Files
Xenia-Canary/src/xenia/gpu/gl4/gl4_shader_translator.cc
2015-01-02 00:26:52 -08:00

1774 lines
55 KiB
C++

/**
******************************************************************************
* 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_translator.h>
#include <poly/math.h>
#include <xenia/gpu/gpu-private.h>
namespace xe {
namespace gpu {
namespace gl4 {
using namespace xe::gpu::ucode;
using namespace xe::gpu::xenos;
static const char chan_names[] = {
'x', 'y', 'z', 'w',
// these only apply to FETCH dst's, and we shouldn't be using them:
'0', '1', '?', '_',
};
const char* GetVertexFormatTypeName(const GL4Shader::BufferDescElement& el) {
switch (el.format) {
case VertexFormat::k_32:
case VertexFormat::k_32_FLOAT:
return "float";
case VertexFormat::k_16_16:
case VertexFormat::k_32_32:
case VertexFormat::k_16_16_FLOAT:
case VertexFormat::k_32_32_FLOAT:
return "vec2";
case VertexFormat::k_10_11_11:
case VertexFormat::k_11_11_10:
case VertexFormat::k_32_32_32_FLOAT:
return "vec3";
case VertexFormat::k_8_8_8_8:
case VertexFormat::k_2_10_10_10:
case VertexFormat::k_16_16_16_16:
case VertexFormat::k_32_32_32_32:
case VertexFormat::k_16_16_16_16_FLOAT:
case VertexFormat::k_32_32_32_32_FLOAT:
return "vec4";
default:
XELOGE("Unknown vertex format: %d", el.format);
assert_always();
return "vec4";
}
}
GL4ShaderTranslator::GL4ShaderTranslator()
: output_(kOutputCapacity), dwords_(nullptr) {}
GL4ShaderTranslator::~GL4ShaderTranslator() = default;
void GL4ShaderTranslator::Reset(GL4Shader* shader) {
output_.Reset();
shader_type_ = shader->type();
dwords_ = shader->data();
}
std::string GL4ShaderTranslator::TranslateVertexShader(
GL4Shader* vertex_shader, const xe_gpu_program_cntl_t& program_cntl) {
Reset(vertex_shader);
// Normal shaders only, for now.
// TODO(benvanik): transform feedback/memexport.
assert_true(program_cntl.vs_export_mode == 0);
// Add vertex shader input.
uint32_t el_index = 0;
const auto& buffer_inputs = vertex_shader->buffer_inputs();
for (uint32_t n = 0; n < buffer_inputs.count; n++) {
const auto& input = buffer_inputs.descs[n];
for (uint32_t m = 0; m < input.element_count; m++) {
const auto& el = input.elements[m];
const char* type_name = GetVertexFormatTypeName(el);
const auto& fetch = el.vtx_fetch;
uint32_t fetch_slot = fetch.const_index * 3 + fetch.const_index_sel;
Append("layout(location = %d) in %s vf%u_%d;\n", el_index, type_name,
fetch_slot, fetch.offset);
el_index++;
}
}
const auto& alloc_counts = vertex_shader->alloc_counts();
// Vertex shader main() header.
Append("void processVertex() {\n");
// Add temporaries for any registers we may use.
uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
for (uint32_t n = 0; n <= temp_regs; n++) {
Append(" vec4 r%d = state.float_consts[%d];\n", n, n);
}
Append(" vec4 t;\n");
Append(" float s;\n"); // scalar result (used for RETAIN_PREV)
Append(" bool p = false;\n"); // predicate temp
// Execute blocks.
const auto& execs = vertex_shader->execs();
for (auto it = execs.begin(); it != execs.end(); ++it) {
const instr_cf_exec_t& cf = *it;
// TODO(benvanik): figure out how sequences/jmps/loops/etc work.
if (!TranslateExec(cf)) {
return "";
}
}
Append("}\n");
return output_.to_string();
}
std::string GL4ShaderTranslator::TranslatePixelShader(
GL4Shader* pixel_shader, const xe_gpu_program_cntl_t& program_cntl) {
Reset(pixel_shader);
// We need an input VS to make decisions here.
// TODO(benvanik): do we need to pair VS/PS up and store the combination?
// If the same PS is used with different VS that output different amounts
// (and less than the number of required registers), things may die.
// Pixel shader main() header.
Append("void processFragment() {\n");
// Add temporary registers.
uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
for (uint32_t n = 0; n <= std::max(15u, temp_regs); n++) {
Append(" vec4 r%d = state.float_consts[%d];\n", n, n + 256);
}
Append(" vec4 t;\n");
Append(" float s;\n"); // scalar result (used for RETAIN_PREV)
Append(" bool p = false;\n"); // predicate temp
// Bring registers local.
for (uint32_t n = 0; n < kMaxInterpolators; n++) {
Append(" r%d = vtx.o[%d];\n", n, n);
}
// Execute blocks.
const auto& execs = pixel_shader->execs();
for (auto it = execs.begin(); it != execs.end(); ++it) {
const instr_cf_exec_t& cf = *it;
// TODO(benvanik): figure out how sequences/jmps/loops/etc work.
if (!TranslateExec(cf)) {
return "";
}
}
Append("}\n");
return output_.to_string();
}
void GL4ShaderTranslator::AppendSrcReg(uint32_t num, uint32_t type,
uint32_t swiz, uint32_t negate,
uint32_t abs_constants) {
if (negate) {
Append("-");
}
if (type) {
// Register.
if (num & 0x80) {
Append("abs(");
}
Append("r%u", num & 0x7F);
if (num & 0x80) {
Append(")");
}
} else {
// Constant.
if (abs_constants) {
Append("abs(");
}
Append("state.float_consts[%u]", is_pixel_shader() ? num + 256 : num);
if (abs_constants) {
Append(")");
}
}
if (swiz) {
Append(".");
for (int i = 0; i < 4; i++) {
Append("%c", chan_names[(swiz + i) & 0x3]);
swiz >>= 2;
}
}
}
void GL4ShaderTranslator::AppendDestRegName(uint32_t num, uint32_t dst_exp) {
if (!dst_exp) {
// Register.
Append("r%u", num);
} else {
// Export.
switch (shader_type_) {
case ShaderType::kVertex:
switch (num) {
case 62:
Append("gl_Position");
break;
case 63:
// Write to t, as we need to splice just x out of it.
Append("t");
break;
default:
// Varying.
Append("vtx.o[%u]", num);
break;
}
break;
case ShaderType::kPixel:
switch (num) {
case 0:
case 63: // ? masked?
Append("oC[0]");
break;
case 61:
// Write to t, as we need to splice just x out of it.
Append("t");
break;
default:
// TODO(benvanik): other render targets?
assert_always();
break;
}
break;
}
}
}
void GL4ShaderTranslator::AppendDestReg(uint32_t num, uint32_t mask,
uint32_t dst_exp) {
if (mask != 0xF) {
// If masking, store to a temporary variable and clean it up later.
Append("t");
} else {
// Store directly to output.
AppendDestRegName(num, dst_exp);
}
}
void GL4ShaderTranslator::AppendDestRegPost(uint32_t num, uint32_t mask,
uint32_t dst_exp) {
switch (shader_type_) {
case ShaderType::kVertex:
switch (num) {
case 63:
Append(" gl_PointSize = t.x;\n");
return;
}
break;
case ShaderType::kPixel:
switch (num) {
case 61:
// gl_FragDepth handling to just get x from the temp result.
Append(" gl_FragDepth = t.x;\n");
return;
}
break;
}
if (mask != 0xF) {
// Masking.
Append(" ");
AppendDestRegName(num, dst_exp);
Append(" = vec4(");
for (int i = 0; i < 4; i++) {
// TODO(benvanik): mask out values? mix in old value as temp?
// Append("%c", (mask & 0x1) ? chan_names[i] : 'w');
if (!(mask & 0x1)) {
// Don't write - use existing value.
AppendDestRegName(num, dst_exp);
Append(".%c", chan_names[i]);
} else {
Append("t.%c", chan_names[i]);
}
mask >>= 1;
if (i < 3) {
Append(", ");
}
}
Append(");\n");
}
}
void GL4ShaderTranslator::PrintSrcReg(uint32_t num, uint32_t type,
uint32_t swiz, uint32_t negate,
uint32_t abs_constants) {
if (negate) {
Append("-");
}
if (type) {
if (num & 0x80) {
Append("|");
}
Append("R%u", num & 0x7F);
if (num & 0x80) {
Append("|");
}
} else {
if (abs_constants) {
Append("|");
}
num += is_pixel_shader() ? 256 : 0;
Append("C%u", num);
if (abs_constants) {
Append("|");
}
}
if (swiz) {
Append(".");
for (int i = 0; i < 4; i++) {
Append("%c", chan_names[(swiz + i) & 0x3]);
swiz >>= 2;
}
}
}
void GL4ShaderTranslator::PrintDstReg(uint32_t num, uint32_t mask,
uint32_t dst_exp) {
Append("%s%u", dst_exp ? "export" : "R", num);
if (mask != 0xf) {
Append(".");
for (int i = 0; i < 4; i++) {
Append("%c", (mask & 0x1) ? chan_names[i] : '_');
mask >>= 1;
}
}
}
void GL4ShaderTranslator::PrintExportComment(uint32_t num) {
const char* name = nullptr;
switch (shader_type_) {
case ShaderType::kVertex:
switch (num) {
case 62:
name = "gl_Position";
break;
case 63:
name = "gl_PointSize";
break;
default:
name = "??";
break;
}
break;
case ShaderType::kPixel:
switch (num) {
case 0:
name = "gl_FragColor";
break;
default:
name = "??";
break;
}
break;
}
/* if we had a symbol table here, we could look
* up the name of the varying..
*/
if (name) {
Append("\t; %s", name);
}
}
bool GL4ShaderTranslator::TranslateALU_ADDv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(" + ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(")");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_MULv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(" * ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(")");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_MAXv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
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.
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
} else {
Append("max(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(", ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(")");
}
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_MINv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("min(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(", ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(")");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_SETXXv(const instr_alu_t& alu,
const char* op) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("vec4((");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").x %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").x ? 1.0 : 0.0, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").y %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").y ? 1.0 : 0.0, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").z %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").z ? 1.0 : 0.0, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").w %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").w ? 1.0 : 0.0)");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_SETEv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, "==");
}
bool GL4ShaderTranslator::TranslateALU_SETGTv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, ">");
}
bool GL4ShaderTranslator::TranslateALU_SETGTEv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, ">=");
}
bool GL4ShaderTranslator::TranslateALU_SETNEv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, "!=");
}
bool GL4ShaderTranslator::TranslateALU_FRACv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("fract(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(")");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_TRUNCv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("trunc(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(")");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_FLOORv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("floor(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(")");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_MULADDv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(" * ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(") + ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_CNDXXv(const instr_alu_t& alu,
const char* op) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
// TODO(benvanik): check argument order - could be 3 as compare and 1 and 2 as
// values.
Append("vec4((");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").x %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").x : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(").x, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").y %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").y : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(").y, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").z %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").z : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(").z, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").w %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").w : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(").w)");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_CNDEv(const instr_alu_t& alu) {
return TranslateALU_CNDXXv(alu, "==");
}
bool GL4ShaderTranslator::TranslateALU_CNDGTEv(const instr_alu_t& alu) {
return TranslateALU_CNDXXv(alu, ">=");
}
bool GL4ShaderTranslator::TranslateALU_CNDGTv(const instr_alu_t& alu) {
return TranslateALU_CNDXXv(alu, ">");
}
bool GL4ShaderTranslator::TranslateALU_DOT4v(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("dot(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(", ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(")");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(".xxxx;\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_DOT3v(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("dot(vec4(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").xyz, vec4(");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").xyz)");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(".xxxx;\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_DOT2ADDv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("dot(vec4(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(").xy, vec4(");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate,
alu.abs_constants);
Append(").xy) + ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(".xxxx;\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
// CUBEv
bool GL4ShaderTranslator::TranslateALU_MAX4v(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
Append(" = ");
if (alu.vector_clamp) {
Append("clamp(");
}
Append("max(");
Append("max(");
Append("max(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(".x, ");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(".y), ");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(".z), ");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate,
alu.abs_constants);
Append(".w)");
if (alu.vector_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return true;
}
// ...
bool GL4ShaderTranslator::TranslateALU_MAXs(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
if ((alu.src3_swiz & 0x3) == (((alu.src3_swiz >> 2) + 1) & 0x3)) {
// This is a mov.
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
} else {
Append("max(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x, ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".y).xxxx");
}
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_MINs(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("min(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x, ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".y).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_SETXXs(const instr_alu_t& alu,
const char* op) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("((");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x %s 0.0) ? 1.0 : 0.0).xxxx", op);
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_SETEs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, "==");
}
bool GL4ShaderTranslator::TranslateALU_SETGTs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, ">");
}
bool GL4ShaderTranslator::TranslateALU_SETGTEs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, ">=");
}
bool GL4ShaderTranslator::TranslateALU_SETNEs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, "!=");
}
bool GL4ShaderTranslator::TranslateALU_FRACs(const ucode::instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("fract(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_TRUNCs(const ucode::instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("trunc(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_FLOORs(const ucode::instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("floor(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_EXP_IEEE(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("pow(2.0, ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_LOG_IEEE(const ucode::instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("log2(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_RECIP_IEEE(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("(1.0 / ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(").xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_RECIPSQ_IEEE(const ucode::instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("(1.0 / sqrt(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x)).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_PRED_SETXXs(const instr_alu_t& alu,
const char* op) {
Append("p = ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x %s 0.0;\n", op);
if (!alu.scalar_write_mask) {
return true;
}
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("(p ? 0.0 : 1.0).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_PRED_SETEs(const instr_alu_t& alu) {
return TranslateALU_PRED_SETXXs(alu, "==");
}
bool GL4ShaderTranslator::TranslateALU_PRED_SETGTs(const instr_alu_t& alu) {
return TranslateALU_PRED_SETXXs(alu, ">");
}
bool GL4ShaderTranslator::TranslateALU_PRED_SETGTEs(const instr_alu_t& alu) {
return TranslateALU_PRED_SETXXs(alu, ">=");
}
bool GL4ShaderTranslator::TranslateALU_PRED_SETNEs(const instr_alu_t& alu) {
return TranslateALU_PRED_SETXXs(alu, "!=");
}
bool GL4ShaderTranslator::TranslateALU_SQRT_IEEE(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("sqrt(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_MUL_CONST_0(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
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);
Append("(");
AppendSrcReg(alu.src3_reg, 0, 0, alu.src3_reg_negate, alu.abs_constants);
Append(".%c * ", chan_names[swiz_a]);
AppendSrcReg(reg2, 1, 0, alu.src3_reg_negate, alu.abs_constants);
Append(".%c", chan_names[swiz_b]);
Append(").xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_MUL_CONST_1(const instr_alu_t& alu) {
return TranslateALU_MUL_CONST_0(alu);
}
bool GL4ShaderTranslator::TranslateALU_ADD_CONST_0(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
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);
Append("(");
AppendSrcReg(alu.src3_reg, 0, 0, alu.src3_reg_negate, alu.abs_constants);
Append(".%c + ", chan_names[swiz_a]);
AppendSrcReg(reg2, 1, 0, alu.src3_reg_negate, alu.abs_constants);
Append(".%c", chan_names[swiz_b]);
Append(").xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_ADD_CONST_1(const instr_alu_t& alu) {
return TranslateALU_ADD_CONST_0(alu);
}
bool GL4ShaderTranslator::TranslateALU_SUB_CONST_0(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
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);
Append("(");
AppendSrcReg(alu.src3_reg, 0, 0, alu.src3_reg_negate, alu.abs_constants);
Append(".%c - ", chan_names[swiz_a]);
AppendSrcReg(reg2, 1, 0, alu.src3_reg_negate, alu.abs_constants);
Append(".%c", chan_names[swiz_b]);
Append(").xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_SUB_CONST_1(const instr_alu_t& alu) {
return TranslateALU_SUB_CONST_0(alu);
}
bool GL4ShaderTranslator::TranslateALU_SIN(const ucode::instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("sin(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_COS(const ucode::instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
if (alu.scalar_clamp) {
Append("clamp(");
}
Append("cos(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate,
alu.abs_constants);
Append(".x).xxxx");
if (alu.scalar_clamp) {
Append(", 0.0, 1.0)");
}
Append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
bool GL4ShaderTranslator::TranslateALU_RETAIN_PREV(const 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).
if (!alu.scalar_write_mask) {
return true;
}
assert_true(alu.export_data == 1);
AppendDestReg(alu.vector_dest, alu.scalar_write_mask, alu.export_data);
Append(" = ");
Append("vec4(1.0, 1.0, 1.0, 1.0);\n");
AppendDestRegPost(alu.vector_dest, alu.scalar_write_mask, alu.export_data);
return true;
}
typedef bool (GL4ShaderTranslator::*TranslateFn)(const 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 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(CUBEv, 2), // 18
ALU_INSTR_IMPL(MAX4v, 1), // 19
ALU_INSTR(PRED_SETE_PUSHv, 2), // 20
ALU_INSTR(PRED_SETNE_PUSHv, 2), // 21
ALU_INSTR(PRED_SETGT_PUSHv, 2), // 22
ALU_INSTR(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(DSTv, 2), // 28
ALU_INSTR(MOVAv, 1), // 29
};
static TranslateInfo scalar_alu_instrs[0x40] = {
ALU_INSTR(ADDs, 1), // 0
ALU_INSTR(ADD_PREVs, 1), // 1
ALU_INSTR(MULs, 1), // 2
ALU_INSTR(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(LOG_CLAMP, 1), // 15
ALU_INSTR_IMPL(LOG_IEEE, 1), // 16
ALU_INSTR(RECIP_CLAMP, 1), // 17
ALU_INSTR(RECIP_FF, 1), // 18
ALU_INSTR_IMPL(RECIP_IEEE, 1), // 19
ALU_INSTR(RECIPSQ_CLAMP, 1), // 20
ALU_INSTR(RECIPSQ_FF, 1), // 21
ALU_INSTR_IMPL(RECIPSQ_IEEE, 1), // 22
ALU_INSTR(MOVAs, 1), // 23
ALU_INSTR(MOVA_FLOORs, 1), // 24
ALU_INSTR(SUBs, 1), // 25
ALU_INSTR(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(PRED_SET_INVs, 1), // 31
ALU_INSTR(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 (alu->vector_write_mask) {
// 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 & 0x2) {
// seems to work similar to conditional execution in ARM instruction
// set, so let's use a similar syntax for now:
Append((alu->pred_select & 0x1) ? "EQ" : "NE");
}
Append("\t");
PrintDstReg(alu->vector_dest, alu->vector_write_mask, alu->export_data);
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) {
Append(" ");
if (!(this->*iv.fn)(*alu)) {
return false;
}
} else {
Append(" // <UNIMPLEMENTED>\n");
}
}
if (alu->scalar_write_mask || !alu->vector_write_mask) {
// 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);
}
PrintDstReg(alu->scalar_dest, alu->scalar_write_mask,
alu->export_data);
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) {
Append(" ");
if (!(this->*is.fn)(*alu)) {
return false;
}
} else {
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;
}
}
bool GL4ShaderTranslator::TranslateExec(const instr_cf_exec_t& cf) {
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
};
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.bool_addr) {
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 (cf.is_cond_exec()) {
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 instr_alu_t* alu = (const 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");
}
return true;
}
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::TranslateVertexFetch(const 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 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);
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