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Xenia-Canary/src/xenia/gpu/gl4/gl4_shader.cc

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/**
******************************************************************************
* 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. *
******************************************************************************
*/
#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/gl4/gl4_shader_translator.h"
#include "xenia/gpu/gpu_flags.h"
namespace xe {
namespace gpu {
namespace gl4 {
using namespace xe::gpu::xenos;
GL4Shader::GL4Shader(ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count)
: Shader(shader_type, data_hash, dword_ptr, dword_count),
program_(0),
vao_(0) {}
GL4Shader::~GL4Shader() {
glDeleteProgram(program_);
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;
}
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;
}
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 = GetVertexFormatComponentCount(el.format);
GLenum comp_type;
switch (el.format) {
case VertexFormat::k_8_8_8_8:
comp_type = el.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;
break;
case VertexFormat::k_10_11_11:
// assert_false(el.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;
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;
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;
break;
case VertexFormat::k_32_32:
comp_type = el.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;
break;
case VertexFormat::k_32_FLOAT:
comp_type = GL_FLOAT;
break;
case VertexFormat::k_32_32_FLOAT:
comp_type = GL_FLOAT;
break;
case VertexFormat::k_32_32_32_FLOAT:
comp_type = GL_FLOAT;
break;
case VertexFormat::k_32_32_32_32_FLOAT:
comp_type = GL_FLOAT;
break;
default:
assert_unhandled_case(el.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);
}
}
return true;
}
bool GL4Shader::PrepareVertexShader(
GL4ShaderTranslator* shader_translator,
const xenos::xe_gpu_program_cntl_t& program_cntl) {
if (has_prepared_) {
return is_valid_;
}
has_prepared_ = true;
// 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, program_cntl);
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,
const xenos::xe_gpu_program_cntl_t& program_cntl) {
if (has_prepared_) {
return is_valid_;
}
has_prepared_ = true;
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, program_cntl);
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) {
assert_zero(program_);
translated_disassembly_ = std::move(source);
const char* source_str = translated_disassembly_.c_str();
// Save to disk, if we asked for it.
auto base_path = FLAGS_dump_shaders.c_str();
char file_name[xe::max_path];
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);
}
// Note that we put the translated source first so we get good line numbers.
FILE* f = fopen(file_name, "w");
fprintf(f, translated_disassembly_.c_str());
fprintf(f, "\n\n");
fprintf(f, "/*\n");
fprintf(f, ucode_disassembly_.c_str());
fprintf(f, " */\n");
fclose(f);
}
program_ = glCreateShaderProgramv(shader_type_ == ShaderType::kVertex
? GL_VERTEX_SHADER
: GL_FRAGMENT_SHADER,
1, &source_str);
if (!program_) {
XELOGE("Unable to create shader program");
return false;
}
// Get error log, if we failed to link.
GLint link_status = 0;
glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
if (!link_status) {
// log_length includes the null character.
GLint log_length = 0;
glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &log_length);
std::string info_log;
info_log.resize(log_length - 1);
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);
assert_always("Unable to link generated shader");
return false;
}
// Get program binary, if it's available.
GLint binary_length = 0;
glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
if (binary_length) {
translated_binary_.resize(binary_length);
GLenum binary_format;
glGetProgramBinary(program_, binary_length, &binary_length, &binary_format,
translated_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());
while (true) {
auto p = reinterpret_cast<char*>(
memchr(translated_binary_.data() + search_offset, '!',
translated_binary_.size() - search_offset));
if (!p) {
break;
}
if (p[0] == '!' && p[1] == '!' && p[2] == 'N' && p[3] == 'V') {
disasm_start = p;
break;
}
search_offset = p - search_start;
++search_offset;
}
if (disasm_start) {
host_disassembly_ = std::string(disasm_start);
} 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, disasm_start);
fprintf(f, "\n*/\n");
fclose(f);
} else {
XELOGW("Got program binary but unable to find disassembly");
}
}
}
return true;
}
} // namespace gl4
} // namespace gpu
} // namespace xe