Replacing old Shader with TranslatedShader.

This commit is contained in:
Ben Vanik
2015-12-06 10:36:07 -08:00
parent 083f936bbc
commit c86e479214
14 changed files with 693 additions and 727 deletions

View File

@@ -491,12 +491,21 @@ Shader* GL4CommandProcessor::LoadShader(ShaderType shader_type,
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
shader_ptr->Prepare(&shader_translator_);
if (shader_translator_.Translate(shader_ptr)) {
shader_ptr->Prepare();
// Dump shader files if desired.
if (!FLAGS_dump_shaders.empty()) {
shader_ptr->Dump(FLAGS_dump_shaders, "gl4");
}
} else {
XELOGE("Shader failed translation");
}
XELOGGPU("Set %s shader at %0.8X (%db):\n%s",
shader_type == ShaderType::kVertex ? "vertex" : "pixel",
guest_address, dword_count * 4,
shader_ptr->translated_shader()->ucode_disassembly().c_str());
shader_ptr->ucode_disassembly().c_str());
}
return shader_ptr;
}
@@ -779,7 +788,6 @@ 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};
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] = {
@@ -789,7 +797,7 @@ 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 || !pixel_shader->writes_color_target(n)) {
if (!write_mask || !active_pixel_shader_->writes_color_target(n)) {
// Unused, so keep disabled and set to wildcard so we'll take any
// framebuffer that has it.
continue;
@@ -1362,9 +1370,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateVertexBuffers() {
auto& regs = *register_file_;
assert_not_null(active_vertex_shader_);
const auto& vertex_bindings =
active_vertex_shader_->translated_shader()->vertex_bindings();
for (const auto& vertex_binding : vertex_bindings) {
for (const auto& vertex_binding : active_vertex_shader_->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]);
@@ -1434,9 +1440,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
bool has_setup_sampler[32] = {false};
// Vertex texture samplers.
const auto& vertex_sampler_inputs =
active_vertex_shader_->translated_shader()->texture_bindings();
for (auto& texture_binding : vertex_sampler_inputs) {
for (auto& texture_binding : active_vertex_shader_->texture_bindings()) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
@@ -1450,9 +1454,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
}
// Pixel shader texture sampler.
const auto& pixel_sampler_inputs =
active_pixel_shader_->translated_shader()->texture_bindings();
for (auto& texture_binding : pixel_sampler_inputs) {
for (auto& texture_binding : active_pixel_shader_->texture_bindings()) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
@@ -1469,7 +1471,7 @@ GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSamplers() {
}
GL4CommandProcessor::UpdateStatus GL4CommandProcessor::PopulateSampler(
const TranslatedShader::TextureBinding& texture_binding) {
const Shader::TextureBinding& texture_binding) {
auto& regs = *register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
texture_binding.fetch_constant * 6;

View File

@@ -123,8 +123,7 @@ class GL4CommandProcessor : public CommandProcessor {
UpdateStatus PopulateIndexBuffer(IndexBufferInfo* index_buffer_info);
UpdateStatus PopulateVertexBuffers();
UpdateStatus PopulateSamplers();
UpdateStatus PopulateSampler(
const TranslatedShader::TextureBinding& texture_binding);
UpdateStatus PopulateSampler(const Shader::TextureBinding& texture_binding);
bool IssueCopy() override;
CachedFramebuffer* GetFramebuffer(GLuint color_targets[4],

View File

@@ -9,11 +9,8 @@
#include "xenia/gpu/gl4/gl4_shader.h"
#include "xenia/base/filesystem.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
#include "xenia/gpu/gpu_flags.h"
namespace xe {
namespace gpu {
@@ -30,8 +27,8 @@ GL4Shader::~GL4Shader() {
glDeleteVertexArrays(1, &vao_);
}
bool GL4Shader::Prepare(ShaderTranslator* shader_translator) {
if (!Shader::Prepare(shader_translator)) {
bool GL4Shader::Prepare() {
if (!Shader::Prepare()) {
return false;
}
@@ -51,7 +48,7 @@ bool GL4Shader::Prepare(ShaderTranslator* shader_translator) {
bool GL4Shader::PrepareVertexArrayObject() {
glCreateVertexArrays(1, &vao_);
for (const auto& vertex_binding : translated_shader_->vertex_bindings()) {
for (const auto& vertex_binding : vertex_bindings()) {
for (const auto& attrib : vertex_binding.attributes) {
auto comp_count = GetVertexFormatComponentCount(
attrib.fetch_instr.attributes.data_format);
@@ -126,43 +123,8 @@ bool GL4Shader::PrepareVertexArrayObject() {
bool GL4Shader::CompileProgram() {
assert_zero(program_);
auto source_str = translated_shader_->GetBinaryString();
// Save to disk, if we asked for it.
auto base_path = FLAGS_dump_shaders.c_str();
char file_name[kMaxPath];
snprintf(file_name, xe::countof(file_name), "%s/gl4_gen_%.16llX.%s",
base_path, data_hash_,
shader_type_ == ShaderType::kVertex ? "vert" : "frag");
if (!FLAGS_dump_shaders.empty()) {
// Ensure shader dump path exists.
auto dump_shaders_path = xe::to_wstring(FLAGS_dump_shaders);
if (!dump_shaders_path.empty()) {
dump_shaders_path = xe::to_absolute_path(dump_shaders_path);
xe::filesystem::CreateFolder(dump_shaders_path);
}
char bin_file_name[kMaxPath];
snprintf(bin_file_name, xe::countof(file_name), "%s/gl4_gen_%.16llX.bin.%s",
base_path, data_hash_,
shader_type_ == ShaderType::kVertex ? "vert" : "frag");
FILE* f = fopen(bin_file_name, "w");
if (f) {
fwrite(data_.data(), 4, data_.size(), f);
fclose(f);
}
// Note that we put the translated source first so we get good line numbers.
f = fopen(file_name, "w");
if (f) {
fprintf(f, "%s", source_str.c_str());
fprintf(f, "/*\n");
fprintf(f, "%s", translated_shader_->ucode_disassembly().c_str());
fprintf(f, " */\n");
fclose(f);
}
}
// Give source to GL.
auto source_str = GetTranslatedBinaryString();
auto source_str_ptr = source_str.c_str();
program_ = glCreateShaderProgramv(shader_type_ == ShaderType::kVertex
? GL_VERTEX_SHADER
@@ -185,7 +147,7 @@ bool GL4Shader::CompileProgram() {
glGetProgramInfoLog(program_, log_length, &log_length,
const_cast<char*>(info_log.data()));
XELOGE("Unable to link program: %s", info_log.c_str());
error_log_ = std::move(info_log);
host_error_log_ = std::move(info_log);
assert_always("Unable to link generated shader");
return false;
}
@@ -194,21 +156,21 @@ bool GL4Shader::CompileProgram() {
GLint binary_length = 0;
glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
if (binary_length) {
translated_binary_.resize(binary_length);
host_binary_.resize(binary_length);
GLenum binary_format;
glGetProgramBinary(program_, binary_length, &binary_length, &binary_format,
translated_binary_.data());
host_binary_.data());
// If we are on nvidia, we can find the disassembly string.
// I haven't been able to figure out from the format how to do this
// without a search like this.
const char* disasm_start = nullptr;
size_t search_offset = 0;
char* search_start = reinterpret_cast<char*>(translated_binary_.data());
char* search_start = reinterpret_cast<char*>(host_binary_.data());
while (true) {
auto p = reinterpret_cast<char*>(
memchr(translated_binary_.data() + search_offset, '!',
translated_binary_.size() - search_offset));
memchr(host_binary_.data() + search_offset, '!',
host_binary_.size() - search_offset));
if (!p) {
break;
}
@@ -224,19 +186,6 @@ bool GL4Shader::CompileProgram() {
} else {
host_disassembly_ = std::string("Shader disassembly not available.");
}
// Append to shader dump.
if (!FLAGS_dump_shaders.empty()) {
if (disasm_start) {
FILE* f = fopen(file_name, "a");
fprintf(f, "\n\n/*\n");
fprintf(f, "%s", disasm_start);
fprintf(f, "\n*/\n");
fclose(f);
} else {
XELOGW("Got program binary but unable to find disassembly");
}
}
}
return true;

View File

@@ -13,7 +13,6 @@
#include <string>
#include "xenia/gpu/shader.h"
#include "xenia/gpu/shader_translator.h"
#include "xenia/ui/gl/gl_context.h"
namespace xe {
@@ -29,7 +28,7 @@ class GL4Shader : public Shader {
GLuint program() const { return program_; }
GLuint vao() const { return vao_; }
bool Prepare(ShaderTranslator* shader_translator);
bool Prepare() override;
protected:
bool PrepareVertexArrayObject();