video_core: Implement IR based geometry shaders

This commit is contained in:
ReinUsesLisp
2018-12-24 02:24:38 -03:00
parent a1b845b651
commit e1fea1e0c5
4 changed files with 102 additions and 10 deletions

View File

@ -89,6 +89,22 @@ static std::string GetSwizzle(u32 elem) {
return swizzle;
}
/// Translate topology
static std::string GetTopologyName(Tegra::Shader::OutputTopology topology) {
switch (topology) {
case Tegra::Shader::OutputTopology::PointList:
return "points";
case Tegra::Shader::OutputTopology::LineStrip:
return "line_strip";
case Tegra::Shader::OutputTopology::TriangleStrip:
return "triangle_strip";
default:
UNIMPLEMENTED_MSG("Unknown output topology: {}", static_cast<u32>(topology));
return "points";
}
}
/// Returns true if an object has to be treated as precise
static bool IsPrecise(Operation operand) {
const auto& meta = operand.GetMeta();
@ -115,6 +131,7 @@ public:
void Decompile() {
DeclareVertex();
DeclareGeometry();
DeclareRegisters();
DeclarePredicates();
DeclareLocalMemory();
@ -212,6 +229,16 @@ private:
code.AddNewLine();
}
void DeclareGeometry() {
if (stage != ShaderStage::Geometry)
return;
const auto topology = GetTopologyName(header.common3.output_topology);
const auto max_vertices = std::to_string(header.common4.max_output_vertices);
code.AddLine("layout (" + topology + ", max_vertices = " + max_vertices + ") out;");
code.AddNewLine();
}
void DeclareRegisters() {
const auto& registers = ir.GetRegisters();
for (const u32 gpr : registers) {
@ -419,9 +446,24 @@ private:
const auto attribute = abuf->GetIndex();
const auto element = abuf->GetElement();
const auto GeometryPass = [&](const std::string& name) {
if (stage == ShaderStage::Geometry && abuf->GetBuffer()) {
// TODO(Rodrigo): Guard geometry inputs against out of bound reads. Some games
// set an 0x80000000 index for those and the shader fails to build. Find out why
// this happens and what's its intent.
return "gs_" + name + "[ftou(" + Visit(abuf->GetBuffer()) +
") % MAX_VERTEX_INPUT]";
}
return name;
};
switch (attribute) {
case Attribute::Index::Position:
return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
if (stage != ShaderStage::Fragment) {
return GeometryPass("position") + GetSwizzle(element);
} else {
return element == 3 ? "1.0f" : "gl_FragCoord" + GetSwizzle(element);
}
case Attribute::Index::PointCoord:
switch (element) {
case 0:
@ -460,7 +502,7 @@ private:
default:
if (attribute >= Attribute::Index::Attribute_0 &&
attribute <= Attribute::Index::Attribute_31) {
return GetInputAttribute(attribute) + GetSwizzle(abuf->GetElement());
return GeometryPass(GetInputAttribute(attribute)) + GetSwizzle(element);
}
break;
}
@ -1226,6 +1268,27 @@ private:
return {};
}
std::string EmitVertex(Operation operation) {
ASSERT_MSG(stage == ShaderStage::Geometry,
"EmitVertex is expected to be used in a geometry shader.");
// If a geometry shader is attached, it will always flip (it's the last stage before
// fragment). For more info about flipping, refer to gl_shader_gen.cpp.
code.AddLine("position.xy *= viewport_flip.xy;");
code.AddLine("gl_Position = position;");
code.AddLine("position.w = 1.0;");
code.AddLine("EmitVertex();");
return {};
}
std::string EndPrimitive(Operation operation) {
ASSERT_MSG(stage == ShaderStage::Geometry,
"EndPrimitive is expected to be used in a geometry shader.");
code.AddLine("EndPrimitive();");
return {};
}
std::string YNegate(Operation operation) {
// Config pack's third value is Y_NEGATE's state.
return "uintBitsToFloat(config_pack[2])";
@ -1361,6 +1424,9 @@ private:
&Exit,
&Kil,
&EmitVertex,
&EndPrimitive,
&YNegate,
};