gl_shader_decompiler: Implement geometry shaders
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@@ -17,7 +17,18 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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std::string out = "#version 430 core\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += Decompiler::GetCommonDeclarations();
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out += "bool exec_vertex();\n";
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out += R"(
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout(std140) uniform vs_config {
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vec4 viewport_flip;
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uvec4 instance_id;
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uvec4 flip_stage;
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};
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)";
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if (setup.IsDualProgram()) {
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out += "bool exec_vertex_b();\n";
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@@ -28,19 +39,18 @@ ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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Maxwell3D::Regs::ShaderStage::Vertex, "vertex")
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.get_value_or({});
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out += program.first;
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if (setup.IsDualProgram()) {
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ProgramResult program_b =
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Decompiler::DecompileProgram(setup.program.code_b, PROGRAM_OFFSET,
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Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b")
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.get_value_or({});
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out += program_b.first;
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}
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out += R"(
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out gl_PerVertex {
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vec4 gl_Position;
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};
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out vec4 position;
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layout (std140) uniform vs_config {
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vec4 viewport_flip;
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uvec4 instance_id;
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};
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void main() {
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position = vec4(0.0, 0.0, 0.0, 0.0);
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exec_vertex();
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@@ -52,27 +62,52 @@ void main() {
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out += R"(
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// Viewport can be flipped, which is unsupported by glViewport
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position.xy *= viewport_flip.xy;
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// Check if the flip stage is VertexB
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if (flip_stage[0] == 1) {
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// Viewport can be flipped, which is unsupported by glViewport
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position.xy *= viewport_flip.xy;
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}
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gl_Position = position;
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// TODO(bunnei): This is likely a hack, position.w should be interpolated as 1.0
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// For now, this is here to bring order in lieu of proper emulation
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position.w = 1.0;
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if (flip_stage[0] == 1) {
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position.w = 1.0;
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}
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}
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)";
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return {out, program.second};
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}
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ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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std::string out = "#version 430 core\n";
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out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
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out += Decompiler::GetCommonDeclarations();
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out += "bool exec_geometry();\n";
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ProgramResult program =
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Decompiler::DecompileProgram(setup.program.code, PROGRAM_OFFSET,
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Maxwell3D::Regs::ShaderStage::Geometry, "geometry")
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.get_value_or({});
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out += R"(
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (std140) uniform gs_config {
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vec4 viewport_flip;
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uvec4 instance_id;
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uvec4 flip_stage;
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};
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void main() {
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exec_geometry();
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}
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)";
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out += program.first;
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if (setup.IsDualProgram()) {
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ProgramResult program_b =
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Decompiler::DecompileProgram(setup.program.code_b, PROGRAM_OFFSET,
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Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b")
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.get_value_or({});
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out += program_b.first;
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}
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return {out, program.second};
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}
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@@ -87,7 +122,6 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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Maxwell3D::Regs::ShaderStage::Fragment, "fragment")
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.get_value_or({});
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out += R"(
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in vec4 position;
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layout(location = 0) out vec4 FragColor0;
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layout(location = 1) out vec4 FragColor1;
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layout(location = 2) out vec4 FragColor2;
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@@ -100,6 +134,7 @@ layout(location = 7) out vec4 FragColor7;
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layout (std140) uniform fs_config {
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vec4 viewport_flip;
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uvec4 instance_id;
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uvec4 flip_stage;
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};
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void main() {
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@@ -110,5 +145,4 @@ void main() {
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out += program.first;
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return {out, program.second};
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}
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} // namespace OpenGL::GLShader
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} // namespace OpenGL::GLShader
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