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authorgdkchan <gab.dark.100@gmail.com>2018-06-27 23:55:08 -0300
committerGitHub <noreply@github.com>2018-06-27 23:55:08 -0300
commite6eeb6f09ff592f5b27e115d1817654de7568757 (patch)
tree0c6b7528dc907779fa8e0199822d9f20896752d2
parent900a84ae0a90ae13c8c3f5158eff85c68a953362 (diff)
Add support for Vertex Program A and other small shader improvements (#192)
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits * Add separate subroutines for program A/B, and copy attributes to a temp * Move finalization code to main * Add new line after flip uniform on the shader * Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo * Address PR feedback
-rw-r--r--Ryujinx.Graphics/Gal/IGalShader.cs2
-rw-r--r--Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs38
-rw-r--r--Ryujinx.Graphics/Gal/Shader/GlslDecl.cs126
-rw-r--r--Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs147
-rw-r--r--Ryujinx.Graphics/Gal/Shader/ShaderDecodeAlu.cs18
-rw-r--r--Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs9
-rw-r--r--Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs5
-rw-r--r--Ryujinx.Graphics/Gal/ShaderDeclInfo.cs8
-rw-r--r--Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs28
9 files changed, 303 insertions, 78 deletions
diff --git a/Ryujinx.Graphics/Gal/IGalShader.cs b/Ryujinx.Graphics/Gal/IGalShader.cs
index 79e77c0a..06f3fac9 100644
--- a/Ryujinx.Graphics/Gal/IGalShader.cs
+++ b/Ryujinx.Graphics/Gal/IGalShader.cs
@@ -6,6 +6,8 @@ namespace Ryujinx.Graphics.Gal
{
void Create(IGalMemory Memory, long Key, GalShaderType Type);
+ void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type);
+
IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key);
void SetConstBuffer(long Key, int Cbuf, byte[] Data);
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs b/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs
index da2762d6..3c5c874e 100644
--- a/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs
+++ b/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs
@@ -97,12 +97,37 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public void Create(IGalMemory Memory, long Key, GalShaderType Type)
{
- Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
+ Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, 0, false, Type));
}
- private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
+ public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
{
- GlslProgram Program = GetGlslProgram(Memory, Position, Type);
+ Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
+ }
+
+ private ShaderStage ShaderStageFactory(
+ IGalMemory Memory,
+ long Position,
+ long PositionB,
+ bool IsDualVp,
+ GalShaderType Type)
+ {
+ GlslProgram Program;
+
+ GlslDecompiler Decompiler = new GlslDecompiler();
+
+ if (IsDualVp)
+ {
+ Program = Decompiler.Decompile(
+ Memory,
+ Position + 0x50,
+ PositionB + 0x50,
+ Type);
+ }
+ else
+ {
+ Program = Decompiler.Decompile(Memory, Position + 0x50, Type);
+ }
return new ShaderStage(
Type,
@@ -111,13 +136,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Program.Uniforms);
}
- private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
- {
- GlslDecompiler Decompiler = new GlslDecompiler();
-
- return Decompiler.Decompile(Memory, Position + 0x50, Type);
- }
-
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
{
if (Stages.TryGetValue(Key, out ShaderStage Stage))
diff --git a/Ryujinx.Graphics/Gal/Shader/GlslDecl.cs b/Ryujinx.Graphics/Gal/Shader/GlslDecl.cs
index 86838ab2..5c7dd794 100644
--- a/Ryujinx.Graphics/Gal/Shader/GlslDecl.cs
+++ b/Ryujinx.Graphics/Gal/Shader/GlslDecl.cs
@@ -11,31 +11,41 @@ namespace Ryujinx.Graphics.Gal.Shader
public const int VertexIdAttr = 0x2fc;
public const int GlPositionWAttr = 0x7c;
+ public const int MaxUboSize = 1024;
+
+ public const int GlPositionVec4Index = 7;
+
private const int AttrStartIndex = 8;
private const int TexStartIndex = 8;
public const string PositionOutAttrName = "position";
- private const string InAttrName = "in_attr";
- private const string OutAttrName = "out_attr";
+ private const string TextureName = "tex";
private const string UniformName = "c";
- private const string GprName = "gpr";
- private const string PredName = "pred";
- private const string TextureName = "tex";
+ private const string AttrName = "attr";
+ private const string InAttrName = "in_" + AttrName;
+ private const string OutAttrName = "out_" + AttrName;
+
+ private const string GprName = "gpr";
+ private const string PredName = "pred";
public const string FragmentOutputName = "FragColor";
public const string FlipUniformName = "flip";
+ public const string ProgramName = "program";
+ public const string ProgramAName = ProgramName + "_a";
+ public const string ProgramBName = ProgramName + "_b";
+
private string[] StagePrefixes = new string[] { "vp", "tcp", "tep", "gp", "fp" };
private string StagePrefix;
private Dictionary<int, ShaderDeclInfo> m_Textures;
-
private Dictionary<int, ShaderDeclInfo> m_Uniforms;
+ private Dictionary<int, ShaderDeclInfo> m_Attributes;
private Dictionary<int, ShaderDeclInfo> m_InAttributes;
private Dictionary<int, ShaderDeclInfo> m_OutAttributes;
@@ -43,9 +53,9 @@ namespace Ryujinx.Graphics.Gal.Shader
private Dictionary<int, ShaderDeclInfo> m_Preds;
public IReadOnlyDictionary<int, ShaderDeclInfo> Textures => m_Textures;
-
public IReadOnlyDictionary<int, ShaderDeclInfo> Uniforms => m_Uniforms;
+ public IReadOnlyDictionary<int, ShaderDeclInfo> Attributes => m_Attributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> InAttributes => m_InAttributes;
public IReadOnlyDictionary<int, ShaderDeclInfo> OutAttributes => m_OutAttributes;
@@ -54,31 +64,28 @@ namespace Ryujinx.Graphics.Gal.Shader
public GalShaderType ShaderType { get; private set; }
- public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType)
+ private GlslDecl(GalShaderType ShaderType)
{
this.ShaderType = ShaderType;
- StagePrefix = StagePrefixes[(int)ShaderType] + "_";
-
m_Uniforms = new Dictionary<int, ShaderDeclInfo>();
-
m_Textures = new Dictionary<int, ShaderDeclInfo>();
+ m_Attributes = new Dictionary<int, ShaderDeclInfo>();
m_InAttributes = new Dictionary<int, ShaderDeclInfo>();
m_OutAttributes = new Dictionary<int, ShaderDeclInfo>();
m_Gprs = new Dictionary<int, ShaderDeclInfo>();
m_Preds = new Dictionary<int, ShaderDeclInfo>();
+ }
+
+ public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
+ {
+ StagePrefix = StagePrefixes[(int)ShaderType] + "_";
if (ShaderType == GalShaderType.Fragment)
{
m_Gprs.Add(0, new ShaderDeclInfo(FragmentOutputName, 0, 0, 4));
-
- m_InAttributes.Add(7, new ShaderDeclInfo(PositionOutAttrName, -1, 0, 4));
- }
- else
- {
- m_OutAttributes.Add(7, new ShaderDeclInfo("gl_Position", -1, 0, 4));
}
foreach (ShaderIrBlock Block in Blocks)
@@ -90,6 +97,57 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
+ public static GlslDecl Merge(GlslDecl VpA, GlslDecl VpB)
+ {
+ GlslDecl Combined = new GlslDecl(GalShaderType.Vertex);
+
+ Merge(Combined.m_Textures, VpA.m_Textures, VpB.m_Textures);
+ Merge(Combined.m_Uniforms, VpA.m_Uniforms, VpB.m_Uniforms);
+
+ Merge(Combined.m_Attributes, VpA.m_Attributes, VpB.m_Attributes);
+ Merge(Combined.m_OutAttributes, VpA.m_OutAttributes, VpB.m_OutAttributes);
+
+ Merge(Combined.m_Gprs, VpA.m_Gprs, VpB.m_Gprs);
+ Merge(Combined.m_Preds, VpA.m_Preds, VpB.m_Preds);
+
+ //Merge input attributes.
+ foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpA.m_InAttributes)
+ {
+ Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
+ }
+
+ foreach (KeyValuePair<int, ShaderDeclInfo> KV in VpB.m_InAttributes)
+ {
+ //If Vertex Program A already writes to this attribute,
+ //then we don't need to add it as an input attribute since
+ //Vertex Program A will already have written to it anyway,
+ //and there's no guarantee that there is an input attribute
+ //for this slot.
+ if (!VpA.m_OutAttributes.ContainsKey(KV.Key))
+ {
+ Combined.m_InAttributes.TryAdd(KV.Key, KV.Value);
+ }
+ }
+
+ return Combined;
+ }
+
+ private static void Merge(
+ Dictionary<int, ShaderDeclInfo> C,
+ Dictionary<int, ShaderDeclInfo> A,
+ Dictionary<int, ShaderDeclInfo> B)
+ {
+ foreach (KeyValuePair<int, ShaderDeclInfo> KV in A)
+ {
+ C.TryAdd(KV.Key, KV.Value);
+ }
+
+ foreach (KeyValuePair<int, ShaderDeclInfo> KV in B)
+ {
+ C.TryAdd(KV.Key, KV.Value);
+ }
+ }
+
private void Traverse(ShaderIrNode Parent, ShaderIrNode Node)
{
switch (Node)
@@ -133,28 +191,14 @@ namespace Ryujinx.Graphics.Gal.Shader
case ShaderIrOperCbuf Cbuf:
{
- if (m_Uniforms.TryGetValue(Cbuf.Index, out ShaderDeclInfo DeclInfo))
- {
- DeclInfo.SetCbufOffs(Cbuf.Pos);
- }
- else
+ if (!m_Uniforms.ContainsKey(Cbuf.Index))
{
string Name = StagePrefix + UniformName + Cbuf.Index;
- DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
+ ShaderDeclInfo DeclInfo = new ShaderDeclInfo(Name, Cbuf.Pos, Cbuf.Index);
m_Uniforms.Add(Cbuf.Index, DeclInfo);
}
-
- if (Cbuf.Offs != null)
- {
- //The constant buffer is being accessed as an array,
- //we have no way to know the max element it may access in this case.
- //Here, we just assume the array size with arbitrary values.
- //TODO: Find a better solution for this.
- DeclInfo.SetCbufOffs(Cbuf.Pos + 15);
- }
-
break;
}
@@ -172,6 +216,11 @@ namespace Ryujinx.Graphics.Gal.Shader
int GlslIndex = Index - AttrStartIndex;
+ if (GlslIndex < 0)
+ {
+ return;
+ }
+
ShaderDeclInfo DeclInfo;
if (Parent is ShaderIrAsg Asg && Asg.Dst == Node)
@@ -195,6 +244,12 @@ namespace Ryujinx.Graphics.Gal.Shader
DeclInfo.Enlarge(Elem + 1);
+ if (!m_Attributes.ContainsKey(Index))
+ {
+ DeclInfo = new ShaderDeclInfo(AttrName + GlslIndex, GlslIndex, 0, 4);
+
+ m_Attributes.Add(Index, DeclInfo);
+ }
break;
}
@@ -224,7 +279,10 @@ namespace Ryujinx.Graphics.Gal.Shader
private bool HasName(Dictionary<int, ShaderDeclInfo> Decls, int Index)
{
- int VecIndex = Index >> 2;
+ //This is used to check if the dictionary already contains
+ //a entry for a vector at a given index position.
+ //Used to enable turning gprs into vectors.
+ int VecIndex = Index & ~3;
if (Decls.TryGetValue(VecIndex, out ShaderDeclInfo DeclInfo))
{
diff --git a/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs b/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs
index 576358c7..2bc350da 100644
--- a/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs
+++ b/Ryujinx.Graphics/Gal/Shader/GlslDecompiler.cs
@@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private GlslDecl Decl;
- private ShaderIrBlock[] Blocks;
+ private ShaderIrBlock[] Blocks, BlocksB;
private StringBuilder SB;
@@ -104,24 +104,63 @@ namespace Ryujinx.Graphics.Gal.Shader
};
}
+ public GlslProgram Decompile(
+ IGalMemory Memory,
+ long VpAPosition,
+ long VpBPosition,
+ GalShaderType ShaderType)
+ {
+ Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
+ BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
+
+ GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
+ GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
+
+ Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
+
+ return Decompile();
+ }
+
public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
{
- Blocks = ShaderDecoder.Decode(Memory, Position);
+ Blocks = ShaderDecoder.Decode(Memory, Position);
+ BlocksB = null;
Decl = new GlslDecl(Blocks, ShaderType);
+ return Decompile();
+ }
+
+ private GlslProgram Decompile()
+ {
SB = new StringBuilder();
SB.AppendLine("#version 410 core");
PrintDeclTextures();
PrintDeclUniforms();
+ PrintDeclAttributes();
PrintDeclInAttributes();
PrintDeclOutAttributes();
PrintDeclGprs();
PrintDeclPreds();
- PrintBlockScope(Blocks[0], null, null, "void main()", IdentationStr);
+ if (BlocksB != null)
+ {
+ PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
+
+ SB.AppendLine();
+
+ PrintBlockScope(BlocksB[0], null, null, "void " + GlslDecl.ProgramBName + "()", IdentationStr);
+ }
+ else
+ {
+ PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
+ }
+
+ SB.AppendLine();
+
+ PrintMain();
string GlslCode = SB.ToString();
@@ -143,11 +182,15 @@ namespace Ryujinx.Graphics.Gal.Shader
SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
}
+ SB.AppendLine();
+
foreach (ShaderDeclInfo DeclInfo in Decl.Uniforms.Values.OrderBy(DeclKeySelector))
{
SB.AppendLine($"layout (std140) uniform {DeclInfo.Name} {{");
- SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{DeclInfo.Index / 4 + 1}];");
- SB.AppendLine($"}};");
+
+ SB.AppendLine($"{IdentationStr}vec4 {DeclInfo.Name}_data[{GlslDecl.MaxUboSize}];");
+
+ SB.AppendLine("};");
}
if (Decl.Uniforms.Count > 0)
@@ -156,6 +199,11 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
+ private void PrintDeclAttributes()
+ {
+ PrintDecls(Decl.Attributes);
+ }
+
private void PrintDeclInAttributes()
{
if (Decl.ShaderType == GalShaderType.Fragment)
@@ -244,6 +292,59 @@ namespace Ryujinx.Graphics.Gal.Shader
return ElemTypes[DeclInfo.Size - 1] + " " + DeclInfo.Name;
}
+ private void PrintMain()
+ {
+ SB.AppendLine("void main() {");
+
+ foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.InAttributes)
+ {
+ if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
+ {
+ continue;
+ }
+
+ ShaderDeclInfo DeclInfo = KV.Value;
+
+ string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
+
+ SB.AppendLine(IdentationStr + Attr.Name + Swizzle + " = " + DeclInfo.Name + ";");
+ }
+
+ if (BlocksB != null)
+ {
+ SB.AppendLine(IdentationStr + GlslDecl.ProgramAName + "();");
+ SB.AppendLine(IdentationStr + GlslDecl.ProgramBName + "();");
+ }
+ else
+ {
+ SB.AppendLine(IdentationStr + GlslDecl.ProgramName + "();");
+ }
+
+ foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
+ {
+ if (!Decl.Attributes.TryGetValue(KV.Key, out ShaderDeclInfo Attr))
+ {
+ continue;
+ }
+
+ ShaderDeclInfo DeclInfo = KV.Value;
+
+ string Swizzle = ".xyzw".Substring(0, DeclInfo.Size + 1);
+
+ SB.AppendLine(IdentationStr + DeclInfo.Name + " = " + Attr.Name + Swizzle + ";");
+ }
+
+ if (Decl.ShaderType == GalShaderType.Vertex)
+ {
+ SB.AppendLine(IdentationStr + "gl_Position.xy *= " + GlslDecl.FlipUniformName + ";");
+
+ SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + " = gl_Position;");
+ SB.AppendLine(IdentationStr + GlslDecl.PositionOutAttrName + ".w = 1;");
+ }
+
+ SB.AppendLine("}");
+ }
+
private void PrintBlockScope(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
@@ -383,18 +484,6 @@ namespace Ryujinx.Graphics.Gal.Shader
continue;
}
- else if (Op.Inst == ShaderIrInst.Exit)
- {
- //Do everything that needs to be done before
- //the shader ends here.
- if (Decl.ShaderType == GalShaderType.Vertex)
- {
- SB.AppendLine(Identation + "gl_Position.xy *= flip;");
-
- SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + " = gl_Position;");
- SB.AppendLine(Identation + GlslDecl.PositionOutAttrName + ".w = 1;");
- }
- }
SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
}
@@ -546,11 +635,12 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetOutAbufName(ShaderIrOperAbuf Abuf)
{
- return GetName(Decl.OutAttributes, Abuf);
+ return GetAttrTempName(Abuf);
}
private string GetName(ShaderIrOperAbuf Abuf)
{
+ //Handle special scalar read-only attributes here.
if (Decl.ShaderType == GalShaderType.Vertex)
{
switch (Abuf.Offs)
@@ -569,20 +659,33 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
- return GetName(Decl.InAttributes, Abuf);
+ return GetAttrTempName(Abuf);
}
- private string GetName(IReadOnlyDictionary<int, ShaderDeclInfo> Dict, ShaderIrOperAbuf Abuf)
+ private string GetAttrTempName(ShaderIrOperAbuf Abuf)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
- if (!Dict.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
+ string Swizzle = "." + GetAttrSwizzle(Elem);
+
+ if (!Decl.Attributes.TryGetValue(Index, out ShaderDeclInfo DeclInfo))
{
+ //Handle special vec4 attributes here
+ //(for example, index 7 is aways gl_Position).
+ if (Index == GlslDecl.GlPositionVec4Index)
+ {
+ string Name =
+ Decl.ShaderType != GalShaderType.Vertex &&
+ Decl.ShaderType != GalShaderType.Geometry ? GlslDecl.PositionOutAttrName : "gl_Position";
+
+ return Name + Swizzle;
+ }
+
throw new InvalidOperationException();
}
- return DeclInfo.Size > 1 ? DeclInfo.Name + "." + GetAttrSwizzle(Elem) : DeclInfo.Name;
+ return DeclInfo.Name + Swizzle;
}
private string GetName(ShaderIrOperGpr Gpr)
diff --git a/Ryujinx.Graphics/Gal/Shader/ShaderDecodeAlu.cs b/Ryujinx.Graphics/Gal/Shader/ShaderDecodeAlu.cs
index 0763d3ca..2e022fbd 100644
--- a/Ryujinx.Graphics/Gal/Shader/ShaderDecodeAlu.cs
+++ b/Ryujinx.Graphics/Gal/Shader/ShaderDecodeAlu.cs
@@ -31,6 +31,24 @@ namespace Ryujinx.Graphics.Gal.Shader
EmitAluBinaryF(Block, OpCode, ShaderOper.Immf, ShaderIrInst.Fadd);
}
+ public static void Fadd_I32(ShaderIrBlock Block, long OpCode)
+ {
+ ShaderIrNode OperA = GetOperGpr8 (OpCode);
+ ShaderIrNode OperB = GetOperImmf32_20(OpCode);
+
+ bool NegB = ((OpCode >> 53) & 1) != 0;
+ bool AbsA = ((OpCode >> 54) & 1) != 0;
+ bool NegA = ((OpCode >> 56) & 1) != 0;
+ bool AbsB = ((OpCode >> 57) & 1) != 0;
+
+ OperA = GetAluFabsFneg(OperA, AbsA, NegA);
+ OperB = GetAluFabsFneg(OperB, AbsB, NegB);
+
+ ShaderIrOp Op = new ShaderIrOp(ShaderIrInst.Fadd, OperA, OperB);
+
+ Block.AddNode(GetPredNode(new ShaderIrAsg(GetOperGpr0(OpCode), Op), OpCode));
+ }
+
public static void Fadd_R(ShaderIrBlock Block, long OpCode)
{
EmitAluBinaryF(Block, OpCode, ShaderOper.RR, ShaderIrInst.Fadd);
diff --git a/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs b/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs
index 89949d62..8d0925a3 100644
--- a/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs
+++ b/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs
@@ -24,7 +24,14 @@ namespace Ryujinx.Graphics.Gal.Shader
public static void Exit(ShaderIrBlock Block, long OpCode)
{
- Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Exit), OpCode));
+ int CCode = (int)OpCode & 0x1f;
+
+ //TODO: Figure out what the other condition codes mean...
+ if (CCode == 0xf)
+ {
+ Block.AddNode(GetPredNode(new ShaderIrOp(ShaderIrInst.Exit), OpCode));
+ }
+
}
public static void Kil(ShaderIrBlock Block, long OpCode)
diff --git a/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs b/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs
index 074cfbb2..b4f51e50 100644
--- a/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs
+++ b/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs
@@ -39,14 +39,15 @@ namespace Ryujinx.Graphics.Gal.Shader
Set("0101110010110x", ShaderDecode.F2i_R);
Set("0100110001011x", ShaderDecode.Fadd_C);
Set("0011100x01011x", ShaderDecode.Fadd_I);
+ Set("000010xxxxxxxx", ShaderDecode.Fadd_I32);
Set("0101110001011x", ShaderDecode.Fadd_R);
Set("010010011xxxxx", ShaderDecode.Ffma_CR);
- Set("001100101xxxxx", ShaderDecode.Ffma_I);
+ Set("0011001x1xxxxx", ShaderDecode.Ffma_I);
Set("010100011xxxxx", ShaderDecode.Ffma_RC);
Set("010110011xxxxx", ShaderDecode.Ffma_RR);
- Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
Set("0100110001101x", ShaderDecode.Fmul_C);
Set("0011100x01101x", ShaderDecode.Fmul_I);
+ Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
Set("0101110001101x", ShaderDecode.Fmul_R);
Set("0100110001100x", ShaderDecode.Fmnmx_C);
Set("0011100x01100x", ShaderDecode.Fmnmx_I);
diff --git a/Ryujinx.Graphics/Gal/ShaderDeclInfo.cs b/Ryujinx.Graphics/Gal/ShaderDeclInfo.cs
index e5ecee95..d400850c 100644
--- a/Ryujinx.Graphics/Gal/ShaderDeclInfo.cs
+++ b/Ryujinx.Graphics/Gal/ShaderDeclInfo.cs
@@ -23,13 +23,5 @@ namespace Ryujinx.Graphics.Gal
Size = NewSize;
}
}
-
- internal void SetCbufOffs(int Offs)
- {
- if (Index < Offs)
- {
- Index = Offs;
- }
- }
}
} \ No newline at end of file
diff --git a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs
index 1663d4c5..380082b3 100644
--- a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs
+++ b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs
@@ -126,7 +126,33 @@ namespace Ryujinx.HLE.Gpu.Engines
long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
- for (int Index = 0; Index < 6; Index++)
+ int Index = 1;
+
+ int VpAControl = ReadRegister(NvGpuEngine3dReg.ShaderNControl);
+
+ bool VpAEnable = (VpAControl & 1) != 0;
+
+ if (VpAEnable)
+ {
+ //Note: The maxwell supports 2 vertex programs, usually
+ //only VP B is used, but in some cases VP A is also used.
+ //In this case, it seems to function as an extra vertex
+ //shader stage.
+ //The graphics abstraction layer has a special overload for this
+ //case, which should merge the two shaders into one vertex shader.
+ int VpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
+ int VpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
+
+ long VpAPos = BasePosition + (uint)VpAOffset;
+ long VpBPos = BasePosition + (uint)VpBOffset;
+
+ Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
+ Gpu.Renderer.Shader.Bind(VpBPos);
+
+ Index = 2;
+ }
+
+ for (; Index < 6; Index++)
{
int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + Index * 0x10);
int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + Index * 0x10);