mirror of
https://github.com/hrydgard/ppsspp.git
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653 lines
18 KiB
C++
653 lines
18 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/GeometryShaderGenerator.h"
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#include "GPU/Common/ReinterpretFramebuffer.h"
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#include "GPU/Common/StencilCommon.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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#if PPSSPP_PLATFORM(WINDOWS)
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#include <wrl/client.h>
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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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static constexpr size_t CODE_BUFFER_SIZE = 32768;
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bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs bugs, std::string *errorString) {
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buffer[0] = '\0';
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FragmentShaderFlags flags;
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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, &flags, 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, &flags, 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_3xx);
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return GenerateFragmentShader(id, buffer, compat, bugs, &uniformMask, &flags, 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, &flags, 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, &flags, 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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buffer[0] = '\0';
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VertexShaderFlags flags;
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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, &flags, 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, &flags, 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_3xx);
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return GenerateVertexShader(id, buffer, compat, bugs, &attrMask, &uniformMask, &flags, 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, &flags, 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, &flags, 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 GenerateGShader(GShaderID id, char *buffer, ShaderLanguage lang, Draw::Bugs bugs, std::string *errorString) {
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buffer[0] = '\0';
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errorString->clear();
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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 GenerateGeometryShader(id, buffer, compat, bugs, errorString);
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}
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/*
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case ShaderLanguage::GLSL_3xx:
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{
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ShaderLanguageDesc compat(ShaderLanguage::GLSL_3xx);
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return GenerateGeometryShader(id, buffer, compat, bugs, 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 GenerateGeometryShader(id, buffer, compat, bugs, errorString);
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}
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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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static VkShaderStageFlagBits StageToVulkan(ShaderStage stage) {
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switch (stage) {
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case ShaderStage::Vertex: return VK_SHADER_STAGE_VERTEX_BIT;
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case ShaderStage::Geometry: return VK_SHADER_STAGE_GEOMETRY_BIT;
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case ShaderStage::Compute: return VK_SHADER_STAGE_COMPUTE_BIT;
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case ShaderStage::Fragment: return VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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return VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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bool TestCompileShader(const char *buffer, ShaderLanguage lang, ShaderStage stage, 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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const char *programType = nullptr;
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switch (stage) {
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case ShaderStage::Vertex: programType = "vs_4_0"; break;
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case ShaderStage::Fragment: programType = "ps_4_0"; break;
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case ShaderStage::Geometry: programType = "gs_4_0"; break;
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default: return false;
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}
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auto output = CompileShaderToBytecodeD3D11(buffer, strlen(buffer), programType, 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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const char *programType = nullptr;
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switch (stage) {
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case ShaderStage::Vertex: programType = "vs_3_0"; break;
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case ShaderStage::Fragment: programType = "ps_3_0"; break;
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default: return false;
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}
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Microsoft::WRL::ComPtr<ID3DBlob> blob;
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HRESULT hr = CompileShaderToByteCodeD3D9(buffer, programType, errorMessage, &blob);
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return SUCCEEDED(hr);
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}
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#endif
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case ShaderLanguage::GLSL_VULKAN:
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return GLSLtoSPV(StageToVulkan(stage), buffer, GLSLVariant::VULKAN, spirv, errorMessage);
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case ShaderLanguage::GLSL_1xx:
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return GLSLtoSPV(StageToVulkan(stage), buffer, GLSLVariant::GL140, spirv, errorMessage);
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case ShaderLanguage::GLSL_3xx:
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return GLSLtoSPV(StageToVulkan(stage), 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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Draw::Bugs bugs;
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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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printf("=== %s ===\n\n", ShaderLanguageToString(languages[k]));
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ShaderLanguageDesc desc(languages[k]);
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std::string errorMessage;
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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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ShaderWriter writer(buffer, desc, ShaderStage::Fragment);
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GenerateReinterpretFragmentShader(writer, fmts[i], fmts[j]);
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if (strlen(buffer) >= 8192) {
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printf("Reinterpret fragment shader %d exceeded buffer:\n\n%s\n", (int)j, LineNumberString(buffer).c_str());
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failed = true;
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}
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if (!TestCompileShader(buffer, languages[k], ShaderStage::Fragment, &errorMessage)) {
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printf("Error compiling reinterpret 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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} 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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delete[] buffer;
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return !failed;
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}
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bool TestStencilShaders() {
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Draw::Bugs bugs;
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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_3xx,
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};
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char *buffer = new char[65536];
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bool failed = false;
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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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std::string errorMessage;
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// Generate all despite failures - it's only a few.
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// Only use export on Vulkan, because GLSL_3xx is ES which doesn't support stencil export.
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bool allowUseExport = languages[k] == ShaderLanguage::GLSL_VULKAN;
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for (int useExport = 0; useExport <= (allowUseExport ? 1 : 0); ++useExport) {
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GenerateStencilFs(buffer, desc, bugs, useExport == 1);
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if (strlen(buffer) >= 8192) {
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printf("Stencil fragment shader (useExport=%d) exceeded buffer:\n\n%s\n", useExport, LineNumberString(buffer).c_str());
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failed = true;
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}
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if (!TestCompileShader(buffer, languages[k], ShaderStage::Fragment, &errorMessage)) {
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printf("Error compiling stencil shader (useExport=%d):\n\n%s\n\n%s\n", useExport, LineNumberString(buffer).c_str(), errorMessage.c_str());
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failed = true;
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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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GenerateStencilVs(buffer, desc);
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if (strlen(buffer) >= 8192) {
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printf("Stencil vertex shader exceeded buffer:\n\n%s\n", LineNumberString(buffer).c_str());
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failed = true;
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}
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if (!TestCompileShader(buffer, languages[k], ShaderStage::Vertex, &errorMessage)) {
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printf("Error compiling stencil 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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} else {
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printf("===\n%s\n===\n", buffer);
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}
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}
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delete[] buffer;
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return !failed;
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}
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bool TestDepalShaders() {
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Draw::Bugs bugs;
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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_3xx,
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ShaderLanguage::GLSL_1xx,
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};
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char *buffer = new char[65536];
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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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std::string errorMessage;
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// TODO: Try some different configurations of the fragment shader.
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// But first just try one.
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DepalConfig config{};
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config.clutFormat = GE_CMODE_16BIT_ABGR4444;
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config.shift = 8;
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config.startPos = 64;
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config.mask = 0xFF;
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config.bufferFormat = GE_FORMAT_8888;
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config.textureFormat = GE_TFMT_CLUT32;
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config.depthUpperBits = 0;
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ShaderWriter writer(buffer, desc, ShaderStage::Fragment);
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GenerateDepalFs(writer, config);
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if (strlen(buffer) >= 8192) {
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printf("Depal shader exceeded buffer:\n\n%s\n", LineNumberString(buffer).c_str());
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delete[] buffer;
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return false;
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}
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if (!TestCompileShader(buffer, languages[k], ShaderStage::Fragment, &errorMessage)) {
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printf("Error compiling depal shader:\n\n%s\n\n%s\n", LineNumberString(buffer).c_str(), errorMessage.c_str());
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delete[] buffer;
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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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delete[] buffer;
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return true;
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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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if (id.Bit(VS_BIT_VERTEX_RANGE_CULLING)) {
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continue;
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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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for (int j = 0; j < numLanguages; j++) {
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if (strlen(buffer[j]) >= CODE_BUFFER_SIZE) {
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printf("Vertex shader exceeded buffer:\n\n%s\n", LineNumberString(buffer[j]).c_str());
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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 false;
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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], ShaderStage::Vertex, &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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for (int i = 0; i < numLanguages; i++) {
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delete[] buffer[i];
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}
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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;
|
|
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);
|
|
|
|
// 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.
|
|
}
|
|
|
|
for (int j = 0; j < numLanguages; j++) {
|
|
if (strlen(buffer[j]) >= CODE_BUFFER_SIZE) {
|
|
printf("Fragment shader exceeded buffer:\n\n%s\n", LineNumberString(buffer[j]).c_str());
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
delete[] buffer[i];
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// 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());
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
delete[] buffer[i];
|
|
}
|
|
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 TestGeometryShaders() {
|
|
char *buffer[numLanguages];
|
|
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
buffer[i] = new char[65536];
|
|
}
|
|
GMRng rng;
|
|
int successes = 0;
|
|
int count = 30;
|
|
|
|
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 = i << 1;
|
|
GShaderID id;
|
|
id.d[0] = bottom;
|
|
id.d[1] = 0;
|
|
|
|
id.SetBit(GS_BIT_ENABLED, true);
|
|
|
|
bool generateSuccess[numLanguages]{};
|
|
std::string genErrorString[numLanguages];
|
|
|
|
for (int j = 0; j < numLanguages; j++) {
|
|
buffer[j][0] = 0;
|
|
generateSuccess[j] = GenerateGShader(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.
|
|
}
|
|
|
|
for (int j = 0; j < numLanguages; j++) {
|
|
if (strlen(buffer[j]) >= CODE_BUFFER_SIZE) {
|
|
printf("Geometry shader exceeded buffer:\n\n%s\n", LineNumberString(buffer[j]).c_str());
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
delete[] buffer[i];
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// 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::Geometry, &errorMessage)) {
|
|
printf("Error compiling geometry shader:\n\n%s\n\n%s\n", LineNumberString(buffer[j]).c_str(), errorMessage.c_str());
|
|
for (int i = 0; i < numLanguages; i++) {
|
|
delete[] buffer[i];
|
|
}
|
|
return false;
|
|
}
|
|
successes++;
|
|
}
|
|
}
|
|
}
|
|
|
|
printf("%d/%d geometry 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 (!TestGeometryShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestReinterpretShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestDepalShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestFragmentShaders()) {
|
|
return false;
|
|
}
|
|
|
|
if (!TestVertexShaders()) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|