xemu/hw/xbox/nv2a/vsh.c
Erik Abair 9723b435fb nv2a: Make multiplication by 0 match HW behavior.
Fixes #1008

The nv2a returns 0 for anything multiplied by zero, including exceptional
values such as Inf and NaN. Desktop GPUs do not enforce this, leading to
conditions where NaNs wipe out calculations and lead to erroneous behavior.

[Test](https://github.com/abaire/nxdk_vsh_tests/blob/main/src/tests/americasarmyshader.cpp)
[HW Results](https://github.com/abaire/nxdk_vsh_tests_golden_results/wiki/Results-AmericasArmyShader)
2023-05-01 13:58:48 -07:00

874 lines
27 KiB
C

/*
* QEMU Geforce NV2A vertex shader translation
*
* Copyright (c) 2014 Jannik Vogel
* Copyright (c) 2012 espes
*
* Based on:
* Cxbx, VertexShader.cpp
* Copyright (c) 2004 Aaron Robinson <caustik@caustik.com>
* Kingofc <kingofc@freenet.de>
* Dxbx, uPushBuffer.pas
* Copyright (c) 2007 Shadow_tj, PatrickvL
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 or
* (at your option) version 3 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://www.gnu.org/licenses/>.
*/
#include "qemu/osdep.h"
#include <stdio.h>
#include <string.h>
#include <stdbool.h>
#include <assert.h>
#include "shaders_common.h"
#include "vsh.h"
#define VSH_D3DSCM_CORRECTION 96
typedef enum {
PARAM_UNKNOWN = 0,
PARAM_R,
PARAM_V,
PARAM_C
} VshParameterType;
typedef enum {
OUTPUT_C = 0,
OUTPUT_O
} VshOutputType;
typedef enum {
OMUX_MAC = 0,
OMUX_ILU
} VshOutputMux;
typedef enum {
ILU_NOP = 0,
ILU_MOV,
ILU_RCP,
ILU_RCC,
ILU_RSQ,
ILU_EXP,
ILU_LOG,
ILU_LIT
} VshILU;
typedef enum {
MAC_NOP,
MAC_MOV,
MAC_MUL,
MAC_ADD,
MAC_MAD,
MAC_DP3,
MAC_DPH,
MAC_DP4,
MAC_DST,
MAC_MIN,
MAC_MAX,
MAC_SLT,
MAC_SGE,
MAC_ARL
} VshMAC;
typedef enum {
SWIZZLE_X = 0,
SWIZZLE_Y,
SWIZZLE_Z,
SWIZZLE_W
} VshSwizzle;
typedef struct VshFieldMapping {
VshFieldName field_name;
uint8_t subtoken;
uint8_t start_bit;
uint8_t bit_length;
} VshFieldMapping;
static const VshFieldMapping field_mapping[] = {
// Field Name DWORD BitPos BitSize
{ FLD_ILU, 1, 25, 3 },
{ FLD_MAC, 1, 21, 4 },
{ FLD_CONST, 1, 13, 8 },
{ FLD_V, 1, 9, 4 },
// INPUT A
{ FLD_A_NEG, 1, 8, 1 },
{ FLD_A_SWZ_X, 1, 6, 2 },
{ FLD_A_SWZ_Y, 1, 4, 2 },
{ FLD_A_SWZ_Z, 1, 2, 2 },
{ FLD_A_SWZ_W, 1, 0, 2 },
{ FLD_A_R, 2, 28, 4 },
{ FLD_A_MUX, 2, 26, 2 },
// INPUT B
{ FLD_B_NEG, 2, 25, 1 },
{ FLD_B_SWZ_X, 2, 23, 2 },
{ FLD_B_SWZ_Y, 2, 21, 2 },
{ FLD_B_SWZ_Z, 2, 19, 2 },
{ FLD_B_SWZ_W, 2, 17, 2 },
{ FLD_B_R, 2, 13, 4 },
{ FLD_B_MUX, 2, 11, 2 },
// INPUT C
{ FLD_C_NEG, 2, 10, 1 },
{ FLD_C_SWZ_X, 2, 8, 2 },
{ FLD_C_SWZ_Y, 2, 6, 2 },
{ FLD_C_SWZ_Z, 2, 4, 2 },
{ FLD_C_SWZ_W, 2, 2, 2 },
{ FLD_C_R_HIGH, 2, 0, 2 },
{ FLD_C_R_LOW, 3, 30, 2 },
{ FLD_C_MUX, 3, 28, 2 },
// Output
{ FLD_OUT_MAC_MASK, 3, 24, 4 },
{ FLD_OUT_R, 3, 20, 4 },
{ FLD_OUT_ILU_MASK, 3, 16, 4 },
{ FLD_OUT_O_MASK, 3, 12, 4 },
{ FLD_OUT_ORB, 3, 11, 1 },
{ FLD_OUT_ADDRESS, 3, 3, 8 },
{ FLD_OUT_MUX, 3, 2, 1 },
// Other
{ FLD_A0X, 3, 1, 1 },
{ FLD_FINAL, 3, 0, 1 }
};
typedef struct VshOpcodeParams {
bool A;
bool B;
bool C;
} VshOpcodeParams;
#if 0
static const VshOpcodeParams ilu_opcode_params[] = {
/* ILU OP ParamA ParamB ParamC */
/* ILU_NOP */ { false, false, false }, // Dxbx note : Unused
/* ILU_MOV */ { false, false, true },
/* ILU_RCP */ { false, false, true },
/* ILU_RCC */ { false, false, true },
/* ILU_RSQ */ { false, false, true },
/* ILU_EXP */ { false, false, true },
/* ILU_LOG */ { false, false, true },
/* ILU_LIT */ { false, false, true },
};
#endif
static const VshOpcodeParams mac_opcode_params[] = {
/* MAC OP ParamA ParamB ParamC */
/* MAC_NOP */ { false, false, false }, // Dxbx note : Unused
/* MAC_MOV */ { true, false, false },
/* MAC_MUL */ { true, true, false },
/* MAC_ADD */ { true, false, true },
/* MAC_MAD */ { true, true, true },
/* MAC_DP3 */ { true, true, false },
/* MAC_DPH */ { true, true, false },
/* MAC_DP4 */ { true, true, false },
/* MAC_DST */ { true, true, false },
/* MAC_MIN */ { true, true, false },
/* MAC_MAX */ { true, true, false },
/* MAC_SLT */ { true, true, false },
/* MAC_SGE */ { true, true, false },
/* MAC_ARL */ { true, false, false },
};
static const char* mask_str[] = {
// xyzw xyzw
",", // 0000 ____
",w", // 0001 ___w
",z", // 0010 __z_
",zw", // 0011 __zw
",y", // 0100 _y__
",yw", // 0101 _y_w
",yz", // 0110 _yz_
",yzw", // 0111 _yzw
",x", // 1000 x___
",xw", // 1001 x__w
",xz", // 1010 x_z_
",xzw", // 1011 x_zw
",xy", // 1100 xy__
",xyw", // 1101 xy_w
",xyz", // 1110 xyz_
",xyzw" // 1111 xyzw
};
/* Writes to the oFog register apply the most significant masked component to
* `x`. The remaining values are assigned arbitrarily to fit the 4-component
* function behavior. */
static const char* fog_mask_str[] = {
",",
",x",
",x",
",xy",
",x",
",xy",
",xy",
",xyz",
",x",
",xy",
",xy",
",xyz",
",xy",
",xyz",
",xyz",
",xyzw"
};
/* Note: OpenGL seems to be case-sensitive, and requires upper-case opcodes! */
static const char* mac_opcode[] = {
"NOP",
"MOV",
"MUL",
"ADD",
"MAD",
"DP3",
"DPH",
"DP4",
"DST",
"MIN",
"MAX",
"SLT",
"SGE",
"ARL A0.x", // Dxbx note : Alias for "mov a0.x"
};
static const char* ilu_opcode[] = {
"NOP",
"MOV",
"RCP",
"RCC",
"RSQ",
"EXP",
"LOG",
"LIT",
};
static bool ilu_force_scalar[] = {
false,
false,
true,
true,
true,
true,
true,
false,
};
#define OUTPUT_REG_FOG 5
static const char* out_reg_name[] = {
"oPos",
"???",
"???",
"oD0",
"oD1",
"oFog",
"oPts",
"oB0",
"oB1",
"oT0",
"oT1",
"oT2",
"oT3",
"???",
"???",
"A0.x",
};
// Retrieves a number of bits in the instruction token
static int vsh_get_from_token(const uint32_t *shader_token,
uint8_t subtoken,
uint8_t start_bit,
uint8_t bit_length)
{
return (shader_token[subtoken] >> start_bit) & ~(0xFFFFFFFF << bit_length);
}
uint8_t vsh_get_field(const uint32_t *shader_token, VshFieldName field_name)
{
return (uint8_t)(vsh_get_from_token(shader_token,
field_mapping[field_name].subtoken,
field_mapping[field_name].start_bit,
field_mapping[field_name].bit_length));
}
// Converts the C register address to disassembly format
static int16_t convert_c_register(const int16_t c_reg)
{
int16_t r = ((((c_reg >> 5) & 7) - 3) * 32) + (c_reg & 31);
r += VSH_D3DSCM_CORRECTION; /* to map -96..95 to 0..191 */
return r; //FIXME: = c_reg?!
}
static MString* decode_swizzle(const uint32_t *shader_token,
VshFieldName swizzle_field)
{
const char* swizzle_str = "xyzw";
VshSwizzle x, y, z, w;
/* some microcode instructions force a scalar value */
if (swizzle_field == FLD_C_SWZ_X
&& ilu_force_scalar[vsh_get_field(shader_token, FLD_ILU)]) {
x = y = z = w = vsh_get_field(shader_token, swizzle_field);
} else {
x = vsh_get_field(shader_token, swizzle_field++);
y = vsh_get_field(shader_token, swizzle_field++);
z = vsh_get_field(shader_token, swizzle_field++);
w = vsh_get_field(shader_token, swizzle_field);
}
if (x == SWIZZLE_X && y == SWIZZLE_Y
&& z == SWIZZLE_Z && w == SWIZZLE_W) {
/* Don't print the swizzle if it's .xyzw */
return mstring_from_str(""); // Will turn ".xyzw" into "."
/* Don't print duplicates */
} else if (x == y && y == z && z == w) {
return mstring_from_str((char[]){'.', swizzle_str[x], '\0'});
} else if (y == z && z == w) {
return mstring_from_str((char[]){'.',
swizzle_str[x], swizzle_str[y], '\0'});
} else if (z == w) {
return mstring_from_str((char[]){'.',
swizzle_str[x], swizzle_str[y], swizzle_str[z], '\0'});
} else {
return mstring_from_str((char[]){'.',
swizzle_str[x], swizzle_str[y],
swizzle_str[z], swizzle_str[w],
'\0'}); // Normal swizzle mask
}
}
static MString* decode_opcode_input(const uint32_t *shader_token,
VshParameterType param,
VshFieldName neg_field,
int reg_num)
{
/* This function decodes a vertex shader opcode parameter into a string.
* Input A, B or C is controlled via the Param and NEG fieldnames,
* the R-register address for each input is already given by caller. */
MString *ret_str = mstring_new();
if (vsh_get_field(shader_token, neg_field) > 0) {
mstring_append_chr(ret_str, '-');
}
/* PARAM_R uses the supplied reg_num, but the other two need to be
* determined */
char tmp[40];
switch (param) {
case PARAM_R:
snprintf(tmp, sizeof(tmp), "R%d", reg_num);
break;
case PARAM_V:
reg_num = vsh_get_field(shader_token, FLD_V);
snprintf(tmp, sizeof(tmp), "v%d", reg_num);
break;
case PARAM_C:
reg_num = convert_c_register(vsh_get_field(shader_token, FLD_CONST));
if (vsh_get_field(shader_token, FLD_A0X) > 0) {
//FIXME: does this really require the "correction" doe in convert_c_register?!
snprintf(tmp, sizeof(tmp), "c[A0+%d]", reg_num);
} else {
snprintf(tmp, sizeof(tmp), "c[%d]", reg_num);
}
break;
default:
fprintf(stderr, "Unknown vs param: 0x%x\n", param);
assert(false);
break;
}
mstring_append(ret_str, tmp);
{
/* swizzle bits are next to the neg bit */
MString *swizzle_str = decode_swizzle(shader_token, neg_field+1);
mstring_append(ret_str, mstring_get_str(swizzle_str));
mstring_unref(swizzle_str);
}
return ret_str;
}
static MString* decode_opcode(const uint32_t *shader_token,
VshOutputMux out_mux,
uint32_t mask,
const char *opcode,
const char *inputs,
MString** suffix)
{
MString *ret = mstring_new();
int reg_num = vsh_get_field(shader_token, FLD_OUT_R);
bool use_temp_var = false;
/* Test for paired opcodes (in other words : Are both <> NOP?) */
if (out_mux == OMUX_MAC
&& vsh_get_field(shader_token, FLD_ILU) != ILU_NOP) {
use_temp_var = true;
if (reg_num == 1) {
/* Ignore paired MAC opcodes that write to R1 */
mask = 0;
}
} else if (out_mux == OMUX_ILU
&& vsh_get_field(shader_token, FLD_MAC) != MAC_NOP) {
/* Paired ILU opcodes can only write to R1 */
reg_num = 1;
}
/* See if we must add a muxed opcode too: */
if (vsh_get_field(shader_token, FLD_OUT_MUX) == out_mux
/* Only if it's not masked away: */
&& vsh_get_field(shader_token, FLD_OUT_O_MASK) != 0) {
mstring_append(ret, " ");
mstring_append(ret, opcode);
mstring_append(ret, "(");
bool write_fog_register = false;
if (vsh_get_field(shader_token, FLD_OUT_ORB) == OUTPUT_C) {
assert(!"TODO: Emulate writeable const registers");
mstring_append(ret, "c");
mstring_append_int(ret,
convert_c_register(
vsh_get_field(shader_token, FLD_OUT_ADDRESS)));
} else {
int out_reg = vsh_get_field(shader_token, FLD_OUT_ADDRESS) & 0xF;
mstring_append(ret,out_reg_name[out_reg]);
write_fog_register = out_reg == OUTPUT_REG_FOG;
}
int write_mask = vsh_get_field(shader_token, FLD_OUT_O_MASK);
const char *write_mask_str = write_fog_register ? fog_mask_str[write_mask] : mask_str[write_mask];
mstring_append(ret, write_mask_str);
mstring_append(ret, inputs);
mstring_append(ret, ");\n");
}
if (use_temp_var) {
assert(suffix && "Temp var flagged on non-MAC instruction");
*suffix = mstring_new();
if (strcmp(opcode, mac_opcode[MAC_ARL]) == 0) {
mstring_append_fmt(ret, " ARL(_temp_addr%s);\n", inputs);
mstring_append(*suffix, " A0 = _temp_addr;\n");
} else if (mask > 0) {
mstring_append_fmt(ret, " %s(_temp_vec%s%s);\n",
opcode, mask_str[mask], inputs);
// Skip the leading comma
const char *mask_components = &mask_str[mask][1];
if (mask_components[0]) {
mstring_append_fmt(*suffix,
" R%d.%s = _temp_vec.%s;\n",
reg_num,
mask_components,
mask_components);
} else {
mstring_append_fmt(*suffix, " R%d = _temp_vec;\n", reg_num);
}
}
} else {
if (strcmp(opcode, mac_opcode[MAC_ARL]) == 0) {
mstring_append_fmt(ret, " ARL(A0%s);\n", inputs);
} else if (mask > 0) {
mstring_append_fmt(ret, " %s(R%d%s%s);\n",
opcode, reg_num, mask_str[mask], inputs);
}
}
return ret;
}
static MString* decode_token(const uint32_t *shader_token)
{
MString *ret;
/* See what MAC opcode is written to (if not masked away): */
VshMAC mac = vsh_get_field(shader_token, FLD_MAC);
/* See if a ILU opcode is present too: */
VshILU ilu = vsh_get_field(shader_token, FLD_ILU);
if (mac == MAC_NOP && ilu == ILU_NOP) {
return mstring_new();
}
/* Since it's potentially used twice, decode input C once: */
MString *input_c =
decode_opcode_input(shader_token,
vsh_get_field(shader_token, FLD_C_MUX),
FLD_C_NEG,
(vsh_get_field(shader_token, FLD_C_R_HIGH) << 2)
| vsh_get_field(shader_token, FLD_C_R_LOW));
MString *mac_suffix = NULL;
if (mac != MAC_NOP) {
MString *inputs_mac = mstring_new();
if (mac_opcode_params[mac].A) {
MString *input_a =
decode_opcode_input(shader_token,
vsh_get_field(shader_token, FLD_A_MUX),
FLD_A_NEG,
vsh_get_field(shader_token, FLD_A_R));
mstring_append(inputs_mac, ", ");
mstring_append(inputs_mac, mstring_get_str(input_a));
mstring_unref(input_a);
}
if (mac_opcode_params[mac].B) {
MString *input_b =
decode_opcode_input(shader_token,
vsh_get_field(shader_token, FLD_B_MUX),
FLD_B_NEG,
vsh_get_field(shader_token, FLD_B_R));
mstring_append(inputs_mac, ", ");
mstring_append(inputs_mac, mstring_get_str(input_b));
mstring_unref(input_b);
}
if (mac_opcode_params[mac].C) {
mstring_append(inputs_mac, ", ");
mstring_append(inputs_mac, mstring_get_str(input_c));
}
/* Then prepend these inputs with the actual opcode, mask, and input : */
ret = decode_opcode(shader_token,
OMUX_MAC,
vsh_get_field(shader_token, FLD_OUT_MAC_MASK),
mac_opcode[mac],
mstring_get_str(inputs_mac),
&mac_suffix);
mstring_unref(inputs_mac);
} else {
ret = mstring_new();
}
if (ilu != ILU_NOP) {
MString *inputs_c = mstring_from_str(", ");
mstring_append(inputs_c, mstring_get_str(input_c));
/* Append the ILU opcode, mask and (the already determined) input C: */
MString *ilu_op =
decode_opcode(shader_token,
OMUX_ILU,
vsh_get_field(shader_token, FLD_OUT_ILU_MASK),
ilu_opcode[ilu],
mstring_get_str(inputs_c),
NULL);
mstring_append(ret, mstring_get_str(ilu_op));
mstring_unref(inputs_c);
mstring_unref(ilu_op);
}
mstring_unref(input_c);
if (mac_suffix) {
mstring_append(ret, mstring_get_str(mac_suffix));
mstring_unref(mac_suffix);
}
return ret;
}
static const char* vsh_header =
"\n"
"int A0 = 0;\n"
"\n"
"vec4 R0 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R1 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R2 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R3 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R4 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R5 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R6 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R7 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R8 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R9 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R10 = vec4(0.0,0.0,0.0,0.0);\n"
"vec4 R11 = vec4(0.0,0.0,0.0,0.0);\n"
"#define R12 oPos\n" /* R12 is a mirror of oPos */
"\n"
/* Used to emulate concurrency of paired MAC+ILU instructions */
"vec4 _temp_vec;\n"
"int _temp_addr;\n"
/* See:
* http://msdn.microsoft.com/en-us/library/windows/desktop/bb174703%28v=vs.85%29.aspx
* https://www.opengl.org/registry/specs/NV/vertex_program1_1.txt
*/
"\n"
//QQQ #ifdef NICE_CODE
"/* Converts the input to vec4, pads with last component */\n"
"vec4 _in(float v) { return vec4(v); }\n"
"vec4 _in(vec2 v) { return v.xyyy; }\n"
"vec4 _in(vec3 v) { return v.xyzz; }\n"
"vec4 _in(vec4 v) { return v.xyzw; }\n"
//#else
// "/* Make sure input is always a vec4 */\n"
// "#define _in(v) vec4(v)\n"
//#endif
"\n"
"#define INFINITY (1.0 / 0.0)\n"
"\n"
"#define MOV(dest, mask, src) dest.mask = _MOV(_in(src)).mask\n"
"vec4 _MOV(vec4 src)\n"
"{\n"
" return src;\n"
"}\n"
"\n"
"#define MUL(dest, mask, src0, src1) dest.mask = _MUL(_in(src0), _in(src1)).mask\n"
"vec4 _MUL(vec4 src0, vec4 src1)\n"
"{\n"
// Unfortunately mix() falls victim to the same handling of exceptional
// (inf/NaN) handling as a multiply, so per-component comparisons are used
// to guarantee HW behavior (anything * 0 must == 0).
" vec4 zero_components = sign(src0) * sign(src1);\n"
" vec4 ret = src0 * src1;\n"
" if (zero_components.x == 0.0) { ret.x = 0.0; }\n"
" if (zero_components.y == 0.0) { ret.y = 0.0; }\n"
" if (zero_components.z == 0.0) { ret.z = 0.0; }\n"
" if (zero_components.w == 0.0) { ret.w = 0.0; }\n"
" return ret;\n"
"}\n"
"\n"
"#define ADD(dest, mask, src0, src1) dest.mask = _ADD(_in(src0), _in(src1)).mask\n"
"vec4 _ADD(vec4 src0, vec4 src1)\n"
"{\n"
" return src0 + src1;\n"
"}\n"
"\n"
"#define MAD(dest, mask, src0, src1, src2) dest.mask = _MAD(_in(src0), _in(src1), _in(src2)).mask\n"
"vec4 _MAD(vec4 src0, vec4 src1, vec4 src2)\n"
"{\n"
" return _MUL(src0, src1) + src2;\n"
"}\n"
"\n"
"#define DP3(dest, mask, src0, src1) dest.mask = _DP3(_in(src0), _in(src1)).mask\n"
"vec4 _DP3(vec4 src0, vec4 src1)\n"
"{\n"
" return vec4(dot(src0.xyz, src1.xyz));\n"
"}\n"
"\n"
"#define DPH(dest, mask, src0, src1) dest.mask = _DPH(_in(src0), _in(src1)).mask\n"
"vec4 _DPH(vec4 src0, vec4 src1)\n"
"{\n"
" return vec4(dot(vec4(src0.xyz, 1.0), src1));\n"
"}\n"
"\n"
"#define DP4(dest, mask, src0, src1) dest.mask = _DP4(_in(src0), _in(src1)).mask\n"
"vec4 _DP4(vec4 src0, vec4 src1)\n"
"{\n"
" return vec4(dot(src0, src1));\n"
"}\n"
"\n"
"#define DST(dest, mask, src0, src1) dest.mask = _DST(_in(src0), _in(src1)).mask\n"
"vec4 _DST(vec4 src0, vec4 src1)\n"
"{\n"
" return vec4(1.0,\n"
" src0.y * src1.y,\n"
" src0.z,\n"
" src1.w);\n"
"}\n"
"\n"
"#define MIN(dest, mask, src0, src1) dest.mask = _MIN(_in(src0), _in(src1)).mask\n"
"vec4 _MIN(vec4 src0, vec4 src1)\n"
"{\n"
" return min(src0, src1);\n"
"}\n"
"\n"
"#define MAX(dest, mask, src0, src1) dest.mask = _MAX(_in(src0), _in(src1)).mask\n"
"vec4 _MAX(vec4 src0, vec4 src1)\n"
"{\n"
" return max(src0, src1);\n"
"}\n"
"\n"
"#define SLT(dest, mask, src0, src1) dest.mask = _SLT(_in(src0), _in(src1)).mask\n"
"vec4 _SLT(vec4 src0, vec4 src1)\n"
"{\n"
" return vec4(lessThan(src0, src1));\n"
"}\n"
"\n"
"#define ARL(dest, src) dest = _ARL(_in(src).x)\n"
"int _ARL(float src)\n"
"{\n"
" /* Xbox GPU does specify rounding, OpenGL doesn't; so we need a bias.\n"
" * Example: We probably want to floor 16.99.. to 17, not 16.\n"
" * Source of error (why we get 16.99.. instead of 17.0) is typically\n"
" * vertex-attributes being normalized from a byte value to float:\n"
" * 17 / 255 = 0.06666.. so is this 0.06667 (ceil) or 0.06666 (floor)?\n"
" * Which value we get depends on the host GPU.\n"
" * If we multiply these rounded values by 255 later, we get:\n"
" * 17.00 (ARL result = 17) or 16.99 (ARL result = 16).\n"
" * We assume the intend was to get 17, so we add our bias to fix it. */\n"
" return int(floor(src + 0.001));\n"
"}\n"
"\n"
"#define SGE(dest, mask, src0, src1) dest.mask = _SGE(_in(src0), _in(src1)).mask\n"
"vec4 _SGE(vec4 src0, vec4 src1)\n"
"{\n"
" return vec4(greaterThanEqual(src0, src1));\n"
"}\n"
"\n"
"#define RCP(dest, mask, src) dest.mask = _RCP(_in(src).x).mask\n"
"vec4 _RCP(float src)\n"
"{\n"
" return vec4(1.0 / src);\n"
"}\n"
"\n"
"#define RCC(dest, mask, src) dest.mask = _RCC(_in(src).x).mask\n"
"vec4 _RCC(float src)\n"
"{\n"
" float t = 1.0 / src;\n"
" if (t > 0.0) {\n"
" t = clamp(t, 5.42101e-020, 1.884467e+019);\n"
" } else {\n"
" t = clamp(t, -1.884467e+019, -5.42101e-020);\n"
" }\n"
" return vec4(t);\n"
"}\n"
"\n"
"#define RSQ(dest, mask, src) dest.mask = _RSQ(_in(src).x).mask\n"
"vec4 _RSQ(float src)\n"
"{\n"
" if (src == 0.0) { return vec4(INFINITY); }\n"
" if (isinf(src)) { return vec4(0.0); }\n"
" return vec4(inversesqrt(abs(src)));\n"
"}\n"
"\n"
"#define EXP(dest, mask, src) dest.mask = _EXP(_in(src).x).mask\n"
"vec4 _EXP(float src)\n"
"{\n"
" vec4 result;\n"
" result.x = exp2(floor(src));\n"
" result.y = src - floor(src);\n"
" result.z = exp2(src);\n"
" result.w = 1.0;\n"
" return result;\n"
"}\n"
"\n"
"#define LOG(dest, mask, src) dest.mask = _LOG(_in(src).x).mask\n"
"vec4 _LOG(float src)\n"
"{\n"
" float tmp = abs(src);\n"
" if (tmp == 0.0) { return vec4(-INFINITY, 1.0f, -INFINITY, 1.0f); }\n"
" vec4 result;\n"
" result.x = floor(log2(tmp));\n"
" result.y = tmp / exp2(floor(log2(tmp)));\n"
" result.z = log2(tmp);\n"
" result.w = 1.0;\n"
" return result;\n"
"}\n"
"\n"
"#define LIT(dest, mask, src) dest.mask = _LIT(_in(src)).mask\n"
"vec4 _LIT(vec4 src)\n"
"{\n"
" vec4 s = src;\n"
" float epsilon = 1.0 / 256.0;\n"
" s.w = clamp(s.w, -(128.0 - epsilon), 128.0 - epsilon);\n"
" s.x = max(s.x, 0.0);\n"
" s.y = max(s.y, 0.0);\n"
" vec4 t = vec4(1.0, 0.0, 0.0, 1.0);\n"
" t.y = s.x;\n"
#if 1
" t.z = (s.x > 0.0) ? exp2(s.w * log2(s.y)) : 0.0;\n"
#else
" t.z = (s.x > 0.0) ? pow(s.y, s.w) : 0.0;\n"
#endif
" return t;\n"
"}\n";
void vsh_translate(uint16_t version,
const uint32_t *tokens,
unsigned int length,
bool z_perspective,
MString *header, MString *body)
{
mstring_append(header, vsh_header);
bool has_final = false;
int slot;
for (slot=0; slot < length; slot++) {
const uint32_t* cur_token = &tokens[slot * VSH_TOKEN_SIZE];
MString *token_str = decode_token(cur_token);
mstring_append_fmt(body,
" /* Slot %d: 0x%08X 0x%08X 0x%08X 0x%08X */",
slot,
cur_token[0],cur_token[1],cur_token[2],cur_token[3]);
mstring_append(body, "\n");
mstring_append(body, mstring_get_str(token_str));
mstring_append(body, "\n");
mstring_unref(token_str);
if (vsh_get_field(cur_token, FLD_FINAL)) {
has_final = true;
break;
}
}
assert(has_final);
/* pre-divide and output the generated W so we can do persepctive correct
* interpolation manually. OpenGL can't, since we give it a W of 1 to work
* around the perspective divide */
mstring_append(body,
" if (oPos.w == 0.0 || isinf(oPos.w)) {\n"
" vtx_inv_w = 1.0;\n"
" } else {\n"
" vtx_inv_w = 1.0 / oPos.w;\n"
" }\n"
" vtx_inv_w_flat = vtx_inv_w;\n"
);
mstring_append(body,
/* the shaders leave the result in screen space, while
* opengl expects it in clip space.
* TODO: the pixel-center co-ordinate differences should handled
*/
" oPos.x = 2.0 * (oPos.x - surfaceSize.x * 0.5) / surfaceSize.x;\n"
" oPos.y = -2.0 * (oPos.y - surfaceSize.y * 0.5) / surfaceSize.y;\n"
);
if (z_perspective) {
mstring_append(body, " oPos.z = oPos.w;\n");
}
mstring_append(body,
/* Map the clip range into clip space so z is clipped correctly.
* Note this makes the values in the depth buffer wrong. This should be
* handled with gl_ClipDistance instead, but that has performance issues
* on OS X.
*/
" if (clipRange.y != clipRange.x) {\n"
" oPos.z = (oPos.z - clipRange.x)/(0.5*(clipRange.y - clipRange.x)) - 1;\n"
" }\n"
/* Correct for the perspective divide */
" if (oPos.w < 0.0) {\n"
/* undo the perspective divide in the case where the point would be
* clipped so opengl can clip it correctly */
" oPos.xyz *= oPos.w;\n"
" } else {\n"
/* we don't want the OpenGL perspective divide to happen, but we
* can't multiply by W because it could be meaningless here */
" oPos.w = 1.0;\n"
" }\n"
);
}