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https://github.com/RPCS3/rpcs3.git
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rsx/fp: Fix some decompiler bugs
This commit is contained in:
parent
1c8cb3b7d3
commit
be4bb48476
@ -41,6 +41,10 @@ void FragmentProgramDecompiler::SetDst(std::string code, bool append_mask)
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{
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code = saturate(code);
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}
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else if (!dst.no_dest)
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{
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code = NoOverflow(code);
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}
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code += (append_mask ? "$m" : "");
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@ -60,6 +64,13 @@ void FragmentProgramDecompiler::SetDst(std::string code, bool append_mask)
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std::string dest = AddReg(dst.dest_reg, dst.fp16) + "$m";
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if (dst.exp_tex)
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{
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//TODO
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//If exp_tex really sets _bx2 flag, we may need to perform extra modifications to the src
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AddCode("//TODO: exp tex flag is set");
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}
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AddCodeCond(Format(dest), code);
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//AddCode("$ifcond " + dest + code + (append_mask ? "$m;" : ";"));
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@ -148,6 +159,45 @@ std::string FragmentProgramDecompiler::AddTex()
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return m_parr.AddParam(PF_PARAM_UNIFORM, sampler, std::string("tex") + std::to_string(dst.tex_num));
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}
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//Both of these were tested with a trace SoulCalibur IV title screen
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//Failure to catch causes infinite values since theres alot of rcp(0)
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std::string FragmentProgramDecompiler::NotZero(const std::string& code)
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{
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return "(max(abs(" + code + "), 1.E-10) * sign(" + code + "))";
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}
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std::string FragmentProgramDecompiler::NotZeroPositive(const std::string& code)
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{
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return "max(" + code + ", 1.E-10)";
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}
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std::string FragmentProgramDecompiler::NoOverflow(const std::string& code)
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{
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//FP16 is expected to overflow alot easier at 0+-65504
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//FP32 can still work upto 0+-3.4E38
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//See http://http.download.nvidia.com/developer/Papers/2005/FP_Specials/FP_Specials.pdf
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if (dst.exp_tex)
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{
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//If dst.exp_tex really is _bx2 postfix, we need to unpack dynamic range
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return "((" + code + "- 0.5) * 2.)";
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}
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switch (dst.prec)
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{
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case 0:
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break;
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case 1:
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//Disabled: Causes blue output in some games such as persona V and soul calibur IV
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//return "clamp(" + code + ", -65504., 65504.)";
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break;
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case 2:
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return "clamp(" + code + ", -1., 1.)";
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}
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return code;
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}
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std::string FragmentProgramDecompiler::Format(const std::string& code)
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{
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const std::pair<std::string, std::function<std::string()>> repl_list[] =
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@ -358,10 +408,10 @@ bool FragmentProgramDecompiler::handle_sct(u32 opcode)
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switch (opcode)
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{
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case RSX_FP_OPCODE_ADD: SetDst("($0 + $1)"); return true;
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case RSX_FP_OPCODE_DIV: SetDst("($0 / $1.xxxx)"); return true;
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case RSX_FP_OPCODE_DIV: SetDst("($0 / " + NotZero("$1.x") + ")"); return true;
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// Note: DIVSQ is not IEEE compliant. divsq(0, 0) is 0 (Super Puzzle Fighter II Turbo HD Remix).
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// sqrt(x, 0) might be equal to some big value (in absolute) whose sign is sign(x) but it has to be proven.
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case RSX_FP_OPCODE_DIVSQ: SetDst("divsq_legacy($0, $1)"); return true;
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case RSX_FP_OPCODE_DIVSQ: SetDst("($0 / sqrt(" + NotZeroPositive("$1.x") + "))"); return true;
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case RSX_FP_OPCODE_DP2: SetDst(getFunction(FUNCTION::FUNCTION_DP2)); return true;
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case RSX_FP_OPCODE_DP3: SetDst(getFunction(FUNCTION::FUNCTION_DP3)); return true;
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case RSX_FP_OPCODE_DP4: SetDst(getFunction(FUNCTION::FUNCTION_DP4)); return true;
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@ -372,10 +422,10 @@ bool FragmentProgramDecompiler::handle_sct(u32 opcode)
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case RSX_FP_OPCODE_MOV: SetDst("$0"); return true;
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case RSX_FP_OPCODE_MUL: SetDst("($0 * $1)"); return true;
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// Note: It's higly likely that RCP is not IEEE compliant but a game that uses rcp(0) has to be found
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case RSX_FP_OPCODE_RCP: SetDst("rcp_legacy($0)"); return true;
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case RSX_FP_OPCODE_RCP: SetDst("(1. / " + NotZero("$0") + ")"); return true;
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// Note: RSQ is not IEEE compliant. rsq(0) is some big number (Silent Hill 3 HD)
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// It is not know what happens if 0 is negative.
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case RSX_FP_OPCODE_RSQ: SetDst("rsq_legacy($0)"); return true;
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case RSX_FP_OPCODE_RSQ: SetDst("(" + getFloatTypeName(4) + "(1.) / sqrt(" + NotZeroPositive("$0.x") + "))"); return true;
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case RSX_FP_OPCODE_SEQ: SetDst(getFloatTypeName(4) + "(" + compareFunction(COMPARE::FUNCTION_SEQ, "$0", "$1") + ")"); return true;
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case RSX_FP_OPCODE_SFL: SetDst(getFunction(FUNCTION::FUNCTION_SFL)); return true;
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case RSX_FP_OPCODE_SGE: SetDst(getFloatTypeName(4) + "(" + compareFunction(COMPARE::FUNCTION_SGE, "$0", "$1") + ")"); return true;
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@ -394,10 +444,10 @@ bool FragmentProgramDecompiler::handle_scb(u32 opcode)
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{
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case RSX_FP_OPCODE_ADD: SetDst("($0 + $1)"); return true;
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case RSX_FP_OPCODE_COS: SetDst("cos($0.xxxx)"); return true;
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case RSX_FP_OPCODE_DIV: SetDst("($0 / $1.xxxx)"); return true;
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case RSX_FP_OPCODE_DIV: SetDst("($0 / " + NotZero("$1.x") + ")"); return true;
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// Note: DIVSQ is not IEEE compliant. sqrt(0, 0) is 0 (Super Puzzle Fighter II Turbo HD Remix).
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// sqrt(x, 0) might be equal to some big value (in absolute) whose sign is sign(x) but it has to be proven.
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case RSX_FP_OPCODE_DIVSQ: SetDst("divsq_legacy($0, sqrt($1).xxxx)"); return true;
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case RSX_FP_OPCODE_DIVSQ: SetDst("($0 / sqrt(" + NotZeroPositive("$1.x") + "))"); return true;
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case RSX_FP_OPCODE_DP2: SetDst(getFunction(FUNCTION::FUNCTION_DP2)); return true;
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case RSX_FP_OPCODE_DP3: SetDst(getFunction(FUNCTION::FUNCTION_DP3)); return true;
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case RSX_FP_OPCODE_DP4: SetDst(getFunction(FUNCTION::FUNCTION_DP4)); return true;
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@ -416,10 +466,10 @@ bool FragmentProgramDecompiler::handle_scb(u32 opcode)
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case RSX_FP_OPCODE_MIN: SetDst("min($0, $1)"); return true;
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case RSX_FP_OPCODE_MOV: SetDst("$0"); return true;
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case RSX_FP_OPCODE_MUL: SetDst("($0 * $1)"); return true;
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case RSX_FP_OPCODE_PK2: SetDst("float(packSnorm2x16($0.xy))"); return true;
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case RSX_FP_OPCODE_PK4: SetDst("float(packSnorm4x8($0))"); return true;
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case RSX_FP_OPCODE_PK16: SetDst("float(packHalf2x16($0.xy))"); return true;
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case RSX_FP_OPCODE_PKB: SetDst("packUnorm4x8($0 / 255.)"); return true;
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case RSX_FP_OPCODE_PK2: SetDst(getFloatTypeName(4) + "(packSnorm2x16($0.xy))"); return true;
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case RSX_FP_OPCODE_PK4: SetDst(getFloatTypeName(4) + "(packSnorm4x8($0))"); return true;
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case RSX_FP_OPCODE_PK16: SetDst(getFloatTypeName(4) + "(packHalf2x16($0.xy))"); return true;
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case RSX_FP_OPCODE_PKB: SetDst(getFloatTypeName(4) + "(packUnorm4x8($0 / 255.))"); return true;
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case RSX_FP_OPCODE_PKG: LOG_ERROR(RSX, "Unimplemented SCB instruction: PKG"); return true;
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case RSX_FP_OPCODE_SEQ: SetDst(getFloatTypeName(4) + "(" + compareFunction(COMPARE::FUNCTION_SEQ, "$0", "$1") + ")"); return true;
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case RSX_FP_OPCODE_SFL: SetDst(getFunction(FUNCTION::FUNCTION_SFL)); return true;
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@ -440,8 +490,11 @@ bool FragmentProgramDecompiler::handle_tex_srb(u32 opcode)
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{
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case RSX_FP_OPCODE_DDX: SetDst(getFunction(FUNCTION::FUNCTION_DFDX)); return true;
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case RSX_FP_OPCODE_DDY: SetDst(getFunction(FUNCTION::FUNCTION_DFDY)); return true;
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case RSX_FP_OPCODE_NRM: SetDst("normalize($0)"); return true;
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case RSX_FP_OPCODE_NRM: SetDst("normalize($0.xyz)"); return true;
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case RSX_FP_OPCODE_BEM: LOG_ERROR(RSX, "Unimplemented TEX_SRB instruction: BEM"); return true;
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case RSX_FP_OPCODE_TEXBEM:
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//treat as TEX for now
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LOG_ERROR(RSX, "Unimplemented TEX_SRB instruction: TEXBEM");
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case RSX_FP_OPCODE_TEX:
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switch (m_prog.get_texture_dimension(dst.tex_num))
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{
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@ -462,7 +515,9 @@ bool FragmentProgramDecompiler::handle_tex_srb(u32 opcode)
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return true;
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}
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return false;
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case RSX_FP_OPCODE_TEXBEM: SetDst("texture($t, $0.xy, $1.x)"); return true;
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case RSX_FP_OPCODE_TXPBEM:
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//Treat as TXP for now
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LOG_ERROR(RSX, "Unimplemented TEX_SRB instruction: TXPBEM");
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case RSX_FP_OPCODE_TXP:
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switch (m_prog.get_texture_dimension(dst.tex_num))
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{
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@ -480,7 +535,6 @@ bool FragmentProgramDecompiler::handle_tex_srb(u32 opcode)
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return true;
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}
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return false;
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case RSX_FP_OPCODE_TXPBEM: SetDst("textureProj($t, $0.xyz, $1.x)"); return true;
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case RSX_FP_OPCODE_TXD:
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switch (m_prog.get_texture_dimension(dst.tex_num))
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{
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@ -498,7 +552,7 @@ bool FragmentProgramDecompiler::handle_tex_srb(u32 opcode)
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return true;
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}
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return false;
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case RSX_FP_OPCODE_TXB: SetDst("texture($t, $0.xy, $1.x)"); return true;
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case RSX_FP_OPCODE_TXB:
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case RSX_FP_OPCODE_TXL:
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switch (m_prog.get_texture_dimension(dst.tex_num))
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{
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@ -46,6 +46,14 @@ class FragmentProgramDecompiler
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std::string AddTex();
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std::string Format(const std::string& code);
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//Prevent division by zero by catching denormals
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//Simpler variant where input and output are expected to be positive
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std::string NotZero(const std::string& code);
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std::string NotZeroPositive(const std::string& code);
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//Prevents operations from overflowing the max range (tested with fp_dynamic3 autotest sample)
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std::string NoOverflow(const std::string& code);
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void AddCodeCond(const std::string& dst, const std::string& src);
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std::string GetCond();
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template<typename T> std::string GetSRC(T src);
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@ -368,6 +368,11 @@ void VertexProgramDecompiler::SetDSTSca(const std::string& code)
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SetDST(true, code);
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}
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std::string VertexProgramDecompiler::NotZeroPositive(const std::string code)
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{
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return "max(" + code + ", 1.E-10)";
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}
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std::string VertexProgramDecompiler::BuildFuncBody(const FuncInfo& func)
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{
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std::string result;
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@ -623,7 +628,7 @@ std::string VertexProgramDecompiler::Decompile()
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case RSX_SCA_OPCODE_MOV: SetDSTSca("$s"); break;
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case RSX_SCA_OPCODE_RCP: SetDSTSca("(1.0 / $s)"); break;
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case RSX_SCA_OPCODE_RCC: SetDSTSca("clamp(1.0 / $s, 5.42101e-20, 1.884467e19)"); break;
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case RSX_SCA_OPCODE_RSQ: SetDSTSca("rsq_legacy($s)"); break;
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case RSX_SCA_OPCODE_RSQ: SetDSTSca("1. / " + NotZeroPositive("$s")); break;
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case RSX_SCA_OPCODE_EXP: SetDSTSca("exp($s)"); break;
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case RSX_SCA_OPCODE_LOG: SetDSTSca("log($s)"); break;
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case RSX_SCA_OPCODE_LIT: SetDSTSca("lit_legacy($s)"); break;
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@ -663,7 +668,7 @@ std::string VertexProgramDecompiler::Decompile()
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// works like BRI but shorter (RET o[1].x(TR);)
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AddCode("$ifcond return;");
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break;
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case RSX_SCA_OPCODE_LG2: SetDSTSca("log2_legacy($s)"); break;
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case RSX_SCA_OPCODE_LG2: SetDSTSca("log2(" + NotZeroPositive("$s") + ")"); break;
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case RSX_SCA_OPCODE_EX2: SetDSTSca("exp2($s)"); break;
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case RSX_SCA_OPCODE_SIN: SetDSTSca("sin($s)"); break;
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case RSX_SCA_OPCODE_COS: SetDSTSca("cos($s)"); break;
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@ -61,6 +61,7 @@ struct VertexProgramDecompiler
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const std::vector<u32>& m_data;
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ParamArray m_parr;
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std::string NotZeroPositive(const std::string code);
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std::string GetMask(bool is_sca);
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std::string GetVecMask();
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std::string GetScaMask();
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@ -108,26 +108,6 @@ std::string compareFunctionImp(COMPARE f, const std::string &Op0, const std::str
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void insert_d3d12_legacy_function(std::ostream& OS)
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{
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OS << "float4 divsq_legacy(float4 num, float4 denum)\n";
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OS << "{\n";
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OS << " return num / sqrt(max(denum.xxxx, 1.E-10));\n";
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OS << "}\n";
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OS << "float4 rcp_legacy(float4 denum)\n";
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OS << "{\n";
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OS << " return 1. / denum;\n";
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OS << "}\n";
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OS << "float4 rsq_legacy(float4 val)\n";
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OS << "{\n";
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OS << " return float(1.0 / sqrt(max(val.x, 1.E-10))).xxxx;\n";
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OS << "}\n\n";
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OS << "float4 log2_legacy(float4 val)\n";
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OS << "{\n";
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OS << " return log2(max(val.x, 1.E-10)).xxxx;\n";
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OS << "}\n\n";
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OS << "float4 lit_legacy(float4 val)";
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OS << "{\n";
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OS << " float4 clamped_val = val;\n";
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@ -155,23 +155,28 @@ namespace
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{
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case rsx::fog_mode::linear:
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OS << " float4 fogc = float4(fog_param1 * In.fogc + (fog_param0 - 1.), fog_param1 * In.fogc + (fog_param0 - 1.), 0., 0.);\n";
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return;
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break;
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case rsx::fog_mode::exponential:
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OS << " float4 fogc = float4(11.084 * (fog_param1 * In.fogc + fog_param0 - 1.5), exp(11.084 * (fog_param1 * In.fogc + fog_param0 - 1.5)), 0., 0.);\n";
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return;
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break;
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case rsx::fog_mode::exponential2:
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OS << " float4 fogc = float4(4.709 * (fog_param1 * In.fogc + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * In.fogc + fog_param0 - 1.5)), 2.)), 0., 0.);\n";
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return;
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break;
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case rsx::fog_mode::linear_abs:
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OS << " float4 fogc = float4(fog_param1 * abs(In.fogc) + (fog_param0 - 1.), fog_param1 * abs(In.fogc) + (fog_param0 - 1.), 0., 0.);\n";
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return;
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break;
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case rsx::fog_mode::exponential_abs:
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OS << " float4 fogc = float4(11.084 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5)), 0., 0.);\n";
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return;
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break;
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case rsx::fog_mode::exponential2_abs:
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OS << " float4 fogc = float4(4.709 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(In.fogc) + fog_param0 - 1.5)), 2.)), 0., 0.);\n";
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break;
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default:
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OS << " float4 fogc = float4(0., 0., 0., 0.);\n";
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return;
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}
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OS << " fogc.y = saturate(fogc.y);\n";
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}
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std::string insert_texture_fetch(const RSXFragmentProgram& prog, int index)
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@ -302,13 +307,21 @@ void D3D12FragmentDecompiler::insertMainEnd(std::stringstream & OS)
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}
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if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
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{
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/**
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* Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
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* but it writes depth in r1.z and not h2.z.
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* Maybe there's a different flag for depth ?
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*/
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// OS << " Out.depth = " << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "r1.z;" : "h2.z;") << std::endl;
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OS << " Out.depth = r1.z;\n";
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if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "r1"))
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{
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/**
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* Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
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* but it writes depth in r1.z and not h2.z.
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* Maybe there's a different flag for depth ?
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*/
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// OS << " Out.depth = " << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "r1.z;" : "h2.z;") << std::endl;
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OS << " Out.depth = r1.z;\n";
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}
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else
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{
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//Input not declared. Leave commented to assist in debugging the shader
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OS << " //Out.depth = r1.z;\n";
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}
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}
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// Shaders don't always output colors (for instance if they write to depth only)
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if (!first_output_name.empty())
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@ -47,17 +47,17 @@ std::string getFunctionImpl(FUNCTION f)
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_PROJ:
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return "textureProj($t, $0.x, $1.x)"; // Note: $1.x is bias
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_LOD:
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return "textureLod($t, $0.x, $1)";
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return "textureLod($t, $0.x, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_GRAD:
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return "textureGrad($t, $0.x, $1.x, $2.y)";
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return "textureGrad($t, $0.x, $1.x, $2.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D:
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return "texture($t, $0.xy * $t_coord_scale)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_PROJ:
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return "textureProj($t, $0.xyz * vec3($t_coord_scale, 1.) , $1.x)"; // Note: $1.x is bias
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return "textureProj($t, $0 , $1.x)"; // Note: $1.x is bias
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_LOD:
|
||||
return "textureLod($t, $0.xy * $t_coord_scale, $1.x)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_GRAD:
|
||||
return "textureGrad($t, $0.xyz * vec3($t_coord_scale, 1.) , $1.x, $2.y)";
|
||||
return "textureGrad($t, $0.xy * $t_coord_scale , $1.xy, $2.xy)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE:
|
||||
return "texture($t, $0.xyz)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_PROJ:
|
||||
@ -65,7 +65,7 @@ std::string getFunctionImpl(FUNCTION f)
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_LOD:
|
||||
return "textureLod($t, $0.xyz, $1.x)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_GRAD:
|
||||
return "textureGrad($t, $0.xyzw, $1.x, $2.y)";
|
||||
return "textureGrad($t, $0.xyz, $1.xyz, $2.xyz)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D:
|
||||
return "texture($t, $0.xyz)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_PROJ:
|
||||
@ -73,7 +73,7 @@ std::string getFunctionImpl(FUNCTION f)
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_LOD:
|
||||
return "textureLod($t, $0.xyz, $1.x)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_GRAD:
|
||||
return "textureGrad($t, $0.xyzw, $1.x, $2.y)";
|
||||
return "textureGrad($t, $0.xyz, $1.xyz, $2.xyz)";
|
||||
case FUNCTION::FUNCTION_DFDX:
|
||||
return "dFdx($0)";
|
||||
case FUNCTION::FUNCTION_DFDY:
|
||||
@ -107,26 +107,6 @@ std::string compareFunctionImpl(COMPARE f, const std::string &Op0, const std::st
|
||||
|
||||
void insert_glsl_legacy_function(std::ostream& OS)
|
||||
{
|
||||
OS << "vec4 divsq_legacy(vec4 num, vec4 denum)\n";
|
||||
OS << "{\n";
|
||||
OS << " return num / sqrt(max(denum.xxxx, 1.E-10));\n";
|
||||
OS << "}\n";
|
||||
|
||||
OS << "vec4 rcp_legacy(vec4 denum)\n";
|
||||
OS << "{\n";
|
||||
OS << " return 1. / denum;\n";
|
||||
OS << "}\n";
|
||||
|
||||
OS << "vec4 rsq_legacy(vec4 val)\n";
|
||||
OS << "{\n";
|
||||
OS << " return float(1.0 / sqrt(max(val.x, 1.E-10))).xxxx;\n";
|
||||
OS << "}\n\n";
|
||||
|
||||
OS << "vec4 log2_legacy(vec4 val)\n";
|
||||
OS << "{\n";
|
||||
OS << " return log2(max(val.x, 1.E-10)).xxxx;\n";
|
||||
OS << "}\n\n";
|
||||
|
||||
OS << "vec4 lit_legacy(vec4 val)";
|
||||
OS << "{\n";
|
||||
OS << " vec4 clamped_val = val;\n";
|
||||
|
@ -143,32 +143,32 @@ namespace
|
||||
// But it makes more sense to compute exp of interpoled value than to interpolate exp values.
|
||||
void insert_fog_declaration(std::stringstream & OS, rsx::fog_mode mode)
|
||||
{
|
||||
std::string fog_func = {};
|
||||
switch (mode)
|
||||
{
|
||||
case rsx::fog_mode::linear:
|
||||
fog_func = "fog_param1 * fog_c.x + (fog_param0 - 1.), fog_param1 * fog_c.x + (fog_param0 - 1.)";
|
||||
OS << " vec4 fogc = vec4(fog_param1 * fog_c.x + (fog_param0 - 1.), fog_param1 * fog_c.x + (fog_param0 - 1.), 0., 0.);\n";
|
||||
break;
|
||||
case rsx::fog_mode::exponential:
|
||||
fog_func = "11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5))";
|
||||
OS << " vec4 fogc = vec4(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 0., 0.);\n";
|
||||
break;
|
||||
case rsx::fog_mode::exponential2:
|
||||
fog_func = "4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 2.)";
|
||||
OS << " vec4 fogc = vec4(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 2.), 0., 0.);\n";
|
||||
break;
|
||||
case rsx::fog_mode::linear_abs:
|
||||
fog_func = "fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), fog_param1 * abs(fog_c.x) + (fog_param0 - 1.)";
|
||||
OS << " vec4 fogc = vec4(fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), 0., 0.);\n";
|
||||
break;
|
||||
case rsx::fog_mode::exponential_abs:
|
||||
fog_func = "11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5))";
|
||||
OS << " vec4 fogc = vec4(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 0., 0.);\n";
|
||||
break;
|
||||
case rsx::fog_mode::exponential2_abs:
|
||||
fog_func = "4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 2.)";
|
||||
OS << " vec4 fogc = vec4(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 2.), 0., 0.);\n";
|
||||
break;
|
||||
|
||||
default: fog_func = "0.0, 0.0";
|
||||
default:
|
||||
OS << " vec4 fogc = vec4(0.);\n";
|
||||
return;
|
||||
}
|
||||
|
||||
OS << " vec4 fogc = clamp(vec4(" << fog_func << ", 0., 0.), 0., 1.);\n";
|
||||
OS << " fogc.y = clamp(fogc.y, 0., 1.);\n";
|
||||
}
|
||||
|
||||
void insert_texture_scale(std::stringstream & OS, const RSXFragmentProgram& prog, int index)
|
||||
@ -403,6 +403,7 @@ void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
|
||||
|
||||
if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
|
||||
{
|
||||
if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "r1"))
|
||||
{
|
||||
/** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
|
||||
* but it writes depth in r1.z and not h2.z.
|
||||
@ -411,6 +412,11 @@ void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
|
||||
//OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl;
|
||||
OS << " gl_FragDepth = r1.z;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
//Input not declared. Leave commented to assist in debugging the shader
|
||||
OS << " //gl_FragDepth = r1.z;\n";
|
||||
}
|
||||
}
|
||||
|
||||
OS << "}" << std::endl;
|
||||
|
@ -54,15 +54,15 @@ namespace vk
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_LOD:
|
||||
return "textureLod($t, $0.x, $1.x)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_GRAD:
|
||||
return "textureGrad($t, $0.x, $1.x, $2.y)";
|
||||
return "textureGrad($t, $0.x, $1.x, $2.x)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D:
|
||||
return "texture($t, $0.xy * texture_parameters[$_i].xy)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_PROJ:
|
||||
return "textureProj($t, $0.xyz, $1.x)"; // Note: $1.x is bias
|
||||
return "textureProj($t, $0, $1.x)"; // Note: $1.x is bias
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_LOD:
|
||||
return "textureLod($t, $0.xy * texture_parameters[$_i].xy, $1.x)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_GRAD:
|
||||
return "textureGrad($t, $0.xyz, $1.x, $2.y)"; // Note: $1.x is bias
|
||||
return "textureGrad($t, $0.xy, $1.xy, $2.xy)"; // Note: $1.x is bias
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE:
|
||||
return "texture($t, $0.xyz)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_PROJ:
|
||||
@ -70,7 +70,7 @@ namespace vk
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_LOD:
|
||||
return "textureLod($t, $0.xyz, $1.x)";
|
||||
case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_GRAD:
|
||||
return "textureGrad($t, $0.xyzw, $1.x, $2.y)";
|
||||
return "textureGrad($t, $0.xyz, $1.xyz, $2.xyz)";
|
||||
case FUNCTION::FUNCTION_DFDX:
|
||||
return "dFdx($0)";
|
||||
case FUNCTION::FUNCTION_DFDY:
|
||||
@ -104,26 +104,6 @@ namespace vk
|
||||
|
||||
void insert_glsl_legacy_function(std::ostream& OS)
|
||||
{
|
||||
OS << "vec4 divsq_legacy(vec4 num, vec4 denum)\n";
|
||||
OS << "{\n";
|
||||
OS << " return num / sqrt(max(denum.xxxx, 1.E-10));\n";
|
||||
OS << "}\n";
|
||||
|
||||
OS << "vec4 rcp_legacy(vec4 denum)\n";
|
||||
OS << "{\n";
|
||||
OS << " return 1. / denum;\n";
|
||||
OS << "}\n";
|
||||
|
||||
OS << "vec4 rsq_legacy(vec4 val)\n";
|
||||
OS << "{\n";
|
||||
OS << " return float(1.0 / sqrt(max(val.x, 1.E-10))).xxxx;\n";
|
||||
OS << "}\n\n";
|
||||
|
||||
OS << "vec4 log2_legacy(vec4 val)\n";
|
||||
OS << "{\n";
|
||||
OS << " return log2(max(val.x, 1.E-10)).xxxx;\n";
|
||||
OS << "}\n\n";
|
||||
|
||||
OS << "vec4 lit_legacy(vec4 val)";
|
||||
OS << "{\n";
|
||||
OS << " vec4 clamped_val = val;\n";
|
||||
@ -137,15 +117,24 @@ namespace vk
|
||||
OS << " return result;\n";
|
||||
OS << "}\n\n";
|
||||
|
||||
OS << "vec4 texture2DReconstruct(sampler2D tex, vec2 coord)\n";
|
||||
OS << "vec4 decodeLinearDepth(float depth_value)\n";
|
||||
OS << "{\n";
|
||||
OS << " float depth_value = texture(tex, coord.xy).r;\n";
|
||||
OS << " uint value = uint(depth_value * 16777215);\n";
|
||||
OS << " uint b = (value & 0xff);\n";
|
||||
OS << " uint g = (value >> 8) & 0xff;\n";
|
||||
OS << " uint r = (value >> 16) & 0xff;\n";
|
||||
OS << " return vec4(float(r)/255., float(g)/255., float(b)/255., 1.);\n";
|
||||
OS << "}\n\n";
|
||||
|
||||
OS << "vec4 texture2DReconstruct(sampler2D tex, vec2 coord)\n";
|
||||
OS << "{\n";
|
||||
OS << " return decodeLinearDepth(texture(tex, coord.xy).r);\n";
|
||||
OS << "}\n\n";
|
||||
|
||||
OS << "vec4 texture2DReconstruct(sampler2DRect tex, vec2 coord)\n";
|
||||
OS << "{\n";
|
||||
OS << " return decodeLinearDepth(texture(tex, coord.xy).r);\n";
|
||||
OS << "}\n\n";
|
||||
}
|
||||
|
||||
void init_default_resources(TBuiltInResource &rsc)
|
||||
|
@ -179,23 +179,28 @@ namespace vk
|
||||
{
|
||||
case rsx::fog_mode::linear:
|
||||
OS << " vec4 fogc = vec4(fog_param1 * fog_c.x + (fog_param0 - 1.), fog_param1 * fog_c.x + (fog_param0 - 1.), 0., 0.);\n";
|
||||
return;
|
||||
break;
|
||||
case rsx::fog_mode::exponential:
|
||||
OS << " vec4 fogc = vec4(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(11.084 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 0., 0.);\n";
|
||||
return;
|
||||
break;
|
||||
case rsx::fog_mode::exponential2:
|
||||
OS << " vec4 fogc = vec4(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * fog_c.x + fog_param0 - 1.5)), 2.), 0., 0.);\n";
|
||||
return;
|
||||
break;
|
||||
case rsx::fog_mode::linear_abs:
|
||||
OS << " vec4 fogc = vec4(fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), fog_param1 * abs(fog_c.x) + (fog_param0 - 1.), 0., 0.);\n";
|
||||
return;
|
||||
break;
|
||||
case rsx::fog_mode::exponential_abs:
|
||||
OS << " vec4 fogc = vec4(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(11.084 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 0., 0.);\n";
|
||||
return;
|
||||
break;
|
||||
case rsx::fog_mode::exponential2_abs:
|
||||
OS << " vec4 fogc = vec4(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5), exp(-pow(4.709 * (fog_param1 * abs(fog_c.x) + fog_param0 - 1.5)), 2.), 0., 0.);\n";
|
||||
break;
|
||||
default:
|
||||
OS << " vec4 fogc = vec4(0.);\n";
|
||||
return;
|
||||
}
|
||||
|
||||
OS << " fogc.y = clamp(fogc.y, 0., 1.);\n";
|
||||
}
|
||||
|
||||
std::string insert_texture_fetch(const RSXFragmentProgram& prog, int index)
|
||||
@ -401,6 +406,7 @@ void VKFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
|
||||
|
||||
if (m_ctrl & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT)
|
||||
{
|
||||
if (m_parr.HasParam(PF_PARAM_NONE, "vec4", "r1"))
|
||||
{
|
||||
/** Note: Naruto Shippuden : Ultimate Ninja Storm 2 sets CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS in a shader
|
||||
* but it writes depth in r1.z and not h2.z.
|
||||
@ -409,6 +415,11 @@ void VKFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
|
||||
//OS << ((m_ctrl & CELL_GCM_SHADER_CONTROL_32_BITS_EXPORTS) ? "\tgl_FragDepth = r1.z;\n" : "\tgl_FragDepth = h0.z;\n") << std::endl;
|
||||
OS << " gl_FragDepth = r1.z;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
//Input not declared. Leave commented to assist in debugging the shader
|
||||
OS << " //gl_FragDepth = r1.z;\n";
|
||||
}
|
||||
}
|
||||
|
||||
OS << "}" << std::endl;
|
||||
|
@ -112,16 +112,6 @@ rsx::comparison_function rsx::to_comparison_function(u16 in)
|
||||
fmt::throw_exception("Unknown comparison function 0x%x" HERE, in);
|
||||
}
|
||||
|
||||
enum
|
||||
{
|
||||
CELL_GCM_FOG_MODE_LINEAR = 0x2601,
|
||||
CELL_GCM_FOG_MODE_EXP = 0x0800,
|
||||
CELL_GCM_FOG_MODE_EXP2 = 0x0801,
|
||||
CELL_GCM_FOG_MODE_EXP_ABS = 0x0802,
|
||||
CELL_GCM_FOG_MODE_EXP2_ABS = 0x0803,
|
||||
CELL_GCM_FOG_MODE_LINEAR_ABS = 0x0804,
|
||||
};
|
||||
|
||||
rsx::fog_mode rsx::to_fog_mode(u32 in)
|
||||
{
|
||||
switch (in)
|
||||
|
@ -1040,3 +1040,14 @@ enum Method
|
||||
|
||||
RSX_METHOD_RETURN_CMD = 0x00020000,
|
||||
};
|
||||
|
||||
//Fog
|
||||
enum
|
||||
{
|
||||
CELL_GCM_FOG_MODE_LINEAR = 0x2601,
|
||||
CELL_GCM_FOG_MODE_EXP = 0x0800,
|
||||
CELL_GCM_FOG_MODE_EXP2 = 0x0801,
|
||||
CELL_GCM_FOG_MODE_EXP_ABS = 0x0802,
|
||||
CELL_GCM_FOG_MODE_EXP2_ABS = 0x0803,
|
||||
CELL_GCM_FOG_MODE_LINEAR_ABS = 0x0804,
|
||||
};
|
||||
|
@ -836,7 +836,7 @@ namespace rsx
|
||||
registers[NV4097_SET_LINE_WIDTH] = 1 << 3;
|
||||
|
||||
// These defaults were found using After Burner Climax (which never set fog mode despite using fog input)
|
||||
registers[NV4097_SET_FOG_MODE] = 0x2601; // rsx::fog_mode::linear;
|
||||
registers[NV4097_SET_FOG_MODE] = CELL_GCM_FOG_MODE_LINEAR;
|
||||
(f32&)registers[NV4097_SET_FOG_PARAMS] = 1.;
|
||||
(f32&)registers[NV4097_SET_FOG_PARAMS + 1] = 1.;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user