mirror of
				https://git.suyu.dev/suyu/suyu
				synced 2025-11-04 00:49:02 -06:00 
			
		
		
		
	gl_shader_decompiler: More cleanups, etc. with how we handle register types.
This commit is contained in:
		@@ -156,20 +156,27 @@ public:
 | 
			
		||||
    enum class Type {
 | 
			
		||||
        Float,
 | 
			
		||||
        Integer,
 | 
			
		||||
        UnsignedInteger,
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
 | 
			
		||||
 | 
			
		||||
    /// Gets the GLSL type string for a register
 | 
			
		||||
    static std::string GetTypeString(Type type) {
 | 
			
		||||
        switch (type) {
 | 
			
		||||
        case Type::Float:
 | 
			
		||||
            return "float";
 | 
			
		||||
        case Type::Integer:
 | 
			
		||||
            return "int";
 | 
			
		||||
        case Type::UnsignedInteger:
 | 
			
		||||
            return "uint";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        UNREACHABLE();
 | 
			
		||||
        return {};
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /// Gets the GLSL register prefix string, used for declarations and referencing
 | 
			
		||||
    static std::string GetPrefixString(Type type) {
 | 
			
		||||
        return "reg_" + GetTypeString(type) + '_';
 | 
			
		||||
    }
 | 
			
		||||
@@ -223,18 +230,35 @@ public:
 | 
			
		||||
        BuildRegisterList();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /// Generates code representing a temporary (GPR) register.
 | 
			
		||||
    std::string GetRegister(const Register& reg, unsigned elem = 0) {
 | 
			
		||||
        if (reg == Register::ZeroIndex) {
 | 
			
		||||
            return "0";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
 | 
			
		||||
    /**
 | 
			
		||||
     * Gets a register as an float.
 | 
			
		||||
     * @param reg The register to get.
 | 
			
		||||
     * @param elem The element to use for the operation.
 | 
			
		||||
     * @returns GLSL string corresponding to the register as a float.
 | 
			
		||||
     */
 | 
			
		||||
    std::string GetRegisterAsFloat(const Register& reg, unsigned elem = 0) {
 | 
			
		||||
        ASSERT(regs[reg].IsFloat());
 | 
			
		||||
        return GetRegister(reg, elem);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Writes code that does a register assignment to float value operation. Should only be used
 | 
			
		||||
     * with shader instructions that deal with floats.
 | 
			
		||||
     * Gets a register as an integer.
 | 
			
		||||
     * @param reg The register to get.
 | 
			
		||||
     * @param elem The element to use for the operation.
 | 
			
		||||
     * @param is_signed Whether to get the register as a signed (or unsigned) integer.
 | 
			
		||||
     * @returns GLSL string corresponding to the register as an integer.
 | 
			
		||||
     */
 | 
			
		||||
    std::string GetRegisterAsInteger(const Register& reg, unsigned elem = 0,
 | 
			
		||||
                                     bool is_signed = true) {
 | 
			
		||||
        const std::string func = GetGLSLConversionFunc(
 | 
			
		||||
            GLSLRegister::Type::Float,
 | 
			
		||||
            is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger);
 | 
			
		||||
 | 
			
		||||
        return func + '(' + GetRegister(reg, elem) + ')';
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Writes code that does a register assignment to float value operation.
 | 
			
		||||
     * @param reg The destination register to use.
 | 
			
		||||
     * @param elem The element to use for the operation.
 | 
			
		||||
     * @param value The code representing the value to assign.
 | 
			
		||||
@@ -246,21 +270,28 @@ public:
 | 
			
		||||
    void SetRegisterToFloat(const Register& reg, u64 elem, const std::string& value,
 | 
			
		||||
                            u64 dest_num_components, u64 value_num_components, bool is_abs = false,
 | 
			
		||||
                            u64 dest_elem = 0) {
 | 
			
		||||
        ASSERT(regs[reg].IsFloat());
 | 
			
		||||
        SetRegister(reg, elem, value, dest_num_components, value_num_components, is_abs, dest_elem);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
        std::string dest = GetRegister(reg, dest_elem);
 | 
			
		||||
        if (dest_num_components > 1) {
 | 
			
		||||
            dest += GetSwizzle(elem);
 | 
			
		||||
        }
 | 
			
		||||
    /**
 | 
			
		||||
     * Writes code that does a register assignment to integer value operation.
 | 
			
		||||
     * @param reg The destination register to use.
 | 
			
		||||
     * @param elem The element to use for the operation.
 | 
			
		||||
     * @param value The code representing the value to assign.
 | 
			
		||||
     * @param dest_num_components Number of components in the destination.
 | 
			
		||||
     * @param value_num_components Number of components in the value.
 | 
			
		||||
     * @param is_abs Optional, when True, applies absolute value to output.
 | 
			
		||||
     * @param dest_elem Optional, the destination element to use for the operation.
 | 
			
		||||
     */
 | 
			
		||||
    void SetRegisterToInteger(const Register& reg, bool is_signed, u64 elem,
 | 
			
		||||
                              const std::string& value, u64 dest_num_components,
 | 
			
		||||
                              u64 value_num_components, bool is_abs = false, u64 dest_elem = 0) {
 | 
			
		||||
        const std::string func = GetGLSLConversionFunc(
 | 
			
		||||
            is_signed ? GLSLRegister::Type::Integer : GLSLRegister::Type::UnsignedInteger,
 | 
			
		||||
            GLSLRegister::Type::Float);
 | 
			
		||||
 | 
			
		||||
        std::string src = '(' + value + ')';
 | 
			
		||||
        if (value_num_components > 1) {
 | 
			
		||||
            src += GetSwizzle(elem);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        src = is_abs ? "abs(" + src + ')' : src;
 | 
			
		||||
 | 
			
		||||
        shader.AddLine(dest + " = " + src + ';');
 | 
			
		||||
        SetRegister(reg, elem, func + '(' + value + ')', dest_num_components, value_num_components,
 | 
			
		||||
                    is_abs, dest_elem);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -271,7 +302,7 @@ public:
 | 
			
		||||
     * @param attribute The input attibute to use as the source value.
 | 
			
		||||
     */
 | 
			
		||||
    void SetRegisterToInputAttibute(const Register& reg, u64 elem, Attribute::Index attribute) {
 | 
			
		||||
        std::string dest = GetRegister(reg);
 | 
			
		||||
        std::string dest = GetRegisterAsFloat(reg);
 | 
			
		||||
        std::string src = GetInputAttribute(attribute) + GetSwizzle(elem);
 | 
			
		||||
 | 
			
		||||
        if (regs[reg].IsFloat()) {
 | 
			
		||||
@@ -292,7 +323,7 @@ public:
 | 
			
		||||
     */
 | 
			
		||||
    void SetOutputAttributeToRegister(Attribute::Index attribute, u64 elem, const Register& reg) {
 | 
			
		||||
        std::string dest = GetOutputAttribute(attribute) + GetSwizzle(elem);
 | 
			
		||||
        std::string src = GetRegister(reg);
 | 
			
		||||
        std::string src = GetRegisterAsFloat(reg);
 | 
			
		||||
        ASSERT_MSG(regs[reg].IsFloat(), "Output attributes must be set to a float");
 | 
			
		||||
        shader.AddLine(dest + " = " + src + ';');
 | 
			
		||||
    }
 | 
			
		||||
@@ -363,6 +394,51 @@ public:
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    /// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
 | 
			
		||||
    const std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
 | 
			
		||||
        const std::string src_type = GLSLRegister::GetTypeString(src);
 | 
			
		||||
        std::string dest_type = GLSLRegister::GetTypeString(dest);
 | 
			
		||||
        dest_type[0] = toupper(dest_type[0]);
 | 
			
		||||
        return src_type + "BitsTo" + dest_type;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /// Generates code representing a temporary (GPR) register.
 | 
			
		||||
    std::string GetRegister(const Register& reg, unsigned elem) {
 | 
			
		||||
        if (reg == Register::ZeroIndex) {
 | 
			
		||||
            return "0";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return regs[reg.GetSwizzledIndex(elem)].GetActiveString();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Writes code that does a register assignment to value operation.
 | 
			
		||||
     * @param reg The destination register to use.
 | 
			
		||||
     * @param elem The element to use for the operation.
 | 
			
		||||
     * @param value The code representing the value to assign.
 | 
			
		||||
     * @param dest_num_components Number of components in the destination.
 | 
			
		||||
     * @param value_num_components Number of components in the value.
 | 
			
		||||
     * @param is_abs Optional, when True, applies absolute value to output.
 | 
			
		||||
     * @param dest_elem Optional, the destination element to use for the operation.
 | 
			
		||||
     */
 | 
			
		||||
    void SetRegister(const Register& reg, u64 elem, const std::string& value,
 | 
			
		||||
                     u64 dest_num_components, u64 value_num_components, bool is_abs,
 | 
			
		||||
                     u64 dest_elem) {
 | 
			
		||||
        std::string dest = GetRegister(reg, dest_elem);
 | 
			
		||||
        if (dest_num_components > 1) {
 | 
			
		||||
            dest += GetSwizzle(elem);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        std::string src = '(' + value + ')';
 | 
			
		||||
        if (value_num_components > 1) {
 | 
			
		||||
            src += GetSwizzle(elem);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        src = is_abs ? "abs(" + src + ')' : src;
 | 
			
		||||
 | 
			
		||||
        shader.AddLine(dest + " = " + src + ';');
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /// Build the GLSL register list.
 | 
			
		||||
    void BuildRegisterList() {
 | 
			
		||||
        for (size_t index = 0; index < Register::NumRegisters; ++index) {
 | 
			
		||||
@@ -566,7 +642,7 @@ private:
 | 
			
		||||
        switch (opcode->GetType()) {
 | 
			
		||||
        case OpCode::Type::Arithmetic: {
 | 
			
		||||
            std::string op_a = instr.alu.negate_a ? "-" : "";
 | 
			
		||||
            op_a += regs.GetRegister(instr.gpr8);
 | 
			
		||||
            op_a += regs.GetRegisterAsFloat(instr.gpr8);
 | 
			
		||||
            if (instr.alu.abs_a) {
 | 
			
		||||
                op_a = "abs(" + op_a + ')';
 | 
			
		||||
            }
 | 
			
		||||
@@ -577,7 +653,7 @@ private:
 | 
			
		||||
                op_b += GetImmediate19(instr);
 | 
			
		||||
            } else {
 | 
			
		||||
                if (instr.is_b_gpr) {
 | 
			
		||||
                    op_b += regs.GetRegister(instr.gpr20);
 | 
			
		||||
                    op_b += regs.GetRegisterAsFloat(instr.gpr20);
 | 
			
		||||
                } else {
 | 
			
		||||
                    op_b += regs.GetUniform(instr.uniform, instr.gpr0);
 | 
			
		||||
                }
 | 
			
		||||
@@ -602,8 +678,8 @@ private:
 | 
			
		||||
            case OpCode::Id::FMUL32_IMM: {
 | 
			
		||||
                // fmul32i doesn't have abs or neg bits.
 | 
			
		||||
                regs.SetRegisterToFloat(
 | 
			
		||||
                    instr.gpr0, 0, regs.GetRegister(instr.gpr8) + " * " + GetImmediate32(instr), 1,
 | 
			
		||||
                    1);
 | 
			
		||||
                    instr.gpr0, 0,
 | 
			
		||||
                    regs.GetRegisterAsFloat(instr.gpr8) + " * " + GetImmediate32(instr), 1, 1);
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case OpCode::Id::FADD_C:
 | 
			
		||||
@@ -660,29 +736,29 @@ private:
 | 
			
		||||
            break;
 | 
			
		||||
        }
 | 
			
		||||
        case OpCode::Type::Ffma: {
 | 
			
		||||
            std::string op_a = regs.GetRegister(instr.gpr8);
 | 
			
		||||
            std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
 | 
			
		||||
            std::string op_b = instr.ffma.negate_b ? "-" : "";
 | 
			
		||||
            std::string op_c = instr.ffma.negate_c ? "-" : "";
 | 
			
		||||
 | 
			
		||||
            switch (opcode->GetId()) {
 | 
			
		||||
            case OpCode::Id::FFMA_CR: {
 | 
			
		||||
                op_b += regs.GetUniform(instr.uniform, instr.gpr0);
 | 
			
		||||
                op_c += regs.GetRegister(instr.gpr39);
 | 
			
		||||
                op_c += regs.GetRegisterAsFloat(instr.gpr39);
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case OpCode::Id::FFMA_RR: {
 | 
			
		||||
                op_b += regs.GetRegister(instr.gpr20);
 | 
			
		||||
                op_c += regs.GetRegister(instr.gpr39);
 | 
			
		||||
                op_b += regs.GetRegisterAsFloat(instr.gpr20);
 | 
			
		||||
                op_c += regs.GetRegisterAsFloat(instr.gpr39);
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case OpCode::Id::FFMA_RC: {
 | 
			
		||||
                op_b += regs.GetRegister(instr.gpr39);
 | 
			
		||||
                op_b += regs.GetRegisterAsFloat(instr.gpr39);
 | 
			
		||||
                op_c += regs.GetUniform(instr.uniform, instr.gpr0);
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            case OpCode::Id::FFMA_IMM: {
 | 
			
		||||
                op_b += GetImmediate19(instr);
 | 
			
		||||
                op_c += regs.GetRegister(instr.gpr39);
 | 
			
		||||
                op_c += regs.GetRegisterAsFloat(instr.gpr39);
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            default: {
 | 
			
		||||
@@ -712,8 +788,8 @@ private:
 | 
			
		||||
            }
 | 
			
		||||
            case OpCode::Id::TEXS: {
 | 
			
		||||
                ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
 | 
			
		||||
                const std::string op_a = regs.GetRegister(instr.gpr8);
 | 
			
		||||
                const std::string op_b = regs.GetRegister(instr.gpr20);
 | 
			
		||||
                const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
 | 
			
		||||
                const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
 | 
			
		||||
                const std::string sampler = GetSampler(instr.sampler);
 | 
			
		||||
                const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
 | 
			
		||||
                // Add an extra scope and declare the texture coords inside to prevent overwriting
 | 
			
		||||
@@ -738,7 +814,7 @@ private:
 | 
			
		||||
        }
 | 
			
		||||
        case OpCode::Type::FloatSetPredicate: {
 | 
			
		||||
            std::string op_a = instr.fsetp.neg_a ? "-" : "";
 | 
			
		||||
            op_a += regs.GetRegister(instr.gpr8);
 | 
			
		||||
            op_a += regs.GetRegisterAsFloat(instr.gpr8);
 | 
			
		||||
 | 
			
		||||
            if (instr.fsetp.abs_a) {
 | 
			
		||||
                op_a = "abs(" + op_a + ')';
 | 
			
		||||
@@ -754,7 +830,7 @@ private:
 | 
			
		||||
                op_b += '(' + GetImmediate19(instr) + ')';
 | 
			
		||||
            } else {
 | 
			
		||||
                if (instr.is_b_gpr) {
 | 
			
		||||
                    op_b += regs.GetRegister(instr.gpr20);
 | 
			
		||||
                    op_b += regs.GetRegisterAsFloat(instr.gpr20);
 | 
			
		||||
                } else {
 | 
			
		||||
                    op_b += regs.GetUniform(instr.uniform, instr.gpr0);
 | 
			
		||||
                }
 | 
			
		||||
@@ -789,7 +865,7 @@ private:
 | 
			
		||||
        }
 | 
			
		||||
        case OpCode::Type::FloatSet: {
 | 
			
		||||
            std::string op_a = instr.fset.neg_a ? "-" : "";
 | 
			
		||||
            op_a += regs.GetRegister(instr.gpr8);
 | 
			
		||||
            op_a += regs.GetRegisterAsFloat(instr.gpr8);
 | 
			
		||||
 | 
			
		||||
            if (instr.fset.abs_a) {
 | 
			
		||||
                op_a = "abs(" + op_a + ')';
 | 
			
		||||
@@ -805,7 +881,7 @@ private:
 | 
			
		||||
                    op_b += imm;
 | 
			
		||||
            } else {
 | 
			
		||||
                if (instr.is_b_gpr) {
 | 
			
		||||
                    op_b += regs.GetRegister(instr.gpr20);
 | 
			
		||||
                    op_b += regs.GetRegisterAsFloat(instr.gpr20);
 | 
			
		||||
                } else {
 | 
			
		||||
                    op_b += regs.GetUniform(instr.uniform, instr.gpr0);
 | 
			
		||||
                }
 | 
			
		||||
@@ -850,10 +926,10 @@ private:
 | 
			
		||||
 | 
			
		||||
                // Final color output is currently hardcoded to GPR0-3 for fragment shaders
 | 
			
		||||
                if (stage == Maxwell3D::Regs::ShaderStage::Fragment) {
 | 
			
		||||
                    shader.AddLine("color.r = " + regs.GetRegister(0) + ';');
 | 
			
		||||
                    shader.AddLine("color.g = " + regs.GetRegister(1) + ';');
 | 
			
		||||
                    shader.AddLine("color.b = " + regs.GetRegister(2) + ';');
 | 
			
		||||
                    shader.AddLine("color.a = " + regs.GetRegister(3) + ';');
 | 
			
		||||
                    shader.AddLine("color.r = " + regs.GetRegisterAsFloat(0) + ';');
 | 
			
		||||
                    shader.AddLine("color.g = " + regs.GetRegisterAsFloat(1) + ';');
 | 
			
		||||
                    shader.AddLine("color.b = " + regs.GetRegisterAsFloat(2) + ';');
 | 
			
		||||
                    shader.AddLine("color.a = " + regs.GetRegisterAsFloat(3) + ';');
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                shader.AddLine("return true;");
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user