The sense for this test was backwards, causing AppendSrcReg to read the wrong const_n_rel_abs flag if the first operand was not a constant fetch.
2041 lines
58 KiB
C++
2041 lines
58 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/gl4/gl4_shader_translator.h"
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#include <algorithm>
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#include "xenia/base/assert.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/gpu/gpu_flags.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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using namespace xe::gpu::ucode;
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using xe::gpu::xenos::VertexFormat;
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#define Append(...) output_.AppendFormat(__VA_ARGS__)
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static const char chan_names[] = {
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'x', 'y', 'z', 'w',
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// these only apply to FETCH dst's, and we shouldn't be using them:
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'0', '1', '?', '_',
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};
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const char* GetVertexFormatTypeName(const GL4Shader::BufferDescElement& el) {
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switch (el.format) {
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case VertexFormat::k_32:
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case VertexFormat::k_32_FLOAT:
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return "float";
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case VertexFormat::k_16_16:
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case VertexFormat::k_32_32:
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case VertexFormat::k_16_16_FLOAT:
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case VertexFormat::k_32_32_FLOAT:
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return "vec2";
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case VertexFormat::k_10_11_11:
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case VertexFormat::k_11_11_10:
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case VertexFormat::k_32_32_32_FLOAT:
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return "vec3";
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case VertexFormat::k_8_8_8_8:
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case VertexFormat::k_2_10_10_10:
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case VertexFormat::k_16_16_16_16:
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case VertexFormat::k_32_32_32_32:
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case VertexFormat::k_16_16_16_16_FLOAT:
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case VertexFormat::k_32_32_32_32_FLOAT:
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return "vec4";
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default:
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XELOGE("Unknown vertex format: %d", el.format);
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assert_always();
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return "vec4";
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}
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}
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GL4ShaderTranslator::GL4ShaderTranslator() : output_(kOutputCapacity) {}
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GL4ShaderTranslator::~GL4ShaderTranslator() = default;
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void GL4ShaderTranslator::Reset(GL4Shader* shader) {
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output_.Reset();
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shader_type_ = shader->type();
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dwords_ = shader->data();
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}
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std::string GL4ShaderTranslator::TranslateVertexShader(
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GL4Shader* vertex_shader,
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const xenos::xe_gpu_program_cntl_t& program_cntl) {
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Reset(vertex_shader);
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// Normal shaders only, for now.
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// TODO(benvanik): transform feedback/memexport.
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// 0 = normal
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// 2 = point size
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assert_true(program_cntl.vs_export_mode == 0 ||
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program_cntl.vs_export_mode == 2);
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// Add vertex shader input.
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uint32_t el_index = 0;
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const auto& buffer_inputs = vertex_shader->buffer_inputs();
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for (uint32_t n = 0; n < buffer_inputs.count; n++) {
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const auto& input = buffer_inputs.descs[n];
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for (uint32_t m = 0; m < input.element_count; m++) {
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const auto& el = input.elements[m];
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const char* type_name = GetVertexFormatTypeName(el);
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const auto& fetch = el.vtx_fetch;
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uint32_t fetch_slot = fetch.const_index * 3 + fetch.const_index_sel;
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Append("layout(location = %d) in %s vf%u_%d;\n", el_index, type_name,
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fetch_slot, fetch.offset);
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el_index++;
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}
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}
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// Vertex shader main() header.
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Append("void processVertex(const in StateData state) {\n");
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// Add temporaries for any registers we may use.
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uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
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for (uint32_t n = 0; n <= temp_regs; n++) {
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Append(" vec4 r%d = state.float_consts[%d];\n", n, n);
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}
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#if FLOW_CONTROL
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// Add temporary integer registers for loops that we may use.
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// Each loop uses an address, counter, and constant.
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// TODO(benvanik): Implement only for the used loops in the shader.
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for (uint32_t n = 0; n < 32; n++) {
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Append(" int i%d_cnt = 0;\n", n);
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Append(" int i%d_addr = 0;\n", n);
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}
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#endif // FLOW_CONTROL
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Append(" vec4 t;\n");
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Append(" vec4 pv;\n"); // Previous Vector result.
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Append(" float ps;\n"); // Previous Scalar result (used for RETAIN_PREV).
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Append(" bool p = false;\n"); // Predicate temp, clause-local.
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Append(" int a0 = 0;\n"); // Address register.
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// Execute blocks.
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TranslateBlocks(vertex_shader);
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Append("}\n");
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return output_.to_string();
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}
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std::string GL4ShaderTranslator::TranslatePixelShader(
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GL4Shader* pixel_shader, const xenos::xe_gpu_program_cntl_t& program_cntl) {
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Reset(pixel_shader);
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// We need an input VS to make decisions here.
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// TODO(benvanik): do we need to pair VS/PS up and store the combination?
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// If the same PS is used with different VS that output different amounts
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// (and less than the number of required registers), things may die.
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// Pixel shader main() header.
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Append("void processFragment(const in StateData state) {\n");
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// Add temporary registers.
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uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
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for (uint32_t n = 0; n <= std::max(15u, temp_regs); n++) {
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Append(" vec4 r%d = state.float_consts[%d];\n", n, n + 256);
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}
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Append(" vec4 t;\n");
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Append(" vec4 pv;\n"); // Previous Vector result.
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Append(" float ps;\n"); // Previous Scalar result (used for RETAIN_PREV).
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Append(" bool p = false;\n"); // Predicate temp, clause-local.
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Append(" int a0 = 0;\n"); // Address register.
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// Bring registers local.
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for (uint32_t n = 0; n < kMaxInterpolators; n++) {
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Append(" r%d = vtx.o[%d];\n", n, n);
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}
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// Execute blocks.
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TranslateBlocks(pixel_shader);
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Append("}\n");
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return output_.to_string();
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}
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void GL4ShaderTranslator::AppendSrcReg(const ucode::instr_alu_t& op, int i) {
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switch (i) {
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case 1: {
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int const_slot = 0;
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AppendSrcReg(op, op.src1_reg, op.src1_sel, op.src1_swiz,
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op.src1_reg_negate, const_slot);
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break;
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}
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case 2: {
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int const_slot = op.src1_sel ? 0 : 1;
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AppendSrcReg(op, op.src2_reg, op.src2_sel, op.src2_swiz,
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op.src2_reg_negate, const_slot);
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break;
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}
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case 3: {
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int const_slot = (op.src1_sel && op.src2_sel) ? 0 : 1;
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AppendSrcReg(op, op.src3_reg, op.src3_sel, op.src3_swiz,
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op.src3_reg_negate, const_slot);
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break;
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}
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}
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}
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void GL4ShaderTranslator::AppendSrcReg(const ucode::instr_alu_t& op,
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uint32_t num, uint32_t type,
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uint32_t swiz, uint32_t negate,
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int const_slot) {
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if (negate) {
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Append("-");
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}
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if (type) {
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// Register.
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if (num & 0x80) {
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Append("abs(");
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}
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Append("r%u", num & 0x7F);
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if (num & 0x80) {
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Append(")");
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}
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} else {
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// Constant.
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if (op.abs_constants) {
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Append("abs(");
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}
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Append("state.float_consts[");
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#if FLOW_CONTROL
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// NOTE(dariosamo): Some games don't seem to take into account the relative
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// a0
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// offset even when they should due to const_slot being a different value.
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if (op.const_0_rel_abs || op.const_1_rel_abs) {
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#else
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if ((const_slot == 0 && op.const_0_rel_abs) ||
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(const_slot == 1 && op.const_1_rel_abs)) {
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#endif
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if (op.relative_addr) {
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assert_true(num < 256);
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Append("a0 + %u", is_pixel_shader() ? num + 256 : num);
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} else {
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Append("a0");
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}
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} else {
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assert_true(num < 256);
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Append("%u", is_pixel_shader() ? num + 256 : num);
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}
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Append("]");
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if (op.abs_constants) {
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Append(")");
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}
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}
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if (swiz) {
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Append(".");
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for (int i = 0; i < 4; i++) {
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Append("%c", chan_names[(swiz + i) & 0x3]);
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swiz >>= 2;
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}
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}
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}
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void GL4ShaderTranslator::PrintSrcReg(uint32_t num, uint32_t type,
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uint32_t swiz, uint32_t negate,
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uint32_t abs_constants) {
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if (negate) {
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Append("-");
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}
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if (type) {
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if (num & 0x80) {
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Append("|");
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}
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Append("R%u", num & 0x7F);
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if (num & 0x80) {
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Append("|");
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}
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} else {
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if (abs_constants) {
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Append("|");
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}
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num += is_pixel_shader() ? 256 : 0;
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Append("C%u", num);
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if (abs_constants) {
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Append("|");
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}
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}
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if (swiz) {
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Append(".");
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for (int i = 0; i < 4; i++) {
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Append("%c", chan_names[(swiz + i) & 0x3]);
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swiz >>= 2;
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}
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}
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}
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void GL4ShaderTranslator::PrintVectorDstReg(const ucode::instr_alu_t& alu) {
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Append("%s%u", alu.export_data ? "export" : "R", alu.vector_dest);
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auto mask = alu.scalar_write_mask;
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if (mask != 0xf) {
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Append(".");
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for (int i = 0; i < 4; i++) {
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Append("%c", (mask & 0x1) ? chan_names[i] : '_');
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mask >>= 1;
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}
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}
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}
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void GL4ShaderTranslator::PrintScalarDstReg(const ucode::instr_alu_t& alu) {
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Append("%s%u", alu.export_data ? "export" : "R",
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alu.export_data ? alu.vector_dest : alu.scalar_dest);
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auto mask = alu.scalar_write_mask;
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if (mask != 0xf) {
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Append(".");
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for (int i = 0; i < 4; i++) {
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Append("%c", (mask & 0x1) ? chan_names[i] : '_');
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mask >>= 1;
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}
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}
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}
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void GL4ShaderTranslator::PrintExportComment(uint32_t num) {
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const char* name = nullptr;
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switch (shader_type_) {
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case ShaderType::kVertex:
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switch (num) {
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case 62:
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name = "gl_Position";
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break;
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case 63:
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name = "gl_PointSize";
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break;
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default:
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name = "??";
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break;
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}
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break;
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case ShaderType::kPixel:
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switch (num) {
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case 0:
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name = "gl_FragColor";
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break;
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default:
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name = "??";
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break;
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}
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break;
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}
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/* if we had a symbol table here, we could look
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* up the name of the varying..
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*/
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if (name) {
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Append("\t; %s", name);
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}
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}
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void GL4ShaderTranslator::BeginAppendVectorOp(const ucode::instr_alu_t& op) {
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Append(" pv = (");
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}
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void GL4ShaderTranslator::AppendVectorOpSrcReg(const ucode::instr_alu_t& op,
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int i) {
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AppendSrcReg(op, i);
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}
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void GL4ShaderTranslator::EndAppendVectorOp(const ucode::instr_alu_t& op,
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uint32_t append_flags) {
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Append(");\n");
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if (op.vector_clamp) {
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Append(" pv = clamp(pv, 0.0, 1.0);\n");
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}
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// Special case exports.
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// TODO(benvanik): special write that only chooses one field -- what field? x?
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if (op.export_data) {
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switch (shader_type_) {
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case ShaderType::kVertex:
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switch (op.vector_dest) {
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case 63:
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// Append(" gl_PointSize = pv.x;\n");
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assert_zero(op.vector_write_mask);
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return;
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}
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break;
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case ShaderType::kPixel:
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switch (op.vector_dest) {
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case 61:
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// Append(" gl_FragDepth = pv.x;\n");
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assert_zero(op.vector_write_mask);
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return;
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}
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break;
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}
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}
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if (op.export_data) {
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// Export; this does some weird stuff to do special consts 0 and 1.
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uint32_t write_mask = op.vector_write_mask;
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uint32_t const_1_mask = op.scalar_write_mask;
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for (int i = 0; i < 4; ++i, write_mask >>= 1, const_1_mask >>= 1) {
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if (write_mask & 0x1) {
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Append(" ");
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AppendOpDestRegName(op, op.vector_dest);
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Append(".%c = ", chan_names[i]);
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if (const_1_mask & 0x1) {
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// Special export of constant 1.
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Append("1.0");
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} else {
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// Normal source from calculated pv.
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Append("pv.%c", chan_names[i]);
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}
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Append(";\n");
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} else if (op.scalar_dest_rel) {
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// Special export of constant value 0.
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Append(" ");
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AppendOpDestRegName(op, op.vector_dest);
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Append(".%c = 0.0;\n", chan_names[i]);
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}
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}
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} else {
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// Normal reg; just mask.
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uint32_t write_mask = op.vector_write_mask;
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for (int i = 0; i < 4; ++i, write_mask >>= 1) {
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if (write_mask & 0x1) {
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Append(" ");
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AppendOpDestRegName(op, op.vector_dest);
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Append(".%c = pv.%c;\n", chan_names[i], chan_names[i]);
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}
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}
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}
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}
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void GL4ShaderTranslator::BeginAppendScalarOp(const ucode::instr_alu_t& op) {
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Append(" ps = (");
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}
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void GL4ShaderTranslator::AppendScalarOpSrcReg(const ucode::instr_alu_t& op,
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int i) {
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AppendSrcReg(op, i);
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}
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void GL4ShaderTranslator::EndAppendScalarOp(const ucode::instr_alu_t& op,
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uint32_t append_flags) {
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Append(").x;\n");
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if (op.scalar_clamp) {
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Append(" ps = clamp(ps, 0.0, 1.0);\n");
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}
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|
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uint32_t dest_num;
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uint32_t write_mask;
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if (op.export_data) {
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dest_num = op.vector_dest;
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write_mask = op.scalar_write_mask & ~op.vector_write_mask;
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} else {
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dest_num = op.scalar_dest;
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write_mask = op.scalar_write_mask;
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}
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// Mask out certain fields.
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for (int i = 0; i < 4; ++i, write_mask >>= 1) {
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if (write_mask & 0x1) {
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Append(" ");
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AppendOpDestRegName(op, dest_num);
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Append(".%c = ps;\n", chan_names[i]);
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}
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}
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}
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|
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void GL4ShaderTranslator::AppendOpDestRegName(const ucode::instr_alu_t& op,
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uint32_t dest_num) {
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if (!op.export_data) {
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// Register.
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// TODO(benvanik): relative? abs? etc
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Append("r%u", dest_num);
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} else {
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// Export.
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switch (shader_type_) {
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case ShaderType::kVertex:
|
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switch (dest_num) {
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case 62:
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Append("gl_Position");
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break;
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case 63:
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Append("gl_PointSize");
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break;
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default:
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// Varying.
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Append("vtx.o[%u]", dest_num);
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break;
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}
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break;
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case ShaderType::kPixel:
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switch (dest_num) {
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case 0:
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case 63: // ? masked?
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Append("oC[0]");
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break;
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case 1:
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Append("oC[1]");
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break;
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case 2:
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Append("oC[2]");
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break;
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case 3:
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Append("oC[3]");
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break;
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case 61:
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Append("gl_FragDepth");
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break;
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default:
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// TODO(benvanik): other render targets?
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assert_always();
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break;
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}
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break;
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}
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}
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}
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bool GL4ShaderTranslator::TranslateALU_ADDv(const ucode::instr_alu_t& alu) {
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BeginAppendVectorOp(alu);
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AppendVectorOpSrcReg(alu, 1);
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Append(" + ");
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AppendVectorOpSrcReg(alu, 2);
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EndAppendVectorOp(alu);
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return true;
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}
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|
|
bool GL4ShaderTranslator::TranslateALU_MULv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(" * ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MAXv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
if (alu.src1_reg == alu.src2_reg && alu.src1_sel == alu.src2_sel &&
|
|
alu.src1_swiz == alu.src2_swiz &&
|
|
alu.src1_reg_negate == alu.src2_reg_negate) {
|
|
// This is a mov.
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
} else {
|
|
Append("max(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(", ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(")");
|
|
}
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MINv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("min(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(", ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(")");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_SETXXv(const ucode::instr_alu_t& alu,
|
|
const char* op) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("vec4((");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").x %s (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").x ? 1.0 : 0.0, (");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").y %s (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").y ? 1.0 : 0.0, (");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").z %s (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").z ? 1.0 : 0.0, (");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").w %s (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").w ? 1.0 : 0.0)");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETEv(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXv(alu, "==");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETGTv(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXv(alu, ">");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETGTEv(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXv(alu, ">=");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETNEv(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXv(alu, "!=");
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_FRACv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("fract(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(")");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_TRUNCv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("trunc(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(")");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_FLOORv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("floor(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(")");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MULADDv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(" * ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(") + ");
|
|
AppendVectorOpSrcReg(alu, 3);
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_CNDXXv(const ucode::instr_alu_t& alu,
|
|
const char* op) {
|
|
BeginAppendVectorOp(alu);
|
|
// TODO(benvanik): check argument order - could be 3 as compare and 1 and 2 as
|
|
// values.
|
|
Append("vec4((");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").x %s 0.0 ? (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").x : (");
|
|
AppendVectorOpSrcReg(alu, 3);
|
|
Append(").x, (");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").y %s 0.0 ? (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").y : (");
|
|
AppendVectorOpSrcReg(alu, 3);
|
|
Append(").y, (");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").z %s 0.0 ? (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").z : (");
|
|
AppendVectorOpSrcReg(alu, 3);
|
|
Append(").z, (");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").w %s 0.0 ? (", op);
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").w : (");
|
|
AppendVectorOpSrcReg(alu, 3);
|
|
Append(").w)");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_CNDEv(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_CNDXXv(alu, "==");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_CNDGTEv(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_CNDXXv(alu, ">=");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_CNDGTv(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_CNDXXv(alu, ">");
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_DOT4v(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("dot(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(", ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").xxxx");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_DOT3v(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("dot(vec4(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").xyz, vec4(");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").xyz).xxxx");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_DOT2ADDv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("dot(vec4(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(").xy, vec4(");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(").xy).xxxx + ");
|
|
AppendVectorOpSrcReg(alu, 3);
|
|
Append(".xxxx");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_CUBEv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("cube(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(", ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(")");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MAX4v(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("max(");
|
|
Append("max(");
|
|
Append("max(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".x, ");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".y), ");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".z), ");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".w).xxxx");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETXX_PUSHv(
|
|
const ucode::instr_alu_t& alu, const char* op) {
|
|
Append(" p = ((");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".w == 0.0) && (");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(".w %s 0.0)) ? true : false;\n", op);
|
|
BeginAppendVectorOp(alu);
|
|
Append("((");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".x == 0.0) && (");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(".x %s 0.0)) ? vec4(0.0) : ", op);
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(" + vec4(1.0)");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETE_PUSHv(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXX_PUSHv(alu, "==");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETNE_PUSHv(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXX_PUSHv(alu, "!=");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETGT_PUSHv(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXX_PUSHv(alu, ">");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETGTE_PUSHv(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXX_PUSHv(alu, ">=");
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_DSTv(const ucode::instr_alu_t& alu) {
|
|
BeginAppendVectorOp(alu);
|
|
Append("vec4(1.0, (");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".y * ");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".y), ");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".z, ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(".w)");
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MOVAv(const ucode::instr_alu_t& alu) {
|
|
Append(" a0 = clamp(int(floor(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(".w + 0.5)), -256, 255);\n");
|
|
BeginAppendVectorOp(alu);
|
|
if (alu.src1_reg == alu.src2_reg && alu.src1_sel == alu.src2_sel &&
|
|
alu.src1_swiz == alu.src2_swiz &&
|
|
alu.src1_reg_negate == alu.src2_reg_negate) {
|
|
// This is a mov.
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
} else {
|
|
Append("max(");
|
|
AppendVectorOpSrcReg(alu, 1);
|
|
Append(", ");
|
|
AppendVectorOpSrcReg(alu, 2);
|
|
Append(")");
|
|
}
|
|
EndAppendVectorOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_ADDs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x + ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".z");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_ADD_PREVs(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
AppendSrcReg(alu, 3);
|
|
Append(".x + ps");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MULs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x * ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".z");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MUL_PREVs(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
AppendSrcReg(alu, 3);
|
|
Append(".x * ps");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
// ...
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MAXs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
if ((alu.src3_swiz & 0x3) == (((alu.src3_swiz >> 2) + 1) & 0x3)) {
|
|
// This is a mov.
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
} else {
|
|
Append("max(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x, ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".y)");
|
|
}
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MINs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("min(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x, ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".y)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_SETXXs(const ucode::instr_alu_t& alu,
|
|
const char* op) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x %s 0.0) ? 1.0 : 0.0", op);
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETEs(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXs(alu, "==");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETGTs(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXs(alu, ">");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETGTEs(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXs(alu, ">=");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SETNEs(const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_SETXXs(alu, "!=");
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_FRACs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("fract(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_TRUNCs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("trunc(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_FLOORs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("floor(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_EXP_IEEE(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("pow(2.0, ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_LOG_CLAMP(
|
|
const ucode::instr_alu_t& alu) {
|
|
Append(" ps = log2(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x);");
|
|
BeginAppendScalarOp(alu);
|
|
Append("isinf(ps) && ps < 0.0 ? -FLT_MAX : ps");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_LOG_IEEE(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("log2(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_RECIP_CLAMP(
|
|
const ucode::instr_alu_t& alu) {
|
|
// if result == -inf result = -flt_max
|
|
// if result == +inf result = flt_max
|
|
BeginAppendScalarOp(alu);
|
|
Append("1.0 / ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_RECIP_FF(const ucode::instr_alu_t& alu) {
|
|
// if result == -inf result = -zero
|
|
// if result == +inf result = zero
|
|
BeginAppendScalarOp(alu);
|
|
Append("1.0 / ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_RECIP_IEEE(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("1.0 / ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_RECIPSQ_CLAMP(
|
|
const ucode::instr_alu_t& alu) {
|
|
// if result == -inf result = -flt_max
|
|
// if result == +inf result = flt_max
|
|
BeginAppendScalarOp(alu);
|
|
Append("inversesqrt(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_RECIPSQ_FF(
|
|
const ucode::instr_alu_t& alu) {
|
|
// if result == -inf result = -zero
|
|
// if result == +inf result = zero
|
|
BeginAppendScalarOp(alu);
|
|
Append("inversesqrt(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_RECIPSQ_IEEE(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("inversesqrt(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MOVAs(const ucode::instr_alu_t& alu) {
|
|
Append(" a0 = clamp(int(floor(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x + 0.5)), -256, 255);\n");
|
|
BeginAppendScalarOp(alu);
|
|
if ((alu.src3_swiz & 0x3) == (((alu.src3_swiz >> 2) + 1) & 0x3)) {
|
|
// This is a mov.
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
} else {
|
|
Append("max(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x, ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".y)");
|
|
}
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MOVA_FLOORs(
|
|
const ucode::instr_alu_t& alu) {
|
|
Append(" a0 = clamp(int(floor(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)), -256, 255);\n");
|
|
BeginAppendScalarOp(alu);
|
|
if ((alu.src3_swiz & 0x3) == (((alu.src3_swiz >> 2) + 1) & 0x3)) {
|
|
// This is a mov.
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
} else {
|
|
Append("max(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x, ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".y)");
|
|
}
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_SUBs(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x - ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".z");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_SUB_PREVs(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x - ps");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETXXs(
|
|
const ucode::instr_alu_t& alu, const char* op) {
|
|
Append(" p = ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x %s 0.0;\n", op);
|
|
BeginAppendScalarOp(alu);
|
|
Append("(p ? 0.0 : 1.0).xxxx");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETEs(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXXs(alu, "==");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETNEs(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXXs(alu, "!=");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETGTs(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXXs(alu, ">");
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SETGTEs(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_PRED_SETXXs(alu, ">=");
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SET_INVs(
|
|
const ucode::instr_alu_t& alu) {
|
|
Append(" ps = ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x;\n");
|
|
Append(" if (ps == 1.0) { p = true; ps = 0.0; }\n");
|
|
Append(" else { p = false; ps = (ps == 0.0) ? 1.0 : ps; }\n");
|
|
BeginAppendScalarOp(alu);
|
|
Append("ps");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_PRED_SET_POPs(
|
|
const ucode::instr_alu_t& alu) {
|
|
Append(" ps = ");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x - 1.0;\n");
|
|
Append(" if (ps <= 0.0) { p = true; ps = 0.0; }\n");
|
|
Append(" else { p = false; }\n");
|
|
BeginAppendScalarOp(alu);
|
|
Append("ps");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_SQRT_IEEE(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("sqrt(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_MUL_CONST_0(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
|
|
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
|
|
uint32_t swiz_b = (src3_swiz & 0x3);
|
|
uint32_t reg2 =
|
|
(alu.scalar_opc & 1) | (alu.src3_swiz & 0x3C) | (alu.src3_sel << 1);
|
|
// TODO(benvanik): const slot?
|
|
int const_slot = (alu.src1_sel || alu.src2_sel) ? 1 : 0;
|
|
AppendSrcReg(alu, alu.src3_reg, 0, 0, alu.src3_reg_negate, 0);
|
|
Append(".%c * ", chan_names[swiz_a]);
|
|
AppendSrcReg(alu, reg2, 1, 0, alu.src3_reg_negate, const_slot);
|
|
Append(".%c", chan_names[swiz_b]);
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_MUL_CONST_1(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_MUL_CONST_0(alu);
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_ADD_CONST_0(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
|
|
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
|
|
uint32_t swiz_b = (src3_swiz & 0x3);
|
|
uint32_t reg2 =
|
|
(alu.scalar_opc & 1) | (alu.src3_swiz & 0x3C) | (alu.src3_sel << 1);
|
|
// TODO(benvanik): const slot?
|
|
int const_slot = (alu.src1_sel || alu.src2_sel) ? 1 : 0;
|
|
AppendSrcReg(alu, alu.src3_reg, 0, 0, alu.src3_reg_negate, 0);
|
|
Append(".%c + ", chan_names[swiz_a]);
|
|
AppendSrcReg(alu, reg2, 1, 0, alu.src3_reg_negate, const_slot);
|
|
Append(".%c", chan_names[swiz_b]);
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_ADD_CONST_1(
|
|
const ucode::instr_alu_t& alu) {
|
|
return TranslateALU_ADD_CONST_0(alu);
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_SUB_CONST_0(
|
|
const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
|
|
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
|
|
uint32_t swiz_b = (src3_swiz & 0x3);
|
|
uint32_t reg2 =
|
|
(alu.scalar_opc & 1) | (alu.src3_swiz & 0x3C) | (alu.src3_sel << 1);
|
|
// TODO(benvanik): const slot?
|
|
int const_slot = (alu.src1_sel || alu.src2_sel) ? 1 : 0;
|
|
AppendSrcReg(alu, alu.src3_reg, 0, 0, alu.src3_reg_negate, 0);
|
|
Append(".%c - ", chan_names[swiz_a]);
|
|
AppendSrcReg(alu, reg2, 1, 0, alu.src3_reg_negate, const_slot);
|
|
Append(".%c", chan_names[swiz_b]);
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
bool GL4ShaderTranslator::TranslateALU_SUB_CONST_1(
|
|
const ucode::instr_alu_t& alu) {
|
|
// Handled as switch on scalar_opc.
|
|
return TranslateALU_SUB_CONST_0(alu);
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_SIN(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("sin(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_COS(const ucode::instr_alu_t& alu) {
|
|
BeginAppendScalarOp(alu);
|
|
Append("cos(");
|
|
AppendScalarOpSrcReg(alu, 3);
|
|
Append(".x)");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateALU_RETAIN_PREV(
|
|
const ucode::instr_alu_t& alu) {
|
|
// TODO(benvanik): figure out how this is used.
|
|
// It seems like vector writes to export regs will use this to write 1's to
|
|
// components (like w in position).
|
|
BeginAppendScalarOp(alu);
|
|
Append("ps");
|
|
EndAppendScalarOp(alu);
|
|
return true;
|
|
}
|
|
|
|
typedef bool (GL4ShaderTranslator::*TranslateFn)(const ucode::instr_alu_t& alu);
|
|
typedef struct {
|
|
uint32_t num_srcs;
|
|
const char* name;
|
|
TranslateFn fn;
|
|
} TranslateInfo;
|
|
#define ALU_INSTR(opc, num_srcs) \
|
|
{ num_srcs, #opc, nullptr }
|
|
#define ALU_INSTR_IMPL(opc, num_srcs) \
|
|
{ num_srcs, #opc, &GL4ShaderTranslator::TranslateALU_##opc }
|
|
|
|
bool GL4ShaderTranslator::TranslateALU(const ucode::instr_alu_t* alu,
|
|
int sync) {
|
|
static TranslateInfo vector_alu_instrs[0x20] = {
|
|
ALU_INSTR_IMPL(ADDv, 2), // 0
|
|
ALU_INSTR_IMPL(MULv, 2), // 1
|
|
ALU_INSTR_IMPL(MAXv, 2), // 2
|
|
ALU_INSTR_IMPL(MINv, 2), // 3
|
|
ALU_INSTR_IMPL(SETEv, 2), // 4
|
|
ALU_INSTR_IMPL(SETGTv, 2), // 5
|
|
ALU_INSTR_IMPL(SETGTEv, 2), // 6
|
|
ALU_INSTR_IMPL(SETNEv, 2), // 7
|
|
ALU_INSTR_IMPL(FRACv, 1), // 8
|
|
ALU_INSTR_IMPL(TRUNCv, 1), // 9
|
|
ALU_INSTR_IMPL(FLOORv, 1), // 10
|
|
ALU_INSTR_IMPL(MULADDv, 3), // 11
|
|
ALU_INSTR_IMPL(CNDEv, 3), // 12
|
|
ALU_INSTR_IMPL(CNDGTEv, 3), // 13
|
|
ALU_INSTR_IMPL(CNDGTv, 3), // 14
|
|
ALU_INSTR_IMPL(DOT4v, 2), // 15
|
|
ALU_INSTR_IMPL(DOT3v, 2), // 16
|
|
ALU_INSTR_IMPL(DOT2ADDv, 3), // 17 -- ???
|
|
ALU_INSTR_IMPL(CUBEv, 2), // 18
|
|
ALU_INSTR_IMPL(MAX4v, 1), // 19
|
|
ALU_INSTR_IMPL(PRED_SETE_PUSHv, 2), // 20
|
|
ALU_INSTR_IMPL(PRED_SETNE_PUSHv, 2), // 21
|
|
ALU_INSTR_IMPL(PRED_SETGT_PUSHv, 2), // 22
|
|
ALU_INSTR_IMPL(PRED_SETGTE_PUSHv, 2), // 23
|
|
ALU_INSTR(KILLEv, 2), // 24
|
|
ALU_INSTR(KILLGTv, 2), // 25
|
|
ALU_INSTR(KILLGTEv, 2), // 26
|
|
ALU_INSTR(KILLNEv, 2), // 27
|
|
ALU_INSTR_IMPL(DSTv, 2), // 28
|
|
ALU_INSTR_IMPL(MOVAv, 1), // 29
|
|
};
|
|
static TranslateInfo scalar_alu_instrs[0x40] = {
|
|
ALU_INSTR_IMPL(ADDs, 1), // 0
|
|
ALU_INSTR_IMPL(ADD_PREVs, 1), // 1
|
|
ALU_INSTR_IMPL(MULs, 1), // 2
|
|
ALU_INSTR_IMPL(MUL_PREVs, 1), // 3
|
|
ALU_INSTR(MUL_PREV2s, 1), // 4
|
|
ALU_INSTR_IMPL(MAXs, 1), // 5
|
|
ALU_INSTR_IMPL(MINs, 1), // 6
|
|
ALU_INSTR_IMPL(SETEs, 1), // 7
|
|
ALU_INSTR_IMPL(SETGTs, 1), // 8
|
|
ALU_INSTR_IMPL(SETGTEs, 1), // 9
|
|
ALU_INSTR_IMPL(SETNEs, 1), // 10
|
|
ALU_INSTR_IMPL(FRACs, 1), // 11
|
|
ALU_INSTR_IMPL(TRUNCs, 1), // 12
|
|
ALU_INSTR_IMPL(FLOORs, 1), // 13
|
|
ALU_INSTR_IMPL(EXP_IEEE, 1), // 14
|
|
ALU_INSTR_IMPL(LOG_CLAMP, 1), // 15
|
|
ALU_INSTR_IMPL(LOG_IEEE, 1), // 16
|
|
ALU_INSTR_IMPL(RECIP_CLAMP, 1), // 17
|
|
ALU_INSTR_IMPL(RECIP_FF, 1), // 18
|
|
ALU_INSTR_IMPL(RECIP_IEEE, 1), // 19
|
|
ALU_INSTR_IMPL(RECIPSQ_CLAMP, 1), // 20
|
|
ALU_INSTR_IMPL(RECIPSQ_FF, 1), // 21
|
|
ALU_INSTR_IMPL(RECIPSQ_IEEE, 1), // 22
|
|
ALU_INSTR_IMPL(MOVAs, 1), // 23
|
|
ALU_INSTR_IMPL(MOVA_FLOORs, 1), // 24
|
|
ALU_INSTR_IMPL(SUBs, 1), // 25
|
|
ALU_INSTR_IMPL(SUB_PREVs, 1), // 26
|
|
ALU_INSTR_IMPL(PRED_SETEs, 1), // 27
|
|
ALU_INSTR_IMPL(PRED_SETNEs, 1), // 28
|
|
ALU_INSTR_IMPL(PRED_SETGTs, 1), // 29
|
|
ALU_INSTR_IMPL(PRED_SETGTEs, 1), // 30
|
|
ALU_INSTR_IMPL(PRED_SET_INVs, 1), // 31
|
|
ALU_INSTR_IMPL(PRED_SET_POPs, 1), // 32
|
|
ALU_INSTR(PRED_SET_CLRs, 1), // 33
|
|
ALU_INSTR(PRED_SET_RESTOREs, 1), // 34
|
|
ALU_INSTR(KILLEs, 1), // 35
|
|
ALU_INSTR(KILLGTs, 1), // 36
|
|
ALU_INSTR(KILLGTEs, 1), // 37
|
|
ALU_INSTR(KILLNEs, 1), // 38
|
|
ALU_INSTR(KILLONEs, 1), // 39
|
|
ALU_INSTR_IMPL(SQRT_IEEE, 1), // 40
|
|
{0, 0, false}, //
|
|
ALU_INSTR_IMPL(MUL_CONST_0, 2), // 42
|
|
ALU_INSTR_IMPL(MUL_CONST_1, 2), // 43
|
|
ALU_INSTR_IMPL(ADD_CONST_0, 2), // 44
|
|
ALU_INSTR_IMPL(ADD_CONST_1, 2), // 45
|
|
ALU_INSTR_IMPL(SUB_CONST_0, 2), // 46
|
|
ALU_INSTR_IMPL(SUB_CONST_1, 2), // 47
|
|
ALU_INSTR_IMPL(SIN, 1), // 48
|
|
ALU_INSTR_IMPL(COS, 1), // 49
|
|
ALU_INSTR_IMPL(RETAIN_PREV, 1), // 50
|
|
};
|
|
#undef ALU_INSTR
|
|
#undef ALU_INSTR_IMPL
|
|
|
|
// If not an export we can fast kill if there is no write mask.
|
|
if (alu->vector_write_mask || (alu->export_data && alu->scalar_dest_rel)) {
|
|
// Disassemble vector op.
|
|
const auto& iv = vector_alu_instrs[alu->vector_opc];
|
|
Append(" // %sALU:\t", sync ? "(S)" : " ");
|
|
Append("%s", iv.name);
|
|
if (alu->pred_select) {
|
|
// seems to work similar to conditional execution in ARM instruction
|
|
// set, so let's use a similar syntax for now:
|
|
Append(alu->pred_condition ? "EQ" : "NE");
|
|
}
|
|
Append("\t");
|
|
PrintVectorDstReg(*alu);
|
|
Append(" = ");
|
|
if (iv.num_srcs == 3) {
|
|
PrintSrcReg(alu->src3_reg, alu->src3_sel, alu->src3_swiz,
|
|
alu->src3_reg_negate, alu->abs_constants);
|
|
Append(", ");
|
|
}
|
|
PrintSrcReg(alu->src1_reg, alu->src1_sel, alu->src1_swiz,
|
|
alu->src1_reg_negate, alu->abs_constants);
|
|
if (iv.num_srcs > 1) {
|
|
Append(", ");
|
|
PrintSrcReg(alu->src2_reg, alu->src2_sel, alu->src2_swiz,
|
|
alu->src2_reg_negate, alu->abs_constants);
|
|
}
|
|
if (alu->vector_clamp) {
|
|
Append(" CLAMP");
|
|
}
|
|
if (alu->export_data) {
|
|
PrintExportComment(alu->vector_dest);
|
|
}
|
|
Append("\n");
|
|
|
|
// Translate vector op.
|
|
if (iv.fn) {
|
|
if (!(this->*iv.fn)(*alu)) {
|
|
return false;
|
|
}
|
|
} else {
|
|
assert_always();
|
|
Append(" // <UNIMPLEMENTED>\n");
|
|
}
|
|
}
|
|
|
|
// TODO(benvanik): see if there's a better way to no-op this.
|
|
if (true) { // alu->scalar_write_mask || alu->export_data) {
|
|
// 2nd optional scalar op:
|
|
|
|
// Disassemble scalar op.
|
|
const auto& is = scalar_alu_instrs[alu->scalar_opc];
|
|
Append(" // ");
|
|
Append("\t");
|
|
if (is.name) {
|
|
Append("\t \t%s\t", is.name);
|
|
} else {
|
|
Append("\t \tOP(%u)\t", alu->scalar_opc);
|
|
}
|
|
PrintScalarDstReg(*alu);
|
|
Append(" = ");
|
|
if (is.num_srcs == 2) {
|
|
// 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);
|
|
PrintSrcReg(alu->src3_reg, 0, 0, alu->src3_reg_negate,
|
|
alu->abs_constants);
|
|
Append(".%c", chan_names[swiz_a]);
|
|
Append(", ");
|
|
uint32_t reg2 = (alu->scalar_opc & 1) | (alu->src3_swiz & 0x3C) |
|
|
(alu->src3_sel << 1);
|
|
PrintSrcReg(reg2, 1, 0, alu->src3_reg_negate, alu->abs_constants);
|
|
Append(".%c", chan_names[swiz_b]);
|
|
} else {
|
|
PrintSrcReg(alu->src3_reg, alu->src3_sel, alu->src3_swiz,
|
|
alu->src3_reg_negate, alu->abs_constants);
|
|
}
|
|
if (alu->scalar_clamp) {
|
|
Append(" CLAMP");
|
|
}
|
|
if (alu->export_data) {
|
|
PrintExportComment(alu->scalar_dest);
|
|
}
|
|
Append("\n");
|
|
|
|
// Translate scalar op.
|
|
if (is.fn) {
|
|
if (!(this->*is.fn)(*alu)) {
|
|
return false;
|
|
}
|
|
} else {
|
|
assert_always();
|
|
Append(" // <UNIMPLEMENTED>\n");
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void GL4ShaderTranslator::PrintDestFetch(uint32_t dst_reg, uint32_t dst_swiz) {
|
|
Append("\tR%u.", dst_reg);
|
|
for (int i = 0; i < 4; i++) {
|
|
Append("%c", chan_names[dst_swiz & 0x7]);
|
|
dst_swiz >>= 3;
|
|
}
|
|
}
|
|
|
|
void GL4ShaderTranslator::AppendFetchDest(uint32_t dst_reg, uint32_t dst_swiz) {
|
|
Append("r%u.", dst_reg);
|
|
for (int i = 0; i < 4; i++) {
|
|
Append("%c", chan_names[dst_swiz & 0x7]);
|
|
dst_swiz >>= 3;
|
|
}
|
|
}
|
|
|
|
void GL4ShaderTranslator::AppendPredPre(bool is_cond_cf, uint32_t cf_condition,
|
|
uint32_t pred_select,
|
|
uint32_t condition) {
|
|
if (pred_select && (!is_cond_cf || cf_condition != condition)) {
|
|
Append(" if (%cp) {\n", condition ? ' ' : '!');
|
|
}
|
|
}
|
|
|
|
void GL4ShaderTranslator::AppendPredPost(bool is_cond_cf, uint32_t cf_condition,
|
|
uint32_t pred_select,
|
|
uint32_t condition) {
|
|
if (pred_select && (!is_cond_cf || cf_condition != condition)) {
|
|
Append(" }\n");
|
|
}
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateBlocks(GL4Shader* shader) {
|
|
Append(" int pc = 0;\n");
|
|
|
|
#if FLOW_CONTROL
|
|
Append(" while (pc != 0xFFFF) {\n");
|
|
Append(" switch (pc) {\n");
|
|
|
|
// Start here; fall through to begin.
|
|
Append(" case 0:\n");
|
|
#endif // FLOW_CONTROL
|
|
|
|
// Process all execution blocks.
|
|
ucode::instr_cf_t cfa;
|
|
ucode::instr_cf_t cfb;
|
|
auto data = shader->data();
|
|
bool needs_break = false;
|
|
for (uint32_t idx = 0; idx < shader->dword_count(); idx += 3) {
|
|
uint32_t dword_0 = data[idx + 0];
|
|
uint32_t dword_1 = data[idx + 1];
|
|
uint32_t dword_2 = data[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;
|
|
if (cfa.opc == ALLOC) {
|
|
// ?
|
|
} else if (cfa.is_exec()) {
|
|
if (needs_break) {
|
|
#if FLOW_CONTROL
|
|
Append(" break;\n");
|
|
#endif // FLOW_CONTROL
|
|
needs_break = false;
|
|
}
|
|
TranslateExec(cfa.exec);
|
|
needs_break = true;
|
|
} else if (cfa.opc == COND_JMP) {
|
|
TranslateJmp(cfa.jmp_call);
|
|
}
|
|
#if FLOW_CONTROL
|
|
else if (cfa.opc == LOOP_START) {
|
|
TranslateLoopStart(cfa.loop);
|
|
}
|
|
#endif // FLOW_CONTROL
|
|
|
|
if (cfb.opc == ALLOC) {
|
|
// ?
|
|
} else if (cfb.is_exec()) {
|
|
if (needs_break) {
|
|
#if FLOW_CONTROL
|
|
Append(" break;\n");
|
|
#endif // FLOW_CONTROL
|
|
needs_break = false;
|
|
}
|
|
needs_break = true;
|
|
TranslateExec(cfb.exec);
|
|
} else if (cfb.opc == COND_JMP) {
|
|
TranslateJmp(cfb.jmp_call);
|
|
}
|
|
#if FLOW_CONTROL
|
|
else if (cfb.opc == LOOP_END) {
|
|
TranslateLoopEnd(cfb.loop);
|
|
}
|
|
#endif // FLOW_CONTROL
|
|
|
|
if (cfa.opc == EXEC_END || cfb.opc == EXEC_END) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
#if FLOW_CONTROL
|
|
if (needs_break) {
|
|
Append(" break;\n");
|
|
needs_break = false;
|
|
}
|
|
|
|
// Fall-through and exit.
|
|
Append(" default:\n");
|
|
Append(" pc = 0xFFFF;\n");
|
|
Append(" break;\n");
|
|
|
|
Append("};\n");
|
|
Append("}\n");
|
|
#endif // FLOW_CONTROL
|
|
|
|
return true;
|
|
}
|
|
|
|
static const struct {
|
|
const char* name;
|
|
} cf_instructions[] = {
|
|
#define INSTR(opc, fxn) \
|
|
{ #opc }
|
|
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
|
|
};
|
|
|
|
bool GL4ShaderTranslator::TranslateExec(const ucode::instr_cf_exec_t& cf) {
|
|
Append(" // %s ADDR(0x%x) CNT(0x%x)", cf_instructions[cf.opc].name,
|
|
cf.address, cf.count);
|
|
if (cf.yeild) {
|
|
Append(" YIELD");
|
|
}
|
|
uint8_t vc = cf.vc_hi | (cf.vc_lo << 2);
|
|
if (vc) {
|
|
Append(" VC(0x%x)", vc);
|
|
}
|
|
if (cf.is_cond_exec()) {
|
|
Append(" BOOL_ADDR(0x%x)", cf.bool_addr);
|
|
}
|
|
if (cf.address_mode == ABSOLUTE_ADDR) {
|
|
Append(" ABSOLUTE_ADDR");
|
|
}
|
|
if (cf.is_cond_exec()) {
|
|
Append(" COND(%d)", cf.pred_condition);
|
|
}
|
|
Append("\n");
|
|
|
|
#if FLOW_CONTROL
|
|
Append(" case 0x%x:\n", cf.address);
|
|
#endif // FLOW_CONTROL
|
|
|
|
if (cf.is_cond_exec()) {
|
|
if (cf.opc == COND_EXEC_PRED_CLEAN || cf.opc == COND_EXEC_PRED_CLEAN_END) {
|
|
Append(" p = (state.bool_consts[%d] & (1 << %d)) != 0;\n",
|
|
cf.bool_addr / 32, cf.bool_addr % 32);
|
|
}
|
|
Append(" if(%cp) {\n", cf.pred_condition ? ' ' : '!');
|
|
}
|
|
|
|
uint32_t sequence = cf.serialize;
|
|
for (uint32_t i = 0; i < cf.count; i++) {
|
|
uint32_t alu_off = (cf.address + i);
|
|
int sync = sequence & 0x2;
|
|
if (sequence & 0x1) {
|
|
const instr_fetch_t* fetch =
|
|
(const instr_fetch_t*)(dwords_ + alu_off * 3);
|
|
switch (fetch->opc) {
|
|
case VTX_FETCH:
|
|
AppendPredPre(cf.is_cond_exec(), cf.pred_condition,
|
|
fetch->vtx.pred_select, fetch->vtx.pred_condition);
|
|
if (!TranslateVertexFetch(&fetch->vtx, sync)) {
|
|
return false;
|
|
}
|
|
AppendPredPost(cf.is_cond_exec(), cf.pred_condition,
|
|
fetch->vtx.pred_select, fetch->vtx.pred_condition);
|
|
break;
|
|
case TEX_FETCH:
|
|
AppendPredPre(cf.is_cond_exec(), cf.pred_condition,
|
|
fetch->tex.pred_select, fetch->tex.pred_condition);
|
|
if (!TranslateTextureFetch(&fetch->tex, sync)) {
|
|
return false;
|
|
}
|
|
AppendPredPost(cf.is_cond_exec(), cf.pred_condition,
|
|
fetch->tex.pred_select, fetch->tex.pred_condition);
|
|
break;
|
|
case TEX_GET_BORDER_COLOR_FRAC:
|
|
case TEX_GET_COMP_TEX_LOD:
|
|
case TEX_GET_GRADIENTS:
|
|
case TEX_GET_WEIGHTS:
|
|
case TEX_SET_TEX_LOD:
|
|
case TEX_SET_GRADIENTS_H:
|
|
case TEX_SET_GRADIENTS_V:
|
|
default:
|
|
assert_always();
|
|
break;
|
|
}
|
|
} else {
|
|
const ucode::instr_alu_t* alu =
|
|
(const ucode::instr_alu_t*)(dwords_ + alu_off * 3);
|
|
AppendPredPre(cf.is_cond_exec(), cf.pred_condition, alu->pred_select,
|
|
alu->pred_condition);
|
|
if (!TranslateALU(alu, sync)) {
|
|
return false;
|
|
}
|
|
AppendPredPost(cf.is_cond_exec(), cf.pred_condition, alu->pred_select,
|
|
alu->pred_condition);
|
|
}
|
|
sequence >>= 2;
|
|
}
|
|
|
|
if (cf.is_cond_exec()) {
|
|
Append(" }\n");
|
|
}
|
|
|
|
if (cf.opc == EXEC_END) {
|
|
Append(" pc = 0xFFFF;\n");
|
|
} else {
|
|
Append(" pc = 0x%x;\n", cf.address + cf.count);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateJmp(const ucode::instr_cf_jmp_call_t& cf) {
|
|
assert_true(cf.direction == 0);
|
|
assert_true(cf.address_mode == 0);
|
|
Append(" // %s", cf_instructions[cf.opc].name);
|
|
Append(" ADDR(0x%x) DIR(%d)", cf.address, cf.direction);
|
|
if (cf.address_mode == ABSOLUTE_ADDR) {
|
|
Append(" ABSOLUTE_ADDR");
|
|
}
|
|
if (cf.force_call) {
|
|
Append(" FORCE_CALL");
|
|
} else {
|
|
if (!cf.predicated_jmp) {
|
|
Append(" BOOL_ADDR(0x%x)", cf.bool_addr);
|
|
}
|
|
Append(" COND(%d)", cf.condition);
|
|
}
|
|
Append("\n");
|
|
|
|
if (!cf.force_call) {
|
|
if (!cf.predicated_jmp) {
|
|
Append(" p = (state.bool_consts[%d] & (1 << %d)) != 0;\n",
|
|
cf.bool_addr / 32, cf.bool_addr % 32);
|
|
}
|
|
Append(" if(%cp) {\n", cf.condition ? ' ' : '!');
|
|
}
|
|
if (cf.address_mode == ABSOLUTE_ADDR) {
|
|
Append(" pc = 0x%x;\n", cf.address);
|
|
} else {
|
|
Append(" pc = pc + 0x%x;\n", cf.address);
|
|
}
|
|
if (!cf.force_call) {
|
|
#if FLOW_CONTROL
|
|
Append(" break;\n");
|
|
#endif // FLOW_CONTROL
|
|
Append(" }\n");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateLoopStart(const ucode::instr_cf_loop_t& cf) {
|
|
Append(" // %s", cf_instructions[cf.opc].name);
|
|
Append(" ADDR(0x%x) LOOP ID(%d)", cf.address, cf.loop_id);
|
|
if (cf.address_mode == ABSOLUTE_ADDR) {
|
|
Append(" ABSOLUTE_ADDR");
|
|
}
|
|
Append("\n");
|
|
Append(" i%d_addr = pc;\n", cf.loop_id);
|
|
Append(" i%d_cnt = 0;\n", cf.loop_id);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateLoopEnd(const ucode::instr_cf_loop_t& cf) {
|
|
Append(" // %s", cf_instructions[cf.opc].name);
|
|
Append(" ADDR(0x%x) LOOP ID(%d)\n", cf.address, cf.loop_id);
|
|
Append(" i%d_cnt = i%d_cnt + 1;\n", cf.loop_id, cf.loop_id);
|
|
Append(" pc = (i%d_cnt < state.loop_consts[%d]) ? i%d_addr : pc;\n",
|
|
cf.loop_id, cf.loop_id, cf.loop_id);
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateVertexFetch(
|
|
const ucode::instr_fetch_vtx_t* vtx, int sync) {
|
|
static const 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
|
|
};
|
|
|
|
// Disassemble.
|
|
Append(" // %sFETCH:\t", sync ? "(S)" : " ");
|
|
if (vtx->pred_select) {
|
|
Append(vtx->pred_condition ? "EQ" : "NE");
|
|
}
|
|
PrintDestFetch(vtx->dst_reg, vtx->dst_swiz);
|
|
Append(" = R%u.", vtx->src_reg);
|
|
Append("%c", chan_names[vtx->src_swiz & 0x3]);
|
|
if (fetch_types[vtx->format].name) {
|
|
Append(" %s", fetch_types[vtx->format].name);
|
|
} else {
|
|
Append(" TYPE(0x%x)", vtx->format);
|
|
}
|
|
Append(" %s", vtx->format_comp_all ? "SIGNED" : "UNSIGNED");
|
|
if (!vtx->num_format_all) {
|
|
Append(" NORMALIZED");
|
|
}
|
|
Append(" STRIDE(%u)", vtx->stride);
|
|
if (vtx->offset) {
|
|
Append(" OFFSET(%u)", vtx->offset);
|
|
}
|
|
Append(" CONST(%u, %u)", vtx->const_index, vtx->const_index_sel);
|
|
if (true) {
|
|
// XXX
|
|
Append(" src_reg_am=%u", vtx->src_reg_am);
|
|
Append(" dst_reg_am=%u", vtx->dst_reg_am);
|
|
Append(" num_format_all=%u", vtx->num_format_all);
|
|
Append(" signed_rf_mode_all=%u", vtx->signed_rf_mode_all);
|
|
Append(" exp_adjust_all=%u", vtx->exp_adjust_all);
|
|
}
|
|
Append("\n");
|
|
|
|
// Translate.
|
|
Append(" ");
|
|
Append("r%u.xyzw", vtx->dst_reg);
|
|
Append(" = vec4(");
|
|
uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
|
|
// TODO(benvanik): detect xyzw = xyzw, etc.
|
|
// TODO(benvanik): detect and set as rN = vec4(samp.xyz, 1.0); / etc
|
|
// uint32_t component_count =
|
|
// GetVertexFormatComponentCount(static_cast<VertexFormat>(vtx->format));
|
|
uint32_t dst_swiz = vtx->dst_swiz;
|
|
for (int i = 0; i < 4; i++) {
|
|
if ((dst_swiz & 0x7) == 4) {
|
|
Append("0.0");
|
|
} else if ((dst_swiz & 0x7) == 5) {
|
|
Append("1.0");
|
|
} else if ((dst_swiz & 0x7) == 6) {
|
|
// ?
|
|
Append("?");
|
|
} else if ((dst_swiz & 0x7) == 7) {
|
|
Append("r%u.%c", vtx->dst_reg, chan_names[i]);
|
|
} else {
|
|
Append("vf%u_%d.%c", fetch_slot, vtx->offset, chan_names[dst_swiz & 0x3]);
|
|
}
|
|
if (i < 3) {
|
|
Append(", ");
|
|
}
|
|
dst_swiz >>= 3;
|
|
}
|
|
Append(");\n");
|
|
return true;
|
|
}
|
|
|
|
bool GL4ShaderTranslator::TranslateTextureFetch(
|
|
const ucode::instr_fetch_tex_t* tex, int sync) {
|
|
int src_component_count = 0;
|
|
const char* sampler_type;
|
|
switch (tex->dimension) {
|
|
case DIMENSION_1D:
|
|
src_component_count = 1;
|
|
sampler_type = "sampler1D";
|
|
break;
|
|
case DIMENSION_2D:
|
|
src_component_count = 2;
|
|
sampler_type = "sampler2D";
|
|
break;
|
|
case DIMENSION_3D:
|
|
src_component_count = 3;
|
|
sampler_type = "sampler3D";
|
|
break;
|
|
case DIMENSION_CUBE:
|
|
src_component_count = 3;
|
|
sampler_type = "samplerCube";
|
|
break;
|
|
default:
|
|
assert_unhandled_case(tex->dimension);
|
|
return false;
|
|
}
|
|
|
|
// Disassemble.
|
|
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
|
|
};
|
|
uint32_t src_swiz = tex->src_swiz;
|
|
Append(" // %sFETCH:\t", sync ? "(S)" : " ");
|
|
if (tex->pred_select) {
|
|
Append(tex->pred_condition ? "EQ" : "NE");
|
|
}
|
|
PrintDestFetch(tex->dst_reg, tex->dst_swiz);
|
|
Append(" = R%u.", tex->src_reg);
|
|
for (int i = 0; i < src_component_count; i++) {
|
|
Append("%c", chan_names[src_swiz & 0x3]);
|
|
src_swiz >>= 2;
|
|
}
|
|
Append(" CONST(%u)", tex->const_idx);
|
|
if (tex->fetch_valid_only) {
|
|
Append(" VALID_ONLY");
|
|
}
|
|
if (tex->tx_coord_denorm) {
|
|
Append(" DENORM");
|
|
}
|
|
if (tex->mag_filter != TEX_FILTER_USE_FETCH_CONST) {
|
|
Append(" MAG(%s)", filter[tex->mag_filter]);
|
|
}
|
|
if (tex->min_filter != TEX_FILTER_USE_FETCH_CONST) {
|
|
Append(" MIN(%s)", filter[tex->min_filter]);
|
|
}
|
|
if (tex->mip_filter != TEX_FILTER_USE_FETCH_CONST) {
|
|
Append(" MIP(%s)", filter[tex->mip_filter]);
|
|
}
|
|
if (tex->aniso_filter != ANISO_FILTER_USE_FETCH_CONST) {
|
|
Append(" ANISO(%s)", aniso_filter[tex->aniso_filter]);
|
|
}
|
|
if (tex->arbitrary_filter != ARBITRARY_FILTER_USE_FETCH_CONST) {
|
|
Append(" ARBITRARY(%s)", arbitrary_filter[tex->arbitrary_filter]);
|
|
}
|
|
if (tex->vol_mag_filter != TEX_FILTER_USE_FETCH_CONST) {
|
|
Append(" VOL_MAG(%s)", filter[tex->vol_mag_filter]);
|
|
}
|
|
if (tex->vol_min_filter != TEX_FILTER_USE_FETCH_CONST) {
|
|
Append(" VOL_MIN(%s)", filter[tex->vol_min_filter]);
|
|
}
|
|
if (!tex->use_comp_lod) {
|
|
Append(" LOD(%u)", tex->use_comp_lod);
|
|
Append(" LOD_BIAS(%u)", tex->lod_bias);
|
|
}
|
|
if (tex->use_reg_lod) {
|
|
Append(" REG_LOD(%u)", tex->use_reg_lod);
|
|
}
|
|
if (tex->use_reg_gradients) {
|
|
Append(" USE_REG_GRADIENTS");
|
|
}
|
|
Append(" LOCATION(%s)", sample_loc[tex->sample_location]);
|
|
if (tex->offset_x || tex->offset_y || tex->offset_z) {
|
|
Append(" OFFSET(%u,%u,%u)", tex->offset_x, tex->offset_y, tex->offset_z);
|
|
}
|
|
Append("\n");
|
|
|
|
// Translate.
|
|
// TODO(benvanik): if sampler == null, set to invalid color.
|
|
Append(" if (state.texture_samplers[%d].x != 0) {\n", tex->const_idx & 0xF);
|
|
if (tex->dimension == DIMENSION_CUBE) {
|
|
Append(" t.xyz = r%u.", tex->src_reg);
|
|
src_swiz = tex->src_swiz;
|
|
for (int i = 0; i < src_component_count; i++) {
|
|
Append("%c", chan_names[src_swiz & 0x3]);
|
|
src_swiz >>= 2;
|
|
}
|
|
Append(";\n");
|
|
// TODO(benvanik): undo CUBEv logic on t? (s,t,faceid)
|
|
Append(" t = texture(%s(state.texture_samplers[%d]), t.xyz);\n",
|
|
sampler_type, tex->const_idx & 0xF);
|
|
} else {
|
|
Append(" t = texture(");
|
|
Append("%s(state.texture_samplers[%d])", sampler_type,
|
|
tex->const_idx & 0xF);
|
|
Append(", r%u.", tex->src_reg);
|
|
src_swiz = tex->src_swiz;
|
|
for (int i = 0; i < src_component_count; i++) {
|
|
Append("%c", chan_names[src_swiz & 0x3]);
|
|
src_swiz >>= 2;
|
|
}
|
|
Append(");\n");
|
|
}
|
|
Append(" } else {\n");
|
|
Append(" t = vec4(r%u.", tex->src_reg);
|
|
src_swiz = tex->src_swiz;
|
|
for (int i = 0; i < src_component_count; i++) {
|
|
Append("%c", chan_names[src_swiz & 0x3]);
|
|
src_swiz >>= 2;
|
|
}
|
|
switch (src_component_count) {
|
|
case 1:
|
|
Append(", 0.0, 0.0, 1.0);\n");
|
|
break;
|
|
case 2:
|
|
Append(", 0.0, 1.0);\n");
|
|
break;
|
|
case 3:
|
|
Append(", 1.0);\n");
|
|
break;
|
|
}
|
|
Append(" }\n");
|
|
|
|
Append(" r%u.xyzw = vec4(", tex->dst_reg);
|
|
uint32_t dst_swiz = tex->dst_swiz;
|
|
for (int i = 0; i < 4; i++) {
|
|
if (i) {
|
|
Append(", ");
|
|
}
|
|
if ((dst_swiz & 0x7) == 4) {
|
|
Append("0.0");
|
|
} else if ((dst_swiz & 0x7) == 5) {
|
|
Append("1.0");
|
|
} else if ((dst_swiz & 0x7) == 6) {
|
|
// ?
|
|
Append("?");
|
|
assert_always();
|
|
} else if ((dst_swiz & 0x7) == 7) {
|
|
Append("r%u.%c", tex->dst_reg, chan_names[i]);
|
|
} else {
|
|
Append("t.%c", chan_names[dst_swiz & 0x3]);
|
|
}
|
|
dst_swiz >>= 3;
|
|
}
|
|
Append(");\n");
|
|
return true;
|
|
}
|
|
|
|
} // namespace gl4
|
|
} // namespace gpu
|
|
} // namespace xe
|