) ||
(this->opc == COND_EXEC_PRED_CLEAN_END);
}
});
XEPACKEDSTRUCT(instr_cf_loop_t, {
XEPACKEDSTRUCTANONYMOUS({
uint32_t address : 13;
uint32_t repeat : 1;
uint32_t reserved0 : 2;
uint32_t loop_id : 5;
uint32_t pred_break : 1;
uint32_t reserved1_hi : 10;
});
XEPACKEDSTRUCTANONYMOUS({
uint32_t reserved1_lo : 10;
uint32_t condition : 1;
uint32_t address_mode : 1; // instr_addr_mode_t
uint32_t opc : 4; // instr_cf_opc_t
});
});
XEPACKEDSTRUCT(instr_cf_jmp_call_t, {
XEPACKEDSTRUCTANONYMOUS({
uint32_t address : 13;
uint32_t force_call : 1;
uint32_t predicated_jmp : 1;
uint32_t reserved1_hi : 17;
});
XEPACKEDSTRUCTANONYMOUS({
uint32_t reserved1_lo : 1;
uint32_t direction : 1;
uint32_t bool_addr : 8;
uint32_t condition : 1;
uint32_t address_mode : 1; // instr_addr_mode_t
uint32_t opc : 4; // instr_cf_opc_t
});
});
XEPACKEDSTRUCT(instr_cf_alloc_t, {
XEPACKEDSTRUCTANONYMOUS({
uint32_t size : 3;
uint32_t reserved0_hi : 29;
});
XEPACKEDSTRUCTANONYMOUS({
uint32_t reserved0_lo : 8;
uint32_t no_serial : 1;
uint32_t buffer_select : 2; // instr_alloc_type_t
uint32_t alloc_mode : 1;
uint32_t opc : 4; // instr_cf_opc_t
});
});
XEPACKEDUNION(instr_cf_t, {
instr_cf_exec_t exec;
instr_cf_loop_t loop;
instr_cf_jmp_call_t jmp_call;
instr_cf_alloc_t alloc;
XEPACKEDSTRUCTANONYMOUS({
uint32_t:
32;
uint32_t:
12;
uint32_t opc : 4; // instr_cf_opc_t
});
XEPACKEDSTRUCTANONYMOUS({
uint32_t dword_0;
uint32_t dword_1;
});
bool is_exec() const {
return (this->opc == EXEC) || (this->opc == EXEC_END) ||
(this->opc == COND_EXEC) || (this->opc == COND_EXEC_END) ||
(this->opc == COND_PRED_EXEC) || (this->opc == COND_PRED_EXEC_END) ||
(this->opc == COND_EXEC_PRED_CLEAN) ||
(this->opc == COND_EXEC_PRED_CLEAN_END);
}
bool is_cond_exec() const {
return (this->opc == COND_EXEC) || (this->opc == COND_EXEC_END) ||
(this->opc == COND_PRED_EXEC) || (this->opc == COND_PRED_EXEC_END) ||
(this->opc == COND_EXEC_PRED_CLEAN) ||
(this->opc == COND_EXEC_PRED_CLEAN_END);
}
});
/*
* FETCH instructions:
*/
typedef enum {
VTX_FETCH = 0,
TEX_FETCH = 1,
TEX_GET_BORDER_COLOR_FRAC = 16,
TEX_GET_COMP_TEX_LOD = 17,
TEX_GET_GRADIENTS = 18,
TEX_GET_WEIGHTS = 19,
TEX_SET_TEX_LOD = 24,
TEX_SET_GRADIENTS_H = 25,
TEX_SET_GRADIENTS_V = 26,
TEX_RESERVED_4 = 27,
} instr_fetch_opc_t;
typedef enum {
TEX_FILTER_POINT = 0,
TEX_FILTER_LINEAR = 1,
TEX_FILTER_BASEMAP = 2, /* only applicable for mip-filter */
TEX_FILTER_USE_FETCH_CONST = 3,
} instr_tex_filter_t;
typedef enum {
ANISO_FILTER_DISABLED = 0,
ANISO_FILTER_MAX_1_1 = 1,
ANISO_FILTER_MAX_2_1 = 2,
ANISO_FILTER_MAX_4_1 = 3,
ANISO_FILTER_MAX_8_1 = 4,
ANISO_FILTER_MAX_16_1 = 5,
ANISO_FILTER_USE_FETCH_CONST = 7,
} instr_aniso_filter_t;
typedef enum {
ARBITRARY_FILTER_2X4_SYM = 0,
ARBITRARY_FILTER_2X4_ASYM = 1,
ARBITRARY_FILTER_4X2_SYM = 2,
ARBITRARY_FILTER_4X2_ASYM = 3,
ARBITRARY_FILTER_4X4_SYM = 4,
ARBITRARY_FILTER_4X4_ASYM = 5,
ARBITRARY_FILTER_USE_FETCH_CONST = 7,
} instr_arbitrary_filter_t;
typedef enum {
SAMPLE_CENTROID = 0,
SAMPLE_CENTER = 1,
} instr_sample_loc_t;
typedef enum {
DIMENSION_1D = 0,
DIMENSION_2D = 1,
DIMENSION_3D = 2,
DIMENSION_CUBE = 3,
} instr_dimension_t;
typedef enum a2xx_sq_surfaceformat instr_surf_fmt_t;
XEPACKEDSTRUCT(instr_fetch_tex_t, {
/* dword0: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t opc : 5; // instr_fetch_opc_t
uint32_t src_reg : 6;
uint32_t src_reg_am : 1;
uint32_t dst_reg : 6;
uint32_t dst_reg_am : 1;
uint32_t fetch_valid_only : 1;
uint32_t const_idx : 5;
uint32_t tx_coord_denorm : 1;
uint32_t src_swiz : 6; // xyz
});
/* dword1: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t dst_swiz : 12; // xyzw
uint32_t mag_filter : 2; // instr_tex_filter_t
uint32_t min_filter : 2; // instr_tex_filter_t
uint32_t mip_filter : 2; // instr_tex_filter_t
uint32_t aniso_filter : 3; // instr_aniso_filter_t
uint32_t arbitrary_filter : 3; // instr_arbitrary_filter_t
uint32_t vol_mag_filter : 2; // instr_tex_filter_t
uint32_t vol_min_filter : 2; // instr_tex_filter_t
uint32_t use_comp_lod : 1;
uint32_t use_reg_lod : 1;
uint32_t unk : 1;
uint32_t pred_select : 1;
});
/* dword2: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t use_reg_gradients : 1;
uint32_t sample_location : 1; // instr_sample_loc_t
uint32_t lod_bias : 7;
uint32_t unused : 5;
uint32_t dimension : 2; // instr_dimension_t
uint32_t offset_x : 5;
uint32_t offset_y : 5;
uint32_t offset_z : 5;
uint32_t pred_condition : 1;
});
});
XEPACKEDSTRUCT(instr_fetch_vtx_t, {
/* dword0: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t opc : 5; // instr_fetch_opc_t
uint32_t src_reg : 6;
uint32_t src_reg_am : 1;
uint32_t dst_reg : 6;
uint32_t dst_reg_am : 1;
uint32_t must_be_one : 1;
uint32_t const_index : 5;
uint32_t const_index_sel : 2;
uint32_t reserved0 : 3;
uint32_t src_swiz : 2;
});
/* dword1: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t dst_swiz : 12;
uint32_t format_comp_all : 1; /* '1' for signed, '0' for unsigned? */
uint32_t num_format_all : 1; /* '0' for normalized, '1' for unnormalized */
uint32_t signed_rf_mode_all : 1;
uint32_t reserved1 : 1;
uint32_t format : 6; // instr_surf_fmt_t
uint32_t reserved2 : 1;
uint32_t exp_adjust_all : 7;
uint32_t reserved3 : 1;
uint32_t pred_select : 1;
});
/* dword2: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t stride : 8;
uint32_t offset : 23;
uint32_t pred_condition : 1;
});
});
XEPACKEDUNION(instr_fetch_t, {
instr_fetch_tex_t tex;
instr_fetch_vtx_t vtx;
XEPACKEDSTRUCTANONYMOUS({
/* dword0: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t opc : 5; // instr_fetch_opc_t
uint32_t:
27;
});
/* dword1: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t:
32;
});
/* dword2: */
XEPACKEDSTRUCTANONYMOUS({
uint32_t:
32;
});
});
});
} // namespace ucode
} // namespace gl4
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_GL4_UCODE_H_

View File

@@ -1,780 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
/*
* Copyright (c) 2012 Rob Clark <robdclark@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "xenia/gpu/gl4/ucode_disassembler.h"
#include <cstdint>
#include <cstdio>
#include <cstdlib>
#include <string>
#include "xenia/base/assert.h"
#include "xenia/base/string_buffer.h"
#include "xenia/gpu/gl4/ucode.h"
namespace xe {
namespace gpu {
namespace gl4 {
using namespace xe::gpu::gl4::ucode;
using namespace xe::gpu::xenos;
static const char* levels[] = {
"",
"\t",
"\t\t",
"\t\t\t",
"\t\t\t\t",
"\t\t\t\t\t",
"\t\t\t\t\t\t",
"\t\t\t\t\t\t\t",
"\t\t\t\t\t\t\t\t",
"\t\t\t\t\t\t\t\t\t",
"x",
"x",
"x",
"x",
"x",
"x",
};
/*
* ALU instructions:
*/
static const char chan_names[] = {
'x', 'y', 'z', 'w',
/* these only apply to FETCH dst's: */
'0', '1', '?', '_',
};
void print_srcreg(StringBuffer* output, uint32_t num, uint32_t type,
uint32_t swiz, uint32_t negate, uint32_t abs_constants,
bool const_rel, ShaderType shader_type) {
if (negate) {
output->Append('-');
}
if (type) {
if (num & 0x80) {
output->Append("abs(");
}
output->AppendFormat("R%u", num & 0x7F);
if (num & 0x80) {
output->Append(')');
}
} else {
if (abs_constants) {
output->Append('|');
}
num += shader_type == ShaderType::kPixel ? 256 : 0;
if (const_rel) {
output->AppendFormat("C[%u + a0]", num);
} else {
output->AppendFormat("C%u", num);
}
if (abs_constants) {
output->Append('|');
}
}
if (swiz) {
output->Append('.');
for (int i = 0; i < 4; i++) {
output->Append(chan_names[(swiz + i) & 0x3]);
swiz >>= 2;
}
}
}
void print_dstreg(StringBuffer* output, uint32_t num, uint32_t mask,
uint32_t dst_exp) {
output->AppendFormat("%s%u", dst_exp ? "export" : "R", num);
if (mask != 0xf) {
output->Append('.');
for (int i = 0; i < 4; i++) {
output->Append((mask & 0x1) ? chan_names[i] : '_');
mask >>= 1;
}
}
}
void print_export_comment(StringBuffer* output, uint32_t num, ShaderType type) {
const char* name = NULL;
switch (type) {
case ShaderType::kVertex:
switch (num) {
case 62:
name = "gl_Position";
break;
case 63:
name = "gl_PointSize";
break;
}
break;
case ShaderType::kPixel:
switch (num) {
case 0:
name = "gl_FragColor";
break;
}
break;
}
/* if we had a symbol table here, we could look
* up the name of the varying..
*/
if (name) {
output->AppendFormat("\t; %s", name);
}
}
#define INSTR(opc, num_srcs) \
{ num_srcs, #opc }
struct {
uint32_t num_srcs;
const char* name;
} vector_instructions[0x20] =
{
INSTR(ADDv, 2), // 0
INSTR(MULv, 2), // 1
INSTR(MAXv, 2), // 2
INSTR(MINv, 2), // 3
INSTR(SETEv, 2), // 4
INSTR(SETGTv, 2), // 5
INSTR(SETGTEv, 2), // 6
INSTR(SETNEv, 2), // 7
INSTR(FRACv, 1), // 8
INSTR(TRUNCv, 1), // 9
INSTR(FLOORv, 1), // 10
INSTR(MULADDv, 3), // 11
INSTR(CNDEv, 3), // 12
INSTR(CNDGTEv, 3), // 13
INSTR(CNDGTv, 3), // 14
INSTR(DOT4v, 2), // 15
INSTR(DOT3v, 2), // 16
INSTR(DOT2ADDv, 3), // 17 -- ???
INSTR(CUBEv, 2), // 18
INSTR(MAX4v, 1), // 19
INSTR(PRED_SETE_PUSHv, 2), // 20
INSTR(PRED_SETNE_PUSHv, 2), // 21
INSTR(PRED_SETGT_PUSHv, 2), // 22
INSTR(PRED_SETGTE_PUSHv, 2), // 23
INSTR(KILLEv, 2), // 24
INSTR(KILLGTv, 2), // 25
INSTR(KILLGTEv, 2), // 26
INSTR(KILLNEv, 2), // 27
INSTR(DSTv, 2), // 28
INSTR(MOVAv, 1), // 29
},
scalar_instructions[0x40] = {
INSTR(ADDs, 1), // 0
INSTR(ADD_PREVs, 1), // 1
INSTR(MULs, 1), // 2
INSTR(MUL_PREVs, 1), // 3
INSTR(MUL_PREV2s, 1), // 4
INSTR(MAXs, 1), // 5
INSTR(MINs, 1), // 6
INSTR(SETEs, 1), // 7
INSTR(SETGTs, 1), // 8
INSTR(SETGTEs, 1), // 9
INSTR(SETNEs, 1), // 10
INSTR(FRACs, 1), // 11
INSTR(TRUNCs, 1), // 12
INSTR(FLOORs, 1), // 13
INSTR(EXP_IEEE, 1), // 14
INSTR(LOG_CLAMP, 1), // 15
INSTR(LOG_IEEE, 1), // 16
INSTR(RECIP_CLAMP, 1), // 17
INSTR(RECIP_FF, 1), // 18
INSTR(RECIP_IEEE, 1), // 19
INSTR(RECIPSQ_CLAMP, 1), // 20
INSTR(RECIPSQ_FF, 1), // 21
INSTR(RECIPSQ_IEEE, 1), // 22
INSTR(MOVAs, 1), // 23
INSTR(MOVA_FLOORs, 1), // 24
INSTR(SUBs, 1), // 25
INSTR(SUB_PREVs, 1), // 26
INSTR(PRED_SETEs, 1), // 27
INSTR(PRED_SETNEs, 1), // 28
INSTR(PRED_SETGTs, 1), // 29
INSTR(PRED_SETGTEs, 1), // 30
INSTR(PRED_SET_INVs, 1), // 31
INSTR(PRED_SET_POPs, 1), // 32
INSTR(PRED_SET_CLRs, 1), // 33
INSTR(PRED_SET_RESTOREs, 1), // 34
INSTR(KILLEs, 1), // 35
INSTR(KILLGTs, 1), // 36
INSTR(KILLGTEs, 1), // 37
INSTR(KILLNEs, 1), // 38
INSTR(KILLONEs, 1), // 39
INSTR(SQRT_IEEE, 1), // 40
{0, 0}, //
INSTR(MUL_CONST_0, 2), // 42
INSTR(MUL_CONST_1, 2), // 43
INSTR(ADD_CONST_0, 2), // 44
INSTR(ADD_CONST_1, 2), // 45
INSTR(SUB_CONST_0, 2), // 46
INSTR(SUB_CONST_1, 2), // 47
INSTR(SIN, 1), // 48
INSTR(COS, 1), // 49
INSTR(RETAIN_PREV, 1), // 50
#undef INSTR
};
int disasm_alu(StringBuffer* output, const uint32_t* dwords, uint32_t alu_off,
int level, int sync, ShaderType type) {
const instr_alu_t* alu = (const instr_alu_t*)dwords;
output->Append(levels[level]);
output->AppendFormat("%02x: %08x %08x %08x\t", alu_off, dwords[0], dwords[1],
dwords[2]);
output->AppendFormat(" %sALU:\t", sync ? "(S)" : " ");
if (!alu->scalar_write_mask && !alu->vector_write_mask) {
output->Append(" <nop>\n");
}
if (alu->vector_write_mask) {
output->Append(vector_instructions[alu->vector_opc].name);
if (alu->pred_select & 0x2) {
// seems to work similar to conditional execution in ARM instruction
// set, so let's use a similar syntax for now:
output->Append((alu->pred_select & 0x1) ? "EQ" : "NE");
}
output->Append("\t");
print_dstreg(output, alu->vector_dest, alu->vector_write_mask,
alu->export_data);
output->Append(" = ");
if (vector_instructions[alu->vector_opc].num_srcs == 3) {
print_srcreg(output, alu->src3_reg, alu->src3_sel, alu->src3_swiz,
alu->src3_reg_negate, alu->abs_constants, false, type);
output->Append(", ");
}
bool const_rel = alu->const_0_rel_abs && alu->relative_addr;
print_srcreg(output, alu->src1_reg, alu->src1_sel, alu->src1_swiz,
alu->src1_reg_negate, alu->abs_constants, const_rel, type);
if (vector_instructions[alu->vector_opc].num_srcs > 1) {
if (alu->src1_sel == 0) {
const_rel = alu->const_1_rel_abs && alu->relative_addr;
}
output->Append(", ");
print_srcreg(output, alu->src2_reg, alu->src2_sel, alu->src2_swiz,
alu->src2_reg_negate, alu->abs_constants, const_rel, type);
}
if (alu->vector_clamp) {
output->Append(" CLAMP");
}
if (alu->pred_select) {
output->AppendFormat(" COND(%d)", alu->pred_condition);
}
if (alu->export_data) {
print_export_comment(output, alu->vector_dest, type);
}
output->Append('\n');
}
if (alu->scalar_write_mask || !alu->vector_write_mask) {
// 2nd optional scalar op:
if (alu->vector_write_mask) {
output->Append(levels[level]);
output->AppendFormat(" \t\t\t\t\t\t \t");
}
if (scalar_instructions[alu->scalar_opc].name) {
output->AppendFormat("%s\t", scalar_instructions[alu->scalar_opc].name);
} else {
output->AppendFormat("OP(%u)\t", alu->scalar_opc);
}
print_dstreg(output, alu->scalar_dest, alu->scalar_write_mask,
alu->export_data);
output->Append(" = ");
if (scalar_instructions[alu->scalar_opc].num_srcs == 2) {
// MUL/ADD/etc
// Clever, CONST_0 and CONST_1 are just an extra storage bit.
// ADD_CONST_0 dest, [const], [reg]
uint32_t src3_swiz = alu->src3_swiz & ~0x3C;
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
uint32_t swiz_b = (src3_swiz & 0x3);
print_srcreg(output, alu->src3_reg, 0, 0, alu->src3_reg_negate,
alu->abs_constants, false, type);
output->AppendFormat(".%c", chan_names[swiz_a]);
output->Append(", ");
uint32_t reg2 = (alu->scalar_opc & 1) | (alu->src3_swiz & 0x3C) |
(alu->src3_sel << 1);
print_srcreg(output, reg2, 1, 0, alu->src3_reg_negate, alu->abs_constants,
false, type);
output->AppendFormat(".%c", chan_names[swiz_b]);
} else {
print_srcreg(output, alu->src3_reg, alu->src3_sel, alu->src3_swiz,
alu->src3_reg_negate, alu->abs_constants, false, type);
}
if (alu->scalar_clamp) {
output->Append(" CLAMP");
}
if (alu->export_data) {
print_export_comment(output, alu->scalar_dest, type);
}
output->Append('\n');
}
return 0;
}
struct {
const char* name;
} fetch_types[0xff] = {
#define TYPE(id) \
{ #id }
TYPE(FMT_1_REVERSE), // 0
{0},
TYPE(FMT_8), // 2
{0},
{0},
{0},
TYPE(FMT_8_8_8_8), // 6
TYPE(FMT_2_10_10_10), // 7
{0},
{0},
TYPE(FMT_8_8), // 10
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
TYPE(FMT_16), // 24
TYPE(FMT_16_16), // 25
TYPE(FMT_16_16_16_16), // 26
{0},
{0},
{0},
{0},
{0},
{0},
TYPE(FMT_32), // 33
TYPE(FMT_32_32), // 34
TYPE(FMT_32_32_32_32), // 35
TYPE(FMT_32_FLOAT), // 36
TYPE(FMT_32_32_FLOAT), // 37
TYPE(FMT_32_32_32_32_FLOAT), // 38
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
TYPE(FMT_32_32_32_FLOAT), // 57
#undef TYPE
};
void print_fetch_dst(StringBuffer* output, uint32_t dst_reg,
uint32_t dst_swiz) {
output->AppendFormat("\tR%u.", dst_reg);
for (int i = 0; i < 4; i++) {
output->Append(chan_names[dst_swiz & 0x7]);
dst_swiz >>= 3;
}
}
void print_fetch_vtx(StringBuffer* output, const instr_fetch_t* fetch) {
const instr_fetch_vtx_t* vtx = &fetch->vtx;
if (vtx->pred_select) {
// seems to work similar to conditional execution in ARM instruction
// set, so let's use a similar syntax for now:
output->Append(vtx->pred_condition ? "EQ" : "NE");
}
print_fetch_dst(output, vtx->dst_reg, vtx->dst_swiz);
output->AppendFormat(" = R%u.", vtx->src_reg);
output->Append(chan_names[vtx->src_swiz & 0x3]);
if (fetch_types[vtx->format].name) {
output->AppendFormat(" %s", fetch_types[vtx->format].name);
} else {
output->AppendFormat(" TYPE(0x%x)", vtx->format);
}
output->AppendFormat(" %s", vtx->format_comp_all ? "SIGNED" : "UNSIGNED");
if (!vtx->num_format_all) {
output->Append(" NORMALIZED");
}
output->AppendFormat(" STRIDE(%u)", vtx->stride);
if (vtx->offset) {
output->AppendFormat(" OFFSET(%u)", vtx->offset);
}
output->AppendFormat(" CONST(%u, %u)", vtx->const_index,
vtx->const_index_sel);
if (vtx->pred_select) {
output->AppendFormat(" COND(%d)", vtx->pred_condition);
}
if (1) {
// XXX
output->AppendFormat(" src_reg_am=%u", vtx->src_reg_am);
output->AppendFormat(" dst_reg_am=%u", vtx->dst_reg_am);
output->AppendFormat(" num_format_all=%u", vtx->num_format_all);
output->AppendFormat(" signed_rf_mode_all=%u", vtx->signed_rf_mode_all);
output->AppendFormat(" exp_adjust_all=%u", vtx->exp_adjust_all);
}
}
void print_fetch_tex(StringBuffer* output, const instr_fetch_t* fetch) {
static const char* filter[] = {
"POINT", // TEX_FILTER_POINT
"LINEAR", // TEX_FILTER_LINEAR
"BASEMAP", // TEX_FILTER_BASEMAP
};
static const char* aniso_filter[] = {
"DISABLED", // ANISO_FILTER_DISABLED
"MAX_1_1", // ANISO_FILTER_MAX_1_1
"MAX_2_1", // ANISO_FILTER_MAX_2_1
"MAX_4_1", // ANISO_FILTER_MAX_4_1
"MAX_8_1", // ANISO_FILTER_MAX_8_1
"MAX_16_1", // ANISO_FILTER_MAX_16_1
};
static const char* arbitrary_filter[] = {
"2x4_SYM", // ARBITRARY_FILTER_2X4_SYM
"2x4_ASYM", // ARBITRARY_FILTER_2X4_ASYM
"4x2_SYM", // ARBITRARY_FILTER_4X2_SYM
"4x2_ASYM", // ARBITRARY_FILTER_4X2_ASYM
"4x4_SYM", // ARBITRARY_FILTER_4X4_SYM
"4x4_ASYM", // ARBITRARY_FILTER_4X4_ASYM
};
static const char* sample_loc[] = {
"CENTROID", // SAMPLE_CENTROID
"CENTER", // SAMPLE_CENTER
};
const instr_fetch_tex_t* tex = &fetch->tex;
uint32_t src_swiz = tex->src_swiz;
if (tex->pred_select) {
// seems to work similar to conditional execution in ARM instruction
// set, so let's use a similar syntax for now:
output->Append(tex->pred_condition ? "EQ" : "NE");
}
print_fetch_dst(output, tex->dst_reg, tex->dst_swiz);
output->AppendFormat(" = R%u.", tex->src_reg);
for (int i = 0; i < 3; i++) {
output->Append(chan_names[src_swiz & 0x3]);
src_swiz >>= 2;
}
output->AppendFormat(" CONST(%u)", tex->const_idx);
if (tex->fetch_valid_only) {
output->Append(" VALID_ONLY");
}
if (tex->tx_coord_denorm) {
output->Append(" DENORM");
}
if (tex->mag_filter != TEX_FILTER_USE_FETCH_CONST) {
output->AppendFormat(" MAG(%s)", filter[tex->mag_filter]);
}
if (tex->min_filter != TEX_FILTER_USE_FETCH_CONST) {
output->AppendFormat(" MIN(%s)", filter[tex->min_filter]);
}
if (tex->mip_filter != TEX_FILTER_USE_FETCH_CONST) {
output->AppendFormat(" MIP(%s)", filter[tex->mip_filter]);
}
if (tex->aniso_filter != ANISO_FILTER_USE_FETCH_CONST) {
output->AppendFormat(" ANISO(%s)", aniso_filter[tex->aniso_filter]);
}
if (tex->arbitrary_filter != ARBITRARY_FILTER_USE_FETCH_CONST) {
output->AppendFormat(" ARBITRARY(%s)",
arbitrary_filter[tex->arbitrary_filter]);
}
if (tex->vol_mag_filter != TEX_FILTER_USE_FETCH_CONST) {
output->AppendFormat(" VOL_MAG(%s)", filter[tex->vol_mag_filter]);
}
if (tex->vol_min_filter != TEX_FILTER_USE_FETCH_CONST) {
output->AppendFormat(" VOL_MIN(%s)", filter[tex->vol_min_filter]);
}
if (!tex->use_comp_lod) {
output->AppendFormat(" LOD(%u)", tex->use_comp_lod);
output->AppendFormat(" LOD_BIAS(%u)", tex->lod_bias);
}
if (tex->use_reg_lod) {
output->AppendFormat(" REG_LOD(%u)", tex->use_reg_lod);
}
if (tex->use_reg_gradients) {
output->Append(" USE_REG_GRADIENTS");
}
output->AppendFormat(" LOCATION(%s)", sample_loc[tex->sample_location]);
if (tex->offset_x || tex->offset_y || tex->offset_z) {
output->AppendFormat(" OFFSET(%u,%u,%u)", tex->offset_x, tex->offset_y,
tex->offset_z);
}
if (tex->pred_select) {
output->AppendFormat(" COND(%d)", tex->pred_condition);
}
}
struct {
const char* name;
void (*fxn)(StringBuffer* output, const instr_fetch_t* cf);
} fetch_instructions[] = {
#define INSTR(opc, name, fxn) \
{ name, fxn }
INSTR(VTX_FETCH, "VERTEX", print_fetch_vtx), // 0
INSTR(TEX_FETCH, "SAMPLE", print_fetch_tex), // 1
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
{0, 0},
INSTR(TEX_GET_BORDER_COLOR_FRAC, "?", print_fetch_tex), // 16
INSTR(TEX_GET_COMP_TEX_LOD, "?", print_fetch_tex), // 17
INSTR(TEX_GET_GRADIENTS, "?", print_fetch_tex), // 18
INSTR(TEX_GET_WEIGHTS, "?", print_fetch_tex), // 19
{0, 0},
{0, 0},
{0, 0},
{0, 0},
INSTR(TEX_SET_TEX_LOD, "SET_TEX_LOD", print_fetch_tex), // 24
INSTR(TEX_SET_GRADIENTS_H, "?", print_fetch_tex), // 25
INSTR(TEX_SET_GRADIENTS_V, "?", print_fetch_tex), // 26
INSTR(TEX_RESERVED_4, "?", print_fetch_tex), // 27
#undef INSTR
};
int disasm_fetch(StringBuffer* output, const uint32_t* dwords, uint32_t alu_off,
int level, int sync) {
const instr_fetch_t* fetch = (const instr_fetch_t*)dwords;
output->Append(levels[level]);
output->AppendFormat("%02x: %08x %08x %08x\t", alu_off, dwords[0], dwords[1],
dwords[2]);
output->AppendFormat(" %sFETCH:\t", sync ? "(S)" : " ");
if (fetch_instructions[fetch->opc].fxn) {
output->Append(fetch_instructions[fetch->opc].name);
fetch_instructions[fetch->opc].fxn(output, fetch);
} else {
output->Append("???");
}
output->Append('\n');
return 0;
}
void print_cf_nop(StringBuffer* output, const instr_cf_t* cf) {}
void print_cf_exec(StringBuffer* output, const instr_cf_t* cf) {
output->AppendFormat(" ADDR(0x%x) CNT(0x%x)", cf->exec.address,
cf->exec.count);
if (cf->exec.yeild) {
output->Append(" YIELD");
}
uint8_t vc = uint8_t(cf->exec.vc_hi | (cf->exec.vc_lo << 2));
if (vc) {
output->AppendFormat(" VC(0x%x)", vc);
}
if (cf->exec.bool_addr) {
output->AppendFormat(" BOOL_ADDR(0x%x)", cf->exec.bool_addr);
}
if (cf->exec.address_mode == ABSOLUTE_ADDR) {
output->Append(" ABSOLUTE_ADDR");
}
if (cf->is_cond_exec()) {
output->AppendFormat(" COND(%d)", cf->exec.pred_condition);
}
}
void print_cf_loop(StringBuffer* output, const instr_cf_t* cf) {
output->AppendFormat(" ADDR(0x%x) LOOP_ID(%d)", cf->loop.address,
cf->loop.loop_id);
if (cf->loop.address_mode == ABSOLUTE_ADDR) {
output->Append(" ABSOLUTE_ADDR");
}
}
void print_cf_jmp_call(StringBuffer* output, const instr_cf_t* cf) {
output->AppendFormat(" ADDR(0x%x) DIR(%d)", cf->jmp_call.address,
cf->jmp_call.direction);
if (cf->jmp_call.force_call) {
output->Append(" FORCE_CALL");
}
if (cf->jmp_call.predicated_jmp) {
output->AppendFormat(" COND(%d)", cf->jmp_call.condition);
}
if (cf->jmp_call.bool_addr) {
output->AppendFormat(" BOOL_ADDR(0x%x)", cf->jmp_call.bool_addr);
}
if (cf->jmp_call.address_mode == ABSOLUTE_ADDR) {
output->Append(" ABSOLUTE_ADDR");
}
}
void print_cf_alloc(StringBuffer* output, const instr_cf_t* cf) {
static const char* bufname[] = {
"NO ALLOC", // SQ_NO_ALLOC
"POSITION", // SQ_POSITION
"PARAM/PIXEL", // SQ_PARAMETER_PIXEL
"MEMORY", // SQ_MEMORY
};
output->AppendFormat(" %s SIZE(0x%x)", bufname[cf->alloc.buffer_select],
cf->alloc.size);
if (cf->alloc.no_serial) {
output->Append(" NO_SERIAL");
}
if (cf->alloc.alloc_mode) {
// ???
output->Append(" ALLOC_MODE");
}
}
struct {
const char* name;
void (*fxn)(StringBuffer* output, const instr_cf_t* cf);
} cf_instructions[] = {
#define INSTR(opc, fxn) \
{ #opc, fxn }
INSTR(NOP, print_cf_nop), //
INSTR(EXEC, print_cf_exec), //
INSTR(EXEC_END, print_cf_exec), //
INSTR(COND_EXEC, print_cf_exec), //
INSTR(COND_EXEC_END, print_cf_exec), //
INSTR(COND_PRED_EXEC, print_cf_exec), //
INSTR(COND_PRED_EXEC_END, print_cf_exec), //
INSTR(LOOP_START, print_cf_loop), //
INSTR(LOOP_END, print_cf_loop), //
INSTR(COND_CALL, print_cf_jmp_call), //
INSTR(RETURN, print_cf_jmp_call), //
INSTR(COND_JMP, print_cf_jmp_call), //
INSTR(ALLOC, print_cf_alloc), //
INSTR(COND_EXEC_PRED_CLEAN, print_cf_exec), //
INSTR(COND_EXEC_PRED_CLEAN_END, print_cf_exec), //
INSTR(MARK_VS_FETCH_DONE, print_cf_nop), // ??
#undef INSTR
};
static void print_cf(StringBuffer* output, const instr_cf_t* cf, int level) {
output->Append(levels[level]);
auto words = reinterpret_cast<const uint16_t*>(cf);
output->AppendFormat(" %04x %04x %04x \t", words[0], words[1],
words[2]);
output->AppendFormat(cf_instructions[cf->opc].name);
cf_instructions[cf->opc].fxn(output, cf);
output->Append('\n');
}
/*
* The adreno shader microcode consists of two parts:
* 1) A CF (control-flow) program, at the header of the compiled shader,
* which refers to ALU/FETCH instructions that follow it by address.
* 2) ALU and FETCH instructions
*/
void disasm_exec(StringBuffer* output, const uint32_t* dwords,
size_t dword_count, int level, ShaderType type,
const instr_cf_t* cf) {
uint32_t sequence = cf->exec.serialize;
for (uint32_t i = 0; i < cf->exec.count; i++) {
uint32_t alu_off = (cf->exec.address + i);
if (sequence & 0x1) {
disasm_fetch(output, dwords + alu_off * 3, alu_off, level,
sequence & 0x2);
} else {
disasm_alu(output, dwords + alu_off * 3, alu_off, level, sequence & 0x2,
type);
}
sequence >>= 2;
}
}
std::string DisassembleShader(ShaderType type, const uint32_t* dwords,
size_t dword_count) {
StringBuffer string_buffer(256 * 1024);
instr_cf_t cfa;
instr_cf_t cfb;
for (int idx = 0; idx < dword_count; idx += 3) {
uint32_t dword_0 = dwords[idx + 0];
uint32_t dword_1 = dwords[idx + 1];
uint32_t dword_2 = dwords[idx + 2];
cfa.dword_0 = dword_0;
cfa.dword_1 = dword_1 & 0xFFFF;
cfb.dword_0 = (dword_1 >> 16) | (dword_2 << 16);
cfb.dword_1 = dword_2 >> 16;
print_cf(&string_buffer, &cfa, 0);
if (cfa.is_exec()) {
disasm_exec(&string_buffer, dwords, dword_count, 0, type, &cfa);
}
print_cf(&string_buffer, &cfb, 0);
if (cfb.is_exec()) {
disasm_exec(&string_buffer, dwords, dword_count, 0, type, &cfb);
}
if (cfa.opc == EXEC_END || cfb.opc == EXEC_END) {
break;
}
}
return string_buffer.to_string();
}
} // namespace gl4
} // namespace gpu
} // namespace xe

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@@ -1,28 +0,0 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_GL4_UCODE_DISASSEMBLER_H_
#define XENIA_GPU_GL4_UCODE_DISASSEMBLER_H_
#include <string>
#include "xenia/gpu/xenos.h"
namespace xe {
namespace gpu {
namespace gl4 {
std::string DisassembleShader(ShaderType type, const uint32_t* dwords,
size_t dword_count);
} // namespace gl4
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_GL4_UCODE_DISASSEMBLER_H_