RetroArch/wiiu/tex_shader.c

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/* RetroArch - A frontend for libretro.
* Copyright (C) 2014-2016 - Ali Bouhlel
*
* RetroArch 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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 RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
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#include <stddef.h>
#include <malloc.h>
#include <string.h>
#include "tex_shader.h"
#include "gx2_shader_inl.h"
/*******************************************************
* Vertex Shader GLSL source:
*******************************************************
attribute vec2 position;
attribute vec2 tex_coord_in;
attribute vec4 color_in;
varying vec2 tex_coord;
varying vec4 color;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
tex_coord = tex_coord_in;
color = color_in;
}
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******************************************************
* assembly:
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******************************************************
00 CALL_FS NO_BARRIER
01 ALU: ADDR(32) CNT(5)
0 x: MOV R3.x, R3.x
y: MOV R3.y, R3.y
z: MOV R2.z, 0.0f
w: MOV R2.w, (0x3F800000, 1.0f).x
02 EXP_DONE: POS0, R2
03 EXP: PARAM0, R1 NO_BARRIER
04 EXP_DONE: PARAM1, R3.xyzz NO_BARRIER
END_OF_PROGRAM
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******************************************************
*/
__attribute__((aligned(GX2_SHADER_ALIGNMENT)))
static struct
{
u32 cf[32 * 2]; /* first ADDR() * 2 */
u32 alu[5 * 2]; /* alu CNT() * 2 */
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} vs_program =
{
{
CALL_FS NO_BARRIER,
ALU(32, 5),
EXP_DONE(POS0, _R2, _X, _Y, _Z, _W),
EXP(PARAM0, _R1, _X, _Y, _Z, _W) NO_BARRIER,
EXP_DONE(PARAM1, _R3, _X, _Y, _Z, _Z) NO_BARRIER
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END_OF_PROGRAM
},
{
ALU_MOV(_R3,_X, _R3,_X),
ALU_MOV(_R3,_Y, _R3,_Y),
ALU_MOV(_R2,_Z, ALU_SRC_0,_X),
ALU_LAST
ALU_MOV(_R2,_W, ALU_SRC_LITERAL,_X), ALU_LITERAL(0x3F800000)
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}
};
/*******************************************************
* Pixel Shader GLSL source:
*******************************************************
varying vec2 tex_coord;
varying vec4 color;
uniform sampler2D s;
void main()
{
gl_FragColor = texture2D(s, tex_coord) * color;
}
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******************************************************
* assembly:
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******************************************************
00 TEX: ADDR(48) CNT(1) VALID_PIX
0 SAMPLE R1, R1.xy0x, t0, s0
01 ALU: ADDR(32) CNT(4)
1 x: MUL R0.x, R0.x, R1.x
y: MUL R0.y, R0.y, R1.y
z: MUL R0.z, R0.z, R1.z
w: MUL R0.w, R0.w, R1.w
02 EXP_DONE: PIX0, R0
END_OF_PROGRAM
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*******************************************************
*/
__attribute__((aligned(GX2_SHADER_ALIGNMENT)))
static struct
{
u32 cf[32 * 2]; /* first ADDR() * 2 */
u32 alu[(48-32) * 2]; /* (tex ADDR() - alu ADDR()) * 2 */
u32 tex[1 * 3]; /* tex CNT() * 3 */
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} ps_program =
{
{
TEX(48, 1) VALID_PIX,
ALU(32, 4),
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EXP_DONE(PIX0, _R0, _X, _Y, _Z, _W)
END_OF_PROGRAM
},
{
ALU_MUL(_R0,_X, _R0,_X, _R1,_X),
ALU_MUL(_R0,_Y, _R0,_Y, _R1,_Y),
ALU_MUL(_R0,_Z, _R0,_Z, _R1,_Z),
ALU_LAST
ALU_MUL(_R0,_W, _R0,_W, _R1,_W),
},
{
TEX_SAMPLE(_R1,_X,_Y,_Z,_W, _R1,_X,_Y,_0,_X, _t0, _s0)
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}
};
tex_shader_t tex_shader =
{
{
{
.sq_pgm_resources_vs.num_gprs = 4,
.sq_pgm_resources_vs.stack_size = 1,
.spi_vs_out_config.vs_export_count = 1,
.num_spi_vs_out_id = 1,
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{
{.semantic_0 = 0x00, .semantic_1 = 0x01, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
{.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF},
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},
.sq_vtx_semantic_clear = ~0x7,
.num_sq_vtx_semantic = 3,
{
0, 1, 2, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
},
.vgt_vertex_reuse_block_cntl.vtx_reuse_depth = 0xE,
.vgt_hos_reuse_depth.reuse_depth = 0x10,
}, /* regs */
.size = sizeof(vs_program),
.program = (uint8_t*)&vs_program,
.mode = GX2_SHADER_MODE_UNIFORM_REGISTER,
.attribVarCount = sizeof(tex_shader.attributes) / sizeof(GX2AttribVar), (GX2AttribVar*) &tex_shader.attributes,
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},
{
{
.sq_pgm_resources_ps.num_gprs = 2,
.sq_pgm_exports_ps.export_mode = 0x2,
.spi_ps_in_control_0.num_interp = 2,
.spi_ps_in_control_0.persp_gradient_ena = 1,
.spi_ps_in_control_0.baryc_sample_cntl = spi_baryc_cntl_centers_only,
.num_spi_ps_input_cntl = 2, {{.semantic = 0, .default_val = 1},{.semantic = 1, .default_val = 1}},
.cb_shader_mask.output0_enable = 0xF,
.cb_shader_control.rt0_enable = TRUE,
.db_shader_control.z_order = db_z_order_early_z_then_late_z,
}, /* regs */
.size = sizeof(ps_program),
.program = (uint8_t*)&ps_program,
.mode = GX2_SHADER_MODE_UNIFORM_REGISTER,
.samplerVarCount = 1,
.samplerVars = (GX2SamplerVar*) &tex_shader.sampler,
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},
.sampler = { "s", GX2_SAMPLER_VAR_TYPE_SAMPLER_2D, 0 },
.attributes = {
.color = { "color_in", GX2_SHADER_VAR_TYPE_FLOAT4, 0, 0},
.position = { "position", GX2_SHADER_VAR_TYPE_FLOAT2, 0, 1},
.tex_coord = { "tex_coord_in", GX2_SHADER_VAR_TYPE_FLOAT2, 0, 2},
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},
.attribute_stream = {
.color = {
0, 0, offsetof(tex_shader_vertex_t, color), GX2_ATTRIB_FORMAT_UNORM_8_8_8_8,
GX2_ATTRIB_INDEX_PER_VERTEX, 0, GX2_COMP_SEL(_X, _Y, _Z, _W), GX2_ENDIAN_SWAP_DEFAULT
},
.position = {
1, 0, offsetof(tex_shader_vertex_t, pos), 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
},
.tex_coord = {
2, 0, offsetof(tex_shader_vertex_t, coord), 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
}
},
{},
};