mirror of
https://github.com/libretro/RetroArch.git
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203 lines
7.9 KiB
C
203 lines
7.9 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2014-2016 - Ali Bouhlel
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stddef.h>
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#include <malloc.h>
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#include <string.h>
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#include "tex_shader.h"
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#include "gx2_shader_inl.h"
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/*******************************************************
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*******************************************************
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*
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* Vertex Shader GLSL source:
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*
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*******************************************************
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*******************************************************
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*
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* attribute vec2 position;
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* attribute vec2 tex_coord_in;
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* varying vec2 tex_coord;
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* void main()
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* {
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* gl_Position = vec4(position, 0.0, 1.0);
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* tex_coord = tex_coord_in;
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* }
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*
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******************************************************
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******************************************************
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*
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* assembly output from AMD's GPU ShaderAnalyzer :
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*
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******************************************************
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******************************************************
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*
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* 00 CALL_FS NO_BARRIER
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* 01 ALU: ADDR(32) CNT(5)
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* 0 x: MOV R2.x, R2.x
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* y: MOV R2.y, R2.y
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* z: MOV R1.z, 0.0f
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* w: MOV R1.w, (0x3F800000, 1.0f).x
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* 02 EXP_DONE: POS0, R1
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* 03 EXP_DONE: PARAM0, R2.xyzz NO_BARRIER
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* END_OF_PROGRAM
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*
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******************************************************
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******************************************************
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*/
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__attribute__((aligned(GX2_SHADER_ALIGNMENT)))
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static struct
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{
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u32 cf[32 * 2]; /* first ADDR() * 2 */
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u32 alu[5 * 2]; /* CNT() sum * 2 */
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} vs_program =
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{
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{
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CALL_FS NO_BARRIER,
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ALU(32, 5),
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EXP_DONE(POS0, _R1, _X, _Y, _Z, _W),
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EXP_DONE(PARAM0, _R2, _X, _Y, _Z, _Z) NO_BARRIER
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END_OF_PROGRAM
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},
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{
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ALU_MOV(_R2, _X, _R2, _X),
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ALU_MOV(_R2, _Y, _R2, _Y),
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ALU_MOV(_R1, _Z, ALU_SRC_0, _X),
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ALU_LAST ALU_MOV(_R1, _W, ALU_SRC_LITERAL, _X), ALU_LITERAL(0x3F800000)
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}
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};
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/*******************************************************
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*******************************************************
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*
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* Pixel Shader GLSL source:
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*
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*******************************************************
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*******************************************************
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*
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* varying vec2 tex_coord;
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* uniform sampler2D s;
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* void main()
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* {
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* gl_FragColor = texture2D(s, tex_coord);
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* }
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*
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******************************************************
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******************************************************
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*
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* assembly output from AMD's GPU ShaderAnalyzer :
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*
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******************************************************
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******************************************************
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*
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* 00 TEX: ADDR(16) CNT(1) VALID_PIX
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* 0 SAMPLE R0, R0.xy0x, t0, s0
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* 01 EXP_DONE: PIX0, R0
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* END_OF_PROGRAM
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*
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*******************************************************
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*******************************************************
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*/
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__attribute__((aligned(GX2_SHADER_ALIGNMENT)))
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static struct
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{
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u32 cf[16 * 2]; /* first ADDR() * 2 */
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u32 tex[1 * 3]; /* CNT() sum * 3 */
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} ps_program =
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{
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{
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TEX(16, 1) VALID_PIX,
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EXP_DONE(PIX0, _R0, _X, _Y, _Z, _W)
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END_OF_PROGRAM
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},
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{
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TEX_SAMPLE(_R0, _X, _Y, _Z, _W, _R0, _X, _Y, _0, _X, _t0, _s0)
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}
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};
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tex_shader_t tex_shader =
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{
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{
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{
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0x00000103, 0x00000000, 0x00000000, 0x00000001, /* sq_pgm_resources_vs, vgt_primitiveid_en, spi_vs_out_config, num_spi_vs_out_id */
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{ 0xffffff00, _x9(0xffffffff) }, /* spi_vs_out_id @10 */
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0x00000000, 0xfffffffc, 0x00000002, /* pa_cl_vs_out_cntl, sq_vtx_semantic_clear, num_sq_vtx_semantic */
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{
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0x00000000, 0x00000001, _x30(0x000000ff) /* sq_vtx_semantic @32 */
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},
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0x00000000, 0x0000000e, 0x00000010 /* vgt_strmout_buffer_en, vgt_vertex_reuse_block_cntl, vgt_hos_reuse_depth */
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}, /* regs */
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sizeof(vs_program), /* size */
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(uint8_t*)&vs_program, /* program */
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GX2_SHADER_MODE_UNIFORM_REGISTER, /* mode */
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0, /* uniformBlockCount */
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NULL, /* uniformBlocks */
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0, /* uniformVarCount */
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NULL, /* uniformVars */
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0, /* initialValueCount */
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NULL, /* initialValues */
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0, /* loopVarCount */
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NULL, /* loopVars */
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0, /* samplerVarCount */
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NULL, /* samplerVars */
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sizeof(tex_shader.attributes) / sizeof(GX2AttribVar), /* attribVarCount */
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(GX2AttribVar*) &tex_shader.attributes, /* attribVars */
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0, /* ringItemsize */
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FALSE, /* hasStreamOut */
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{0}, /* streamOutStride @4 */
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{} /* gx2rBuffer */
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},
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{
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{
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0x00000001, 0x00000002, 0x14000001, 0x00000000, /* sq_pgm_resources_ps, sq_pgm_exports_ps, spi_ps_in_control_0, spi_ps_in_control_1 */
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0x00000001, /* num_spi_ps_input_cntl */
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{ 0x00000100, _x30(0x00000000)}, /* spi_ps_input_cntls @ 32*/
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0x0000000f, 0x00000001, 0x00000010, 0x00000000 /* cb_shader_mask, cb_shader_control, db_shader_control, spi_input_z */
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}, /* regs */
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sizeof(ps_program), /* size */
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(uint8_t*)&ps_program, /* program */
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GX2_SHADER_MODE_UNIFORM_REGISTER, /* mode */
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0, /* uniformBlockCount */
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NULL, /* uniformBlocks */
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0, /* uniformVarCount */
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NULL, /* uniformVars */
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0, /* initialValueCount */
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NULL, /* initialValues */
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0, /* loopVarCount */
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NULL, /* loopVars */
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1, /* samplerVarCount */
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(GX2SamplerVar*) &tex_shader.sampler, /* samplerVars */
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{} /* gx2rBuffer */
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},
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{ "s", GX2_SAMPLER_VAR_TYPE_SAMPLER_2D, 0 },
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{
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{ "position", GX2_SHADER_VAR_TYPE_FLOAT2, 0, 0},
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{ "tex_coord_in", GX2_SHADER_VAR_TYPE_FLOAT2, 0, 1}
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},
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{
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{
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0, 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32,
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GX2_ATTRIB_INDEX_PER_VERTEX, 0, GX2_COMP_SEL(_X, _Y, _0, _1), GX2_ENDIAN_SWAP_DEFAULT
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},
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{
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1, 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32,
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GX2_ATTRIB_INDEX_PER_VERTEX, 0, GX2_COMP_SEL(_X, _Y, _0, _1), GX2_ENDIAN_SWAP_DEFAULT
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}
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},
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{},
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};
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