step back

This commit is contained in:
Darabat 2018-08-06 19:27:54 -03:00 committed by GitHub
commit 9ffbcc4b8c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -23,6 +23,8 @@ namespace Ryujinx.Graphics.Gal.Shader
private const int MaxVertexInput = 3; private const int MaxVertexInput = 3;
private static string[] ElemTypes = new string[] { "float", "vec2", "vec3", "vec4" };
private GlslDecl Decl; private GlslDecl Decl;
private ShaderHeader Header, HeaderB; private ShaderHeader Header, HeaderB;
@ -108,9 +110,9 @@ namespace Ryujinx.Graphics.Gal.Shader
} }
public GlslProgram Decompile( public GlslProgram Decompile(
IGalMemory Memory, IGalMemory Memory,
long VpAPosition, long VpAPosition,
long VpBPosition, long VpBPosition,
GalShaderType ShaderType) GalShaderType ShaderType)
{ {
Header = new ShaderHeader(Memory, VpAPosition); Header = new ShaderHeader(Memory, VpAPosition);
@ -190,8 +192,8 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Header.OutputTopology) switch (Header.OutputTopology)
{ {
case ShaderHeader.PointList: OutputTopology = "points"; break; case ShaderHeader.PointList: OutputTopology = "points"; break;
case ShaderHeader.LineStrip: OutputTopology = "line_strip"; break; case ShaderHeader.LineStrip: OutputTopology = "line_strip"; break;
case ShaderHeader.TriangleStrip: OutputTopology = "triangle_strip"; break; case ShaderHeader.TriangleStrip: OutputTopology = "triangle_strip"; break;
default: throw new InvalidOperationException(); default: throw new InvalidOperationException();
@ -264,7 +266,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{ {
if (DeclInfo.Index >= 0) if (DeclInfo.Index >= 0)
{ {
SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") " + "vec4 " + DeclInfo.Name + "; "); SB.AppendLine(IdentationStr + "layout (location = " + DeclInfo.Index + ") " + GetDecl(DeclInfo) + "; ");
} }
} }
@ -295,7 +297,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{ {
if (DeclInfo.Index >= 0) if (DeclInfo.Index >= 0)
{ {
SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " vec4 " + DeclInfo.Name + ";"); SB.AppendLine("layout (location = " + DeclInfo.Index + ") " + InOut + " " + GetDecl(DeclInfo) + ";");
Count++; Count++;
} }
@ -329,7 +331,7 @@ namespace Ryujinx.Graphics.Gal.Shader
} }
else if (DeclInfo.Name == GlslDecl.FragmentOutputName) else if (DeclInfo.Name == GlslDecl.FragmentOutputName)
{ {
Name = "layout (location = 0) out " + "vec4 " + DeclInfo.Name + Suffix + ";" + Environment.NewLine; Name = "layout (location = 0) out " + GetDecl(DeclInfo) + Suffix + ";" + Environment.NewLine;
} }
else else
{ {
@ -352,14 +354,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetDecl(ShaderDeclInfo DeclInfo) private string GetDecl(ShaderDeclInfo DeclInfo)
{ {
if (DeclInfo.Size == 4) return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
{
return "vec4 " + DeclInfo.Name;
}
else
{
return "float " + DeclInfo.Name;
}
} }
private void PrintMain() private void PrintMain()
@ -375,11 +370,13 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderDeclInfo DeclInfo = KV.Value; ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
if (Decl.ShaderType == GalShaderType.Geometry) if (Decl.ShaderType == GalShaderType.Geometry)
{ {
for (int Vertex = 0; Vertex < MaxVertexInput; Vertex++) for (int Vertex = 0; Vertex < MaxVertexInput; Vertex++)
{ {
string Dst = Attr.Name + "[" + Vertex + "]"; string Dst = Attr.Name + "[" + Vertex + "]" + Swizzle;
string Src = "block_in[" + Vertex + "]." + DeclInfo.Name; string Src = "block_in[" + Vertex + "]." + DeclInfo.Name;
@ -388,7 +385,7 @@ namespace Ryujinx.Graphics.Gal.Shader
} }
else else
{ {
SB.AppendLine(IdentationStr + Attr.Name + " = " + DeclInfo.Name + ";"); SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
} }
} }
@ -421,6 +418,8 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderDeclInfo DeclInfo = KV.Value; ShaderDeclInfo DeclInfo = KV.Value;
string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
string Name = Attr.Name; string Name = Attr.Name;
if (Decl.ShaderType == GalShaderType.Geometry) if (Decl.ShaderType == GalShaderType.Geometry)
@ -428,7 +427,7 @@ namespace Ryujinx.Graphics.Gal.Shader
Name += "[0]"; Name += "[0]";
} }
SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + ";"); SB.AppendLine(Identation + DeclInfo.Name + " = " + Name + Swizzle + ";");
} }
if (Decl.ShaderType == GalShaderType.Vertex) if (Decl.ShaderType == GalShaderType.Vertex)
@ -480,10 +479,10 @@ namespace Ryujinx.Graphics.Gal.Shader
} }
private ShaderIrBlock PrintNodes( private ShaderIrBlock PrintNodes(
ShaderIrBlock Block, ShaderIrBlock Block,
ShaderIrBlock EndBlock, ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock, ShaderIrBlock LoopBlock,
string Identation, string Identation,
params ShaderIrNode[] Nodes) params ShaderIrNode[] Nodes)
{ {
/* /*
@ -1147,29 +1146,29 @@ namespace Ryujinx.Graphics.Gal.Shader
{ {
case ShaderIrOperGpr Gpr: case ShaderIrOperGpr Gpr:
{ {
//When the Gpr is ZR, just return the 0 value directly, //When the Gpr is ZR, just return the 0 value directly,
//since the float encoding for 0 is 0. //since the float encoding for 0 is 0.
if (Gpr.IsConst) if (Gpr.IsConst)
{ {
return "0"; return "0";
} }
break; break;
} }
case ShaderIrOperImm Imm: case ShaderIrOperImm Imm:
{ {
//For integer immediates being used as float, //For integer immediates being used as float,
//it's better (for readability) to just return the float value. //it's better (for readability) to just return the float value.
if (DstType == OperType.F32) if (DstType == OperType.F32)
{ {
float Value = BitConverter.Int32BitsToSingle(Imm.Value); float Value = BitConverter.Int32BitsToSingle(Imm.Value);
if (!float.IsNaN(Value) && !float.IsInfinity(Value)) if (!float.IsNaN(Value) && !float.IsInfinity(Value))
{ {
return GetFloatConst(Value); return GetFloatConst(Value);
}
} }
break; }
break;
} }
} }
@ -1232,8 +1231,8 @@ namespace Ryujinx.Graphics.Gal.Shader
: OperType.F32; : OperType.F32;
case ShaderIrOperCbuf Cbuf: return OperType.F32; case ShaderIrOperCbuf Cbuf: return OperType.F32;
case ShaderIrOperGpr Gpr : return OperType.F32; case ShaderIrOperGpr Gpr: return OperType.F32;
case ShaderIrOperImm Imm : return OperType.I32; case ShaderIrOperImm Imm: return OperType.I32;
case ShaderIrOperImmf Immf: return OperType.F32; case ShaderIrOperImmf Immf: return OperType.F32;
case ShaderIrOperPred Pred: return OperType.Bool; case ShaderIrOperPred Pred: return OperType.Bool;