gl_shader_decompiler: Basic impl. for very simple vertex shaders.

- Tested with Puyo Puyo Tetris and Cave Story+
This commit is contained in:
bunnei 2018-04-07 23:48:38 -04:00
parent 51f37f5061
commit 85d77a3d24
2 changed files with 311 additions and 16 deletions

View file

@ -10,10 +10,15 @@
#include "video_core/engines/shader_bytecode.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
namespace Tegra {
namespace Shader {
namespace GLShader {
namespace Decompiler {
using Tegra::Shader::Attribute;
using Tegra::Shader::Instruction;
using Tegra::Shader::OpCode;
using Tegra::Shader::Register;
using Tegra::Shader::Uniform;
constexpr u32 PROGRAM_END = MAX_PROGRAM_CODE_LENGTH;
class DecompileFail : public std::runtime_error {
@ -90,7 +95,7 @@ private:
for (u32 offset = begin; offset != end && offset != PROGRAM_END; ++offset) {
const Instruction instr = {program_code[offset]};
switch (instr.opcode.Value().EffectiveOpCode()) {
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::EXIT: {
return exit_method = ExitMethod::AlwaysEnd;
}
@ -130,7 +135,294 @@ public:
}
std::string GetShaderCode() {
return shader.GetResult();
return declarations.GetResult() + shader.GetResult();
}
private:
/// Gets the Subroutine object corresponding to the specified address.
const Subroutine& GetSubroutine(u32 begin, u32 end) const {
auto iter = subroutines.find(Subroutine{begin, end});
ASSERT(iter != subroutines.end());
return *iter;
}
/// Generates code representing an input attribute register.
std::string GetInputAttribute(Attribute::Index attribute) {
declr_input_attribute.insert(attribute);
const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
if (attribute >= Attribute::Index::Attribute_0) {
return "input_attribute_" + std::to_string(index);
}
LOG_ERROR(HW_GPU, "Unhandled input attribute: 0x%02x", index);
UNREACHABLE();
}
/// Generates code representing an output attribute register.
std::string GetOutputAttribute(Attribute::Index attribute) {
switch (attribute) {
case Attribute::Index::Position:
return "gl_Position";
default:
const u32 index{static_cast<u32>(attribute) -
static_cast<u32>(Attribute::Index::Attribute_0)};
if (attribute >= Attribute::Index::Attribute_0) {
declr_output_attribute.insert(attribute);
return "output_attribute_" + std::to_string(index);
}
LOG_ERROR(HW_GPU, "Unhandled output attribute: 0x%02x", index);
UNREACHABLE();
}
}
/// Generates code representing a temporary (GPR) register.
std::string GetRegister(const Register& reg) {
return *declr_register.insert("register_" + std::to_string(reg)).first;
}
/// Generates code representing a uniform (C buffer) register.
std::string GetUniform(const Uniform& reg) const {
std::string index = std::to_string(reg.index);
return "uniform_" + index + "[" + std::to_string(reg.offset >> 2) + "][" +
std::to_string(reg.offset & 3) + "]";
}
/**
* Adds code that calls a subroutine.
* @param subroutine the subroutine to call.
*/
void CallSubroutine(const Subroutine& subroutine) {
if (subroutine.exit_method == ExitMethod::AlwaysEnd) {
shader.AddLine(subroutine.GetName() + "();");
shader.AddLine("return true;");
} else if (subroutine.exit_method == ExitMethod::Conditional) {
shader.AddLine("if (" + subroutine.GetName() + "()) { return true; }");
} else {
shader.AddLine(subroutine.GetName() + "();");
}
}
/**
* Writes code that does an assignment operation.
* @param reg the destination register code.
* @param value the code representing the value to assign.
*/
void SetDest(u64 elem, const std::string& reg, const std::string& value,
u64 dest_num_components, u64 value_num_components) {
std::string swizzle = ".";
swizzle += "xyzw"[elem];
std::string dest = reg + (dest_num_components != 1 ? swizzle : "");
std::string src = "(" + value + ")" + (value_num_components != 1 ? swizzle : "");
shader.AddLine(dest + " = " + src + ";");
}
/**
* Compiles a single instruction from Tegra to GLSL.
* @param offset the offset of the Tegra shader instruction.
* @return the offset of the next instruction to execute. Usually it is the current offset
* + 1. If the current instruction always terminates the program, returns PROGRAM_END.
*/
u32 CompileInstr(u32 offset) {
const Instruction instr = {program_code[offset]};
shader.AddLine("// " + std::to_string(offset) + ": " + OpCode::GetInfo(instr.opcode).name);
switch (OpCode::GetInfo(instr.opcode).type) {
case OpCode::Type::Arithmetic: {
ASSERT(!instr.nb);
ASSERT(!instr.aa);
ASSERT(!instr.na);
ASSERT(!instr.ab);
ASSERT(!instr.ad);
std::string gpr1 = GetRegister(instr.gpr1);
std::string gpr2 = GetRegister(instr.gpr2);
std::string uniform = GetUniform(instr.uniform);
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::FMUL_C: {
SetDest(0, gpr1, gpr2 + " * " + uniform, 1, 1);
break;
}
case OpCode::Id::FADD_C: {
SetDest(0, gpr1, gpr2 + " + " + uniform, 1, 1);
break;
}
case OpCode::Id::FFMA_CR: {
SetDest(0, gpr1, gpr2 + " * " + uniform + " + " + GetRegister(instr.gpr3), 1, 1);
break;
}
default: {
LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.EffectiveOpCode(), OpCode::GetInfo(instr.opcode).name,
instr.hex);
throw DecompileFail("Unhandled instruction");
break;
}
}
break;
}
case OpCode::Type::Memory: {
ASSERT(instr.attribute.size == 0);
std::string gpr1 = GetRegister(instr.gpr1);
const Attribute::Index attribute = instr.attribute.GetIndex();
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::LD_A: {
SetDest(instr.attribute.element, gpr1, GetInputAttribute(attribute), 1, 4);
break;
}
case OpCode::Id::ST_A: {
SetDest(instr.attribute.element, GetOutputAttribute(attribute), gpr1, 4, 1);
break;
}
default: {
LOG_ERROR(HW_GPU, "Unhandled memory instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.EffectiveOpCode(), OpCode::GetInfo(instr.opcode).name,
instr.hex);
throw DecompileFail("Unhandled instruction");
break;
}
}
break;
}
default: {
switch (instr.opcode.EffectiveOpCode()) {
case OpCode::Id::EXIT: {
shader.AddLine("return true;");
offset = PROGRAM_END - 1;
break;
}
default: {
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.EffectiveOpCode(),
OpCode::GetInfo(instr.opcode).name.c_str(), instr.hex);
// throw DecompileFail("Unhandled instruction");
break;
}
}
break;
}
}
return offset + 1;
}
/**
* Compiles a range of instructions from Tegra to GLSL.
* @param begin the offset of the starting instruction.
* @param end the offset where the compilation should stop (exclusive).
* @return the offset of the next instruction to compile. PROGRAM_END if the program
* terminates.
*/
u32 CompileRange(u32 begin, u32 end) {
u32 program_counter;
for (program_counter = begin; program_counter < (begin > end ? PROGRAM_END : end);) {
program_counter = CompileInstr(program_counter);
}
return program_counter;
}
void Generate() {
// Add declarations for all subroutines
for (const auto& subroutine : subroutines) {
shader.AddLine("bool " + subroutine.GetName() + "();");
}
shader.AddLine("");
// Add the main entry point
shader.AddLine("bool exec_shader() {");
++shader.scope;
CallSubroutine(GetSubroutine(main_offset, PROGRAM_END));
--shader.scope;
shader.AddLine("}\n");
// Add definitions for all subroutines
for (const auto& subroutine : subroutines) {
std::set<u32> labels = subroutine.labels;
shader.AddLine("bool " + subroutine.GetName() + "() {");
++shader.scope;
if (labels.empty()) {
if (CompileRange(subroutine.begin, subroutine.end) != PROGRAM_END) {
shader.AddLine("return false;");
}
} else {
labels.insert(subroutine.begin);
shader.AddLine("uint jmp_to = " + std::to_string(subroutine.begin) + "u;");
shader.AddLine("while (true) {");
++shader.scope;
shader.AddLine("switch (jmp_to) {");
for (auto label : labels) {
shader.AddLine("case " + std::to_string(label) + "u: {");
++shader.scope;
auto next_it = labels.lower_bound(label + 1);
u32 next_label = next_it == labels.end() ? subroutine.end : *next_it;
u32 compile_end = CompileRange(label, next_label);
if (compile_end > next_label && compile_end != PROGRAM_END) {
// This happens only when there is a label inside a IF/LOOP block
shader.AddLine("{ jmp_to = " + std::to_string(compile_end) + "u; break; }");
labels.emplace(compile_end);
}
--shader.scope;
shader.AddLine("}");
}
shader.AddLine("default: return false;");
shader.AddLine("}");
--shader.scope;
shader.AddLine("}");
shader.AddLine("return false;");
}
--shader.scope;
shader.AddLine("}\n");
DEBUG_ASSERT(shader.scope == 0);
}
GenerateDeclarations();
}
/// Add declarations for registers
void GenerateDeclarations() {
for (const auto& reg : declr_register) {
declarations.AddLine("float " + reg + " = 0.0;");
}
declarations.AddLine("");
for (const auto& index : declr_input_attribute) {
// TODO(bunnei): Use proper number of elements for these
declarations.AddLine(
"layout(location = " + std::to_string(static_cast<u32>(index) - 8) + ") in vec4 " +
GetInputAttribute(index) + ";");
}
declarations.AddLine("");
for (const auto& index : declr_output_attribute) {
// TODO(bunnei): Use proper number of elements for these
declarations.AddLine(
"layout(location = " + std::to_string(static_cast<u32>(index) - 8) + ") out vec4 " +
GetOutputAttribute(index) + ";");
}
declarations.AddLine("");
}
private:
@ -139,9 +431,17 @@ private:
const u32 main_offset;
ShaderWriter shader;
ShaderWriter declarations;
void Generate() {}
};
// Declarations
std::set<std::string> declr_register;
std::set<Attribute::Index> declr_input_attribute;
std::set<Attribute::Index> declr_output_attribute;
}; // namespace Decompiler
std::string GetCommonDeclarations() {
return "bool exec_shader();";
}
boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset) {
try {
@ -155,5 +455,4 @@ boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u
}
} // namespace Decompiler
} // namespace Shader
} // namespace Tegra
} // namespace GLShader

View file

@ -7,18 +7,14 @@
#include <string>
#include <boost/optional.hpp>
#include "common/common_types.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
namespace Tegra {
namespace Shader {
namespace GLShader {
namespace Decompiler {
constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x100};
constexpr size_t MAX_SWIZZLE_DATA_LENGTH{0x100};
using ProgramCode = std::array<u64, MAX_PROGRAM_CODE_LENGTH>;
std::string GetCommonDeclarations();
boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset);
} // namespace Decompiler
} // namespace Shader
} // namespace Tegra
} // namespace GLShader