mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
506 lines
14 KiB
C++
506 lines
14 KiB
C++
#include "ppsspp_config.h"
|
|
#include <algorithm>
|
|
|
|
#include "Common/StringUtils.h"
|
|
|
|
#include "GPU/Common/ShaderId.h"
|
|
#include "GPU/Common/ShaderCommon.h"
|
|
#include "GPU/Common/GPUStateUtils.h"
|
|
#include "Common/Data/Random/Rng.h"
|
|
|
|
#include "GPU/Vulkan/VulkanContext.h"
|
|
|
|
#include "GPU/Common/FragmentShaderGenerator.h"
|
|
#include "GPU/Common/VertexShaderGenerator.h"
|
|
#include "GPU/Common/ReinterpretFramebuffer.h"
|
|
#include "GPU/Common/StencilCommon.h"
|
|
#include "GPU/Common/DepalettizeShaderCommon.h"
|
|
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
#include "GPU/D3D11/D3D11Util.h"
|
|
#include "GPU/D3D11/D3D11Loader.h"
|
|
|
|
#include "GPU/D3D9/D3DCompilerLoader.h"
|
|
#include "GPU/D3D9/D3D9ShaderCompiler.h"
|
|
#endif
|
|
|
|
bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs bugs, std::string *errorString) {
|
|
uint64_t uniformMask;
|
|
switch (lang) {
|
|
case ShaderLanguage::GLSL_VULKAN:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN);
|
|
return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::GLSL_1xx:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
|
|
return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::GLSL_3xx:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
|
|
return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::HLSL_D3D9:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9);
|
|
return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::HLSL_D3D11:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11);
|
|
return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
|
|
}
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs bugs, std::string *errorString) {
|
|
uint32_t attrMask;
|
|
uint64_t uniformMask;
|
|
switch (lang) {
|
|
case ShaderLanguage::GLSL_VULKAN:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN);
|
|
return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::GLSL_1xx:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
|
|
return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::GLSL_3xx:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
|
|
return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::HLSL_D3D9:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9);
|
|
return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
|
|
}
|
|
case ShaderLanguage::HLSL_D3D11:
|
|
{
|
|
ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11);
|
|
return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
|
|
}
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool TestCompileShader(const char *buffer, ShaderLanguage lang, ShaderStage stage, std::string *errorMessage) {
|
|
std::vector<uint32_t> spirv;
|
|
switch (lang) {
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
case ShaderLanguage::HLSL_D3D11:
|
|
{
|
|
auto output = CompileShaderToBytecodeD3D11(buffer, strlen(buffer), stage == ShaderStage::Vertex ? "vs_4_0" : "ps_4_0", 0);
|
|
return !output.empty();
|
|
}
|
|
case ShaderLanguage::HLSL_D3D9:
|
|
{
|
|
LPD3DBLOB blob = CompileShaderToByteCodeD3D9(buffer, stage == ShaderStage::Vertex ? "vs_2_0" : "ps_2_0", errorMessage);
|
|
if (blob) {
|
|
blob->Release();
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
case ShaderLanguage::GLSL_VULKAN:
|
|
return GLSLtoSPV(stage == ShaderStage::Vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::VULKAN, spirv, errorMessage);
|
|
case ShaderLanguage::GLSL_1xx:
|
|
return GLSLtoSPV(stage == ShaderStage::Vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::GL140, spirv, errorMessage);
|
|
case ShaderLanguage::GLSL_3xx:
|
|
return GLSLtoSPV(stage == ShaderStage::Vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::GLES300, spirv, errorMessage);
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void PrintDiff(const char *a, const char *b) {
|
|
// Stupidest diff ever: Just print both lines, and a few around it, when we find a mismatch.
|
|
std::vector<std::string> a_lines;
|
|
std::vector<std::string> b_lines;
|
|
SplitString(a, '\n', a_lines);
|
|
SplitString(b, '\n', b_lines);
|
|
for (size_t i = 0; i < a_lines.size() && i < b_lines.size(); i++) {
|
|
if (a_lines[i] != b_lines[i]) {
|
|
// Print some context
|
|
for (size_t j = std::max((int)i - 4, 0); j < i; j++) {
|
|
printf("%s\n", a_lines[j].c_str());
|
|
}
|
|
printf("DIFF found at line %d:\n", (int)i);
|
|
printf("a: %s\n", a_lines[i].c_str());
|
|
printf("b: %s\n", b_lines[i].c_str());
|
|
printf("...continues...\n");
|
|
for (size_t j = i + 1; j < i + 5 && j < a_lines.size() && j < b_lines.size(); j++) {
|
|
printf("a: %s\n", a_lines[j].c_str());
|
|
printf("b: %s\n", b_lines[j].c_str());
|
|
}
|
|
printf("==================\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
const char *ShaderLanguageToString(ShaderLanguage lang) {
|
|
switch (lang) {
|
|
case HLSL_D3D11: return "HLSL_D3D11";
|
|
case HLSL_D3D9: return "HLSL_D3D9";
|
|
case GLSL_VULKAN: return "GLSL_VULKAN";
|
|
case GLSL_1xx: return "GLSL_1xx";
|
|
case GLSL_3xx: return "GLSL_3xx";
|
|
default: return "N/A";
|
|
}
|
|
}
|
|
|
|
bool TestReinterpretShaders() {
|
|
Draw::Bugs bugs;
|
|
|
|
ShaderLanguage languages[] = {
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
ShaderLanguage::HLSL_D3D11,
|
|
#endif
|
|
ShaderLanguage::GLSL_VULKAN,
|
|
ShaderLanguage::GLSL_3xx,
|
|
};
|
|
GEBufferFormat fmts[3] = {
|
|
GE_FORMAT_565,
|
|
GE_FORMAT_5551,
|
|
GE_FORMAT_4444,
|
|
};
|
|
char *buffer = new char[65536];
|
|
|
|
// Generate all despite failures - it's only 6.
|
|
bool failed = false;
|
|
|
|
for (int k = 0; k < ARRAY_SIZE(languages); k++) {
|
|
printf("=== %s ===\n\n", ShaderLanguageToString(languages[k]));
|
|
|
|
ShaderLanguageDesc desc(languages[k]);
|
|
|
|
// These require bitwise operations.
|
|
if (!desc.bitwiseOps) {
|
|
continue;
|
|
}
|
|
|
|
GenerateReinterpretVertexShader(buffer, desc);
|
|
std::string errorMessage;
|
|
if (!TestCompileShader(buffer, languages[k], ShaderStage::Vertex, &errorMessage)) {
|
|
printf("Error compiling fragment shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
|
|
failed = true;
|
|
return false;
|
|
} else {
|
|
//printf("===\n%s\n===\n", buffer);
|
|
}
|
|
}
|
|
|
|
for (int k = 0; k < ARRAY_SIZE(languages); k++) {
|
|
printf("=== %s ===\n\n", ShaderLanguageToString(languages[k]));
|
|
|
|
ShaderLanguageDesc desc(languages[k]);
|
|
|
|
// These require bitwise operations.
|
|
if (!desc.bitwiseOps) {
|
|
continue;
|
|
}
|
|
|
|
std::string errorMessage;
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
for (int j = 0; j < 3; j++) {
|
|
if (i == j)
|
|
continue; // useless shader!
|
|
GenerateReinterpretFragmentShader(buffer, fmts[i], fmts[j], desc);
|
|
if (!TestCompileShader(buffer, languages[k], ShaderStage::Fragment, &errorMessage)) {
|
|
printf("Error compiling fragment shader %d:\n\n%s\n\n%s\n", (int)j, LineNumberString(buffer).c_str(), errorMessage.c_str());
|
|
failed = true;
|
|
return false;
|
|
} else {
|
|
printf("===\n%s\n===\n", buffer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
delete[] buffer;
|
|
return !failed;
|
|
}
|
|
|
|
bool TestStencilShaders() {
|
|
Draw::Bugs bugs;
|
|
|
|
ShaderLanguage languages[] = {
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
ShaderLanguage::HLSL_D3D9,
|
|
ShaderLanguage::HLSL_D3D11,
|
|
#endif
|
|
ShaderLanguage::GLSL_VULKAN,
|
|
ShaderLanguage::GLSL_3xx,
|
|
};
|
|
|
|
char *buffer = new char[65536];
|
|
|
|
bool failed = false;
|
|
|
|
for (int k = 0; k < ARRAY_SIZE(languages); k++) {
|
|
printf("=== %s ===\n\n", ShaderLanguageToString(languages[k]));
|
|
|
|
ShaderLanguageDesc desc(languages[k]);
|
|
std::string errorMessage;
|
|
|
|
// Generate all despite failures - it's only 6.
|
|
GenerateStencilFs(buffer, desc, bugs);
|
|
if (!TestCompileShader(buffer, languages[k], ShaderStage::Fragment, &errorMessage)) {
|
|
printf("Error compiling stencil shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
|
|
failed = true;
|
|
return false;
|
|
} else {
|
|
printf("===\n%s\n===\n", buffer);
|
|
}
|
|
|
|
GenerateStencilVs(buffer, desc);
|
|
if (!TestCompileShader(buffer, languages[k], ShaderStage::Vertex, &errorMessage)) {
|
|
printf("Error compiling stencil shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
|
|
failed = true;
|
|
return false;
|
|
} else {
|
|
printf("===\n%s\n===\n", buffer);
|
|
}
|
|
}
|
|
|
|
delete[] buffer;
|
|
return !failed;
|
|
}
|
|
|
|
bool TestDepalShaders() {
|
|
Draw::Bugs bugs;
|
|
|
|
ShaderLanguage languages[] = {
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
ShaderLanguage::HLSL_D3D9,
|
|
ShaderLanguage::HLSL_D3D11,
|
|
#endif
|
|
ShaderLanguage::GLSL_VULKAN,
|
|
ShaderLanguage::GLSL_3xx,
|
|
ShaderLanguage::GLSL_1xx,
|
|
};
|
|
|
|
char *buffer = new char[65536];
|
|
|
|
bool failed = false;
|
|
|
|
for (int k = 0; k < ARRAY_SIZE(languages); k++) {
|
|
printf("=== %s ===\n\n", ShaderLanguageToString(languages[k]));
|
|
|
|
ShaderLanguageDesc desc(languages[k]);
|
|
std::string errorMessage;
|
|
|
|
// TODO: Try some different configurations of the fragment shader.
|
|
// But first just try one.
|
|
DepalConfig config{};
|
|
config.clutFormat = GE_CMODE_16BIT_ABGR4444;
|
|
config.shift = 8;
|
|
config.startPos = 64;
|
|
config.mask = 0xFF;
|
|
config.pixelFormat = GE_FORMAT_8888;
|
|
|
|
GenerateDepalFs(buffer, config, desc);
|
|
if (!TestCompileShader(buffer, languages[k], ShaderStage::Fragment, &errorMessage)) {
|
|
printf("Error compiling depal shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
|
|
failed = true;
|
|
return false;
|
|
} else {
|
|
printf("===\n%s\n===\n", buffer);
|
|
}
|
|
|
|
GenerateDepalVs(buffer, desc);
|
|
if (!TestCompileShader(buffer, languages[k], ShaderStage::Vertex, &errorMessage)) {
|
|
printf("Error compiling depal shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
|
|
failed = true;
|
|
return false;
|
|
} else {
|
|
printf("===\n%s\n===\n", buffer);
|
|
}
|
|
}
|
|
|
|
delete[] buffer;
|
|
return !failed;
|
|
}
|
|
|
|
const ShaderLanguage languages[] = {
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
ShaderLanguage::HLSL_D3D9,
|
|
ShaderLanguage::HLSL_D3D11,
|
|
#endif
|
|
ShaderLanguage::GLSL_VULKAN,
|
|
ShaderLanguage::GLSL_1xx,
|
|
ShaderLanguage::GLSL_3xx,
|
|
};
|
|
const int numLanguages = ARRAY_SIZE(languages);
|
|
|
|
bool TestVertexShaders() {
|
|
char *buffer[numLanguages];
|
|
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
buffer[i] = new char[65536];
|
|
}
|
|
GMRng rng;
|
|
int successes = 0;
|
|
int count = 700;
|
|
|
|
Draw::Bugs bugs;
|
|
|
|
// Generate a bunch of random vertex shader IDs, try to generate shader source.
|
|
// Then compile it and check that it's ok.
|
|
for (int i = 0; i < count; i++) {
|
|
uint32_t bottom = rng.R32();
|
|
uint32_t top = rng.R32();
|
|
VShaderID id;
|
|
id.d[0] = bottom;
|
|
id.d[1] = top;
|
|
|
|
// The generated bits need some adjustment:
|
|
|
|
// We don't use these bits in the HLSL shader generator.
|
|
id.SetBits(VS_BIT_WEIGHT_FMTSCALE, 2, 0);
|
|
// If mode is through, we won't do hardware transform.
|
|
if (id.Bit(VS_BIT_IS_THROUGH)) {
|
|
id.SetBit(VS_BIT_USE_HW_TRANSFORM, 0);
|
|
}
|
|
if (!id.Bit(VS_BIT_USE_HW_TRANSFORM)) {
|
|
id.SetBit(VS_BIT_ENABLE_BONES, 0);
|
|
}
|
|
|
|
bool generateSuccess[numLanguages]{};
|
|
std::string genErrorString[numLanguages];
|
|
|
|
for (int j = 0; j < numLanguages; j++) {
|
|
generateSuccess[j] = GenerateVShader(id, buffer[j], languages[j], bugs, &genErrorString[j]);
|
|
if (!genErrorString[j].empty()) {
|
|
printf("%s\n", genErrorString[j].c_str());
|
|
}
|
|
}
|
|
|
|
// Now that we have the strings ready for easy comparison (buffer,4 in the watch window),
|
|
// let's try to compile them.
|
|
for (int j = 0; j < numLanguages; j++) {
|
|
if (generateSuccess[j]) {
|
|
std::string errorMessage;
|
|
if (!TestCompileShader(buffer[j], languages[j], ShaderStage::Vertex, &errorMessage)) {
|
|
printf("Error compiling vertex shader %d:\n\n%s\n\n%s\n", (int)j, LineNumberString(buffer[j]).c_str(), errorMessage.c_str());
|
|
return false;
|
|
}
|
|
successes++;
|
|
}
|
|
}
|
|
}
|
|
|
|
printf("%d/%d vertex shaders generated (it's normal that it's not all, there are invalid bit combos)\n", successes, count * numLanguages);
|
|
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
delete[] buffer[i];
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool TestFragmentShaders() {
|
|
char *buffer[numLanguages];
|
|
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
buffer[i] = new char[65536];
|
|
}
|
|
GMRng rng;
|
|
int successes = 0;
|
|
int count = 300;
|
|
|
|
Draw::Bugs bugs;
|
|
|
|
// Generate a bunch of random fragment shader IDs, try to generate shader source.
|
|
// Then compile it and check that it's ok.
|
|
for (int i = 0; i < count; i++) {
|
|
uint32_t bottom = rng.R32();
|
|
uint32_t top = rng.R32();
|
|
FShaderID id;
|
|
id.d[0] = bottom;
|
|
id.d[1] = top;
|
|
|
|
// bits we don't need to test because they are irrelevant on d3d11
|
|
id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, false);
|
|
id.SetBit(FS_BIT_SHADER_DEPAL, false);
|
|
|
|
// DX9 disabling:
|
|
if (static_cast<ReplaceAlphaType>(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) == ReplaceAlphaType::REPLACE_ALPHA_DUALSOURCE)
|
|
continue;
|
|
|
|
bool generateSuccess[numLanguages]{};
|
|
std::string genErrorString[numLanguages];
|
|
|
|
for (int j = 0; j < numLanguages; j++) {
|
|
generateSuccess[j] = GenerateFShader(id, buffer[j], languages[j], bugs, &genErrorString[j]);
|
|
if (!genErrorString[j].empty()) {
|
|
printf("%s\n", genErrorString[j].c_str());
|
|
}
|
|
// We ignore the contents of the error string here, not even gonna try to compile if it errors.
|
|
}
|
|
|
|
// Now that we have the strings ready for easy comparison (buffer,4 in the watch window),
|
|
// let's try to compile them.
|
|
for (int j = 0; j < numLanguages; j++) {
|
|
if (generateSuccess[j]) {
|
|
std::string errorMessage;
|
|
if (!TestCompileShader(buffer[j], languages[j], ShaderStage::Fragment, &errorMessage)) {
|
|
printf("Error compiling fragment shader:\n\n%s\n\n%s\n", LineNumberString(buffer[j]).c_str(), errorMessage.c_str());
|
|
return false;
|
|
}
|
|
successes++;
|
|
}
|
|
}
|
|
}
|
|
|
|
printf("%d/%d fragment shaders generated (it's normal that it's not all, there are invalid bit combos)\n", successes, count * numLanguages);
|
|
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
delete[] buffer[i];
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool TestShaderGenerators() {
|
|
#if PPSSPP_PLATFORM(WINDOWS)
|
|
LoadD3D11();
|
|
init_glslang();
|
|
LoadD3DCompilerDynamic();
|
|
#else
|
|
init_glslang();
|
|
#endif
|
|
|
|
if (!TestStencilShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestReinterpretShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestDepalShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestFragmentShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestVertexShaders()) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|