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Xenia-Canary/src/xenia/gpu/hlsl_shader_translator.h
2018-07-31 16:17:51 +03:00

135 lines
4.5 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_HLSL_SHADER_TRANSLATOR_H_
#define XENIA_GPU_HLSL_SHADER_TRANSLATOR_H_
#include <vector>
#include "xenia/base/string_buffer.h"
#include "xenia/gpu/shader_translator.h"
namespace xe {
namespace gpu {
// For shader model 5_1 (Direct3D 12).
class HlslShaderTranslator : public ShaderTranslator {
public:
HlslShaderTranslator();
~HlslShaderTranslator() override;
struct SystemConstants {
// vec4 0
float mul_rcp_w[3];
uint32_t vertex_index_endian;
// vec4 1
float ndc_scale[3];
uint32_t textures_are_3d;
// vec4 2
float ndc_offset[3];
float pixel_half_pixel_offset;
// vec4 3
float vertex_half_pixel_offset[2];
uint32_t pixel_pos_reg;
// vec4 4
float ssaa_inv_scale[2];
};
enum class SRVType : uint32_t {
// 1D, 2D or stacked texture bound as a 2D array texture.
Texture2DArray,
// 3D texture (also has a 2D array view of the same fetch registers because
// tfetch3D is used for both stacked and 3D textures.
Texture3D,
// Cube texture.
TextureCube
};
struct SRVBinding {
SRVType type : 2;
// 0-31 for textures, 0-95 for vertex buffers.
uint32_t fetch_constant : 7;
};
protected:
void Reset() override;
void EmitTranslationError(const char* message) override;
void EmitUnimplementedTranslationError() override;
void StartTranslation() override;
std::vector<uint8_t> CompleteTranslation() override;
void ProcessLabel(uint32_t cf_index) override;
void ProcessControlFlowNopInstruction(uint32_t cf_index) override;
void ProcessControlFlowInstructionBegin(uint32_t cf_index) override;
void ProcessControlFlowInstructionEnd(uint32_t cf_index) override;
void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override;
void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
void ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) override;
void ProcessLoopEndInstruction(
const ParsedLoopEndInstruction& instr) override;
void ProcessCallInstruction(const ParsedCallInstruction& instr) override;
void ProcessReturnInstruction(const ParsedReturnInstruction& instr) override;
void ProcessJumpInstruction(const ParsedJumpInstruction& instr) override;
void ProcessAllocInstruction(const ParsedAllocInstruction& instr) override;
void ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) override;
void ProcessTextureFetchInstruction(
const ParsedTextureFetchInstruction& instr) override;
void ProcessAluInstruction(const ParsedAluInstruction& instr) override;
private:
void Indent();
void Unindent();
// Returns whether a new conditional was emitted.
bool BeginPredicatedInstruction(bool is_predicated, bool predicate_condition);
void EndPredicatedInstruction(bool conditional_emitted);
void EmitLoadOperand(size_t src_index, const InstructionOperand& op);
void EmitStoreResult(const InstructionResult& result, bool source_is_scalar);
StringBuffer source_inner_;
uint32_t depth_ = 0;
char depth_prefix_[32] = {0};
bool cf_wrote_pc_ = false;
bool cf_exec_pred_ = false;
bool cf_exec_pred_cond_ = false;
bool writes_depth_ = false;
std::vector<SRVBinding> srv_bindings_;
// Finds or adds an SRV binding to the shader's SRV list, returns t# index.
uint32_t AddSRVBinding(SRVType type, uint32_t fetch_constant);
// Sampler index -> fetch constant index mapping.
// TODO(Triang3l): On binding tier 1 (Nvidia Fermi), there can't be more than
// 16 samplers in a shader. Hopefully no game uses so many.
uint32_t sampler_fetch_constants_[32];
uint32_t sampler_count_ = 0;
uint32_t AddSampler(uint32_t fetch_constant);
void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);
// Whether the cube instruction has been used and conversion functions need to
// be emitted.
bool cube_used_ = false;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_HLSL_SHADER_TRANSLATOR_H_