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https://github.com/hrydgard/ppsspp.git
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7099df6619
Tests were just failing before.
386 lines
11 KiB
C++
386 lines
11 KiB
C++
#include "ppsspp_config.h"
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#include <algorithm>
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#include "Common/StringUtils.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "Common/Data/Random/Rng.h"
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#include "GPU/Vulkan/VulkanContext.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Common/VertexShaderGenerator.h"
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#include "GPU/Common/ReinterpretFramebuffer.h"
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#if PPSSPP_PLATFORM(WINDOWS)
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#include "GPU/D3D11/D3D11Util.h"
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#include "GPU/D3D11/D3D11Loader.h"
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#include "GPU/D3D9/D3DCompilerLoader.h"
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#include "GPU/D3D9/D3D9ShaderCompiler.h"
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#endif
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bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs bugs, std::string *errorString) {
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uint64_t uniformMask;
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switch (lang) {
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case ShaderLanguage::GLSL_VULKAN:
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{
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ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN);
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return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
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}
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case ShaderLanguage::GLSL_1xx:
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{
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ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
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return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
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}
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case ShaderLanguage::GLSL_3xx:
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{
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ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
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return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
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}
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case ShaderLanguage::HLSL_D3D9:
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{
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ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9);
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return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
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}
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case ShaderLanguage::HLSL_D3D11:
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{
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ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11);
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return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, errorString);
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}
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default:
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return false;
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}
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}
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bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs bugs, std::string *errorString) {
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uint32_t attrMask;
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uint64_t uniformMask;
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switch (lang) {
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case ShaderLanguage::GLSL_VULKAN:
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{
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ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN);
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return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
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}
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case ShaderLanguage::GLSL_1xx:
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{
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ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
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return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
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}
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case ShaderLanguage::GLSL_3xx:
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{
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ShaderLanguageDesc compat(ShaderLanguage::GLSL_1xx);
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return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
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}
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case ShaderLanguage::HLSL_D3D9:
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{
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ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9);
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return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
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}
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case ShaderLanguage::HLSL_D3D11:
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{
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ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11);
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return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, errorString);
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}
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default:
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return false;
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}
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}
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bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex, std::string *errorMessage) {
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std::vector<uint32_t> spirv;
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switch (lang) {
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#if PPSSPP_PLATFORM(WINDOWS)
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case ShaderLanguage::HLSL_D3D11:
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{
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auto output = CompileShaderToBytecodeD3D11(buffer, strlen(buffer), vertex ? "vs_4_0" : "ps_4_0", 0);
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return !output.empty();
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}
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case ShaderLanguage::HLSL_D3D9:
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{
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LPD3DBLOB blob = CompileShaderToByteCodeD3D9(buffer, vertex ? "vs_2_0" : "ps_2_0", errorMessage);
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if (blob) {
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blob->Release();
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return true;
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} else {
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return false;
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}
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}
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#endif
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case ShaderLanguage::GLSL_VULKAN:
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return GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::VULKAN, spirv, errorMessage);
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case ShaderLanguage::GLSL_1xx:
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return GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::GL140, spirv, errorMessage);
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case ShaderLanguage::GLSL_3xx:
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return GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::GLES300, spirv, errorMessage);
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default:
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return false;
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}
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}
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void PrintDiff(const char *a, const char *b) {
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// Stupidest diff ever: Just print both lines, and a few around it, when we find a mismatch.
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std::vector<std::string> a_lines;
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std::vector<std::string> b_lines;
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SplitString(a, '\n', a_lines);
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SplitString(b, '\n', b_lines);
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for (size_t i = 0; i < a_lines.size() && i < b_lines.size(); i++) {
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if (a_lines[i] != b_lines[i]) {
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// Print some context
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for (size_t j = std::max((int)i - 4, 0); j < i; j++) {
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printf("%s\n", a_lines[j].c_str());
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}
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printf("DIFF found at line %d:\n", (int)i);
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printf("a: %s\n", a_lines[i].c_str());
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printf("b: %s\n", b_lines[i].c_str());
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printf("...continues...\n");
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for (size_t j = i + 1; j < i + 5 && j < a_lines.size() && j < b_lines.size(); j++) {
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printf("a: %s\n", a_lines[j].c_str());
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printf("b: %s\n", b_lines[j].c_str());
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}
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printf("==================\n");
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return;
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}
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}
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}
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const char *ShaderLanguageToString(ShaderLanguage lang) {
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switch (lang) {
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case HLSL_D3D11: return "HLSL_D3D11";
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case HLSL_D3D9: return "HLSL_D3D9";
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case GLSL_VULKAN: return "GLSL_VULKAN";
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case GLSL_1xx: return "GLSL_1xx";
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case GLSL_3xx: return "GLSL_3xx";
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default: return "N/A";
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}
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}
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bool TestReinterpretShaders() {
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ShaderLanguage languages[] = {
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#if PPSSPP_PLATFORM(WINDOWS)
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ShaderLanguage::HLSL_D3D11,
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#endif
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ShaderLanguage::GLSL_VULKAN,
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ShaderLanguage::GLSL_3xx,
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};
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GEBufferFormat fmts[3] = {
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GE_FORMAT_565,
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GE_FORMAT_5551,
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GE_FORMAT_4444,
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};
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char *buffer = new char[65536];
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// Generate all despite failures - it's only 6.
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bool failed = false;
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for (int k = 0; k < ARRAY_SIZE(languages); k++) {
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ShaderLanguageDesc desc(languages[k]);
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if (!GenerateReinterpretVertexShader(buffer, desc)) {
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printf("Failed!\n%s\n", buffer);
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failed = true;
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} else {
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std::string errorMessage;
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if (!TestCompileShader(buffer, languages[k], true, &errorMessage)) {
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printf("Error compiling fragment shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
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failed = true;
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return false;
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} else {
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//printf("===\n%s\n===\n", buffer);
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}
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}
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}
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for (int k = 0; k < ARRAY_SIZE(languages); k++) {
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printf("=== %s ===\n\n", ShaderLanguageToString(languages[k]));
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ShaderLanguageDesc desc(languages[k]);
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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if (i == j)
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continue; // useless shader!
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if (!GenerateReinterpretFragmentShader(buffer, fmts[i], fmts[j], desc)) {
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printf("Failed!\n%s\n", buffer);
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failed = true;
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} else {
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std::string errorMessage;
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if (!TestCompileShader(buffer, languages[k], false, &errorMessage)) {
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printf("Error compiling fragment shader %d:\n\n%s\n\n%s\n", (int)j, LineNumberString(buffer).c_str(), errorMessage.c_str());
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failed = true;
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return false;
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} else {
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printf("===\n%s\n===\n", buffer);
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}
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}
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}
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}
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}
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return !failed;
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}
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const ShaderLanguage languages[] = {
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#if PPSSPP_PLATFORM(WINDOWS)
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ShaderLanguage::HLSL_D3D9,
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ShaderLanguage::HLSL_D3D11,
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#endif
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ShaderLanguage::GLSL_VULKAN,
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ShaderLanguage::GLSL_1xx,
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ShaderLanguage::GLSL_3xx,
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};
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const int numLanguages = ARRAY_SIZE(languages);
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bool TestVertexShaders() {
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char *buffer[numLanguages];
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for (int i = 0; i < numLanguages; i++) {
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buffer[i] = new char[65536];
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}
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GMRng rng;
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int successes = 0;
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int count = 700;
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Draw::Bugs bugs;
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// Generate a bunch of random vertex shader IDs, try to generate shader source.
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// Then compile it and check that it's ok.
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for (int i = 0; i < count; i++) {
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uint32_t bottom = rng.R32();
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uint32_t top = rng.R32();
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VShaderID id;
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id.d[0] = bottom;
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id.d[1] = top;
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// The generated bits need some adjustment:
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// We don't use these bits in the HLSL shader generator.
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id.SetBits(VS_BIT_WEIGHT_FMTSCALE, 2, 0);
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// If mode is through, we won't do hardware transform.
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if (id.Bit(VS_BIT_IS_THROUGH)) {
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id.SetBit(VS_BIT_USE_HW_TRANSFORM, 0);
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}
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if (!id.Bit(VS_BIT_USE_HW_TRANSFORM)) {
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id.SetBit(VS_BIT_ENABLE_BONES, 0);
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}
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bool generateSuccess[numLanguages]{};
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std::string genErrorString[numLanguages];
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for (int j = 0; j < numLanguages; j++) {
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generateSuccess[j] = GenerateVShader(id, buffer[j], languages[j], bugs, &genErrorString[j]);
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if (!genErrorString[j].empty()) {
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printf("%s\n", genErrorString[j].c_str());
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}
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}
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// Now that we have the strings ready for easy comparison (buffer,4 in the watch window),
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// let's try to compile them.
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for (int j = 0; j < numLanguages; j++) {
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if (generateSuccess[j]) {
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std::string errorMessage;
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if (!TestCompileShader(buffer[j], languages[j], true, &errorMessage)) {
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printf("Error compiling vertex shader %d:\n\n%s\n\n%s\n", (int)j, LineNumberString(buffer[j]).c_str(), errorMessage.c_str());
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return false;
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}
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successes++;
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}
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}
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}
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printf("%d/%d vertex shaders generated (it's normal that it's not all, there are invalid bit combos)\n", successes, count * numLanguages);
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for (int i = 0; i < numLanguages; i++) {
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delete[] buffer[i];
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}
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return true;
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}
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bool TestFragmentShaders() {
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char *buffer[numLanguages];
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for (int i = 0; i < numLanguages; i++) {
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buffer[i] = new char[65536];
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}
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GMRng rng;
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int successes = 0;
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int count = 300;
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Draw::Bugs bugs;
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// Generate a bunch of random fragment shader IDs, try to generate shader source.
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// Then compile it and check that it's ok.
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for (int i = 0; i < count; i++) {
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uint32_t bottom = rng.R32();
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uint32_t top = rng.R32();
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FShaderID id;
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id.d[0] = bottom;
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id.d[1] = top;
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// bits we don't need to test because they are irrelevant on d3d11
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id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, false);
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id.SetBit(FS_BIT_SHADER_DEPAL, false);
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// DX9 disabling:
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if (static_cast<ReplaceAlphaType>(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) == ReplaceAlphaType::REPLACE_ALPHA_DUALSOURCE)
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continue;
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bool generateSuccess[numLanguages]{};
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std::string genErrorString[numLanguages];
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for (int j = 0; j < numLanguages; j++) {
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generateSuccess[j] = GenerateFShader(id, buffer[j], languages[j], bugs, &genErrorString[j]);
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if (!genErrorString[j].empty()) {
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printf("%s\n", genErrorString[j].c_str());
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}
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// We ignore the contents of the error string here, not even gonna try to compile if it errors.
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}
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// Now that we have the strings ready for easy comparison (buffer,4 in the watch window),
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// let's try to compile them.
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for (int j = 0; j < numLanguages; j++) {
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if (generateSuccess[j]) {
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std::string errorMessage;
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if (!TestCompileShader(buffer[j], languages[j], false, &errorMessage)) {
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printf("Error compiling fragment shader:\n\n%s\n\n%s\n", LineNumberString(buffer[j]).c_str(), errorMessage.c_str());
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return false;
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}
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successes++;
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}
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}
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}
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printf("%d/%d fragment shaders generated (it's normal that it's not all, there are invalid bit combos)\n", successes, count * numLanguages);
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for (int i = 0; i < numLanguages; i++) {
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delete[] buffer[i];
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}
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return true;
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}
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bool TestShaderGenerators() {
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#if PPSSPP_PLATFORM(WINDOWS)
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LoadD3D11();
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init_glslang();
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LoadD3DCompilerDynamic();
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#else
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init_glslang();
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#endif
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if (!TestFragmentShaders()) {
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return false;
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}
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if (!TestReinterpretShaders()) {
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return false;
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}
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if (!TestVertexShaders()) {
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return false;
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}
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return true;
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}
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