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https://git.h3cjp.net/H3cJP/yuzu.git
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gl_shader_decompiler: Add AOFFI backing implementation
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@ -34,14 +34,20 @@ using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using ShaderStage = Tegra::Engines::Maxwell3D::Regs::ShaderStage;
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using Operation = const OperationNode&;
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enum class Type { Bool, Bool2, Float, Int, Uint, HalfFloat };
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namespace {
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struct TextureAoffi {};
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using TextureArgument = std::pair<Type, Node>;
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using TextureIR = std::variant<TextureAoffi, TextureArgument>;
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} // namespace
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enum : u32 { POSITION_VARYING_LOCATION = 0, GENERIC_VARYING_START_LOCATION = 1 };
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constexpr u32 MAX_CONSTBUFFER_ELEMENTS =
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static_cast<u32>(RasterizerOpenGL::MaxConstbufferSize) / (4 * sizeof(float));
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constexpr u32 MAX_GLOBALMEMORY_ELEMENTS =
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static_cast<u32>(RasterizerOpenGL::MaxGlobalMemorySize) / sizeof(float);
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enum class Type { Bool, Bool2, Float, Int, Uint, HalfFloat };
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class ShaderWriter {
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public:
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void AddExpression(std::string_view text) {
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@ -718,8 +724,8 @@ private:
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result_type));
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}
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std::string GenerateTexture(Operation operation, const std::string& func,
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const std::vector<std::pair<Type, Node>>& extras) {
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std::string GenerateTexture(Operation operation, const std::string& function_suffix,
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const std::vector<TextureIR>& extras) {
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constexpr std::array<const char*, 4> coord_constructors = {"float", "vec2", "vec3", "vec4"};
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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@ -729,11 +735,11 @@ private:
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const bool has_array = meta->sampler.IsArray();
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const bool has_shadow = meta->sampler.IsShadow();
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std::string expr = func;
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expr += '(';
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expr += GetSampler(meta->sampler);
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expr += ", ";
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std::string expr = "texture" + function_suffix;
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if (!meta->aoffi.empty()) {
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expr += "Offset";
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}
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expr += '(' + GetSampler(meta->sampler) + ", ";
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expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow ? 1 : 0) - 1);
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expr += '(';
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for (std::size_t i = 0; i < count; ++i) {
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@ -751,13 +757,26 @@ private:
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}
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expr += ')';
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for (const auto& extra_pair : extras) {
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const auto [type, operand] = extra_pair;
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if (operand == nullptr) {
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continue;
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for (const auto& variant : extras) {
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if (const auto argument = std::get_if<TextureArgument>(&variant)) {
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expr += GenerateTextureArgument(*argument);
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} else if (std::get_if<TextureAoffi>(&variant)) {
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expr += GenerateTextureAoffi(meta->aoffi);
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} else {
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UNREACHABLE();
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}
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}
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expr += ", ";
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return expr + ')';
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}
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std::string GenerateTextureArgument(TextureArgument argument) {
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const auto [type, operand] = argument;
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if (operand == nullptr) {
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return {};
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}
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std::string expr = ", ";
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switch (type) {
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case Type::Int:
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if (const auto immediate = std::get_if<ImmediateNode>(operand)) {
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@ -778,9 +797,34 @@ private:
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break;
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}
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}
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return expr;
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}
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return expr + ')';
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std::string GenerateTextureAoffi(const std::vector<Node>& aoffi) {
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if (aoffi.empty()) {
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return {};
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}
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constexpr std::array<const char*, 3> coord_constructors = {"int", "ivec2", "ivec3"};
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std::string expr = ", ";
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expr += coord_constructors.at(aoffi.size() - 1);
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expr += '(';
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for (std::size_t index = 0; index < aoffi.size(); ++index) {
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const auto operand{aoffi.at(index)};
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if (const auto immediate = std::get_if<ImmediateNode>(operand)) {
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// Inline the string as an immediate integer in GLSL (AOFFI arguments are required
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// to be constant by the standard).
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expr += std::to_string(static_cast<s32>(immediate->GetValue()));
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} else {
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expr += "ftoi(" + Visit(operand) + ')';
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}
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if (index + 1 < aoffi.size()) {
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expr += ", ";
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}
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}
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expr += ')';
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return expr;
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}
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std::string Assign(Operation operation) {
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@ -1159,7 +1203,8 @@ private:
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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std::string expr = GenerateTexture(operation, "texture", {{Type::Float, meta->bias}});
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std::string expr = GenerateTexture(
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operation, "", {TextureAoffi{}, TextureArgument{Type::Float, meta->bias}});
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if (meta->sampler.IsShadow()) {
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expr = "vec4(" + expr + ')';
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}
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@ -1170,7 +1215,8 @@ private:
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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std::string expr = GenerateTexture(operation, "textureLod", {{Type::Float, meta->lod}});
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std::string expr = GenerateTexture(
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operation, "Lod", {TextureArgument{Type::Float, meta->lod}, TextureAoffi{}});
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if (meta->sampler.IsShadow()) {
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expr = "vec4(" + expr + ')';
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}
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@ -1182,7 +1228,8 @@ private:
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ASSERT(meta);
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const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
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return GenerateTexture(operation, "textureGather", {{type, meta->component}}) +
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return GenerateTexture(operation, "Gather",
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{TextureArgument{type, meta->component}, TextureAoffi{}}) +
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GetSwizzle(meta->element);
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}
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@ -1211,8 +1258,8 @@ private:
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ASSERT(meta);
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if (meta->element < 2) {
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return "itof(int((" + GenerateTexture(operation, "textureQueryLod", {}) +
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" * vec2(256))" + GetSwizzle(meta->element) + "))";
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return "itof(int((" + GenerateTexture(operation, "QueryLod", {}) + " * vec2(256))" +
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GetSwizzle(meta->element) + "))";
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}
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return "0";
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}
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